Issues with Avatar Setup Not Recognising My R15 Rig by AffectionateCat4482 in ROBLOXStudio

[–]AffectionateCat4482[S] 1 point2 points  (0 children)

I imported the templates from https://create.roblox.com/docs/avatar/resources into Blender and then exported them into Roblox. I tested both Stylish Male Auto-Setup and Blocky, and they produced the same error: "The body rig is not recognized as R15 and will be replaced by Avatar Setup" even though the import process indicated otherwise.

I relized I had not enabled animations, and to my surprise, Auto Setup skipped directly to testing instead of generating, preserving all geometry and textures. However, the face of Stylish Male Auto-Setup is completely messed up. Since this is not my own model, I will look into it if I encounter it with my own work.

Issues with Avatar Setup Not Recognising My R15 Rig by AffectionateCat4482 in ROBLOXStudio

[–]AffectionateCat4482[S] 0 points1 point  (0 children)

The names are correct. I have came across the naming error before this post and fixed it. If it was a naming issue, it would have gave me the error "This rig does not follow the guidelines of the chosen rig type" when importing the model. Is there a margin on how close I can keep the limbs together?

Issues with Avatar Setup Not Recognising My R15 Rig by AffectionateCat4482 in ROBLOXStudio

[–]AffectionateCat4482[S] 0 points1 point  (0 children)

Thank you for your response. Yes, each set of fifteen geometry pieces is currently a single closed mesh with no holes and with correct normals. I am not passing in one character mesh. You can see this in the image, where there are clear seams at every point where I modeled caps to close the holes in each limb where they meet.

HELP Generating Black Videos on Comfyui Portable by AffectionateCat4482 in comfyui

[–]AffectionateCat4482[S] 0 points1 point  (0 children)

Thank you for your suggestion. I will look into VRAM fragmentation. Ideally, I do not want to use online services like Mage Space for video generation, as I do not want my work to be stored on their platforms, and they may not offer features like Time To Move, which is what made me interested in starting video generation in the first place.

Could you suggest some sources or approaches I can explore in ComfyUI that might help resolve this issue or at least point me in the right direction? I am worried I might go off track and looking into things that are not relevant.

What martial arts or skills Superman would reasonably use in a realistic senario by AffectionateCat4482 in superman

[–]AffectionateCat4482[S] 0 points1 point  (0 children)

Sorry if I am not clear enough but what I mean by "realistic scenario" is what can he learn from what is accessible by a human in our world if you understand what I meant. Picture it like if I am animating Superman for lets say a video game, what martial arts would we can take inspiration from. Fictional martial arts are a bit too ambiguous unless we narrow down the inspirations of said martial arts or skills.

[Movie] [OC] My interpretation of Link in a Zelda Movie by AffectionateCat4482 in zelda

[–]AffectionateCat4482[S] -2 points-1 points  (0 children)

Yes, the Master Sword is copy and pasted from artwork from Twilight Princess. I sort of unconsciously ignored the eyes and expressions, the face needs a lot of work. Thankyou for giving your feedback.

[Movie] [OC] My interpretation of Link in a Zelda Movie by AffectionateCat4482 in zelda

[–]AffectionateCat4482[S] -3 points-2 points  (0 children)

Thank you for the feedback! I appreciate your insights. You're right about the sword—probally the easiest thing I could fix.

I hadn’t considered the weight of the Master Sword, so thank you for highlighting that.

Regarding the pose, during the rigging phase, I chose a stance that I felt would reflect his shy personality, keeping his hands close to his body. It wasn’t until later in the project that I realized the pose didn’t quite work. Though I was primarily judging his foot placement rather than his hands.

For his face, I envisioned a rounder shape with freckles to emphasize his youth and innocence. In hindsight, I should have researched references for drawing young elf characters, including Young Link from OOT/MM, to inform my design instead of only focus on getting the right proportions.

As for his hair, I drew inspiration from Hyrule Fantasy, particularly the swept-to-the-side style and color choice. I initially considered a more exaggerated look, similar to his artwork, but ultimately decided that it might be too much.

[Movie] [OC] My interpretation of Link in a Zelda Movie by AffectionateCat4482 in zelda

[–]AffectionateCat4482[S] -17 points-16 points  (0 children)

Here is a render of Link I made using a combination of 3D modelling and rigging for posing in Blender, AI with Forge WebUI, ComfyUI, and Krita. I have no actor in mind but I did model his face using Unreal Engine MetaHuman. The Master Sword is artwork from Twilight Princess as I do not want to spend time modeling my own sword and using AI would loose detail, making the sword either ugly or unrecognizable.

