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Kiaran Ritchie Profile
Kiaran Ritchie

@kiaran_ritchie

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Principal Animation Programmer at @EpicGames , working on @UnrealEngine . Retargeting / IK / Rigging specialist.

Canada
Joined July 2017
Don't wanna be here? Send us removal request.
@kiaran_ritchie
Kiaran Ritchie
8 days
@tim_cook The symbolism of indiscriminately crushing beautiful creative tools is an interesting choice.
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@kiaran_ritchie
Kiaran Ritchie
4 months
@Johnie It's gone sentient and started having a long distance love affair with my wifi connected stove.
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@kiaran_ritchie
Kiaran Ritchie
1 month
What is this rendering style and has anyone ever tried to do it in a videogame?
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@kiaran_ritchie
Kiaran Ritchie
4 years
Power IK is coming soon to #Unreal Control Rig! Epic has really nailed this tool. I think it's going to open a whole range of animation possibilities from in-engine keyframe animation to advanced procedural runtime effects.
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@kiaran_ritchie
Kiaran Ritchie
2 months
In this video I demonstrate #UnrealEngine5 .4's brand new workflow to automatically retarget animations between common skeleton types. This tool makes it super easy to bring your animation into Unreal from outside sources. With just a few clicks, you can transfer animation
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@kiaran_ritchie
Kiaran Ritchie
1 year
Did you know #UnrealEngine 's IK Retargeter can be used at runtime? You can use a single animation blueprint to drive a separate skeletal mesh; even with different bone names, number of bones or proportions. Check out the docs!
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@kiaran_ritchie
Kiaran Ritchie
1 year
Powered ragdolls now in #UnrealEngine 5.1. With full runtime control over motor strengths, limits, collisions etc. Build your own procedural behaviors like self-balancing, hit reacts, defensive postures, reaching, env interactions, secondary... it's seriously endless.
@games_inu
Inu Games
1 year
Phys control component in UE 5.1 content examples #ue5sutdy #ue5
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@kiaran_ritchie
Kiaran Ritchie
2 years
#ControlRig in #UE5 has a new node called "Spherical Pose Reader" for secondary deformations. It reads a bone pose, and outputs 0-1 which you can use to blend a corrective pose. Here I am reading the thigh bone to do fake collision with the pouch.
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@kiaran_ritchie
Kiaran Ritchie
1 month
Animated tessellation and displacement on Skeletal Meshes in @UnrealEngine !! This is truly something people have never seen in games before.
@DylserX
Dylan Browne
1 month
A little anim test
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@kiaran_ritchie
Kiaran Ritchie
2 years
New Klombo mythic creature in Fortnite is running #UE5 's new Full-Body IK solver in Control Rig to stick all six of his feet to the ground!
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@kiaran_ritchie
Kiaran Ritchie
4 months
Palworld casually mogged the entire AAA industry. 3 million units in 48hrs. 800k concurrent players. "Very Positive" rating. Art: "most models and gun stuff done by some middle schooler who was working part time at a convenience store the devs went" Source Control: "We didn't
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@kiaran_ritchie
Kiaran Ritchie
1 month
@DanielcHooper Multi Layer Perceptron (1958) Garbage Collection (1959) Dijkstra's Pathfinding (1959) The late 50's was crazy.
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@kiaran_ritchie
Kiaran Ritchie
2 years
Did you know you can play animations on DIFFERENT skeletons in #UE5 ? There's a new feature called "Compatible Skeletons". If your skeletons share bone names and a hierarchy, you can set the Skeleton assets to be "compatible" and then you can share animations between them! 1/2
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@kiaran_ritchie
Kiaran Ritchie
2 years
#UE5 has a brand new IK Retargeting system that supports both runtime and offline retargeting. Allows you to copy animation between any two skeletons regardless of bone count/naming/orientation, proportions or ref pose. Docs are forthcoming; let me know how it works for you!
@games_inu
Inu Games
2 years
Studying the new retargeter. Gray guy is the source, Manny the target. #UE5 #UE5Study
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@kiaran_ritchie
Kiaran Ritchie
11 months
#UnrealEngine5 .3 roadmap is live! I've been working with @benoit_gad @chasescooper @hublan2 and others on the Skeletal Mesh editing tools. Edit bones and weights directly in the editor. We're aiming for a world class UX and we'd love your feedback.
