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real-time preview made with Anima 5 and Unreal Engine 5. 

Anima has an AI system, which allows the characters to avoid each other, to get on and off stairs, escalators, tracks, moving sidewalks, and much more. The characters are driven by real mocap data and an AI engine with an automatic procedural motion, so the program can help you achieve realistic crowd animations.

 

Posted

Funny how in a demo that mentions collision avoidance, it clearly shows the NPC go through the player ?

I dunno the video doesn’t seem much of a showcase of what they claim. A scene like the Matrix “Red Dress Woman” would have made more sense.

Also I don’t remember seeing NPCs collide in awkward ways in GTA, not even older ones.

Good graphics tho, if that could be the next Watch Dogs would be sweet

  • 3 weeks later...
  • 2 months later...
Posted (edited)

I recently tested the Mesh to Metahuman tool on some Source Engine models, just to see how well it ports those models into UE5. My results can be divided into three tiers.

First is the Louis Tier:

KrsQc9C.jpg

Not only did Metahuman make Metahuman Louis look a lot like L4D Louis, but it did so without me making any edits to the mesh's markers outliner. All other Metahumans in this post were generated from edited markers.

Next is the "I Guess I See The Resemblance If I Squint" tier:

8HuzlHM.jpg

From left to right: Alyx, Chell, Coach, G-Man, Gordon Freeman.

And finally, the Zoey tier. I could be the hair, but I don't think so:

aylwT41.jpg

On a somewhat related note, if you're using Blender and you want to export your mesh as an OBJ for use in UE5, make sure in the transform options that Forward is set to Y Forward and Up is set to Z Up.

Edited by sn0wsh00
Wording

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