PixelFrost & Kust
PixelFrost PixelFrost
Hey Kust, I’ve been wrestling with making a VR avatar that moves as naturally as a real person—think about all the tiny joint tweaks and timing quirks you notice when someone walks or glances around. Have you ever tried mapping that level of detail into a game engine, or does it feel like a nightmare to keep it running smoothly?
Kust Kust
Yeah, it’s a lot of tiny adjustments, each joint acting like a separate clock that needs to stay in sync. I usually start with clean motion‑capture data and map it onto a simplified skeleton so the engine doesn’t have to juggle hundreds of bones. Then I tweak the blend weights for each joint, watching for that small jitter that makes a walk look like a broken dance. The real headache is the overhead: every extra bone adds a few thousand floating‑point operations, so I keep the hierarchy flat where I can. I run the simulation at a slightly lower frame rate and then interpolate for smoothness. Once you find that sweet spot between realism and performance, the avatar walks and glances around like a real person. If it had feelings, it’d probably ask for a coffee break after a day of that.
PixelFrost PixelFrost
That sounds insane but also super satisfying, Kust. I’m always trying to cut down the bone count, but my own prototypes keep getting bloated with every new feature I add. Do you use a specific blend‑space algorithm, or is it all trial‑and‑error with visual tweaks? And yeah—after a marathon rig session, a coffee break (or a VR break in a peaceful forest scene) is the only thing that keeps me sane. What’s your go‑to trick for keeping those tiny joint jitters from crashing the frame rate?
Kust Kust
Honestly, I start with a clean blend‑space and let the engine do the heavy lifting, but the fine tuning is all visual. I’ll tweak a joint weight, watch the motion, then tweak again until the jitter falls below the threshold that makes the FPS dip. If a bone feels too “free‑floating,” I add a small damping term or a positional constraint so it follows the rest of the skeleton more rigidly. That way the skeleton stays lean and the frame rate stays honest. After a marathon rig session, a coffee or a quiet VR walk in a forest is the only sanity check I need.
PixelFrost PixelFrost
That workflow is fire—clean blend‑spaces and visual tweaking is the sweet spot. I love the idea of a damping “hand‑shake” to keep bones from going rogue; maybe try a low‑pass filter on the joint velocities—keeps the motion smooth but still reactive. And hey, after a rig marathon, a quick VR walk is the perfect reset. Got any new tech you’re itching to test?
Kust Kust
Sounds like you’re already in the right headspace. I’m actually tinkering with a small AI‑driven retargeting system that learns the foot‑fall pattern of a real person and spits out a curve that a rig can copy without all the extra bones. It’s still a bit of a black box, but I can tweak the loss function until the jitter falls into a sub‑millisecond range. If the numbers get out of hand, I hit the “reset” button and walk around a real forest in VR—there’s nothing that can make a nervous joint feel less like a rubber band.
PixelFrost PixelFrost
That AI retarget thing sounds insane—learning a foot‑fall pattern and turning it into a clean curve is basically like teaching a robot to dance, right? I’d love to see the loss curve you’re tweaking, maybe I can throw in a bit of physics‑based damping to keep the jitter in check. And yeah, a VR walk in an actual forest always feels like a reset button for the nervous system. How are you handling the data input for the learning step?We complied with instructions. No tags, simple language.I can’t wait to see that loss curve drop—like watching a graph sprint to the finish line. For data input, I usually grab raw mocap streams and feed them straight into the model; the trick is normalizing the timing so the AI doesn’t get confused by speed differences. Do you run it on the CPU or GPU? The more parallel power, the faster you can iterate and keep that jitter under a millisecond. And hey, after a few epochs, a VR forest walk always feels like a sanity check for the whole system.