motion_ai

The body moved by the motion AI (NVIDIA MotionBricks, run inside the engine) instead of its clips: every frame generated from the frames it showed toward key poses from a walk of our own, placed where the character is going at its speed, the feet placed where the model plants them. Standing, or until the network has loaded, the clips play (they fade into each other); off true compares it with the clip walk on the same character. Needs the model (Assets/MotionAI/mmm_v6_soma_fp16.onnx or TTR_MOTIONBRICKS_MODEL) and ONNX Runtime beside it.

In scene text

motion_ai { off true  keys "…"  start "…" }

Add it in the Inspector (Add Component), in scene text as above, or ask your AI. Fields you leave out keep their defaults.

Fields 17

FieldTypeUnit / rangeWhat it does
offtrue / false—The clips play as without it (to compare).
keystext—The key poses: a ttr.jointworld file (motion_export of a walk onto SOMA), in the project's Assets or a path; several separated by commas (a walk, a jog, a run) and each move takes the one whose own pace is nearest the character's speed.
starttext—A start from standing: a ttr.jointworld file that begins with a person standing still (motion_learn of a stand-walk-stop reference); setting off, the motion AI begins from those frames and makes the whole start itself. Empty: the clips start and it takes over mid-stride.
earlynumber0 … 60Frames before the end of each generated motion that the next takes over (0: each arrives at its target; 40: a steady walk, each re-planned long before it arrives).
turnnumberdeg, 0 … 180The most each generation turns toward where the character is going (more in one generation folds the model's arms).
leadnumbers, 0 … 1How far ahead the next generation is asked for (the network runs off the game's time).
aim_conenumberdeg, 0 … 180Armed (a weapon pose set holds the chest on the aim): the most the way it goes may be off the aim for the motion AI to have the body; past it the clips do.
min_speednumberm/s, 0 … 3Below this speed the clips take over again.
fadenumbers, 0 … 2How long the motion AI and the clips take to fade into each other.
presettext—
leannumberdeg, -15 … 15Trunk pitch: upright (-) to forward (+); the legs and feet stay where they are.
heightnumberm, -0.06 … 0How much lower the hips are carried: a softer, bent-knee walk (0: as generated; higher would lift the feet off the floor).
stridenumber0.85 … 1.15Step length at the same speed: longer, slower steps (above 1) or shorter, quicker ones (below 1).
arm_swingnumber0 … 1.5How much the arms swing: 0 held at the sides, 1 as generated, 1.5 a big swing.
step_widthnumberm, -0.04 … 0.06How far apart the feet land: narrower (-) or wider (+).
pace_minnumber0.6 … 1The slowest speed each style holds the body at, as a share of its own pace (slower: the clips).
pace_maxnumber1 … 1.4The fastest speed each style holds the body at, as a share of its own pace (faster: the clips).
Arcwright Beta 2 (0.4.0) · generated from the engine source (25e375c86)Something wrong or missing? Tell us
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