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Endorphin V2.0
 
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FEATURE OVERVIEW, ENDORPHIN V1.5
Artificial Intelligence

Forward dynamics muscle controllers
* Biology-based control architectures using ActiveCharacter TechnologyTM

Wide selection of adaptive AI behaviours
* Characters sense and react to the simulated world
* 0+ 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 thehuman body
* Character dimensions and joint limits based on anthropometric data sources
* Biomechanical properties enhanced by Oxford University research
* Optimised muscle-models

True physical interaction between the characterand the environment
* Virtual character with realistic collision surfaces and inertial properties
* Robust, fast rigid-body-dynamics engine

Multiple characters <NEW>
* Multiple, interacting, real-time characters
* Characters with independent behaviours, poses, motion capture data etc.


Parameterised behaviours <NEW>
*
Character behaviours with intuitive user-level parameters (e.g. urgency) for even more control

Desired poses <NEW>
*
Multiple user-defined poses can be keyed such that the character will try and achieve them in a believable and fluid manner.
* Easy setting of end poses for smooth blending into continuing animation.

Dynamic RetargetingTM <NEW>
*
Import and map data onto characters using endorphin's proprietary motion mapping techniques.

Prop Support <Updated>
*
Full support for ancillary objects attached to the character (e.g. shoulder pads, armour, hockey sticks)
* All props are physically simulated and can be motion captured.

Driven collision surfaces <NEW>
* Objects (e.g. cars) 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 <NEW>
*Increased simulation fidelity for enhanced slow-motion replay and more accurate collisions.
 
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