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FEATURE
OVERVIEW, ENDORPHIN V1.5
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| Artificial
Intelligence |
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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
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| 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>
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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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