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Re:Gemini Omni by oceansweep on Tuesday May 19, 2026 @06:00PM (#48200255)
Totally unrelated, but what would you say the feasibility of writing simulation software for simulation of/replicating body movements during/in a martial arts technique would be?

I’ve often thought it would be very handy to have a proper simulator for being able to simulate and identify inefficiencies in one’s technique, but no idea whether it would be feasible to do.

Re:Gemini Omni by manas96 on Tuesday May 19, 2026 @07:47PM (#48201211)
I think as modelling accurate articulated body dynamics is feasible but when you add deformation (muscles) it gets much harder.
Re:Gemini Omni by jackling on Tuesday May 19, 2026 @06:45PM (#48200701)
Would be similar to the typical simulations of humanoids. If you need to model the deformations of the human body, or get a proper model of tendons that make up humans, it'll be more difficult, but possible.

Proper simulators for those exist, you essentially need an engine with a compliant contact model. MuJoCo is the goto here, see:

https://mujoco.readthedocs.io/en/stable/modeling.html#muscle... https://mujoco.readthedocs.io/en/stable/computation/fluid.ht...

These explicitly model biological muscles. IIRC it was originally created to model human hands (I could be misremembering though).

Really depends on the fidelity you want.

Edit: I also work in rigid body simulation for robotics.

Re:Gemini Omni by manas96 on Tuesday May 19, 2026 @07:40PM (#48201151)
Indeed, it entirely depends on which axis you want to focus on. A loose trade-off chart would be speed, stability and accuracy. You can only have two of these in a simulator.

Robotics folks probably want speed and accuracy. I'm from the video game industry so I generally look for speed and stability.

Note: This is a loose analogy and recent techniques are already blurring the lines between these axis.