[media]https://www.youtube.com/watch?v=awa9MrIbbI0[/media]
why haven't I seen this yet here, it's great.
also people may have seen it's previous iteration
[media]https://www.youtube.com/watch?v=jHOup--qqGk[/media]
Balances better than I can
That back flip was pretty impressive
Both impressive and comical.
I doubt this is [del]completely physically based[/del] weighted realistically. The way he moves makes it seem like his center of mass is really low while his feet are touching the ground.
Kinda like euphoria engine, which no one has tried to replicate yet.
Dat leg strength
It feels like there's a really strong "keep me upright" force going on for this model that doesn't seem to be provided by the characters legs.
Still cool though.
[QUOTE=ZestyLemons;48168650]It feels like there's a really strong "keep me upright" force going on for this model that doesn't seem to be provided by the characters legs.
Still cool though.[/QUOTE]
I would prefer it that way if it were monsters with sped up animation in a horror game.
You're brain would be spooked out on just their awkward walking alone.
My guess on this (from hearing descriptions of very similar trajectory optimization routines from Emo Todorov at UW) is that these trajectories are achieved by loosing the problem constraints pretty significantly -- contact with objects, joint limits, and joint torque limits are all "soft" to make the optimization better behaved. Very impressive -- but far from deployable on real robots, and possibly the cause of the "floaty" and nonphysical feeling of many of the more dramatic trajectories.
[QUOTE=Veloco;48169275]My guess on this (from hearing descriptions of very similar trajectory optimization routines from Emo Todorov at UW) is that these trajectories are achieved by loosing the problem constraints pretty significantly -- contact with objects, joint limits, and joint torque limits are all "soft" to make the optimization better behaved. Very impressive -- but far from deployable on real robots, and possibly the cause of the "floaty" and nonphysical feeling of many of the more dramatic trajectories.[/QUOTE]
UC Merced at least that I know of takes what they do in animations for virtual characters and tries to apply them to bi pedal robots.
Sorry, you need to Log In to post a reply to this thread.