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NVIDIA MotionBricks - real-time AI character movement animation

ResurrectedContrarian

Suffers with mild autism
MotionBricks: a large-scale, real-time generative framework

It's a model trained to do realtime animation of character movements, fully environment aware, and dynamically responding to tasks + heavily customizable by injecting prompts along the way.



^ in this video you can see the lines showing where their controller is aiming the character and the character's view, the rest is naturally generated by the model + game engine (sometimes also a prompt like "crouching") without any special tuning or hand-edited animations anywhere

"Notably, MotionBricks applies to new downstream tasks in a zero-shot manner — no fine-tuning or task-specific tagging required — so applications can be assembled in a plug-and-play manner like stacking bricks, without expert animation knowledge."

Basically
  • realtime generation of character animation, pluggable into live UE5 or potentially any engine
  • responds to environment intelligently, takes freeform prompts (eg "stealthily" or "crawling" or even "hobbling with an injured left leg" and so on, see their full examples)
  • easily customizable to your domain

More details and footage: https://nvlabs.github.io/motionbricks/
 
I'm suing.

cali7.gif
 
this would work fine for NPCs, but as a character controller this would be absolutely awful. like RDR2's awful controls made even worse kinda awful.
 
There's no way this doesn't have a bunch of latency. This looks even more sluggish to control than RDR2.
 
Seems more useful for NPC or improving automated pathing on them. You do have apps like Cascadeur that allow you to use AI to help generate poses, simulate physics effecting movements, or automate in-between 3d animation work. Then you can still go through to customize anything by hand to make it look better or performant for game responsiveness.

 
This is the kind of AI solution that will save massive amounts of money in game development once matured and fully integrated into engines and toolchains
 
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