DeepMotion

Tag: Physics Animation

Total 5 Posts

Building Virtual Robots: Exploring Mechanical Simulation

What's in a SphereBot?

“SphereBot” is an experiment in robotic simulation by one of our physics engineers, Tom Mirades. While Tom isn’t creating a hardware controller to drive a real-world replica, he is motivated by an adjacent question: “how close to reality can I make something behave?” Tom is

Continue Reading

DeepMotion Reveals Breakthrough ‘Digital Cerebellum’ Animation Technology

1-1

DeepMotion Neuron, the company’s new cloud application for training motion skills to digital characters, leverages cutting-edge AI and physical simulation techniques to create lifelike, responsive actors, as shown in new SIGGRAPH paper.


REDWOOD CITY, CA – August 8, 2018 – DeepMotion, a pioneer in the field of Motion Intelligence, announced today

Continue Reading

Procedural Animation for Characters via Scripting in C#

kick-830w-1

This blog post will serve as an introduction to one of the multiple procedural animation methods supported by DeepMotion Avatar: procedural animation for various character standing movements via C# scripting in the Unity editor.

Now that you have constructed a physically simulated character that can stand in-place, self-balance, and walk

Continue Reading

How To Simulate Ten Zombies in Unreal: Rapid Prototyping and Diverse Crowd Animation using Avatar

The lion’s share of character animation expenses are difficult for end-users to apprehend; keyframe animating, mocap filming, prototyping, and adding non-repetitive, lifelike touches are all pricey and time-consuming processes. Most 3D characters in games and films represent thousands of dollars in time, talent, and tools. (For indie developers and

Continue Reading