But first, a movie! The following video was recorded in the Unity Bootcamp Demo with FBX content generated by Ecstasy Motion. All of the panicky Michael4 characters running down the bridge, as well as both the shooters in the foreground and their weapons, are contained in a single FBX scene file. The runners are Actor Group A, which has been given a moveToPosition command to make them run toward this end of the bridge, using a 'run scared' sequence. The shooters are Actor Group B, which has been given an attackTarget command against Actor Group A.
Each shooter consults its own weapon (in this case, both M16s) to determine what attack animation to use, as well as the effective range and damage. The ragdoll physics effects and AI decisions are all handled in Ecstasy Motion and then baked out into the FBX scene file, to be played back as simple animation by any application that can read FBX. Sorry for the long radio silence once again, following our slightly premature announcement back in November. But a few things came up, in as well as the program. The biggest one in the program was FBX Import. We were otherwise starting to feel fairly finished, but this was that one last feature, without which the program still felt totally incomplete. Ecstasy Motion was designed from the beginning to be more of a link in the toolchain than a final destination, and it is intended to be useful to audiences far afield of the Torque community - audiences for whom the lack of FBX support could easily be a deal breaker.
It also didn't hurt a bit to be giving our Torque users a powerful new option for their import pipeline at the same time. So, back to the coding dungeon I went, and a couple of weeks later, emerged with an FBX importer. Obviously, it was not a minor undertaking, and it is still far from complete, but it does work on some of the simpler FBX models found out in the wild, in addition to being fully functional on the FBX models created in Ecstasy, so I'm calling it a successful first pass. (With the understanding that I'll be back sometime soon to wrap up the details.) Many, many thanks to Chris Robertson for his pioneering work on tsShapeLoader and the Collada importer, to light the way!
Besides the FBX work, we've now had the chance to sync up to the latest version of the OpenNI Kinect drivers, and we've added a few other juicy little features that vastly increase the usability of the program - things like Actor Blocks, and the FBX Scene Files mentioned above. Also, we had the good fortune of picking up a few interns to help us out last summer and fall, and one of them, Nick Edwards, made us a nice little series. (Thanks, Nick!) Keep an eye out for them below.
Since this program has been so long in coming, and so many new things have been added, I'm just going to launch into a full blown ' What Is Ecstasy Motion' megablog recap now, to celebrate our approaching release. Grab a cup of coffee and settle down for a while, it's going to be a long one! First, in order to tell you what Ecstasy Motion is, I will tell you what it is not. Ecstasy Motion is a pure indie stab at combining both of these feature sets - physics-driven motion mixed with AI-managed motion capture libraries - at a price point that makes sense for an indie developer or film maker.
We've included a rudimentary sequence editor to make changes and fix problems in your input animations. We also added support for direct motion capture input, for the inect, via, as well as for the optical motion capture system by - in order to provide a fully functional, multi-purpose scene animation engine. All of this is currently targeted at a retail price of. The character we use for most of our demos is a standard from. I called Ecstasy Motion a ' scene animation engine.' What I mean by that is this: Ecstasy Motion helps you both generate and coordinate the motions of all the actors and props in your scene, and treat them as one unit. The program can also be very useful for generating standalone character animations for games, but the real problem we are trying to solve for people is how to manage whole scenes with multiple characters and physics-driven props.
Once we handle all of the physics, AI, and character interactions in Ecstasy Motion, the user can then bake the results of the entire scene into BVH, FBX, or DTS/DSQ anims for use in other applications. (Click on the links to see tutorial videos, where available.) Well, thanks for making it all the way through that with me! (I warned you it was going to be long.) Ecstasy Motion is going to remain in its Early Adopter period for at least a little while longer, as we go through our final passes on everything.
252,244 views • Paragon NTFS for Mac OS X 14.0.332 Final is a software. Shade 14 keygen photoshop. 309,455 views • Adobe Photoshop CC 2017 Final Release Direct Download L.
As mentioned, the FBX importer is fresh off the production line and still needs some more work, and the physics panel could also use a once-over, but for the most part things are pretty functional at this point. If you're interested in grabbing it right now, pick it up on our website:. At the moment the download still requires an SVN client, but we will soon have a simpler zip file download option as well. Also, sooner or later we still intend to make a time limited demo available, so if you've been waiting for that, don't give up hope. Thanks again for your patience! Chris: Roughly, how long did it take to get a working model of EM from when you thought it out to a working product?