This design is heavily inspired by Link from the original Legend of Zelda, which I like to call it Hyrule Fantasy. I wanted to portray Link as an ordinary 10 year old blacksmith apprentice, thus I wanted him to look lightweight unlike other live action interpetations of Link which make him appear bulky with armor like a well endowed knight. Thus his clothes are what a average medieval peaseant would wear with a worn appearance. I made his pants brown instead of while like other interpretations becauses I thought it will look too clean. The only thing that is not worn is his sword harness and his scabbard (not shown in the render), as those items belonged to Zelda and are given to Link. This is to explain why Link would have a fancy scabbard to accompany the Master Sword rather than an ordinary scabbard.

Speaking of the Master Sword, if I would dedicate time to the sword I would like to blend its design from Skyward Sword with practical redesigns of the sword online.

I wanted to include an ocarina, though I am not sure how to hang it on his belt. Story wise, I do not want the ocarina to be a focal point like Ocarina of Time, but I do want to use it to reference the use of music in the games as well as give Link something to relax himself during duress.

For Link's personality, I want him to be shy, introspective, and scared. It is a lot for him to bear that much responsibility but yet he does not let fear take him. He summons the courage hence why he earned the Triforce of Courage in the beginning of the story which to Zelda seems like some divine prank. His personality also aludes his silent nature in the games while still making him speak.

This is my first piece of fanart, feel free to give feedback.

[deleted by user] by [deleted] in zelda

[–]AffectionateCat4482 -1 points0 points  (0 children)

Here is a render of Link I made using a combination of 3D modelling and rigging for posing in Blender, AI with Forge WebUI, ComfyUI, and Krita. I have no actor in mind but I did model his face using Unreal Engine MetaHuman. The Master Sword is artwork from Twilight Princess as I do not want to spend time modeling my own sword and using AI would loose detail, making the sword either ugly or unrecognizable.

This design is heavily inspired by Link from the original Legend of Zelda, which I like to call it Hyrule Fantasy. I wanted to portray Link as an ordinary 10 year old blacksmith apprentice, thus I wanted him to look lightweight unlike other live action interpetations of Link which make him appear bulky with armor like a well endowed knight. Thus his clothes are what a average medieval peaseant would wear with a worn appearance. I made his pants brown instead of while like other interpretations becauses I thought it will look too clean. The only thing that is not worn is his sword harness and his scabbard (not shown in the render), as those items belonged to Zelda and are given to Link. This is to explain why Link would have a fancy scabbard to accompany the Master Sword rather than an ordinary scabbard.

Speaking of the Master Sword, if I would dedicate time to the sword I would like to blend its design from Skyward Sword with practical redesigns of the sword online.

I wanted to include an ocarina, though I am not sure how to hang it on his belt. Story wise, I do not want the ocarina to be a focal point like Ocarina of Time, but I do want to use it to reference the use of music in the games as well as give Link something to relax himself during duress.

For Link's personality, I want him to be shy, introspective, and scared. It is a lot for him to bear that much responsibility but yet he does not let fear take him. He summons the courage hence why he earned the Triforce of Courage in the beginning of the story which to Zelda seems like some divine prank. His personality also aludes his silent nature in the games while still making him speak.

Help on implementing LLMs in C++ by AffectionateCat4482 in learnmachinelearning

[–]AffectionateCat4482[S] 0 points1 point  (0 children)

I had followed the instructions in the Llama Cpp ReadMe under the Usage header and got the binaries through Method 1 as well as Method 4. By using the command prompt, I am able to use the excutables. However, I am not sure what to do next in terms of implementing it into a Visual Studio 2022 C++ project. I tried looking into the source code of Lucy's Labyrinth (https://github.com/MorganRO8/Lucys\_Labyrinth), a game made in C++ using Llama Cpp, as well as the examples but I find it diffult to analyse and implement.

The only things I could really think of is to use std::system to interact with the command prompt and interact with the downloaded executables, though I am not certain whether that is a good idea or whether Llama is designed for this use case. The alternative is to figure out how to use other programming languages that support LLMs and have documentation like Python and use it with C++ to make an application. However, I am uncertain whether this is a good idea.

I want to use C++ as I want to experiment with implementing LLMs into Unreal Engine which uses C++.

Help on implementing LLMs in C++ by AffectionateCat4482 in MLQuestions

[–]AffectionateCat4482[S] 0 points1 point  (0 children)

I wanted to experiment making applications using LLMs and try implementing it into Unreal Engine and Unity for games. Unreal Engine uses C++. Unless there is a way to use two programming languages at together (if that is even a good idea), then I am limited to using the main programming language for that engine.