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
| Field | Type | Unit / range | What it does |
|---|---|---|---|
off | true / false | — | The clips play as without it (to compare). |
keys | text | — | 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. |
start | text | — | 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. |
early | number | 0 … 60 | Frames 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). |
turn | number | deg, 0 … 180 | The most each generation turns toward where the character is going (more in one generation folds the model's arms). |
lead | number | s, 0 … 1 | How far ahead the next generation is asked for (the network runs off the game's time). |
aim_cone | number | deg, 0 … 180 | Armed (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_speed | number | m/s, 0 … 3 | Below this speed the clips take over again. |
fade | number | s, 0 … 2 | How long the motion AI and the clips take to fade into each other. |
preset | text | — | |
lean | number | deg, -15 … 15 | Trunk pitch: upright (-) to forward (+); the legs and feet stay where they are. |
height | number | m, -0.06 … 0 | How much lower the hips are carried: a softer, bent-knee walk (0: as generated; higher would lift the feet off the floor). |
stride | number | 0.85 … 1.15 | Step length at the same speed: longer, slower steps (above 1) or shorter, quicker ones (below 1). |
arm_swing | number | 0 … 1.5 | How much the arms swing: 0 held at the sides, 1 as generated, 1.5 a big swing. |
step_width | number | m, -0.04 … 0.06 | How far apart the feet land: narrower (-) or wider (+). |
pace_min | number | 0.6 … 1 | The slowest speed each style holds the body at, as a share of its own pace (slower: the clips). |
pace_max | number | 1 … 1.4 | The 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