BEGIN:VCALENDAR VERSION:2.0 PRODID:Linklings LLC BEGIN:VTIMEZONE TZID:Asia/Tokyo X-LIC-LOCATION:Asia/Tokyo BEGIN:STANDARD TZOFFSETFROM:+0900 TZOFFSETTO:+0900 TZNAME:JST DTSTART:18871231T000000 END:STANDARD END:VTIMEZONE BEGIN:VEVENT DTSTAMP:20250110T023302Z LOCATION:Hall C\, C Block\, Level 4 DTSTART;TZID=Asia/Tokyo:20241206T160000 DTEND;TZID=Asia/Tokyo:20241206T180000 UID:siggraphasia_SIGGRAPH Asia 2024_sess208_real_118@linklings.com SUMMARY:Prototyping Game Character Animations with AI in Unity DESCRIPTION:Key Events, Real-Time Live!\n\nFlorent Bocquelet, Félix Harvey , and Pierre-Luc Loyer (Unity Technologies)\n\nMost 3D games leverage anim ations to breathe life into characters. Even at the early stages of game d evelopment, prototyping with working animations helps developers quickly u nderstand and adapt the game design. Controllable characters require anima tions that are constrained in multiple ways in order to blend together and avoid artifacts such as feet sliding. Authoring, modifying and iterating on such animations is a costly process that often requires high level expe rtise or expensive motion capture.\n\nWe present a novel AI-powered graph tool that allows users to leverage generative machine learning models, pre sented as nodes in the graph, and create animations from only a few high-l evel inputs. This greatly reduces the time and expertise required to autho r animations from scratch, while offering unseen levels of control with ge nerative motion creation.\n\nThe combination of the many relevant nodes th at the graph supports and the flexibility of our state-of-the-art diffusio n models allows for going beyond text-to-motion and in-betweening, common in the literature. We can generate motions that can be synchronized on mul tiple aspects, such as duration, speed, feet contact timings, while being constrained by signals such as text-prompts and trajectories. Our diffusio n models also allow for stylizing existing motions, and generating looping animations. This makes it possible, for the first time to our knowledge, to generate complete working locomotion sets from high level inputs such a s text and duration, directly usable with common character controllers.\n\ nOur system being implemented in Unity, we showcase the power of this nove l approach by constructing a prototype animated character with working loc omotion and attack motions without pre-existing animations, in a few minut es.\n\nRegistration Category: Enhanced Access, Full Access, Full Access Su pporter\n\nLanguage Format: English Language\n\nSession Chair: Takahito Te jima (Polyphony Digital Inc.) URL:https://asia.siggraph.org/2024/program/?id=real_118&sess=sess208 END:VEVENT END:VCALENDAR