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First evidence archive

AI Animation

Evidence archives spanning motion generation, in-betweening, retrieval, constraints, and Unreal Engine runtime integration.

04 records

01
Case StudyJul 28, 2026

KIMODO 能做什么、不能做什么:Prompt、Constraint 与案例评测

从一组成功与失败案例中拆解 KIMODO 的真实能力:哪些动作 prior 稳定、Constraints 能修什么,以及模型没有场景、道具状态或跨 Prompt 记忆意味着什么。

  • text-to-motion
  • motion-authoring
  • constraints
6 min
02
Case StudyJul 06, 2026

Robust Motion In-Between:从可复现基准到 UE 5.8 Runtime

一次有边界的 RMIB 复现:先在 LAFAN1 上完成 M6、单步 ONNX 与 NNE 对拍,再转向独立的 Manny-native 流式推理与 bake 路径。

  • motion-in-betweening
  • unreal-engine
  • onnx
6 min
03
ExplainerJul 03, 2026

AI 动画技术版图:生成、补帧、检索、约束与 Runtime Control

先拆开问题,再选择模型:用任务、运动来源与控制闭环理解 Motion Matching、In-betweening、Diffusion、Motion Token 与 Physics RL。

  • AI Animation
  • Motion Generation
  • In-betweening
6 min
04
Case StudyMay 29, 2026

UE 5.8 AnimGen:从 1,312 段有效动画到 Runtime Pose Generation

一次 UE 5.8 Preview 单卡实验:过滤 additive 数据,训练 AutoEncoder 与两阶段 Controller,并在 AnimBP 的 PIE 循环中验证单角色 runtime pose generation。

  • AI Animation
  • Unreal Engine
  • AnimGen
5 min

Che (Percy) Liu

Student researcher and builder working on AI agents, game technology, and developer tools.

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