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Motion-capture systems allow the acquisition of actual human performances, with all the timing, body mechanics, and gravity that make for compelling natural motion in animation. However, there are certain types of captures that only the hardiest of actors would be willing to tackle: falling off buildings while being hit with high-velocity projectiles and landing on oil drums, for example. Yet, Natural Motion's Endorphin 2.5 motion-synthesis software was designed for these types of animation challenges.
The Endorphin software includes a specialized set of character animation tools for creating scenes like the one mentioned above, with the sort of physical behaviors you would expect from live actors interacting in real-world situations. It gives you a simple but powerful way to synthesize interactive animation between characters and dynamic environments.
Endorphin's behavior-based animation pipeline has a straightforward interface that can be integrated with other animation packages. Behaviors in the program are configurable units of animation, which can be applied to a character for varying lengths of time. A model that is being driven by a Catch Fall behavior, for example, will do its best to turn and break a fall with its hands after being hit by an object. If you precede the Catch Fall command with a Stumble behavior, for instance, the animation pattern changes, and the character will try to keep its balance before falling, doing its best to land in a protected position.
Combining behaviors and making subtle changes to the parameters in Endorphin can deliver different results from the same source material. Objects can be constrained to scene elements so the characters interact appropriately within a variety of environments. The software's available tools make it easy to guide the animation's results with these behavioral tools, instead of having to key-frame the animation.
By simply tweaking the behavior parameters in Endorphin, you can re-simulate and review your changes. The simulation engine is efficient and quick; even on a modestly powered machine, iterations are possible.
Creating the work flow in Endorphin begins with the program's standard biped character. Custom characters created in other programs such as Softimage's XSI or Autodesk Media and Entertainment's Maya, which match the skeletal structure and proportions of your destination character, can also be imported to replace the standard biped character.
We tested the dynamics functionality in the program by setting up a scene with a digital actor positioned on a roof and peering down over the edge. We programmed an object to hit the character from behind and, as the actor fell, arms flailing, it grabbed a light pole and dropped to a crouching position on the ground.