Endorphin 2.0
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NaturalMotion Endorphin 2.0
Endorphin is the 3D industrys first dynamic motion synthesis software.
At the heart of Endorphin are its Adaptive Behaviours, which - unlike animation data - are
completely interactive. With Adaptive Behaviours, 3D characters essentially
animate themselves. Move two Football players close to each other and one will automatically tackle the
other one, realistically trying to grab hold of his legs and bringing him down or not. It really is up to you. Endorphin allows animators to direct scenes in real-time in a way they have never been able to do before.
You can change parameters or change behaviours and see the results instantly on the screen in front of you. It is software that will save animators time.
Endorphin integrates seamlessly into your pipeline and does not require you to change your custom
skeletons.
With spectacular turn-around times and stunning animation quality, Endorphin will change the
way you think about character animation.
Dynamic Motion Synthesis
Dynamic Motion Synthesis is a new approach to 3D character animation. Unlike conventional animation techniques such as keyframing or motion capture, Dynamic Motion Synthesis lets the animator use the CPU to create the character's movements in real-time. This is achieved by fully simulating the 3D character, specifically its motor control system and physical body. Dynamic Motion Synthesis has two fundamental benefits:
- it drastically reduces animation asset production time and costs
- it produces fully interactive 3D characters.
How it Works
Dynamic Motion Synthesis is based on Oxford University's research on the control of human and animal body motions. In essence, we build a physical, biomechanically-realistic model of a character (e.g. a human or a dinosaur), implant an appropriate brain structure (usually a neural network), and use optimisation techniques (such as artificial evolution) to create the desired adaptive behaviour.
New Features in Endorphin 2.0
- Multi-layered behaviours
- Enhanced GUI
- Avid Alienbrain integration
- Perforce integration
- New and enhanced adaptive behaviours
- Fully customisable character
- Animation events
- Camera import
- Video back plate (AVI)
- Optimised simulation (110% speed gain)
- dotXSI and V file support
- Auto-retargeting
- Customisable simulation materials
Artificial Intelligence
Forward Dynamics Muscle Controllers
- Biology-based control architectures using Active Character
Technology
Wide Selection of Adaptive AI Behaviours
- Characters sense and react to the simulated world
- Enhanced adaptive behaviours based on extensive survey of
game developers and post production studios
Expandable AI Behaviour Library
- Incorporate new behaviours into Endorphin as they become
available
Character Simulation
High Fidelity Biomechanical Simulation of the Human
Body
- Character dimensions and joint limits based on
anthropometric data sources
- Biomechanical properties enhanced by Oxford University
research
- Optimised simulation (110% speed gain)
True Physical Interaction Between Character and
Environment
- Virtual character with realistic collision surfaces and inertial
properties
- Robust, fast rigid-body-dynamics engine
Fully Customisable Character
- Intuitive tools to change the shape, dimensions and mass of
the Endorphin character to match your custom character
Multiple Characters
- Multiple, interacting real-time characters
- Characters with independent behaviours, poses, motion
capture data etc
Parameterised Behaviours
- Character behaviours with intuitive user-level parameters
(eg urgency) for even more control
Active Posing
- Multiple user-defined poses can be keyed such that
character will try and achieve them in a believable and fluid
manner
- Easy setting of target end poses for smooth blending into
continuing animation
Dynamic Retargeting
- Import and map data onto characters using Endorphins
proprietary motion mapping techniques
Prop Support
- Full support for ancillary objects attached to character (eg
shoulder pads, armour, hockey sticks)
- All props physically simulated and can be motion captured
Driven Collision Surfaces
- Objects (eg vehicles) animated in the scene using imported
animation data
Severed Body Parts
- Controlled detachment of body parts and props
- Detachment triggered by time events
High Frequency Simulation
- Increased simulation fidelity for enhanced slow-motion
replay and more accurate collisions
Authoring
Intuitive Event-Based Scene Authoring
- Time bar offers full control over behaviours, forces and
environment interactions
Multi-Track Time Line
- Enhanced timeline with multi-character capabilities
- Multi-purpose tracks allowing convenient grouping of events
- Layering and prioritisation of behaviours through lay-out on
time line
Multi-layer behaviours
- Assign simultaneous behaviours to different body parts
Joint Authoring Tool
- Imported characters joints can be edited graphically
Force Tool
- Direct interaction with characters body
- Full control over force parameters (direction, magnitude and
impact area)
- Support for unlimited force events in a scene
Environment Builder
- Intuitive and quick creation of environment collision
surfaces
- Editable environment object parameters (e.g. mass,
dimensions)
Interactive Strobe Preview
- Faster than real-time pre-simulation
Inverse Dynamics Character Posing
- Posing with (optional) retention of full collision detection,
inertial properties and joint limits
GUI
Intuitive Graphical User Interface
- Use of industry-standard widgets and conventions
Camera Tracking
- Camera tracking of arbitrary scene objects (including
character body parts)
Variable Replay Rate
- Animation playback at user-defined rates for better
inspection
Integrated OpenGL Renderer
- Real-time 3D view of Endorphin world
Hotkey Editor
- Custom key mapping with presets for most common
animation tools
Pipeline Integration
Import of Existing Animation Data
- Full continuation of imported animation with AI and
dynamics enabled
Export of Generated Animation Data
- Save animation in file format of choice
Supported File Formats
- 3dsmax / Character Studio: .csm
- Acclaim: .amc/.asf
- Biovision: .bvh
- FBX: .fbx
- Softimage: dotXSI
- Vicon: V and VST
Video Output (Tabletop Preview)
- Generate an AVI video of your scene, straight from
Endorphin
Camera Import
- Import camera data to drive Endorphins renderer
Video Back Plate
- Play back live-action AVIs in the Endorphin view port and
have character interact with set
Asset Management Support
- Avid Alienrbrain integration
- Perforce integration
Endorphin 2.0 System Requirements:
- Windows 2000 / XP
- Pentium or Athlon 1.7GHz CPU
- 512MB RAM
- Nvidia GeForce2 or ATI Radeon 7000 or higher
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