One of my most requested articles is something on inverse kinematics and foot sliding. I finally found the time to write up the little recipes that have served me well through the years, including an offline method I used recently that works surprisingly nicely. theorangeduck.com/page/inverse...
Daniel Holden
@theorangeduck.bsky.social
Animation & Machine Learning at Epic Games. Ex Ubisoft La Forge. Programmer & Occasional Writer. https://theorangeduck.com/
I'm just going to go out and say it - respectable people don't litter. theorangeduck.com/page/respect...
Respectable people don't Litter
Computer Science, Machine Learning, Programming, Art, Mathematics, Philosophy, and Short Fiction
theorangeduck.com
Here's a write-up of my investigations into a technique called "Inertial Easing" - an interesting idea on how to use easing functions for spring-damper-like applications. theorangeduck.com/page/inertia...
Recently I've been taking another look at fitting movement model parameters from data and managed to derive some formulations that work in terms of starting and stopping times and distances - something that is potentially a lot more intuitive for designers to use. theorangeduck.com/page/fitting...
A reader found a bug in the code listings on my "New Movement Model" article. The intermediate spring should take "track_vel" as a target, not "next_vel" (see github.com/orangeduck/M...) article has been updated!
github.com
I've prepared a little blog post discussing the ideas behind the new Smooth Walking Mode we developed for UE's Mover plugin. This Movement Mode is also used in the new UE 5.8 GASP release! theorangeduck.com/page/new-mov...
I'm so happy to finally be able to talk about our new SIGGRAPH Asia paper "Control Operators for Interactive Character Animation". It's been by far the most work I've seen go into a SIGGRAPH paper (thanks goes to @gouruiyu.bsky.social) and a fun project all round. theorangeduck.com/page/control...
This year I had the chance to visit the Peace Museum in Hiroshima. Of all the things I saw in Japan this is the place that will stay with me forever. theorangeduck.com/page/hiroshima
Hiroshima
Computer Science, Machine Learning, Programming, Art, Mathematics, Philosophy, and Short Fiction
theorangeduck.com
With a bit of help from the authors I've added another huge high quality dataset to my Geno retargetings. This time the very nice InterAct dataset (hku-cg.github.io/interact/). You can find it here: github.com/orangeduck/i...
My latest article is on the problem of joint-error propagation - and some techniques for tackling it when doing Machine Learning or other data-driven numerical methods. theorangeduck.com/page/joint-e...
I've just pushed up a version of my GenoView project but implemented in Python (using raylib bindings). Hopefully that is useful to anyone doing ML research building interactive animation systems who wants to make use of PyTorch, Numpy, etc. github.com/orangeduck/GenoViewPython
GitHub - orangeduck/GenoViewPython: An example raylib python application for viewing animation on the Geno character
An example raylib python application for viewing animation on the Geno character - GitHub - orangeduck/GenoViewPython: An example raylib python application for viewing animation on the Geno character
github.com
We have a rare opening on our team for an Animation Programmer. If working with us on shipping Machine Learning animation tech inside UE appeals to you, please go ahead and apply! www.epicgames.com/site/en-US/c...
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I've added an appendix to my page on debug drawing text with lines with a contribution from @mikkomononen.bsky.social and his version of a non-monospaced font based on the Hershey Fonts Simplex characters: theorangeduck.com/page/debug-d...
There may not be many obvious alternatives, but CLIP is not a great embedding for describing motion. It's trained on static images so has a confused concept of time/tense/ordering, will often focus on the object rather than the action, and usually interprets verbs as nouns:
More than once I've wanted to debug draw text in a game scene but found it not as easy as expected. I made a lookup table that allows you to draw text via line segments. It was a fun little weekend project, even if I'm sure it's something people have done before! theorangeduck.com/page/debug-d...
Time for another long blog post... and today it's all about how we handle the temporal aspect of animation data. And more specifically, how to approach things from a signal processing perspective, covering up-sampling, down-sampling, and everything in-between. theorangeduck.com/page/filteri...
Jérôme Eippers' YouTube channel is quickly becoming a goldmine for Animation Programming. He is covering so many classic animation papers - reviving a lot of great ideas and techniques that are either under-utilized or forgotten by the industry. www.youtube.com/@JeromeEippe...
Animation Tech
In this channel we will be looking at the technical side of animation and physic in the video game industry. Let's dig into whitepapers and reimplement them in python to learn from them. I'm Jerome ...
youtube.com
Learned a new spring fact from my colleague @rat-face.bsky.social recently. For a critically damped spring tracking a target moving at a constant velocity, the amount of time the spring will lag behind the target is given by "halflife / ln(2)". Added to my blog post theorangeduck.com/page/spring-...
Spring-It-On: The Game Developer's Spring-Roll-Call
Computer Science, Machine Learning, Programming, Art, Mathematics, Philosophy, and Short Fiction
theorangeduck.com
I've uploaded a retargeted version of the 100STYLE dataset matching the other datasets: github.com/orangeduck/1... I wasn't sure if I should add it at first. The quality is lower due to the inertial capture, and it's missing finger motion, but overall I figured it's still worth it.
It's been a while since I did a pure Machine Learning article on my blog, but today I have a post for you about adding noise to Neural Networks, and some fun experiments with Flow-Matching: theorangeduck.com/page/noise-n...
My latest article is about one of my favorite techniques in graphics - Müller's method of Polar Decomposition. It also details some variations, including one which is ~2x faster to compute with more regular convergence. theorangeduck.com/page/variati...