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Old 10-03-2005, 07:02 PM   #1
dynafx
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Thanks
to some exotic new AI technology, it is now possible to give your
characters some degree of behavioral autonomy. Torstein Reil, CEO of
Natural Motion and developer of Endorphin explains.











http://www.naturalmotion.com/












on?t
you wish you could sometimes breathe life into the characters you model
and have them talk back to you? Although, current AI technology may not
allow you to have an intelligent conversation with your characters, it
may be possible to give them some degree of intelligence through
behavioral animation.


Instead
of laying out footsteps in front of your character to create a
walk-cycle, you just give it a destination and he?ll find a way to get
there on its own, resolving problems and avoiding obstacles in its
path.


This
emerging field of technology will allow a new breed of characters to
exist in games, especially on next-generation consoles which will have
the necessary CPU to bring your creatures to life.


Behavioral
animation could probably be described as a mix of procedural algorithms
and AI, allowing your characters a certain level of autonomy and
unpredictability. You could for example push a character down a flight
of stairs and get extremely realistic motion and behavior, putting its
arms in a protective position. In a sports game such as American
Football for example, a tackle could be "generated" and the ensuing
motion would be simulated. Traditionally, this would be done through a
series of pre-recorded mocap sequences blended together. The motion
would almost always be the same. The new simulated approach in
comparison would generate new results each time.


Natural
Motion and its Endorphin software, now in its 2.0 version, does just
that. High-end film and VFX studios all over the world are already
using it. Game studios are integrating the technology directly into
their games for next-generation consoles.


I
recently had Dinner with Torsten Reil, CEO or Natural Motion and
discussed the technology and application of this exotic, and pretty
fun, new tool.


CGC: First of all, Endorphin isn?t for every budget, how much does it cost and who should use it?


Torsten:
A commercial endorphin licenses costs $12,795. For educational
institutions, we offer a 75% discount. Most of our users are
professional game studios and post-production houses. Currently,
endorphin tends to be used on projects that require lots of animation
data (like most games), or have shots that are hard to key-frame or
motion capture. Check out our website for how The Mill used endorphin
on the latest Pepsi commercial.


CGC: You have announced the release of Endorphin 2.0 for GDC. What?s new?


Torsten:
Most importantly, we have introduced the ability to layer Adaptive
Behaviors on top of each other. For example, you can now assign Jumping
to the lower part of the body, while the upper body adaptively catches
a ball. We also did a lot of work on the user interface. Among other
things, you can choose keyboard profiles for the most common packages
(like Maya, 3dsmax, XSI, Lightwave), so you feel ?at home?
straightaway. Finally, endorphin now supports Alienbrain and Perforce
asset management.

 
     









  Endorphin Interface (above and below)  
 


CGC: Is Endorphin stand-alone and how does it integrate in a production pipeline?


Torsten:
endorphin is a stand-alone app that produces animation data in many
common formats (FBX, BVH, dotXSI, Acclaim, CSM, Vicon V files). It does
not require you to make changes to your skeleton, and imports and
exports animation on your custom skeleton. In addition to synthesizing
completely new animations, endorphin also allows you to intelligently
modify your existing key-frame and Mocap data by layering behaviors and
dynamics onto it. For example, you can add props (like a heavy weapon)
to a run-cycle, and realistically modify the animation data in
real-time.


CGC: How do you see this type of technology evolve in the next few years?


Torsten:
endorphin's current functionality (while already very powerful, we
think) is only the beginning. We see motion synthesis becoming a more
and more important animation technique over the coming months and
years. And while the application is currently often action-focused, it
will not stay that way. Without saying too much, we will be able to
provide animators with unprecedented power to synthesize real-time
animations based on their unique style.


CGC:
Endorphin is being used a lot in current game development. Without
giving away specific names of companies or products, can you give us an
idea of how it is being used and what are the key benefits?


Torsten:
endorphin is in use at post-production houses (such as Moving Picture
Company and The Mill), as well as many large game development studios,
such as Sony, Namco or Konami. Many projects have in common that they
need vast quantities of data, which are just too time-consuming to
produce any other way. Also, endorphin is extremely well suited to
create character-character interactions (such as tackles), which is
another big area of application. The key benefits always boil down to
this: increased productivity, fast turnaround times, increased
creativity and hero-shot realism.










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