- complete skeletal system support
- skin / deformable and Rigid mesh support
- Play as many simultaneous animations on a character as there are bones, and they all interpolate when switched between each other.
- Animations can be played per bone, hierarchy chained, or chained and capped
- Fluid blending no matter the position of the bones or its place in the animation
- Mix and match different animations with different lengths.
- Smart ordering of animations in the source application can dramatically reduce stored key counts. A bone does not need key data if it is no longer used in the chain of animations. Otherwise only a start and end key are required to mark an non animated bone.
- Animation can be done selectively per bone to place animations in specific locations of the hierarchy. This allows you to play these selective animations anywhere in the hierarchy without affecting the children and without the need of scripting.
- Create complex gear works and machinery. Each bone can have its own animation length allowing for parts to be animated into motion and left to run their course. For instance, a small gear rotating once in 20 frames, and a larger gear rotates once in 64 frames, these can be synced up, keyed to rotating together and when exported to the engine will each loop each individually at different timed intervals.
- Scriptable permanent changes to bone scale, position and orientation can be used to create an endless amount of character customizations and also be used to enhance the entire range of animations.
- Global and per bone scaling that can create effects like scaling effects, character customizations etc.
- True key frame animations for extremely tiny file size and zero interpolation skew technology
- Skin swap technology allows a higher level management of mesh swap that can be used as clothes, armor etc. Additional logic allows for uneven swaps like a cloak to replace legs and body. Then its disarmed, it will know what to replace.
- Dynamic Scale modifiers allow for advanced customizations, like bigger muscles or facial features, overall size changes and much much more.
- Complete Visibility Track support
- Animation key frame compression
- Linkable entities offers many benefits including improved handling of customizations, complex animated attachments, *clothing systems, weapons and camera paths.
- Many camera configurations are supported by default without custom scripting, like follow, node and target cameras.
- Per-node/bone collision modifiers that can execute script logic
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| This demo includes, mmo technologies, background asset streaming, server base artificial intelligence, path finding, finite state machine, pets, chat, persistence, character customization, shader programmable pipeline, normal maps, specular maps, glow effects, blooming, particles, trail effects, level of detail, popout, fade by distance, mini-map, compass, movable menus and more. | | | | | | | | | | | |
| This click-and-play path finding example with interactive camera control includes, casual style graphics, shortest path finding, NPR Toon rendering, 2d to 3d picking, custom buttons, finite state machine, object triggers, dynamic physics changes, roll, slide and bounce physics. | | | | | | | | | | | |
| This simple casual golf demo includes, casual style graphics, multi texture, effects, trail system, level of detail, tool tips, custom UI, movable menus, power meter, golf physics, multiple cameras and dynamic surface changes. | | | | | | | | | | | |
| Global – Fixed Emmit effects, Matrix Spinner – complex attachments, Sprayer – interactive emitter, and Long Trail – animated emitter. Created through key-framed Color, Position, Rotation and Scale and are varied through random and sequential emissions and animations, area based emitters, particle lifetime, and min/ max durations for animation speed and emission times. | | | | | |
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