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These are not Mixamo animations. These are neurally motion-matched animations from 9 x H3 Max ( fal ) videos (8 x image-to-video, 1 x extend-video) Result in video one, references in video two All bundled together in a Three.js WebGPU playground with custom IK & blending
15,424 views • 7 days ago •via X (Twitter)
12 Comments

This is within 3 prompts (4 if you include me asking for Aces & SSGI) - from videos to demo The parkour one I had Opus 5.5 extract 3 clips which you'll see in the demo: vault up, jump gap & fall Everything is procedurally modified so longer jumps, though naive, look normal

A demo link will drop this week. It needs other animation states & to feel more fluid because jumping up on ledges / between locks you on approach. Free open source parkour player controller! I think Mixamo Y-bot is open source? If not I'll have to generate a Tripo character.

@fal @threejs oh my god this probably will be the next big thing i'll study for my game. thank you for sharing!

@fal @threejs You’re most welcome. GHVMR is the best model by a country mile. Grab the SMPL-X rig (after accepting terms) and you’re off to the races

@fal @threejs Super cool!

@fal @threejs Using image-to-video output as motion reference is clever. How did H3 hold up on identity across the 8 clips? Keeping the subject consistent as the camera moves is the make-or-break for our 360° orbits, curious if the motion matching smooths over any drift.

@fal @threejs the neurally motion-matched aspect must create such a unique flow in animations

@fal @threejs Unreal Engine? How did you achieve Lumen lighting in threejs? Could you share a link to a demo?

@fal @threejs feels pretty good, cool workflow

@fal @threejs It is cool! Incredibly fast and low token cost too. A new set of animations takes about 20 mins including vid gen & gait matching

@fal @threejs Generated clips standing in for a mocap suit is a clever loop. Foot contact on the vault is usually where source footage slips, so curious how many passes it needed to get those plants to stick.

@fal @threejs That's amazing - how do you bring the SMPL-X motion to the game skeleton? SMPL-X Blender add-on, or something else?