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@kiaran_ritchie
Kiaran Ritchie
1 year
Unreal Programmers: Did you know you can VERY easily expose your C++ code to Python? The same magic that exposes functions to Blueprint ALSO exposes them to Python. TArray becomes a python list, TMaps become dicts. Let your tech artists automate all the things!
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@kiaran_ritchie
Kiaran Ritchie
4 years
Coming Soon: New Power IK Walk node generates locomotion animation in a single node. Still early times, but I will be adding body inertia, running, foot height modulation, and better looking turn-on-spot. Supports uneven terrain and any number of limbs.
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@kiaran_ritchie
Kiaran Ritchie
3 years
Today is my first day joining Epic Games! I will be doing animation programming for Unreal Engine with an emphasis on rigging tech and tools. I'm excited to work with the remarkable talent at Epic to continue molding Unreal into the gold standard for real-time animation.
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@kiaran_ritchie
Kiaran Ritchie
4 months
There's something incredibly satisfying about a bunch of filthy casuals ignoring all conventional wisdom and JUST BUILDING SOMETHING PEOPLE WANT.
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@kiaran_ritchie
Kiaran Ritchie
3 years
#UE5 has a new Full-Body IK solver. Just to clear things up, this is not Power IK or the Jacobian solver in 4.25 but a brand new approach inspired by constraint solvers in rigid body simulations. 1/2
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@kiaran_ritchie
Kiaran Ritchie
1 month
It's time to start thinking about what your character pipelines will look like in a world with Nanite tesselation and displacement on skeletal meshes in @UnrealEngine .
@DylserX
Dylan Browne
1 month
Nanite Skinning (Skeletal Mesh Support) with Nanite Tessellation / Displacement is now working perfectly on UE5-Main branch two days later! Great work @gwihlidal & team, Going to enable insane things :D #UnrealEngine #UE5 #UnrealEngine5 #GameDev
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@kiaran_ritchie
Kiaran Ritchie
2 months
@thomasrice_au @Austen I feel sorry for her. At almost any other time in history, following the conventional wisdom and working hard would be rewarded. But succeeding in today's world requires thinking for oneself and applying skepticism to everything. It's not easy.
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@kiaran_ritchie
Kiaran Ritchie
2 years
If you do any kind of character dynamics in Unreal (cloth, rigid bodies etc) then this talk is REQUIRED HOMEWORK. Covers the current state of Chaos in UE 5.1; it's various tools and editors. Tons of tips / tricks scattered throughout.
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@kiaran_ritchie
Kiaran Ritchie
2 years
#UE5 is out! Here's the official docs for the IK Retargeting feature. You can use it to copy animation between different Skeletal Meshes; either by making new sequences, or at runtime by copying animation between two different Skeletal Mesh components.
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Kiaran Ritchie
1 year
Did you know #UnrealEngine 5.2 has "Chaos Flesh"?! Our new soft-body simulation framework.
@DukeGunston
Ryan Corniel
1 year
Sooo.. Chaos Flesh is gonna be interesting... #UE5 .2 #RealTime #Puppets
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@kiaran_ritchie
Kiaran Ritchie
1 year
There's an innocent "little" feature in Control Rig in #UnrealEngine 5.1 called the "Construction Event". It fires once when your rig is initialized and has the ability to create new rig elements (for later use). Procedural rigging is now in Unreal!
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@kiaran_ritchie
Kiaran Ritchie
22 days
Unreal 5.4 is pushing hard on animation tools: - Motion matching - Layered Control Rigs in seq - Auto Retargeting - Modular rigging (not prod ready) - New gizmos!!
@UnrealEngine
Unreal Engine
22 days
Unreal Engine 5.4 is here!🔔 It’s packed with new features and improvements, including the toolsets we’ve been using internally to make ‘Fortnite Chapter 5,’ ‘Rocket Racing,’ ‘Fortnite Festival,’ and ‘LEGO Fortnite’ the successes they are. Check it out:
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@kiaran_ritchie
Kiaran Ritchie
10 months
Here's a short write up of condensed wisdom on how to tune the FBIK solver in Unreal Engine. It's a collection of tips on how to think about the various bone settings, and the solver itself to improve your odds of getting the results you want from it.
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@kiaran_ritchie
Kiaran Ritchie
2 months
@TimSweeneyEpic Not owning a single Apple product is the easiest thing in the world. And it just got easier.
