Morpheme 2.0 is out
Posted by 3dnews on August 25, 2008
NaturalMotion, the animation technology pioneer behind the revolutionary euphoria motion synthesis engine, today announced it will launch morpheme 2.0 at the NVISION 08 convention in San Jose. The new version of morpheme, the company’s multiplatform, graphically authorable animation engine, features tight integration of NVIDIA PhysX™ technology.
The integration of PhysX gives programmers and animators direct graphical control over how characters and objects interact in their games, whether it be through ragdolls or animation-driven physics. Continuing morpheme’s ultra-flexible paradigm, animation and physics can be blended and combined across body parts, authored via graphical nodes and controlled by user-defined parameters.
Moreover, morpheme 2.0 introduces a powerful graphical character authoring tool, allowing users to set up and edit physics rigs including collision surfaces and joint angles.morpheme is currently licensed by an array of top-tier developers, including Bioware, Eidos, Ninja Theory, 38 Studios, Futuremark, Total Immersion Software, CCP, Gearbox Software, and many others.
“The goal of morpheme has always been to streamline the animation production pipeline, offering faster development times and higher fidelity,” said Torsten Reil, CEO of NaturalMotion. “We selected NVIDIAs PhysX technology because out of all commercial physics engines, it offers the highest character-grade fidelity, an essential requirement for creating believable characters.”
“NaturalMotion’s technology marks a turning point in gaming. Its fidelity of movement makes characters seem so real that you want to touch them. And the PhysX integration lets you do just that,” said Manju Hedge, vice president of PhysX technology at NVIDIA.
In addition to unveiling morpheme 2.0 at NVISION, NaturalMotion is also demonstrating Backbreaker, the company’s upcoming American Football game powered by euphoria, morpheme and PhysX.