Computer programmer. Indie game developer. Blender addict. Moved to Bluesky Social: @digitalopus.bsky.social

Joined June 2012
Experimenting with a new balance/control algorithm based on the COM momentum. First result on a simple rig.
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Some improvement. He doesn't wipe out on a 20 degree downhill slope. Although the transition to flat ground at the bottom is too much.
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He is much better walking uphill.
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My best downhill walking yet! #gamedev
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The getup sometimes works now.
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I put my Stable Proportional Derivative controller (PD substitute) up on github github.com/Phong13/UsefulUti… This page explains more: digitalopus.ca/site/controll…
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First attempts at getting up.
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Testing the physically simulated walking system with a much larger heavier powered ragdoll. #gamedev
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Getting some groove!
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Rewrote the IK functions so they generate angular velocity for each limb as well as rotation. This angular velocity makes the Inverse Dynamics a lot more accurate. Still not perfect but the gait is faster and more natural.
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Lol, a tap dancing bug!
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Still looks a bit drunk but he isn't falling down anymore.
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Some progress. Works for a few steps.
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Trying a new approach to estimating target body part velocities... Still lots of work to do.
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Digital Opus retweeted
Just updated the "SamCon" code repo that was open-sourced last year. Now, it supports multiprocess parallel, a new humanoid similar to SMPL that means we can use large-scale dataset like AMASS to generate reference motion. What's important is code has become cleaner😅
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Testing the walking controller with different leg geometry. #gamedev
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Geometrynodes particle collision test #b3d #geometrynodes
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Digital Opus retweeted
this is really satisfying if you land it, using the banking to jump over the inside barrier, you can see the front right wheel glance off the barrier at the end
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The dino rig is walking a little better now. The biggest change was shrinking the foot colliders. #gamedev
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