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@kiaran_ritchie
Kiaran Ritchie
2 months
@gran1te_mtn Cormac McCarthy and the Cohen brothers is a ridiculously OP combo. Like George RR Martin and Hidetaka Miyazaki on Elden Ring.
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@kiaran_ritchie
Kiaran Ritchie
2 months
Do you know about "Choosers" in #UnrealEngine5 .3? They solve the problem where you want the same animation graph to use different animations depending on a gameplay context. No more bloated anim/event graphs just to support a new character state.
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@kiaran_ritchie
Kiaran Ritchie
18 days
@JSFILMZ0412 Lots of AAA stopped trying to develop their own level editors and leaned heavily into Maya integrations. I've setup quite a few myself. It ain't pretty.
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@kiaran_ritchie
Kiaran Ritchie
3 years
I've always found it intriguing how a physical puppet can create so much lively personality in a fraction of the time it takes to animate a digital puppet. Rediscovering traditional puppeteering methods could have a dramatic impact on the craft.
@petemonga
Peter Monga
3 years
A little update on my kiwi puppet: Added forward movement (before I was physically moving forward to move the puppet, now I am using an xbox controller), running, stair climbing, fur/feathers and facial mocap.
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@kiaran_ritchie
Kiaran Ritchie
1 year
#UnrealEngine 5.1 is out now! Tons of improvements to IK Rig & Retargeting: - View both source / target skeletons & hierarchies - Live Link right into the editor (from Maya, Xsens etc) - New IK adjustments, like stride warping - Edit Pose overhauled - Import Poses - UX polish
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@kiaran_ritchie
Kiaran Ritchie
4 months
@AIatMeta Zuckerberg's redemption arc is in full swing.
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@kiaran_ritchie
Kiaran Ritchie
1 year
@gdb I'll pay $40 if you remove the kindergarten-level content blockers. Makes it useless for creative writing and story ideation.
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@kiaran_ritchie
Kiaran Ritchie
1 year
Did you know you can procedurally generate Control Rigs that generate procedural motion? We're automating the automation 🤓
@chasescooper
Chase
1 year
The Dragon from Forest Guardian in #UEFN has a completely procedurally built dynamic #controlrig . To animate him you can position the head control and he will follow the motion. Sequencer can then record this motion.
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@kiaran_ritchie
Kiaran Ritchie
2 months
Go from a raw skeletal mesh to animatable puppet in minutes with the new Modular Control Rig in #UnrealEngine5 .4 While this feature is still early, Epic aims to provide a wide selection of high-quality modules out-of-the-box to rig anything you want. From squids to forklifts.
@SanalDeep3
Sanal Deep
2 months
unreal engine 5.4 new feature Modular control rig on a different character from the start, cool feature developed by @UnrealEngine I hope you all enjoy it. #unrealengine5 #controlrig #rigging #vfx #cgartist #ue5 #virtualproduction #modular #animation #TeachAnim #gamedevelopment
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@kiaran_ritchie
Kiaran Ritchie
1 year
@sama The bias is nothing compared to the overbearing censorship. Are there plans to provide a "Treat me like an adult" mode? I promise it can't hurt my feelings.
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@kiaran_ritchie
Kiaran Ritchie
3 years
#UE5 is poised to remove the rigging bottleneck in your animation pipelines. And we're just getting started!
@HighlySpammable
Chris Murphy
3 years
Control Rig and FullBody IK in #UE5 are nuts. 8 nodes and you have a working setup to animate in engine. You can then create linked Animations from Sequencer Animations and tweak them in engine! The workflow is ultra straightforward and I can't wait for this to be 'the norm'.
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@kiaran_ritchie
Kiaran Ritchie
2 months
Things that are only possible when you have a full rigging system embedded in your animation runtime.
@LincolnMargison
Lincoln Margison - Game Development
2 months
Procedural State Transitions, within control rig. Based on bone weighting & COM shifting. Can be used at runtime but I'm wondering if this would be more useful as an animation helper within Unreal, something similar to Cascadeur's tools maybe.
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@kiaran_ritchie
Kiaran Ritchie
2 years
"We were so preoccupied with whether or not we could..." 😅🤣
@hotoba
HOTOBA
2 years
蜘蛛の動きをグレイマン(?)に流し込むなどする試み。 IKリターゲッタの設定次第で異なるモーションにもなる #UE5 #UE5Study
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@kiaran_ritchie
Kiaran Ritchie
1 year
New paper demonstrating novel view synthesis from a single image. The eventual conclusion of this line of research will be to have tools that allow artists to take their 2d concepts into 3d; using an AI to hallucinate occluded regions.
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@kiaran_ritchie
Kiaran Ritchie
1 year
#UnrealEngine 5.2 is out now. Substrate materials and PCG are huge! Animators got some love to: - bi-directional skeleton compatibility - ML deformer samples - IK Rig / Retargeter now fully python scriptable - bug fixes and polish across the toolset
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@kiaran_ritchie
Kiaran Ritchie
2 years
The secret is out. Our own John van der Burg ( @JohnEMotionFX ) is working on an ML deformer for UE5 to bake complex offline deformations into a runtime-friendly format. Still early days, but very promising!
@games_inu
Inu Games
2 years
MLDeformer trained with the result of a Marvelous Designer simulation (green: with deformer, blue: same mesh without deformer) #ue5
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@kiaran_ritchie
Kiaran Ritchie
10 months
Reminder for people who use C++ in #UnrealEngine5 : "Live Coding" lets you see your C++ changes without restarting the editor. This is a massive productivity booster and it's ready to use out-of-the-box. It will re-instance UObjects/Structs to reflect new/removed properties!
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@kiaran_ritchie
Kiaran Ritchie
2 years
Game animators do the dirtiest shit sometimes. This guy was showing me how he fixes his hand contacts on a rifle animation and he just grabbed the wrist bone and translated it onto the gun handle and scaled it till the fingers touched. Like who needs IK?
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@kiaran_ritchie
Kiaran Ritchie
1 year
"ML Deformer" in #UnrealEngine 5.2 encodes the delta between linear skinning and ANY arbitrary deformation. Reproduce offline effects like wrinkles, muscles, fat/bulging. To setup, import an alembic cache, train a network, and preview the results right in the editor.
@JohnEMotionFX
John van der Burg
1 year
The ML Deformer of UE5 has been used in Fortnite on two characters, one of which is the Hulk character. In 5.2 the performance has been optimized a lot, now being crazy fast. More about that later :) #mldeformer #UE5
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@kiaran_ritchie
Kiaran Ritchie
8 months
The IK Retargeter is capable of some basic motion editing operations: "Scale Vertical" on the root translation can add or remove "bobbing" on the hips. "Scale Vertical" on an IK limb can exaggerate foot height. "Rotation Alpha" can dampen any limb, like a swinging arm.
@amareshbeuria
Amaresh Beuria
8 months
More IK Retargeting Magic in UE5. Following up on my last tweet - , Here's another eg that I created to incl. in my YT video, where I'm able to generate multiple walk cycles on target rig from a single anim on the source. #UE5 #MadeWithUnreal #animation
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@kiaran_ritchie
Kiaran Ritchie
16 days
@ID_AA_Carmack Rigging programmer at Epic here. It's still the wild west for character animation and deformation. Constraints around runtime performance, and style ensure that most animation in games today is done exactly how it was 10 years ago. Unreal 5.4 has motion matching which is a huge
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@kiaran_ritchie
Kiaran Ritchie
6 months
If you work in entertainment, you may occasionally feel like you don't have a "real job" that "matters". I struggled with this early in my career. But the truth is, entertainment plays a crucial role in society. Making people happy is huge.
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@kiaran_ritchie
Kiaran Ritchie
2 months
Check out the new Skinning Tools in #UnrealEngine5 .4. I added a "component editor" so you can select vertices and set their weights directly. Great for rigid binds. We're going hard on the skinning toolset for 5.5. Stay tuned! via @YouTube
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@kiaran_ritchie
Kiaran Ritchie
1 month
@tobi I don't think you'll find a single Canadian that can point to any of our services that have been improved by this. I would love to know what all these employees are doing.
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@kiaran_ritchie
Kiaran Ritchie
1 year
You can absolutely setup an IK Retargeter in #UnrealEngine that does not have any IK. It'll work fine and transfer the motion from your source skeleton. But when you add an IK goal to a retarget chain, it opens up all the IK adjustments as seen here:
@KelechiApakama
Kelechi Apakama | 🛠 Stormrite
1 year
Fixing the hand placement on ladder climbing animations in #stormrite , made easy with #UE5 's IK Retargeting! #gamedev
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Kiaran Ritchie
2 years
If you're using the new Full-Body IK solver in #UE5 ; either in IK Rig or Control Rig, and your skeleton crumples up and flips out, Don't Panic™ In the solver settings, bump up the Mass Multiplier values until it behaves. Values from 2-5 are usually good. It scale dependent.