A year or two? Just wondering. It looks like you put in a massive amount of work behind the scenes to pull off what we now see.
Again, great work. I wish I had that level of talent you do. I would have given anything to have learned to program. I've tried but I can't grab it.
Did some Quick C in Dos years ago, wrote a few test projects but it was way over my head, so now I'm sticking to audio design when I am best. Thanks Chris!
a year or two? Haha, actually, by the time you mix in side contracting to stay alive plus everything else RL demands, plus having to keep up with changing versions of all your component parts and then shifting output targets.
Try four or five (!). Couldn't believe that much time went by but it really did. Not sure I'd wish 'learning to program' on anybody at this point!:-P (But really, programming is pretty cool.
Just one logical step after another. Don't let yourself freak out about how complicated it's all getting, breathe deep and hold on to your thread!
Oh and then make sure you have nothing else you have to do for, oh, the rest of your life or so.). Thanks for the video (and getting me to listen to Rush again for a minute, what an awesome song that was!) To answer your question, yes, you could definitely do that in Ecstasy motion. You would simply call Set Ragdoll on the hands, on the Scene Events panel, and hit preview, and the hands would go limp. They would then flop around while the drummer anim plays, and you could record it in Ecstasy and save it back out. You could also tweak the joint values and add spring forces or motor targets to make the hands more springy and not just limp wristed. For complete control, of course, you could also use the keyframe editing system to do exactly what you want with the hands, but this would be a much slower process.
I'm working on my tutorials as we speak, so hopefully I'll be able to answer your question in more detail soon. Hi Cris, Thanks for the suggestions.
ALso Would I be able to use the kinect to add this animation in realtime as the premade BVH is played inside Ecstacy? In effect couldnt I potentially stream the hand data onto the skeleton in realtime? In addidtion to your original suggestion, is there a dampener to dial back the force, and or when its done processing the BVH can I slide the anim block back a little, to dial in the follow through anim ecstasy generates?? Also, Maybee its even easier than I first thought. As you notice in the video. The hand only rotates on the way down.
The hits are already set. SO this will be all follow through animation needed, not primary. I think I could indeed use ecstasy and some constraints on the hand joints. Just a thought. Thanks for the suggestions.
ALso Would I be able to use the kinect to add this animation in realtime as the premade BVH is played inside Ecstacy? Uh, hold on there pardner. What I was describing was using simulated physics in Ecstasy to provide a 'floppy hands' effect on a pre-existing bvh anim, which you created with the kinect using iPi.
Bvh Files Free
You could also create that 'hands-less' anim using the kinect in Ecstasy. HOWEVER, Ecstasy won't do you any more good than iPi for actually recording hand data through the kinect.
The kinect does not give you any hand data, at least not with any user generator that I have seen for it yet. Re: the other questions, you can change the properties of the joints, but it isn't too fancy, you are just changing numbers on the physics GUI. There isn't a way to slide a whole anim block to make another anim block have a lag, if that's what you're suggesting. Possibly something like that might happen in the future. But physics hands, yes, you can do it right now.
Great News from Truebones! Over 2,000 FREE BVH MOTIONS for Poser, Daz 3D, and SecondLife. Click here to Download the resampled and retargeted CMU BVH files. NEW CMU Ecstasy Motion BVH release v1.0, last update June 27, 2012 by Chris Calef, BrokeAssGames LLC Created using Ecstasy Motion.
Free Bvh Files For Blender
These anims are a modification of the full set of 2600 motion capture files initally released by Carnegie Mellon University, and since modified by several people, ending with the Daz-friendly, hip-corrected set of files This release further modifies the 2010 Hahne BVHs in the following ways: 1) Anims are resampled at 30 fps instead of the original 120 fps. 2) All unused node data has been dropped (fingers, eyes, buttocks). 3) All rotation data (in degrees) is expressed to only two decimal places rather than eight. 4) All anims have also been released as Torque DSQ files, using the Advanced Character Kit (Daz/Poser-friendly) skeleton by BrokeAss Games, LLC. (CMUEcstasyMotionDSQ.zip) Taken together, these changes reduce the overall size of the library, when unzipped, from 5.12 gigabytes down to 380 megs, and the lack of the finger and other unused node data may make import into certain applications go more smoothly. We wish to express our sincere gratitude to the original Carnegie Mellon Universityfor releasing this data, and all the other individuals who have helped make it more usable by the average animator. Thanks and Cheers.