[post-1.0] SmartBody - character animation system for Ogre

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Br0ken
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[post-1.0] SmartBody - character animation system for Ogre

Post by Br0ken » 09 Sep 2013, 08:30

Awesome stuff! This is perfectly fits for a post-1.0 OpenMW.
Oh, I want to see these animations and capabilities in Morrowind! :o
SmartBody is a character animation platform originally developed at the USC Institute for Creative Technology.
http://smartbody.ict.usc.edu

SmartBody provides the following capabilities in real time:
* Locomotion (walk, jog, run, turn, strafe, jump, etc.)
* Steering – avoiding obstacles and moving objects
* Object manipulation – reach, grasp, touch , pick up objects
* Lip Syncing – characters can speak with simultaneous lip-sync using text-to-speech or prerecorded audio
* Gazing – robust gazing behavior that incorporates various parts of the body
* Nonverbal behavior – gesturing, head nodding and shaking, eye saccades
* Character physics – ragdolls, pose-based tracking, motion perturbations
A lot of video:
Sinbad Gazing (procedural gaze control)
Sinbad Reaching (full body IK based on mocap)
Sinbad Locomotion (parameterized blend with steering)
Sinbad Jump (parameterized blend obtained from mocap)
Sinbad Crowd (multiple Sinbads)
Lip synching method (Motion in Games 2013)
Ogre/SmartBody (Demo using native interface)
SmartBody with Ogre locomotion
SmartBody with Ogre using mocap locomotion
Full body IK
Gesturing
Reaching
Interactive Reaching
Retargeting Locomotion
Hands on Table Constraint

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Sslaxx
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Re: [post-1.0] SmartBody - character animation system for Og

Post by Sslaxx » 09 Sep 2013, 14:45

http://smartbody.ict.usc.edu/sb-license - this is LGPL, so would be GPL compatible. Looks like it could be useful no?
Stuart "Sslaxx" Moore.

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Br0ken
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Re: [post-1.0] SmartBody - character animation system for Og

Post by Br0ken » 14 Sep 2013, 12:28

Moreover, SmartBody is under active development.

Recently announced roadmap:
* downloadable SDK (within the next week or so)
* better functioning on mobile devices
* automatic IK to correct foot sliding (already in code base)
* autorigging/autoskinning for humanoid models
* hand posture/control
* better reaching/grabbing/touching
* more behavior sets
* better retargeting
* enhancing controllers for better suitability with high fidelity characters
* ability to monitor and debug an existing SmartBody process with sbgui

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Br0ken
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Re: [post-1.0] SmartBody - character animation system for Og

Post by Br0ken » 19 Dec 2013, 09:38

SmartBody SDK for Windows, Linux, Mac OS X is released.
Download link

SquireNed
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Re: [post-1.0] SmartBody - character animation system for Og

Post by SquireNed » 19 Jan 2014, 22:52

Looks cool, for the autorig function as much as anything else.

TheOneWhoWatches
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Re: [post-1.0] SmartBody - character animation system for Og

Post by TheOneWhoWatches » 08 Apr 2014, 08:50

Looks nice!
Hope to see mod-friendly character animation system which supports physics (for bones at least) in OpenMW as soon as possible.
And Hello everyone! =)

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Okulo
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Re: [post-1.0] SmartBody - character animation system for Og

Post by Okulo » 09 Apr 2014, 11:19

Y'know, I've been looking into PrioVR. It's a motion tracking system, basically. It's going going to have free and open-source motion capture software. Perhaps I (or whoever would own one of these systems) could record animations for OpenMW? Would that be useful?

silentthief
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Re: [post-1.0] SmartBody - character animation system for Og

Post by silentthief » 09 Apr 2014, 15:36

Not arguing against this, but a quick internet seearch shows there are free mocaps that we could DL and use:

http://gfx-motion-capture.blogspot.com/
http://mocapdata.com/index.cgi?category_id=19053
http://www.motioncapturedata.com/

This one says use a kinect and record a motion and they will convert it to a mocap file:
http://freemocap.com/

ST
EDITED: spelling correction
"You like to dance close to the fire, don't you?."

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Okulo
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Re: [post-1.0] SmartBody - character animation system for Og

Post by Okulo » 09 Apr 2014, 18:07

And how free is that? Is it just gratis? Does it include all the animations we'd need, both for regular characters and beast races? That last website looks extremely shady, by the way. Doing all that work, free of charge too?

If it pans out, great, but I am very skeptical.

SquireNed
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Joined: 21 Dec 2013, 22:18

Re: [post-1.0] SmartBody - character animation system for Og

Post by SquireNed » 09 Apr 2014, 21:54

My largest concern with mocapping is that it's only as good as the person being capped. If you asked me to be your motion capture guy you'd better be happy with clumsy strutting around and the occasional halfhearted jump off the ground. I don't know if we have any professional athletes/stuntpeople around to ask for some of the more awesome stuff that mocapping can provide.

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