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@kiaran_ritchie
Kiaran Ritchie
5 months
Epic dedicated a big team of heavy hitters to develop this. We're in for a treat folks 😉
@LEGO_Group
LEGO
6 months
Get ready for an all new survival crafting adventure! 🦙 #LEGOFortnite launches in Fortnite on December 7 Find out more:
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@kiaran_ritchie
Kiaran Ritchie
2 years
@BrianKaris This is also why we're building the IK Retargeter for UE5. So studios can get more mileage out of their expensive animation assets; no longer constrained to the exact skeleton they were created for. We have to reuse, remix and repurpose! Animation libraries are the future.
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@kiaran_ritchie
Kiaran Ritchie
1 year
@80Level @UnrealEngine As a developer, I want those procedural tools! As a redneck, I want that off-roading game!
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@kiaran_ritchie
Kiaran Ritchie
8 months
See how to go from 2d texture to animatable 2d character rig. All in #UnrealEngine using the new Skeletal Mesh editing tools.
@HoussineMehnik
Elhoussine Mehnik 🪁
9 months
Testing the new #UE5 .3 Skeletal Mesh Editor. Added the possibility to convert a PaperSprite to a SkeletalMesh :) #screenshotsaturday #UnrealEngine #UnrealEngine5 #gamedev
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@kiaran_ritchie
Kiaran Ritchie
4 months
Epic put together a snappy video series demonstrating best practices for animating in #unreal . It's a must watch if you do rigging or animation in-engine!
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@kiaran_ritchie
Kiaran Ritchie
3 months
@adcock_brett I have a jumpy resume because projects don't last forever and neither do businesses. In two cases, I left because I lost faith in the company (and in both cases, they shutdown shortly thereafter). Would it look better if I were laid off instead?
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@kiaran_ritchie
Kiaran Ritchie
2 years
My top picks for 5.1 rigging: - Physics Control Component: powered ragdolls! - ML Deformer (beta): reproduce offline deformations, insanely fast now! - IK Rig: new motion tuning, UX overhaul, live link. - Sequencer Constraints, CR polish etc...
@UnrealEngine
Unreal Engine
2 years
Unreal Engine 5.1 will improve upon the features delivered with the release of #UE5 , creating more streamlined and easy-to-use workflows for real-time 3D content creation. And starting today, you can test-drive these new features in our Preview release! Learn more below.
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@kiaran_ritchie
Kiaran Ritchie
8 months
Shout out to the heroes that send pull requests for bug fixes in #UnrealEngine5 's github repo. I've integrated quite a few over the years. It's a major advantage of Epic's policy of sharing source code publicly: you aren't FORCED to wait for us to fix it.
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@kiaran_ritchie
Kiaran Ritchie
8 days
@neo__tech @tim_cook that was certainly the intention
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@kiaran_ritchie
Kiaran Ritchie
6 months
@cinedatabase Glad you like it! I am the principal dev on the retargeter. We did some UX polish and bug fixes in 5.3. But 5.4 will have a LOT of upgrades for this tool. Full automation of chain and IK setup. Improved FBIK and more. :)
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@kiaran_ritchie
Kiaran Ritchie
9 months
Learn how to convert your Static Meshes to Skeletal Meshes; add bones and create skin weights all in #UnrealEngine 's newly revamped Skeletal Mesh Editor.
@chasescooper
Chase
9 months
Check out the #SkeletalEditor Usage Guide for how to get up and going with the new Skeletal Editor Plugin in #UE5 . #rigging #gamedev
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@kiaran_ritchie
Kiaran Ritchie
1 year
Playing with #UnrealEngine 5.1 for level design. - Mountain Forest from marketplace; converted to Nanite. - Building modeled in-engine using the fun new "Cube Grid" tool - Paintings from midjourney v4 - Check out the insane Quixel plants!
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@kiaran_ritchie
Kiaran Ritchie
9 months
Dev Community: does 4d calculus theorizing how BG3 systematized procedural conversations Larian Studios: lol, we just mocap'd everything ^ this is a perfect example of what is possible when your pipelines are setup to digest data efficiently. Don't discount brute force!
