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ECSTASY: Finally, a motion synthesis tool for the indie developer!

by Chris Calef · 03/25/2009 (11:00 am) · 47 comments

ECSTASY: Finally, a motion synthesis tool for the indie developer!

Hey GGers! I've been promising a serious work blog for a while, and here it is! With my colleagues at BrokeAss Games, I'm proud to announce the pre-alpha almost-early-adopter release of an application I'm very excited about. It's called...

ecstasy


www.youtube.com/watch?v=-fwZixrYRL0

I'm at GDC right now and I'm going to have to save my laptop battery for demos, so I can't write a whole long blog about it this morning, but to put it succintly: Ecstasy is here to let the little guy start mixing up motion capture, traditional animations, and ragdoll physics, in a game environment, and then save out your work either as a dsq for Torque, OR as a BVH file. Once you have it in BVH, you can then turn around and import it into Poser, use it in Max or Maya, or whatever else you want. There's a whole lot more to say about it, but the main point is it's coming out soon, at an indie price, and we're going to have a early adopter registration soon, make a comment here if you want to be on the list. Happy devving!

Chris
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#41
03/30/2009 (5:41 pm)
Please keep me posted!
#42
03/31/2009 (7:44 am)
Will it work with TGE?
#43
03/31/2009 (8:20 am)
@Chris, Sure, I'll make a note and let you know when I start up the hardware development on that project again :)

It's fun, and doesn't take a multi-million budget if done right.

The way I was figuring I'd be able to offer custom solutions based off of a prototype that customers can test for themselves.
#44
03/31/2009 (12:06 pm)
@Libra: The animations produced by Ecstasy are simmple dsq files, which will work great with TGE. Bear in mind though that Ecstasy itself is a standalone application, not a physics plug-in for Torque.
#45
03/31/2009 (12:11 pm)
Just to clarify the file format outputs. It saves sequences as .DSQs, as well as .BVH (a standard mocap format). We're also planning for Collada import/export in the near future.

Jondo
#46
03/31/2009 (2:40 pm)
A torque based MOCAP-animation system YEAH, Finally the missing piece is complete :))

Let me see those features again.

its Built off the awarding winning Torque-game engine.
Animate Kork in real-time using low-cost capture cams
Save your animations as DSQ to be use by other chars or save the files in BVH format.

All the above isn't true but come on the more I read about what you guys have done so-far how do we know you guys don't have that lurking on another PC already heh. spill the beans already :)) j/k

@marcus I tried man I tried heh
#47
03/31/2009 (2:57 pm)
@Johnny, hehe, Not telling about projects in the works ;)
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