TL;DR
This paper introduces Recurrent Transition Networks, a deep learning approach using LSTM-based models to automatically generate realistic character transition animations, improving efficiency and quality in complex locomotion systems.
Contribution
The paper presents a novel LSTM-based recurrent neural network architecture for automatic transition generation, trained without explicit gait or contact labels, and enhanced with terrain-awareness for better rough-terrain navigation.
Findings
Generated transitions rival motion capture quality
Terrain-aware input improves rough-terrain navigation
Model successfully reconstructs high-quality motions from sparse data
Abstract
Manually authoring transition animations for a complete locomotion system can be a tedious and time-consuming task, especially for large games that allow complex and constrained locomotion movements, where the number of transitions grows exponentially with the number of states. In this paper, we present a novel approach, based on deep recurrent neural networks, to automatically generate such transitions given a past context of a few frames and a target character state to reach. We present the Recurrent Transition Network (RTN), based on a modified version of the Long-Short-Term-Memory (LSTM) network, designed specifically for transition generation and trained without any gait, phase, contact or action labels. We further propose a simple yet principled way to initialize the hidden states of the LSTM layer for a given sequence which improves the performance and generalization to new…
Peer Reviews
No public reviews on file for this paper yet. If you reviewed it on a platform where reviews are public (OpenReview, ICLR, NeurIPS, ICML), you can paste yours below so the community can read it here.
Code & Models
Videos
No videos yet. Explain this paper in a talk, walkthrough, or lecture? Add one.
Taxonomy
MethodsSigmoid Activation · Tanh Activation · Long Short-Term Memory