@alionabaranova1
Aliona Baranova
9 months
1/🧵 BG3 thread alert i’d like to clarify a few things about the dialogue recording process that went into making Baldur’s Gate 3, while i have peoples attention. Firstly: for almost ALL the dialogue we recorded we ALSO captured the actors mocap data
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@kiaran_ritchie
Kiaran Ritchie
11 months
#EpicGames has released #realityscan app for Android users! Totally free. Scan anything, upload to Sketchfab, resurface with #UnrealEngine5 My first scan using a Pixel 6a. Nothing fancy. It does well with matte surfaces. Struggled a bit with thin wires. Great for natural stuff!
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@kiaran_ritchie
Kiaran Ritchie
1 year
*chefs kiss*
@80Level
80 LEVEL
1 year
. @Toyojiro3619 showed a cool Unreal Engine 5-powered setup for creating climbing animations. See more: #unrealengine #UE5 #gamedev #indiedev #3dart
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@kiaran_ritchie
Kiaran Ritchie
16 days
@moment_mirthful @gunsnrosesgirl3 My unemployed friend on a Tuesday
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@kiaran_ritchie
Kiaran Ritchie
10 months
GFS demo's the new in-engine rigging and skinning toolset in #UnrealEngine5 .3 Preview. You can now model a static mesh, convert it to a skeletal mesh, add bones, skin them, then animate your rig in sequencer. All in-engine. Still early, but you can see where this is going...
@gamefromscratch
Game From Scratch
10 months
Epic Games have just released Unreal Engine 5.3 preview. Get better build times, a new Skeletal Editor tool, improved volumetric tools and more. Of course, it's preview, so there be dragons! #gamedev #indedev #UnrealEngine
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@kiaran_ritchie
Kiaran Ritchie
1 year
This tutorial demonstrates how to setup a virtual puppet to animate a frog in real-time with an Xbox Controller in #UnrealEngine . Integrating procedural runtime systems into your workflow is a unique advantage of animating in a game engine!
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@kiaran_ritchie
Kiaran Ritchie
1 month
@bryancsk One more doubling of energy density and it's absolutely game over for ICEs. EVs are cheaper, faster, simpler and cleaner.
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@kiaran_ritchie
Kiaran Ritchie
13 days
Battle Royale, as a game design, could have been implemented decades before it became a cultural phenomenon. We just kept doing deathmatch and capture the flag. Oof. What other design revolutions are hiding in plain sight?! My hope is that platforms like UEFN find them.
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@kiaran_ritchie
Kiaran Ritchie
1 year
This has the potential to disrupt a lot of VFX workflows. It exports alpha masks, clean plates and mocap directly from footage. Potential game changer for cinematics.
@WonderDynamics
Wonder Dynamics
1 year
We are proud to introduce Wonder Studio. An AI tool that automatically animates, lights and composes CG characters into a live-action scene. No complicated 3D software, no expensive production hardware—all you need is a camera. Sign up for closed beta at
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@kiaran_ritchie
Kiaran Ritchie
1 year
@timsoret There was nobody arguing about copyright infringement back in 2017 when AI art sucked. It's only now that midjourney v4 is regularly producing masterful works that it's a "major ethical problem".
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@kiaran_ritchie
Kiaran Ritchie
18 days
@8teAPi Ok check this out, I ran the entire diagnostic process with Chat GPT. I used one thread acting as the doctor, and a separate thread giving me the expected findings based on the tests requested by the doctor thread. Here's the full doctor thread. Part 1:
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@kiaran_ritchie
Kiaran Ritchie
1 year
See how to setup Powered Ragdolls in #Unreal5 using Physics Control Component. Add some secondary dynamics to bring characters to life and ground them in the environment with fully tunable collision and motors.
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@kiaran_ritchie
Kiaran Ritchie
4 months
@RLMcGee3 @Johnie his washing machine: "I want to feel your heat" my stove: "I bet you're so wet right now" It goes on like this for gigabytes...
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@kiaran_ritchie
Kiaran Ritchie
2 years
In case you aren't aware, UE5's "Rewind Debugger" is purpose built for gameplay animation.
@SiggiGG
Sigurdur Gunnarsson
2 years
Wow, @UnrealEngine 's "Rewind Debugger" for animations is just amazing! You can record gameplay, then scrub through it on a timeline.. seeing all the animation states, debug your anim graphs, and even see blends and anim notifies on the timeline.
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@kiaran_ritchie
Kiaran Ritchie
4 years
Spent my Sunday on the core of Power IK's solver. Improved the reaching behavior with more accurate full-body poses that require fewer iterations! This update is submitted to the #unreal marketplace along with the new Power IK Walk node which uses it for procedural locomotion!
