Yi

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Thanks for the quick response. Does this mean, except the photo realistic rendering, the generation and the simulation of the underlying geometry is close to realtime?

Got it! What is the data representation of the character motion in the demo? For example, Is Wukong represented by particles? Or there’s traditional 3D models generated frame by frame?...

I see. So the input is the rigged mesh and the engine generate the motion of the control points and it’s close to real time depending on the use case.

There’s one in the gallery showing character motion generation

@GuyTevet thanks for the response. I'm not sure how to get ``` The base pose is specified by orients : (J) Quaternions | Joint Orientations offsets : (J, 3) ndarray...

thanks for helping but still does not seem to work. Can you be more specific about what to use for each params for the animation class? I know it might...

I have the same issue but I think what @zhouxian mentioned is valid. This only happens when I enabled camera.render. It seems like it forces the rendered image to back...

I think this is related. I'm seeing ======================================== Result: - 0 completed jobs - 1 failure ======================================== Traceback (most recent call last): Traceback (most recent call last): File "/workspace/ai-toolkit/venv/lib/python3.11/site-packages/transformers/feature_extraction_utils.py", line...