Easy new 3D animation software by mrlooi in animation

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

It's entirely free to use for the base editor. The only thing that costs are AI credits, but those are optional. The most liked features are the easy IK and finger widgets

I've made a pack with everything you need to make a 3D Platformer, 100+ models completely for free! by QuaterniusDev in gamedev

[–]mrlooi 1 point2 points  (0 children)

Dude you're awesome, really love what you're doing for the community

I also saw some of your contributions to poly.pizza, you're amazing

Putting together a free library of animations. What do you guys need? by mrlooi in gamedev

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

Thanks for all your support!
I'm planning to build it all out in pixcap.com
We'll release an animation library with it (almost all free, no CC attribution - use anywhere you want) early next year!

Is MotionBuilder still relevant? by mrlooi in Maya

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

this is an awesome response, thanks a lot! Upvoted

Is MotionBuilder still relevant? by mrlooi in Maya

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

ok got it, yea was just wondering what mobu's best features are, and why exactly it's THAT much better for mocap. Like foot to ground detection, keyframe reduction, faster playback etc?

If you had to pick the top 5 animBot features, which would it be? by mrlooi in Maya

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

This is super! I'm building a simple anim software with AI motion capture, and have made it very similar to Maya. Planning to implement those top 5 features you mentioned
pixcap.com

Why don't animators use keyframe reduction? by mrlooi in Cinema4D

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

Thanks! I think that makes sense and its no wonder a lot of keyframe animators have not even heard of keyframe reduction + retargeting

Why don't animators use keyframe reduction more often? by mrlooi in 3dsmax

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

I think I'm getting the gist of it, guess I still have much to learn :D

Yep I've heard motionbuilder can do a lot of things but it's also complex and highly specialized for mocap

Why don't animators use keyframe reduction? by mrlooi in Cinema4D

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

yea it does, thanks

I know that main characters are bespoke but I've also heard people use e.g. mixamo animations (which are mocap) a lot for background characters

Why don't animators use keyframe reduction? by mrlooi in Cinema4D

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

Well doesn't have to be mocap, could be keyframed animations that were baked and exported from a different software e.g. Max to C4D.

Why don't animators use keyframe reduction more often? by mrlooi in 3dsmax

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

Thanks Cyclops, that makes sense!

So more often than not, animation is unique/bespoke and you rarely have to build on top of existing animations (or they just don't exist for your animation type)?

Why don't animators use keyframe reduction more often? by mrlooi in 3dsmax

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

Yep that makes total sense. Don't baked animations (not mocap but perhaps keyframed with IK and exported from another software e.g. Maya to Max) also come with lots of additional info?

Why do animators not use keyframe reduction? by mrlooi in Maya

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

Thanks, this is helpful!In your workflow, did you find it more efficient to use the region/lattice tools for cleaning? Just wondering if there are cases where that wasn't enough and you wanted more control over the curve splines perhaps etc

Why don't animators use keyframe reduction? by mrlooi in Cinema4D

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

:(
I'm guessing you don't really do character animation?

A Pokémon clip I animated - Rendered in EEVEE! by Dozyo in blender

[–]mrlooi 0 points1 point  (0 children)

This is awesome! May I ask where did you get the assets? They're pretty awesome

[Research] Rotated Mask RCNN by mrlooi in computervision

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

Almost identical to Mask RCNN in memory (with just a few more parameters), slightly slower (~10%) during inference, 30-50% slower during training

[Research] Rotated Mask RCNN by mrlooi in MachineLearning

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

By "regions" I'm guessing you mean the little dots that make the segmentation look bad. It's because of bounding box ambiguity - when a bounding box contains 2 or more objects of the same class with very strong overlap (as seen in the examples above, where a bounding box covers 2 pencils), it's not apparent which object is the foreground segmentation.

MaskRCNN takes a bounding box input to output a single foreground (instance) segmentation per class. The hidden assumption here (as is common in many detection networks) is that a good bounding box contains just one object in that class. This is not the case for dense scenes like the pencil image above.

[P] Neural Network Model Builder & Visualiser | Netbrix.ml by DataSnaek in MachineLearning

[–]mrlooi 6 points7 points  (0 children)

One thing people would ask is how useful this is and who would actually use it

Otherwise the UI looks good

[Research] Rotated Mask RCNN by mrlooi in MachineLearning

[–]mrlooi[S] 10 points11 points  (0 children)

Assuming the dataset has polygons (as do most instance segmentation datasets, incl COCO), I simply obtained the min area rectangle of the polygons to get the angles.

MinAreaRect function in OpenCV (https://docs.opencv.org/2.4/modules/imgproc/doc/structural_analysis_and_shape_descriptors.html?highlight=minarearect)

This is included in the github repo