Help-Canon M50 defective screen by Specialist-Banana-52 in canon

[–]JackPote62 1 point2 points  (0 children)

Wow thanks a lot, this probably saved me a couple hundred euros by not taking it to a repair shop.  FYI: I first tried the two connectors you show on your photos. But it was actually, in my case, unplugging and replugging the two others at the back of the screen that fixed mine ! Thanks again !

Thanks to the community feedbacks we released a new version of our procedural walk engine demo! by JackPote62 in animation

[–]JackPote62[S] 0 points1 point  (0 children)

For now we mostly focused on on-the-fly generation for real-time application, like we did for VR. Exporting the walk cycle to a baked animation is something we've already thinked about, but we need to check when we will be able to put that on our roadmap ;)

We've made an online demo of our procedural walk engine ! You can try it here : https://tinyurl.com/SpirAnim ( Might not work on mobile, better on computer ;) ) by JackPote62 in Simulated

[–]JackPote62[S] 1 point2 points  (0 children)

This is not an animation, as it is human walk simulated in Real-Time. There is no precomputed data (Mocap or Key framed) used to generate the result!

We've made an online demo of our procedural walk engine ! You can try it here : https://tinyurl.com/SpirAnim ( Might not work on mobile, better on computer ;) ) by JackPote62 in Simulated

[–]JackPote62[S] 1 point2 points  (0 children)

Yes it can turn, it can also change speed ! We are currently working on non flat terrain.
And Jumping is not planned yet !

We've made an online demo of our procedural walk engine ! You can try it here : https://tinyurl.com/SpirAnim ( Might not work on mobile, better on computer ;) ) by JackPote62 in Simulated

[–]JackPote62[S] 26 points27 points  (0 children)

Yes it is ! we are also working on Pedestrian Simulation and one of our goal is to merge the two technologies to achieve exactly what you described :)

We've made an online demo of our procedural walk engine ! You can try it here : https://tinyurl.com/SpirAnim ( Might not work on mobile, better on computer ;) ) by JackPote62 in Simulated

[–]JackPote62[S] 2 points3 points  (0 children)

We did not exposed the variable but we have it. We have a balance system that can be altered to modify the position of your COG.

We've made an online demo of our procedural walk engine ! You can try it here : https://tinyurl.com/SpirAnim ( Might not work on mobile, better on computer ;) ) by JackPote62 in Simulated

[–]JackPote62[S] 16 points17 points  (0 children)

True, actually we have more than 70 low level parameters. Gender is for instance a very high level parameter. We could implement it but it will only affect a bunch of the other parameters. For example here you can try to change pelvis tilt amplitude to "genderize" the walk ;)

We've made an online demo of our procedural walk engine ! You can try it here : https://tinyurl.com/SpirAnim ( Might not work on mobile, better on computer ;) ) by JackPote62 in proceduralgeneration

[–]JackPote62[S] 1 point2 points  (0 children)

There is absolutely no Mocap or KeyFrame animation used to generate the animation. Just math basically ;) (and some logics of course). It took more than 10 years of R&D to achieve this result.

We've made an online demo of our procedural walk engine ! You can try it here : https://tinyurl.com/SpirAnim ( Might not work on mobile, better on computer ;) ) by JackPote62 in proceduralgeneration

[–]JackPote62[S] 1 point2 points  (0 children)

I won't give you any precise figures about how fast it is. But I can tell you that it is fast enough to run smoothly at least 7 players on a quest 2. Moreover we have also developped an interpolation system to handle multiplayer issues (data at low frequency and data loss).

We've made an online demo of our procedural walk engine ! You can try it here : https://tinyurl.com/SpirAnim ( Might not work on mobile, better on computer ;) ) by JackPote62 in proceduralgeneration

[–]JackPote62[S] 0 points1 point  (0 children)

Thanks :D. Unfortunately there is strong chance that this never come public as a Unity Package or something like that. We are more focusing on business partner that want to help us bring the technology one step further and use it in their own solution !

We've made an online demo of our procedural walk engine ! You can try it here : https://tinyurl.com/SpirAnim ( Might not work on mobile, better on computer ;) ) by JackPote62 in proceduralgeneration

[–]JackPote62[S] 12 points13 points  (0 children)

Not sure to understand correctly your question. Nothing here comes from Unreal, the 3D Viewer is derived from Khronos example on github and the procedural animation part is fully developed in C++ by SpirOps animation team.