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@kiaran_ritchie
Kiaran Ritchie
2 months
Quick demo of what Image-to-3d looks like right now. This is a #midjourney6 image converted to 3d with #3daistudio . Obviously it would need retopo, and mirroring before it could be rigged. But just getting the form roughed out in 3d so quickly would be a huge leg up.
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@kiaran_ritchie
Kiaran Ritchie
8 days
@yosoycarl0s @tim_cook It did not spark joy, as they say.
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@kiaran_ritchie
Kiaran Ritchie
1 month
@0xglitchbyte Pfft, these books won't teach you how to do an abstract proxy factory for instancing singleton decorator templates.
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@kiaran_ritchie
Kiaran Ritchie
4 years
Looking for an entry level Technical Animator to join our team at #Improbable . Work with a futuristic #Maya / #Unreal based animation and rigging pipeline. Decent Maya knowledge and a strong desire to learn are all I'm looking for. Open to remote. PM me if you're interested!
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@kiaran_ritchie
Kiaran Ritchie
2 months
@Rainmaker1973 Chat GPT got it.
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@kiaran_ritchie
Kiaran Ritchie
1 month
@Andercot Ironically, the obsession with class, is itself classless.
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@kiaran_ritchie
Kiaran Ritchie
2 months
New Video-to-Mocap system just dropped. It outputs a skeletal mesh matching the proportions of the person in the video. I just tried it out on a video with a female dancer. It got her proportions quite well and the motion was decent. I've seen worse from inertia suits.
@meshcapade
Meshcapade
2 months
The future of digital humans starts with @meshcapade . At #GDC2024 , we've unveiled our updated platform. World's best markerless mocap from a single video. High-quality human motions from text. A new viewer with all the old features. Try it here for free:
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@kiaran_ritchie
Kiaran Ritchie
1 year
I found this to be a great introduction to Dual Quaternions and their application to skeletal animation. Though I've never actually seen anyone build an animation system using DQ. Transforms are universally composed of SQTs these days. Anyone tried it?
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@kiaran_ritchie
Kiaran Ritchie
18 days
@8teAPi Part 3: Boom.
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@kiaran_ritchie
Kiaran Ritchie
1 year
Here's a thread showing how I spent 2-days making a character from concept, through to animation ready game asset. Using #midjourney , #Maya , #SubstancePainter , and of course #UnrealEngine
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@kiaran_ritchie
Kiaran Ritchie
2 years
Uh oh, Inu found our new FBIK solver! Combining it with the CR component makes for a pretty cool setup if I do say so.
@games_inu
Inu Games
2 years
Robot arm with fbik control rig component (no animbp)! BP/rig in comment. #ue5study
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@kiaran_ritchie
Kiaran Ritchie
2 years
If I had to pick any rigging system to use in 2022, it'd be #UE5 's Control Rig; hands down. It's a very flexible, purpose built toolset. And if it doesn't do exactly what you want, there's a beautiful C++ API too.
@Jeremiah3D
Jeremiah Grant
2 years
Check out this great cartoony rig created by Jeremie Passerin in #UE5 using a lot of the new features added to #ControlRig #rigtips #animation
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@kiaran_ritchie
Kiaran Ritchie
1 year
@DukeGunston @kher_elena @AndiDev_ @LittleBigPlanet @mediamolecule I'm sitting on a Control Rig node that generates walking effectors by translating the body. Pairing that with your puppet controls could be really cool. I'll make it a 2023 goal to dust that off and release it. It's the same technique used on these guys:
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@kiaran_ritchie
Kiaran Ritchie
8 months
Gaw-dang, look at those sticky feet!! *chefs kiss*
@KelechiApakama
Kelechi Apakama | 🛠 Stormrite
8 months
Motion Matching #animation test with a bipedal, non-humanoid character from @StormriteGame ( #UE5 .3) #gamedev
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@kiaran_ritchie
Kiaran Ritchie
5 months
Incredible progress. Still quite a bit of foot sliding, but I suspect within a few years we'll get to a point where any footage of a person will be convertible to mocap. Facial animation soon thereafter.
@Michael_J_Black
Michael Black
5 months
WHAM defines the new state of the art in 3D human pose estimation from video. By a large margin. It’s fast, accurate, and it computes human pose in world coordinates. It’s also the first video-based method to be more accurate than single-image methods. 1/8
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