Game Development Community

Ecstasy Animation Tool by BrokeAss Games

by Joe McPeek · 04/01/2009 (1:43 pm) · 9 comments

http://www.youtube.com/watch?v=-fwZixrYRL0&feature=channel_page

Howdy Folks,

ECSTASY is a DYNAMIC MOTION SYNTHESIS program. What that means is it takes in CHARACTER MOTION, either from MoCap or from wherever source, and it puts it on any character - all within a RAGDOLL PHYSICS ENVIRONMENT!!! It gives you joint motors and ragdoll capability, and then it adds in some AI, and basic motions, for things like "GET UP" -- and then it gives you a big, red, RECORD button to capture what you create.

Anything you do in ECSTASY you can save right back out, into: Torque dsq format, bvh motion capture format, or COLLADA, open standard digital asset format.
So, what that means is you can immediately use ECSTASY for your Poser projects, SecondLife, or any major 3D modeling app.


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Now, we certainly didn't invent this dynamic motion thing at BrokeAss. There's definitely a name or two, out there in the industry, of companies doing just what we're talking about here, with a lot more bells and whistles as a matter of fact. But what they're NOT doing is making it available to the little guy. That's where BrokeAss comes in.

So, one more thing that ECSTASY does that not everybody might know about(?), is provide an animation editing environment right there INSIDE a fully functional game environment. We chose Torque Game Engine Advanced, by Garage Games, as the development platform. Besides just giving you nicer graphics to look at while you're tweaking arm anims, let me explain a few other possibilities. One thing ECSTASY is really good for is making really long sequences, for cut scenes or scripted NPC animation in a game. Imagine a bunch of scientists, like in the beginning of a game like HalfLife, when a door blows open and a bunch of headcrabs enter the room. You could make the scientists all fall down with a few falling animations, then make each one get up and follow a path out of the room, and that would be your scripted event.

OR, you could use ECSTASY, and fire off an explosion force, watch them all ragdoll against the walls, then turn and get up and find their own paths out the door in response to the threat that entered the room. Recording your sequences IN the game engine means you have Torque script, a tried and true open scripting language, to modify the behavior of your actors, and then you can record it all out and use it for your movie in Poser, for example. Or you can have it all happen in game, but without physics even turned on. If your game doesn't have physics, or needs to scale it down for underpowered clients, ECSTASY is here to help, just hit record.

Another advantage to working on your anims from inside the game engine is the fact that you have access to the full range of advanced shaders and pro lighting and texturing effects. It may not have facial animation and advanced hair and cloth (yet) but for distance shots you can start making your movie RIGHT IN ECSTASY, or at least render out pretty nice looking concept footage. Ecstasy comes with a greenscreen mission, where everything except the characters is rendered bright green, and you can use this to inject your footage right into Final Cut or any other editing package.

So, basically, ECSTASY is the new tool you GOTTA HAVE, if you're an indie game developer or video producer or anybody else who works in 3D.

http://www.youtube.com/watch?v=-fwZixrYRL0&feature=channel_page

BVH from http://www.truebones.com

#1
04/01/2009 (2:22 pm)
pretty cool idea, when will it be released? Also will there be an tutorial or something that will help you with your in game movies or even how to port your movie from poser to TGEA.
#2
04/01/2009 (2:39 pm)
I will definately be keeping an eye on this. Your right, this is something I GOTTA have!
#3
04/01/2009 (2:40 pm)
How much cleanup work is required to get the BVH files from TrueBones imported?
#4
04/01/2009 (3:01 pm)
@Tony

We've been using truebones bvh's for most of our Ecstasy development/testing. Clean up hasn't been much of a problem at all. You still see some things worth fixing when you bring in files, things native to the mocap file. Chris has some nifty tools right in the Ecstasy interface that one-shot fix most of the common issues. Things like global translations to drop the figure to the ground when they are floating. Fix and lock hands if they act weird (allot of mocap sequences don't contain hand data). And I'm pretty sure you can do rotations on the hip that are global for the entire sequence. Things that can be a real PITA in other apps.


#5
04/01/2009 (3:44 pm)
Hi Jondo,

Nice product!

I need more animations for the MACK (and in the future the FACK) packs. How easy is it to integrate the output from this tool the MACK skeletons? Will you provide a path to do this?

Thanks!
Guimo


#6
04/01/2009 (5:35 pm)
Hi Guimo,

What you're asking for is built in. Ecstasy can already export DSQs that are ACK compatible. Also BVHs. This is true for any character that is configured in Ecstasy, but more on that later. We're working with mr.bones to release some big packs of Advanced Character Kit compatible DSQ animations based on his truebones libraries, so stay tuned.

I also wanted to mention... alot of questions on Ecstasy have already been answered in the original announcement thread Chris Calef started:

http://www.garagegames.com/community/blogs/view/16777

cheers,

Jondo
#7
04/01/2009 (8:06 pm)
Sounds like it is definitely a MUST HAVE product. Nice work. Looks very promising.
#8
04/02/2009 (3:29 am)
Very nice. We've been using MotionBuilder, which is very powerful, but the work flow of Maya->MotionBuilder->Maya->Torque is sometimes a bit exasperating, and when we throw Character Studio in the mix it gets even worse. It will be good to see something with a friendlier work flow and a friendlier price tag.

Keep up the good work.
#9
04/02/2009 (9:28 am)
Howdy Folks,

Sorry for the double post as I did not see the original announcement,

Let me know how I may be of assistance!

Cheers
http://www.truebones.com