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News

Massive Software introduces real–time 3D with Massive Live

2.0 Release Allows Artists to Leverage System’s Underlying Realism to Generate and Collaborate on Facial Animation, Full–Body Animation and Digital Stunts On the Fly

Friday 6 August 2004

Massive Software announced Massive 2.0, a new version of the company’s award–winning, artificial intelligence–driven system that enables generation of 3D animation in real time with Massive Live. Ushering in a major conceptual shift for motion picture and television animation, Massive Live provides artists with the unprecedented ability to create and collaborate on film–quality facial animation, full–body animation or facial and full–body animation simultaneously in the same way they might produce and interact with animation on the fly when playing their favorite computer game. Massive Live will be demonstrated as part of Massive 2.0 at Booth #1521 during SIGGRAPH 2004.

"Because Massive is built around Agents that behave and respond realistically on their own, it is an ideal environment for the next wave in animation– real–time 3D," stated Massive Founder and Product Manager Stephen Regelous. "Animators using Massive Live can instantly trigger and blend animations on the fly with the underlying logic of Massive. This makes it possible and practical to generate realistic 3D animation sequences for film use in the same way a game engine automatically responds to render game play."

Key features built into Massive 2.0 include:

• Massive Live Technology

• Realistic, film–level animation generated in real time
• Real time collaboration across a multi–user network
• On–the–fly control and intuitive input using a game console device

• Massive Intelligent Stunt Technology

• Responsive digital stunt agents
• The industry’s only digital stunt agents with dynamics controlled by motion capture performance data.

Massive Live: Film Animation, Game–Style Control

"The World Technology Awards program is not only a very inspiring way to identify and honor the most innovative individuals and organizations in the technology world, but it also is a truly disciplined way for the WTN membership to identify those who will formally join them as part of our global community," said James P. Clark, founder and Chairman of the WTN. "I wish Stephen and Massive much continued success."

To use Massive Live, artists simply grab a game console or joystick and "play out" their animated scene. In a LAN game–like scenario, Massive animators can control hero or secondary digital extras and interact with each other across a network to create complex and intricate choreography, such as battle and chase scenes. This multi–user animation technology allows large shots to be completed in minutes rather than weeks, with real–time animations directed, performed live and sent straight to the renderer.

Massive Intelligent Stunt Technology: World–First Digital Stunts

In addition to Massive Live, Massive 2.0 delivers responsive digital stunt agents that are well integrated and ready to drop into the pipeline. In an industry first, these digital stunts are controlled by dynamics that pull from real, motion capture performance data rather than neural–networks or pre–set poses.

"Virtual stunt agents in Massive perform the motion capture movements of a real stunt person while reacting to dynamics – this is a true world first," Regelous explained. "When a virtual character gets clobbered in a fight scene or thrown out of a car, it’s the motion capture performance of the real actor that controls the range of his or her action. Now it’s possible for filmmakers to direct the motions and possible reactions they want for virtual actors ahead of time with their real stunt actors. Then, all of the reactions that follow in Massive are reactions that are completely in character."

Academy Award, Academy Awards and Oscar are trade or servicemarks of the Academy of Motion Picture Arts & Sciences. All other tradesmarks are the property of their respective owners.

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