Day 215: MaskedMimic for Game Control (v1) 🎭
I've been eager to see if MM could keep up with AMP in terms of reactivity to moving, facing and speed commands.
And i'm happily surprised to say that is just as fast, and FAR more controllable.
I have a ton of ideas to improve from here.
This test was using a mix of synthetic kimodo and PARC parkour motions. The synthetic motions that cover the slow speed movements have a bit of float, hence the tip toe behavior at slower speeds.
Next run will be to train on the entire BONES dataset along with PARC (all fully grounded).
I will also be adding and aggressively weighting my mocap "get up" motions so it can recover from falls.
Lastly, I need to look into hardening it's ability to stay on its feet during high speed command changes. Currently it has a tendency to wipe out.
I'm also not seeing the transfer of vaulting or jumping quite yet, so that will be another challenge. I'm not sure if it's a sample diversity problem, or if i can find a way to train like a residual model to improve it's robustness?
Still a lot to learn for me, but pretty cool how well it works out of the box!
The MetaHuman Animator Markerless Motion Capture (MCC) Plugin is now live in Unreal Engine 5.8. It takes a video and captures the 3D motion of the body, face, and hands. You can download it for free from https://t.co/O8mM4yspyF:
https://t.co/hVAx2Ti66I
This release is a dream come true and I’m grateful to Epic Games for believing in the technology and the Meshcapade team.
We joined Epic just a few months ago and have completely rearchitected our approach. The model is now based on a diffusion transformer, which helps it deal with occlusion. Meshcapade’s MoCapade solution was already best in class, and we’ve made it even better.
Based on our testing, this is the most accurate markerless mocap solution ever made. Body pose is 9% more accurate, the motions are 29% smoother, and foot sliding is reduced by 34%, all while retaining the same high accuracy in 3D world motion.
The MetaHuman team has turned this technology into a full-fledged tool for animators that gives them complete creative control of their animation from conception through to the final cut. With any camera, you can capture your own motion and get it onto your character.
No special clothes.
No special background.
No special camera.
No need to calibrate.
Any length video.
All processing is done locally — your data never leaves your machine. Use the output to animate Metahumans or retarget to other characters. You can even get SMPL-X out if you want.
Limitations? The current version only works with a static camera and one person and is currently only tested and supported on Windows. But this is just the beginning!
The new Metahuman markerless motion capture plugin in Unreal Engine 5.8 is insane!!
I just took a quick video with my galaxy s22 ultra and I got amazing motion capture results.
I can't believe it's available in the engine for free
#unrealengine#gamedev#animation
Unreal Engine 5.8 has AI integration with Claude and Codex.
Runs in terminal beside the engine, connected via MCP to fully control the Editor.
Place props, generate cities procedurally, and even art direct the lighting.
Unreal Engine 5.8 available today.
Pretty much any Unreal game from now on is gonna need an AI label.
Unreal Engine 5.8 is now live!
Build your immersive worlds with advanced terrain tools, real-time vegetation workflows, and simplified lighting⛰️
Create characters and animations faster by capturing high-fidelity digital humans, and speed up content creation through the MCP plugin🧍
Take a look at what’s new: https://t.co/cDITLWWv2F
Unreal Engine 5.8 ships today with experimental MCP server support:
Your sources, your pipeline and your workflow—simply configure the MCP plugin and connect to any agent. Get familiar with the MCP server and the PCG Primitive Plugin today and see what teams can build together: https://t.co/cDITLWWv2F