https://t.co/BFSZ1rFmQS New walkthrough of my Stable Diffusion Tools for Unreal plugin including tileable textures, animation support via sequencer, and inpainting
https://t.co/uouDDrQU4H Whoops, changing the output frame rate revealed a bug in my animated prompt feature. Blending different styles together over time is really fun when it works properly.
https://t.co/gOHsSyN89g Fixed the broken lighting in my plugin and also threw in some different time of day lighting conditions both in Unreal and in the prompts to see what would happen.
More Unreal Stable Diffusion animation tests. Added a moving camera with stacked prompt tracks to control the content of the scene. https://t.co/pjkGwsAEqz
Another example with a moving camera. Prompt was "the michelin man on an island in the ocean, cumulus clouds, sparkling ocean, 4k" with a strength value increasing from 0.11 to 0.47 over time and a seed of 99999. Iterations by the end of the animation were around 86 or so.
First version of my Unreal Stable Diffusion plugin is ready to go. Here's a tutorial for how to get started generating AI images in the editor using your viewport - https://t.co/JNUTGzEisB
@Mryptoke Cool! I've hopped back into the project to finish up some outstanding bugs before an initial release. Hopefully should have something out within the week.
https://t.co/ZO3mbDqaUP @Xsens Last one for the week I promise. Here's my MVN OpenVR driver controlling a full body tracking avatar in VRChat with IK 2.0 #VRChat#mocap
https://t.co/aACos3hwt9 Weekend project: Integrate Stable Diffusion into Unreal Editor. Now I just need to hook it up to the sequencer and feed it some mocap data. #unreal#stableDifusion#wip
@Tn23008624@Xsens I'm planning on making it configurable to either use existing controllers or have finger tracking from the suit drive a virtual controller - though not everyone has access to finger tracking so it will be optional.
@Tn23008624@Xsens Working on it! I'm prioritising the XSens suit right now as it's the only suit I have access to, but I'm planning on making the driver modular so it will accept other suits as input.
@Xsens https://t.co/H8LukfZxgX SteamVR driver progress! Managed to get the Unreal puppet model in to represent tracked points and quaternions are nicely aligned. Current challenge: SteamVR wants to align the mocap origin with the camera instead of the floor. 🤨
@Xsens I've created a SteamVR driver to use a MVN stream for full body tracking VR apps like VRChat. Is there something that already does this that I should be using instead? https://t.co/zJ4nA6GuMu