ACT
is a complete suite of plugins and technology to extend
3ds Max with advanced muscle and skin deformation
tools for creating the most realistic character animations
possible. It is also a complete, extensible, foundation
technology designed to support a vast range of advanced
character animation features in the future.
ACT is very exciting!... as well as developers we
are also professional animators - in fact we were
animators first and developed ACT because we wanted
to create much more realistic characters animation
than was possible with any currently available tools!
With ACT you can breath life into a character. People
always have the same reaction the first time they
see muscles and bones sliding under the skin - they
gasp, their heart jumps and they proclaim "it's
real... this is what's been missing from character
animation".
We (the development team) know we have got something
that is unique with ACT - and way ahead of anything
that anyone has developed in house anywhere else -
we watch movies like Shrek, Jurassic Park and Dinosaur
now and see all the things they are not doing - the
characters and creatures look so plastic compared
to the results we are getting.
Virtual Muscles and plugin dynamics engines.
One of the fundamental components of ACT is the new
class of muscle objects - cgMuscles. This is a fundamental
extension to the 3D architecture adding a new primitive
class with equal integration and privileges as Mesh,
Poly, Patch and NURBS classes of objects. GgMuscles
encapsulate everything about a muscle - its attachments
(proximal and distal), its shape, its fibre structure,
its transition to tendon at the ends, its tension,
etc. The new cgMuscles even have their own deformation
engine architecture with three plugin dynamics engines
that ship with ACT 1.0. The muscle dynamics engines
automatically deform a cgMuscle as the objects it
is attached to are animated. Just by tweaking the
comprehensive array of dynamics parameters, cgMuscles
will automatically deform correctly in almost all
animations.
Gravity, bone muscle-collision
and true dynamics.
Two of the dynamics engines that ship with ACT 1.0
also implement static forces (like gravity), collision
with bones and dynamics (muscle jiggle and movement).
These features all run in real time with no noticeable
impact on the base performance of the vMuscle deformation.
It is truly phenomenal to see soft object dynamics
working in real time!
Integration and special tools.
ACT is designed by animators to work the way animators
work. It is very easy to create cgMuscles and to hook
them up to other objects and then tweak how they automatically
deform - twist, bulge, sag, bump into bones and jiggle
about. cgMuscles also work with all the standard Max
modifiers - so you can apply FFD's to a whole muscled
character (or limb by limb), modify the overall shape
and collapse the cgMuscles back to native cgMuscles
- even if the cgMuscles were already attached and
animated!. However there are some unique modifiers
provided that make hand tweaking of vMuscle animations
extremely easy and fast - these work like Max LinkXform
modifiers but automatically do the right thing with
deforming muscles.
Muscles are true, resolution independent,
parametric objects.
ACT's cgMuscles are true parametric objects. They
have a base parameter space and also a parametric
texture space that embeds information about the tendon-muscle-tendon
structure of a muscle. These parameter spaces can
both be used for muscle deformation and for ultra
realistic texturing of muscles.
Realistic
Skin Deformation.
Another core part of act is the vSkinDeformation system.
This is a complete skin deformation technology that
implements a pipeline of skin deformations. The skin
deformations are all new to animators - doing sliding
type deformations rather than traditional bone deformations.
This is what gives characters animated with ACT their
unique and high degree of realism - you can see the
skin realistically sliding over "stuff"
underneath! The vSkinDeformer supports both 3D and
2D skin deformations and has an extendable plugin
architecture to support these types of deformations.
ACT 1.0 ships with 6 skin deformation engines - 4
for 3D objects and 2 UV engines. It is typical to
use cgMuscles to create deformable muscles and bones.
The vSkinDeformer lets you individually, or as a group,
set up and control exactly how objects deform the
skin.
Unique user interfaces
and features.
ACT delivers a host of exciting new interface and
editing features. The vSkinDeformer is designed to
allow easy management of ten or even hundreds of skin
deformer objects. It incorporates three integrated
views in the one interface - a tree view, a spreadsheet
view and a parameter view. "It's not just enough
to provide tons of new features and great new capabilities
- they have to be accessible, intuitive and manageable,"
said Snoswell, who has also taught interface and graphics
design at a tertiary level. "And everything has
to fit in with current work flows and practices -
ACT does all of this and more." Even the vMuscle
Sub Object editing features are comprehensive and
new - with features like being able to soft select
and edit not just the current vMuscle but all the
surrounding ones as well!