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You can also do going up stairs. I'm having some foot floating, but using a foot lock tool might solve the problem.
44,662 views • 2 months ago •via X (Twitter)
31 Comments

I follow something similar at but yours is way better for of Blender integration 🤯 does it have to use a specific rig or it can adapt to other armatures? this's truly impressive

Thanks, its basically a blender interface controling Nvidia Ardy. The armature used is the Ardy Core one.

makes sense, still very impressive. not sure if this can be incorporate with motion streaming for interactive character in game🤔

Maybe, but for game movement, nvidia did another project called motionbricks. Probably that one will fit better your needs.

Interesting! will definitely check it out!

foot lock tool? you mean a strap or are you actually floating without one

What? 😅

Wow no way.

Not perfect, but it was so quick to make it. And I'm prompting some actions and using poses from that action to use as constraint. In this example I prompted "go up the stairs" and it didnt know where the stait was, so I created a pose for each foot contact, and moved where it made sense on the physical stair, then ran it with a walk prompt 😀 probably it would be better if I kept the got up the stairs prompt... But it was just a test.

can you load saved constrains from the web app ? like in kimodo ? I did save one but it does not work with kimodo addon !!🤔

I think it wont work.

Looks great

If you dont look with too much attention to the foot 😅

I'd say that the foot floating is a minor thing. Arms move and are in general just not natural. Keep it going!

Oh, great catch. I was so focused on the foot that didnt even noticed the swing of the arms. Thanks!!!

Amazing

Thank you. Im going to test this ardy a lot lol

Which foot lock tool u used?

I didn't use any. And the foot is not locked on this video 😅

This is freaking impressive, cascadeur technology in blender. Not gonna lie tho, the walking feels like a robot trying to mimick a human walking upstairs haha. I guess it could be perfect for animating a humanoid robot or creepy things. Impressive tech

I think the problem could be the excess of constraints the i used and how they were set.

What is this progressing bar at the bottom? Is it an add-on?

Yes, that is from the addon. because the simpler way to edit the prompts and actions is in a list, but when you are playing the animation, the easier way to see when things will trigger is in a timeline, so I've created a timeline to place the moments that the prompts, waypoints and constraints are running

@bbas_3d So good. I would have overlay it directly in the dopesheet or timeline instead of viewport. But really elegant display to make the list show as a timeline!

@bbas_3d Oh wait, it possible to overlay on dopesheet? 🤯 I didn't know. Ill try that, thanks

That’s so cool

Yes, and that would not be possible with the code and models Nvidia shared 🙌

I’ve deployed ARDY to Hugging Face as a motion API Space that can directly export BVH or NPZ files, which you can import into Blender and use right away: I also set up an NVIDIA GEM-X based app that converts video into Blender-ready motion data, available here:

Is this model running locally or did you rent a GPU?

nice! i'm building something like this but for game engines. are you using kimodo? and did you set the bone constraints yourself, or did you have to generate them, then move the constraints?

is this the nvidia thing?
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