Create a Texture Generator with a GAN

Generative Adversarial Networks are a special type of Neural Network that can learn the probability distribution of a dataset. Wait, what?! Imagine you want to create a “procedural” marble texture generator with a Neural Network. You have a set of images you want to use as examples, those are the …

Implement a Substance like Normal Map Generator with a Convolutional Network

In this article, you’ll learn how to train a convolutional neural network to generate normal maps from color images. Convolutional neural networks are great at dealing with images, as well as other types of structured data. If you want to understand how they work, please read this other article first. …

Compress and Denoise MoCap with Autoencoders

In this article, you’ll learn how to train an autoencoding Neural Network to compress and denoise motion capture data and display it inside Maya Autoencoders are at the heart of some raytracer denoising and image upscaling (aka. super-resolution) technologies. Despite the pompous name, an autoencoder is just a Neural Network …

Teaching a Bop Bag to Stand Up with Simplified DeepMimic

DeepMimic relies on reinforcement learning to teach skills to ragdolls. It’s time for you to experiment with a simplified version of it in Maya. In previous posts, we have discussed the approximation of character animation with Neural Networks. This approximation was kinematic, that is, it was not concerned with the …

Guide to the MANN for Quadruped Motion Control Repo

In the second installment of the SIGGRAPH Series, I have shown you how the MANN model works. Now it is time to download and understand the repo provided by the authors. Controlling characters in real time demands a system to blend their movements according to the user’s input. Historically this …

‘Fast and Deep Deformation Approximations’ Implementation

In the first installment of the SIGGRAPH Series, I have shown you how the FDDA model works. Now it is time for you to implement it yourself in Maya. 3D animated characters in feature films use sophisticated rigs with complex deformations that can be computationally intensive. The authors of the …