Latest News
spacer View All spacer
 
February 10, 2010
 
Analysts: EA On The Right Track At Last
 
GamesBeat@GDC Confirms OnLive, GameStop, PlayStation Home Speakers
 
Ubisoft Q3 Sales Edge Down, As It Ramps Up Big Franchises
spacer
Latest Features
spacer View All spacer
 
February 10, 2010
 
arrow Television, Meet Games
 
arrow Two Halves, Together: Patrick Gilmore On Double Helix [1]
 
arrow The Road To Hell: The Creative Direction of Dante's Inferno [20]
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
February 10, 2010
 
Lineage 2 Interview - 'Freya Update Is Just a Beginning' - Pt.2
 
Fixing the GDC 2010 Schedule Builder [3]
 
Swashbuckling for Landlubbers: Why you may already be encouraging piracy! [20]
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
February 10, 2010
 
THQ
Animator - Motion Builder (contract)
 
LucasArts
Senior Systems Designer
 
Trion Redwood City
<b>Sr. Brand Manager</b>
 
Telltale Games
Game Designer
 
Telltale Games
Senior Software Engineer - Core Technology
 
Airtight Games
IT System Administrator
 
Roblox
Apple Game Engineer - Kids' Virtual World
 
Roblox
Senior Web Engineer (front-end)
spacer
About
spacer News Director:
Leigh Alexander
Features Director:
Christian Nutt
Editor At Large:
Chris Remo
Advertising:
John 'Malik' Watson
Recruitment/Education:
Gina Gross
 
Feature Submissions
About
spacer If you enjoy reading this site, you might also want to check out these Think Services sites:

Game Career Guide (for student game developers.)

Indie Games (for independent game players/developers.)

Finger Gaming (news, reviews, and analysis on iPhone and iPod Touch games.)

GamerBytes (for the latest console digital download news.)

Worlds In Motion (discussing the business of online worlds.)

Game Set Watch (the Group's alt.game weblog.)
News

  Red 5 Studios Adds NaturalMotion's Morpheme
by Brandon Boyer
0 comments
Share RSS
 
 
August 6, 2007
 
Red 5 Studios Adds NaturalMotion's Morpheme
Advertisement
3d animation technology developer NaturalMotion has announced that Red 5, the studio founded by a number of World of Warcraft vets, have chosen to utilize animation middleware morpheme for its forthcoming yet-unannounced titles.

The middleware allows developers and animators creative control over the look of their final in-game animation by allowing them to author and preview blends, blend trees and transition graphs in realtime.

morpheme consists of two components: morpheme:runtime, a run-time engine optimized for PS3, Xbox 360 and PC that ships with full source code, and morpheme:connect, a 3D authoring application that allows animators to graphically author blend trees and transition logic (based on Hierarchical Finite State Machines), modify and edit parameters through sliders and view the results in real-time. morpheme is designed as a flexible and open system and does not require the licensing of any other product, and is also designed to integrate with other middleware and DCC applications.

Red 5, first founded in late 2005 is made up of a number of World of Warcraft veterans including team leader Mark Kern (whom Gamasutra spoke to earlier this year), art director William Petras, and Blizzard Korea operations lead Taewon Yun.

Though little has yet been revealed of their forthcoming MMO project, the company announced late last year that it had secured $18.5 million in venture capital from Benchmark Capital and Sierra Ventures, and would be partnering on the Project Offset powered product with Korean publisher Webzen.

In July, MMO focused studio BioWare Austin and NaturalMotion, developers of the Endorphin 3D animation creation software, announced that the BioWare had also chosen to integrate NaturalMotion’s morpheme run-time animation technology into multiple upcoming next-generation projects.

Said Kern, “We added morpheme to our pipeline because we wanted to give our animators more control over the final animations that would go into the game. In a lot of other systems, after the animators export their work, they don't get to see how the animations interact until it is in the game. If they then need to tweak a transition between animations or states, they have to edit a text file and then run the game again, which usually tears at an animator's soul."

He added, "morpheme has an intuitive graphical interface that allows animators to go in and setup all these transitions and preview them without involving much programmer intervention. It cuts down on the time that a programmer and animator need to work together to get a system working within the game, and let's the animator focus on what they were hired to do - animate.”
 
   
 
Comments

none
 
Comment:
 


Submit Comment