即梦AI肢体与动态人物穿搭
#肢体与动态#人物穿搭
中文翻译
我用人工智能,仅花了一整天,就为这只自定义蠍子完成骨骼绑定和动画,并让它在我的游戏中运行起来。
GPT-6 构建了整套骨骼绑定。我的工作是准备模型与动作参考,然后提供反馈。
尝试了几种方法之后,我找到了一个有效的流程:
1. 给它一个结构合理的模型。
我使用特里波P2.0生成模型,再自己进行清理。模型采用低多边形,经过优化,并拆分为符合逻辑的部分。
我认为这些准备非常重要。GPT-6 通过代码操作网格。可控的顶点数量与合理的部件划分,能为骨骼放置和蒙皮提供更清晰的起点。
2. 展示你想要的动作。
我取了一张角色参考图,使用 Seedance 生成侧视动画视频。我确定游戏需要哪些动画,并挑选出动作符合我喜好的版本。
然后,我把模型、视频和动画列表交给 GPT-6。起步时没有现成的骨骼绑定可供使用。
3. 逐帧比较动画。
这是我想测试的思路:让 GPT-6 从相同视角,逐帧比较它制作的 Blender 动画与参考视频。
这样,它就有具体的姿态与时机作为调整目标。我可以指出脚应该在哪个位置落稳,或者尾巴应该何时攻击。
4. 做好提供反馈的准备。
生成的跑步可能看起来像跳跃。攻击可能以一个你根本不想要的跳跃动作开始。参考素材的选择很重要,而且侧视图仍会留下纵深与被遮挡的腿部需要推断。
这需要多轮迭代。我解释哪些地方看起来不对,以及我希望它如何运动,GPT-6 则持续改进动画。
行走动作完成后,我还让它基于该行走动作,以程序化方式生成向左与向右侧移的动画。这些动作不需要各自单独的参考视频。
当天结束时,这个生物已经进入 Unity。
我录制了完整流程,包括 Blender 设置和反馈过程:
原帖
I got this custom scorpion rigged, animated and running in my game in one full day with AI.
GPT-6 built the entire rig. My part was preparing the model and motion references, then giving feedback.
After trying a few approaches, I found a workflow that worked:
1. Give it a model that makes sense.
I generated the model with Tripo P2.0, then cleaned it up myself. Low-poly, optimized, split into logical parts.
I think that preparation mattered a lot. GPT-6 works on the mesh through code. A manageable vertex count and sensible parts give it a clearer starting point for bone placement and skinning.
2. Show it the movement you want.
I took a reference image of the character and used Seedance to generate side-view animation videos. I decided which animations the game needed and selected the takes with the movements I liked.
Then I gave GPT-6 the model, the videos and that animation list. There was no existing rig to start from.
3. Compare the animation frame by frame.
This was the idea I wanted to test: ask GPT-6 to compare its Blender animation against the reference video frame by frame, from the same view.
That gave it concrete poses and timing to work toward. I could point to where the feet should be planted or when the tail should strike.
4. Expect to give feedback.
A generated run can look like hopping. An attack can start with a jump you never wanted. Choosing the references matters, and a side view still leaves depth and hidden legs to figure out.
It took several iterations. I explained what looked wrong and how I wanted it to move, and GPT-6 kept refining the animation.
Once the walk worked, I also had it create left and right strafe animations procedurally from that walk. Those didn't need their own reference videos.
By the end of the day, the creature was in Unity.
I've recorded the full workflow, including the Blender setup and feedback process:
