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motion: the animation and physics cycle tested end to end on a real person (idle, walk, run, struck, down, up, walk), held to how a person moves #850
The owner, 2026-10-21, after watching the motion showcase and Siltreach's camp: "make sure the motion makes sense, these are humans, but they move like springs or robots, walking and running seem off, and is this going to integrate with animations in a smooth way like AAA do? we need that cycle correctly tested".
The get-up, kneel and sit are poses keyed in code (pose_planned, pose_stage), with timing chosen in code.
The physical side is spring-driven: muscles at 20 Hz, damping 1.0, arms pinned at 30 Hz while holding.
The tests bound pops, falls and standing up. None of them measures ringing, jerk or gait against a person, and none runs the whole cycle.
The cycle
idle, walk, run, struck (a light blow keeps it moving; a hard one puts it down), down, get up, idle, walk, run. Swept over stride moments and shove directions, not a few picked moments.
On CI, on the box man: the handovers and the continuity of the drawn pose.
The fixes come after the numbers. The likely ones are captured gaits on the tested figure; the get-up handing into an authored clip with the bodies following it, as PuppetMaster recovers into the animator's get-up and GTA's NaturalMotion get-ups blend into authored animation; and damping whatever rings. Part of #790 and #509.
Moved under the animation epic #853, milestone #854: the cycle test runs on the Quaternius mannequins and their real clips, with the metrics that milestone builds.
From the owner, watching the showcase on PR #891: "Running looks good but not realistic enough; walking looks good but not realistic enough."
What this issue's cycle test should hold the gaits to, so "realistic" is a number and not a feeling: the authored Quaternius walk and run against 100STYLE's captured gaits (already in tests/fixtures/people/100style) on human-likeness measures, among them the shoulders' counter-rotation (the sprint turns its chest 40 degrees off its hips; a person 15 to 25), the pelvis's drop and roll, the head's bob, and the arms' swing against the legs. Then the showcase's walkers and runners move onto captured gaits through the motion-matching node where the authored clips fall short.
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nicolas-maman commentedon Oct 22, 2026
Moved under the animation epic #853, milestone #854: the cycle test runs on the Quaternius mannequins and their real clips, with the metrics that milestone builds.
nicolas-maman commentedon Oct 31, 2026
From the owner, watching the showcase on PR #891: "Running looks good but not realistic enough; walking looks good but not realistic enough."
What this issue's cycle test should hold the gaits to, so "realistic" is a number and not a feeling: the authored Quaternius walk and run against 100STYLE's captured gaits (already in
tests/fixtures/people/100style) on human-likeness measures, among them the shoulders' counter-rotation (the sprint turns its chest 40 degrees off its hips; a person 15 to 25), the pelvis's drop and roll, the head's bob, and the arms' swing against the legs. Then the showcase's walkers and runners move onto captured gaits through the motion-matching node where the authored clips fall short.