Phong13
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digitalopus.bsky.social
Phong13
@digitalopus.bsky.social
Love tinkering with physics simulations
Balancer is working a little better. Can actually find a balance pose now.
April 2, 2025 at 5:41 PM
Working on a new balancing system. Not working yet but getting closer.
March 31, 2025 at 8:19 PM
Got my exercise bike arduino project working. Pedaling is throttle, handlebars steer.
March 28, 2025 at 5:05 PM
Reposted by Phong13
weeeeeeeeeee

(suspension physics in FUMES) 🎮
November 20, 2024 at 5:41 PM
Testing the physically simulated walking system with a much larger heavier powered ragdoll. #gamedev
March 16, 2025 at 6:04 PM
Getting some groove!
March 16, 2025 at 6:04 PM
Rewrote the IK functions so they generate angular velocity for each limb as well as rotation. This angular velocity makes the Inverse Dynamics a lot more accurate. Still not perfect but the gait is faster and more natural.
March 16, 2025 at 6:04 PM
Lol, a tap dancing bug!
March 16, 2025 at 6:04 PM
Still looks a bit drunk but he isn't falling down anymore.
March 16, 2025 at 6:04 PM
Some progress. Works for a few steps.
March 16, 2025 at 6:04 PM
Trying a new approach to estimating target body part velocities... Still lots of work to do.
March 16, 2025 at 6:04 PM
Testing the walking controller with different leg geometry. #gamedev
March 16, 2025 at 6:04 PM
The dino rig is walking a little better now. The biggest change was shrinking the foot colliders. #gamedev
March 16, 2025 at 6:04 PM
Started setting up a dinosaur powered ragdoll rig to see if the walk controller can be used with different leg geometry. First steps. Surprised that it works as well as it does without any modifications for the very different rig. #gamedev
March 16, 2025 at 6:04 PM
Improved a bit over the week. The hardest part is the wrist joints. Without the marionette fake forces the wrists are driving the movement of the whole body. A tiny error messes up the whole pose. #gamedev
March 16, 2025 at 6:04 PM
Climbing powered ragdoll doesn't use marionette forces anymore. It is now using Inverse Dynamics to control the rig. #gamedev
March 16, 2025 at 6:04 PM
[SIGGRAPH 2022] GANimator: Neural Motion Synthesis from a Single Sequence
Peizhuo Li, Kfir Aberman, Zihan Zhang, Rana Hanocka, Olga Sorkine-Hornung. GANimator: Neural Motion Synthesis from a Single Sequence (SIGGRAPH 2022) Project page: https://peizhuoli.github.io/ganimator Code: https://github.com/PeizhuoLi/ganimator Abstract: We present GANimator, a generative model that learns to synthesize novel motions from a single, short motion sequence. GANimator generates motions that resemble the core elements of the original motion, while simultaneously synthesizing novel and diverse movements. Existing data-driven techniques for motion synthesis require a large motion dataset which contains the de- sired and specific skeletal structure. By contrast, GANimator only requires training on a single motion sequence, enabling novel motion synthesis for a variety of skeletal structures e.g., bipeds, quadropeds, hexapeds, and more. Our framework contains a series of generative and adversarial neural net- works, each responsible for generating motions in a specific frame rate. The framework progressively learns to synthesize motion from random noise, enabling hierarchical control over the generated motion content across vary- ing levels of detail. We show a number of applications, including crowd simulation, key-frame editing, style transfer, and interactive control, which all learn from a single input sequence.
youtu.be
March 16, 2025 at 6:04 PM
More bedtime reading:

youtu.be/6vZkzVvHUzg
[SIGGRAPH 2022] Physics-based Character Controllers Using Conditional VAEs
[SIGGRAPH 2022] Physics-based Character Controllers Using Conditional VAEs High-quality motion capture datasets are now publicly available, and researchers have used them to create kinematics-based controllers that can generate plausible and diverse human motions without conditioning on specific goals (i.e., a task-agnostic generative model). In this paper, we present an algorithm to build such controllers for physically simulated characters having many degrees of freedom. Our physics-based controllers are learned by using conditional VAEs, which can perform a variety of behaviors that are similar to motions in the training dataset. The controllers are robust enough to generate more than a few minutes of motion without conditioning on specific goals and to allow many complex downstream tasks to be solved efficiently. To show the effectiveness of our method, we demonstrate controllers learned from several different motion capture databases and use them to solve a number of downstream tasks that are challenging to learn controllers that generate natural-looking motions from scratch. We also perform ablation studies to demonstrate the importance of the elements of the algorithm. https://sites.google.com/view/jungdam/publications
youtu.be
March 16, 2025 at 6:03 PM
Physically simulated walker now works on accelerating platforms. #gamedevelopment
March 16, 2025 at 6:03 PM
Back from holiday and working on the sword swing. Integrated it with the full character controller... sort of, still a few kinks. #gamedev
March 16, 2025 at 6:03 PM
Applying the sword swing IK to a skinned character. Still a few glitches. I think I need to include the shoulder and chest in the IK. He doesn't look committed to this. #gamedevelopment
March 16, 2025 at 6:03 PM
Started working on a sword swing IK rig. #gamedevelopment
March 16, 2025 at 6:03 PM
He is running a little better. Having trouble keeping the gait even though. Feels like each step has slightly different start conditions resulting in a lopsided gait and uneven steps. Not sure how to deal with this. #gamedevelopment
March 16, 2025 at 6:03 PM
He can run! ... sort of. Pretty awkward but it is a start. Experimenting with shortening and extending the standing leg length through the step and boosting the standing leg strength. #gamedevelopment
March 16, 2025 at 6:03 PM
He is getting some groove! Added a function to vary leg length through the walk cycle. Also switches from 2-bone IK to 3-bone IK partway through the step. This shifts ground hinge point from heel to toe. #gamedevelopment
March 16, 2025 at 6:03 PM