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Features


Features Common to Both Massive Prime™ and Massive Jet™
Features Specific Only to Massive Prime™
Body EditorMotion Tree Editor
The Body Editor provides the workflow to build and customize skeletons, geometry, cloth, and materials. It enables the automated variation of agent proportions (skeleton) and appearance (geometry, shaders, and texture maps). The Motion Tree is used to design the agent's motion, which then becomes an integral part of the agent. The output from the Motion Tree can then be used as a take list for the mocap session. This Motion Tree workflow, along with the integrated Action Editor, allows key-framed or motion-captured animation clips to be actions linked to the brain.
Scene EditorBrain Editor
The Scene Editor provides the workflow to control and direct cameras, terrain and agents. Tools are provided for both general and specific control and direction of agents. Crowds in a stadium can easily be made to clap and cheer at the right time with the general agent controls. You can also control the parameters of individual agent placement and behavior.The intuitive node-based Brain Editor interface allows artists to interactively create AI=enabled agents without any programming. The AI toolset gives artists the freedom to build custom AI logic for the specific behavior they want to simulate.
Natural SensesAPI and Scripting
Massive is based on artificial life technology. Massive characters use a patented vision process, and a sense of hearing and touch that allows them to respond naturally to their environment.The Massive Application Programmer's Interface (API) allows the development of C/C++ plug-ins. Python and TCL scripts can be executed either in the Massive text port or from an agent's brain.
Fuzzy Logic for SubtletySmart Stunts™
Massive animators use fuzzy logic to design their characters' responses. Instead of a value being black or white, it can be a shade of grey or 'fuzzy' - giving the character more natural responses than the on/off robotic results of binary logic.Massive's digital stunts are controlled by dynamics that pull from real motion capture data. Filmmakers can direct the motions and reactions they want with real stunt actors and then import these actions into a Massive agent to give direction and character to the agent's performance.
AI for Film QualityCloth Editor
Massive uses an approach to AI which makes the action in the shot the top priority. This distinguishes it from other crowd software using AI originally designed for games, which has as its priority the ability to generate animation in real time.Massive cloth can be created using arbitrary geometry, and can be used to generate flowing robes, cloaks, flags and much more. The thickness, flexibility and elasticity of the cloth are controlled intuitively.
Dynamic Hair and FurCompatibility
Use texture maps to control all hair parameters. Dynamic guide hairs can be interpolated in a render taking advantage of various details of implementation of the hair shader for either long or short hair.Import Maya skeletons, Maya animation, Acclaim skeletons and motion files, BVH motion files.
LanesAction Editor
Lay down directional lanes in terrain and set up agents to follow lanes with this new automated feature. Designed to simplify traffic simulations with multiple layers, this feature is ideal for animating cars and streets, boats in a harbor or even groups of people in a building. A motion editing program for importing motion. Cross fade looping editor is a convenient way of creating seamless loops. Prepare clips for Massive. Quality of motion. Its integrated motion editing built into Massive so you don't need to use another program import and can edit it in context.
Subdivision Surfaces
Interactive viewing of subdivision surfaces on hundreds or thousands of agents is now available in the viewport via a specially developed and highly optimized level of detail algorithm. This feature enables users to build more high fidelity agents with a simplified pipeline.
Simulation Passes
Built-in simulation passes allow the user to set up multiple layers of simulation for such things as performance, dynamics, hair and cloth more quickly and efficiently. This feature saves time, improves workflow and allows for better collaboration between artists.
Improved Dynamics
It's now possible for agents to seamlessly transition back from dynamics into performing motion captured or keyframed actions. This means that an agent could be violently knocked down to the ground with all the realism of a 'smart stunts' dynamic performance, and then get back up to continue the fight.
FBX Support
Easily import and export skeletal data in and out of Massive when using animation packages ranging from Autodesk Maya and Maxon Cinema 4D to Autodesk 3ds Max much more quickly and easily than before.
Directability
Artists can keyframe attributes of agents over time to control activities like cheering, clapping, running, standing, or talking - and whether they are excited, sad, tired, aggressive or even muddy. Artists can use flow fields or paint on the terrain to affect agent behaviour.
Intuitive Editing
Intuitive Editing of placement, 3D paint, shaders, agent variation.
Skinning
Skinning is historically a laborious, time intensive process. Massive's skinning process is revolutionary in its speed and ease of use. Skin weights can also be imported from other packages.
Scalability
Massive was designed specifically to handle hundreds of thousands of photorealistic characters. Massive does not require the use of other host animation software. It sends data straight to the renderer, avoiding a bottleneck common to other crowd software.
Compatibility
Massive is compatible with industry standard skeleton, motion and geometry formats. At the time of this printing we support the following:
Import: Maya camera, Maya lights, Wavefront OBJ geometry
Export: Maya particle cache for previewing in Maya
Rigid Body Dynamics
Massive uses Rigid Body Dynamics, a physics-based approach to facilitating realistic stunt motion such as falling, animation of accessories, and projectiles.
Terrain Adaptation
Agents are able to adapt their gait to arbitrary terrain. This process is determined by the animator when the agents are created, rather than by built-in constraints, allowing for much more realistic and character specific motion.
Software Rendering
Massive's optimized RenderMan pipeline avoids writing huge amounts of data to disk and enables highly efficient rendering of large Massive scenes with RenderMan renderers (Air, 3Delight and PRMan). Mental Ray support soon to be added.
Copyright © Massive Software 2011