Загрузка видео...

Не удалось загрузить видео

На главную

Introducing Gen 2 spatial motion: 3D motion capture, full-body dynamics, joint torques, ground reaction forces, advanced motion retargeting, motion prediction. Works on AI video, phones, cinema cams, stadia. Launched at Movement Day, BAFTA London.

68,729 просмотров • 1 год назад •via X (Twitter)

Комментарии: 11

Фото профиля 𝐙𝐞𝐧𝐠 💜
𝐙𝐞𝐧𝐠 💜1 год назад

Wow. This is next level!

Фото профиля OPEN
OPEN1 год назад

Cinematic pedigree of the highest order meets innovative AAA gameplay in OP3N. Dive into the action by wishlisting on Epic Games TODAY!

Фото профиля Brett Stuart
Brett Stuart1 год назад

Wonder Dynamics gunna get run for their money. Looking great!

Фото профиля K Slash
K Slash1 год назад

Can we use this today?

Фото профиля HaloVFX
HaloVFX1 год назад

Lets go!! Huge update

Фото профиля Madness Apex
Madness Apex1 год назад

🤯

Фото профиля Kabooki AI
Kabooki AI1 год назад

Looks great!

Фото профиля .
.1 год назад

How can I use it?

Фото профиля Pupologic
Pupologic1 год назад

Where and how can we use the Gen2?

Фото профиля Cr4zy3y3z
Cr4zy3y3z1 год назад

Blender integration 😍

Фото профиля neoCortez
neoCortez1 год назад

This is awesome. Can’t wait to test it out

Похожие видео

Alibaba presents MIMO Controllable Character Video Synthesis with Spatial Decomposed Modeling Character video synthesis aims to produce realistic videos of animatable characters within lifelike scenes. As a fundamental problem in the computer vision and graphics community, 3D works typically require multi-view captures for per-case training, which severely limits their applicability of modeling arbitrary characters in a short time. Recent 2D methods break this limitation via pre-trained diffusion models, but they struggle for pose generality and scene interaction. To this end, we propose MIMO, a novel framework which can not only synthesize character videos with controllable attributes (i.e., character, motion and scene) provided by simple user inputs, but also simultaneously achieve advanced scalability to arbitrary characters, generality to novel 3D motions, and applicability to interactive real-world scenes in a unified framework. The core idea is to encode the 2D video to compact spatial codes, considering the inherent 3D nature of video occurrence. Concretely, we lift the 2D frame pixels into 3D using monocular depth estimators, and decompose the video clip to three spatial components (i.e., main human, underlying scene, and floating occlusion) in hierarchical layers based on the 3D depth. These components are further encoded to canonical identity code, structured motion code and full scene code, which are utilized as control signals of synthesis process. The design of spatial decomposed modeling enables flexible user control, complex motion expression, as well as 3D-aware synthesis for scene interactions. Experimental results demonstrate effectiveness and robustness of the proposed method.

AK

149,079 просмотров • 1 год назад

On Figma Motion, my demo & review. This is one of those updates that clicked swiftly into my workflow. Like in my 3D pipeline, using this stick shift animation, I emphasize hardware feedback with motion from Figma Motion. Assets are animated in Fig Motion and loaded into Blender as video textures for mesh and material control. It's advantageous since it is built into an ubiquitous ecosystem. A lot of work these days start in Figma even for someone like me that works outside the tool frequently. Can't over-emphasize my appreciation for the schema used to introduce motion to nearly all properties. Reminds me of how motion works in Blender - with better complexity management. Better than introducing more menus for those. Ease curves iD between keyframes is also an improvement over existing systems. Having spent some time on the tool, here are updates I'll like to see to Figma Motion. These are based on my immediate needs as at the time of working on this demo: • Using modifier keys (CMD, Shift, Ctrl) to jump / nudge across the timeline. E.g: holding down Shift key to make the playhead jump 100ms etc. • Jump to previous or next keyframe. • Better anchor point trails • Renaming layers from the timeline as well. • Editable custom bezier styles: after saving a style, I should be able to edit the curve - just as you can edit colour styles. • Enable transform on the timeline. I should be able to flip or scale keyframes. I hope to continue trying more ideas. Craft focused tools have had to take a backseat in recent times. Pleasing to see this come to light.

seyi

29,245 просмотров • 2 месяцев назад