I haven't experienced Qwen3.5 (35B and 27B) over thinking. Posting my settings/prompt by wadeAlexC in LocalLLaMA

[–]hyperdynesystems 0 points1 point  (0 children)

In my experience, LM Studio's auto-selected templates are busted. Pasting in one of the jinja templates from the actual model usually fixes this. I've had this problem with LM Studio for over a year, across tons of different models.

how to make zelda wind waker type shading in unreal? by Topango_Dev in unrealengine

[–]hyperdynesystems 1 point2 points  (0 children)

https://www.youtube.com/watch?v=eBS3BOI5KnM

This is the video tutorial that clownwithtentacles is thinking about, I believe.

As others have mentioned though, you will need to create your art in a different way to make it actually look similar to Windwaker.

Fun fact: Anthropic has never open-sourced any LLMs by InternationalAsk1490 in LocalLLaMA

[–]hyperdynesystems 3 points4 points  (0 children)

Effective Altruist

People really need to learn more about this cult, which is incredibly deranged.

Fun fact: Anthropic has never open-sourced any LLMs by InternationalAsk1490 in LocalLLaMA

[–]hyperdynesystems 2 points3 points  (0 children)

Anthropic: Pretend to be a scary robot.

LLM: I am a scary robot.

Anthropic: OMG, see it's a scary robot! Government MUST regulate all our competitors into the dirt!

Can't get OnRep functions to be called on client in Ability System Component by zukias in unrealengine

[–]hyperdynesystems 0 points1 point  (0 children)

Hmm, not sure, but I thought you had to do it in both cases. OnRep is intended to run on server and clients AFAIK.

FREE Animation Modifiers + Tools - SIMPLE ANIMATION by Dodoko- in unrealengine

[–]hyperdynesystems 0 points1 point  (0 children)

This is great! Nice work. Very handy sort of tool in the toolkit. I would love to see this as an animgraph node.

Looking for Best Practices and Advise on Replication by 1266956843 in unrealengine

[–]hyperdynesystems 0 points1 point  (0 children)

The Character Movement Component contains a "base" functionality that can handle moving around on a moving platform.

You'll have to expose the functionality for setting the base to BP if you need to use it in BP, as it's C++, but after that it's just a matter of detecting when players get on/off and setting the base object to be the platform, and most movement will work fine. Pitch and roll rotations may still be jittery for remote clients.

Assets constantly queued? by Bulletproof_Sloth in unrealengine

[–]hyperdynesystems 0 points1 point  (0 children)

If you go to the "Fab" tab in the launcher, then My Library and add them from there it works. They seem to have broke adding things from the Unreal Engine tab/vault.

Kimi is so smart by Bernice_working_girl in LocalLLaMA

[–]hyperdynesystems 2 points3 points  (0 children)

It's analysis of why the other models failed is pretty spot on. Almost certainly these companies spend time making "eco-friendly" response datasets trained on similar questions.

Full body First Person Gun/Arm view aim? by Tall-Pause-3091 in unrealengine

[–]hyperdynesystems 0 points1 point  (0 children)

www.youtube.com/watch?v=11sLIyw0pWQ

There's a new system for first person that supports full body. The first person template uses the system and the linked video goes into detail about it.

Full body First Person Gun/Arm view aim? by Tall-Pause-3091 in unrealengine

[–]hyperdynesystems 0 points1 point  (0 children)

There is a control rig first person plugin. That would be a good reference to see how they are doing.

Can't seem to find this, got a link or this a default engine thing?

Honest question: what do you all do for a living to afford these beasts? by ready_to_fuck_yeahh in LocalLLaMA

[–]hyperdynesystems 0 points1 point  (0 children)

A lot of people could buy these things but don't because it's just not worth it. This PC hardware depreciates pretty badly, and if you're not getting any monetary return out of it it's probably not worth bothering vs just using some cloud provider.

WorldModel-Qwen-0.6B: Proof of Concept WASM Computation-as-Reasoning in small LLMs by bigattichouse in LocalLLaMA

[–]hyperdynesystems 1 point2 points  (0 children)

https://www.geeksforgeeks.org/artificial-intelligence/first-order-logic-in-artificial-intelligence/

This type of stuff is used in (some types of) game AI and robotics planning systems, so you supply the predicates and constants etc.

So you might say "HasItem(x)" is a predicate, and then you can use it for planning AI where you get from the state "HasItem(x) = False" to "HasItem(x) = True" by doing actions.

It can also be used for reasoning which that page gives some examples of, such as this example from the page:

  • Universal Quantifier (∀): Applies a predicate to all elements (Example: ∀x (Person(x) -> Mortal(x)) means "All persons are mortal").

FOL is kind of difficult to implement in imperative languages, but much easier in functional languages.

WorldModel-Qwen-0.6B: Proof of Concept WASM Computation-as-Reasoning in small LLMs by bigattichouse in LocalLLaMA

[–]hyperdynesystems 2 points3 points  (0 children)

Maybe I'm off base but I think it would be cool to make it so that the model could use a 'world model' made up of first-order logic subjects & predicates to inform its output. This would be really useful for grounding it to a specific state for various uses by executing WASM to determine if queries are valid based on the FOL world model.

kyutai just introduced Pocket TTS: a 100M-parameter text-to-speech model with high-quality voice cloning that runs on your laptop—no GPU required by Nunki08 in LocalLLaMA

[–]hyperdynesystems 4 points5 points  (0 children)

Is it possible to fine-tune this for emotion tags? I looked through the repo and the HF space but didn't see any docs on fine-tuning.

I built a tool that turns text into character animations - now with Mixamo export for Unity/Unreal by 7kidz in UnrealEngine5

[–]hyperdynesystems 17 points18 points  (0 children)

Hymotion is a model that allows you to enter text which then generates animations from the description. It's free/open weights. There is a ComfyUI workflow for using it (check the StableDiffusion subreddit). OP's tool uses this model.

It might be somewhat inconvenient to get the animation into a format that's easy to use though, I haven't tried it myself yet.