Gamasutra is part of the Informa Tech Division of Informa PLC

This site is operated by a business or businesses owned by Informa PLC and all copyright resides with them. Informa PLC's registered office is 5 Howick Place, London SW1P 1WG. Registered in England and Wales. Number 8860726.


Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
October 27, 2021
arrowPress Releases
If you enjoy reading this site, you might also want to check out these UBM Tech sites:


Product: BioWare Chooses Morpheme For Next-Gen Projects

Product: BioWare Chooses Morpheme For Next-Gen Projects

July 18, 2007 | By Jason Dobson

July 18, 2007 | By Jason Dobson
Comments
    Post A Comment
More: Console/PC



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

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. While the number of games expected to take advantage of the technology was not revealed, a statement announcing the partnership noted that morpheme will be used to develop assets for “several undisclosed next generation game titles.”

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.

“morpheme is a key component in our goal to develop a deep and complex animation pipeline,” said Gordon Walton, Co-Studio Director at BioWare Austin. “We wanted a powerful solution that would give animators the freedom to build and edit assets within the animation pipeline, which frees up the programming team for other tasks.”

“Some of morpheme’s features that have been useful in our development thus far are the innovative viewport, which provides the development team with immediate feedback on realism and accuracy of animation blending,” continued Walton. “We’re also pleased with morpheme’s drag and drop interface; it is great for quickly setting up trees and connecting state machines. We also anticipate morpheme’s animation building state machines to be beneficial to our project in the long run.”

The news marks the latest major developer to choose the company's animation packages for next gen products, following June's announcement that NaturalMotion's euphoria software was being used in Rockstar's highly anticipated Grand Theft Auto IV.


Related Jobs

XSEED Games
XSEED Games — Torrance, California, United States
[10.26.21]

Head of Marketing
4A Games
4A Games — Sliema, Malta
[10.26.21]

Lead Game Systems Designer New IP (Malta)
Sucker Punch Productions
Sucker Punch Productions — Bellevue, Washington, United States
[10.25.21]

Senior Concept Artist
Sucker Punch Productions
Sucker Punch Productions — Bellevue, Washington, United States
[10.25.21]

Sound Designer









Loading Comments

loader image