Thread 106166064 - /g/ [Archived: 322 hours ago]

Anonymous
8/6/2025, 9:23:10 PM No.106166064
0782f6a986079278b853ed5ff33804891eb6b4c70b80a7849c299f1eebb5527f
I was thinking about a concept called AI-powered microanimations. For example, if your player model moves right next to a wall, their body might bump slightly against it due to momentum, and similar things would happen if you stop suddenly. Running animations could be slightly randomized so that there are barely perceptible differences in gait and so it would not look like the animations had been copypasted. Small obstacles could be avoided automatically when crawling through tight spaces. More broadly, the movements of arms and weapons in melee combat would be affected by both player feedback and spontaneous microanimations so that it would look like the real thing rather than 2 genetic animations bashing against each other - e.g. when you block, the weapon moves subtly in the right angle to block, rather than the enemy weapon hitting a generic blocking pose, and if you get knocked down and you press the stab button, your character would still attempt to stab even if this animation looks completely different from the normal stab animation. All these improvements would lead to believable movements (especially when momentum is also considered).
Replies: >>106166206 >>106166401
Anonymous
8/6/2025, 9:35:47 PM No.106166206
>>106166064 (OP)
too bad every inference engine wrapper has restrictive licenses so you have to do everything yourself
Anonymous
8/6/2025, 9:54:01 PM No.106166401
>>106166064 (OP)
Procedural animation already exists, and it doesn’t require a crappy generatetive AI model that would be impossible to run locally.