Who creates EMotion FX?

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Transcription:

version August 2013

What is EMotion FX? Realtime animation engine Geometry export and import system C++ API for the runtime Modern toolset for artists/animators Latest official release is v3.9 Currently developing next major release: EMotion FX 4

Who creates EMotion FX? Company named Mystic Game Development In business since 1999 Based in The Netherlands Released first EMotion FX version in 2002 Dedicated to EMotion FX since first release Accessible team of industry veterans

Who uses EMotion FX? EMotion FX 3 has been used in many games on basically all platforms with clients all over the world A selection of some clients:

Which titles used EMotion FX 3? All kinds of game genres, from FPS to racing to MMORPG A small selection of games shipped using EMotion FX:

EMotion FX 4 The next major release Completely new tools Focus on visual graph node based animation behavior editing More technical advances Can do everything EMotion FX 3 can do + more Built on top of solid EMotion FX 3 base Focus on AAA

EMotion Studio Modern UI: modern look, fully customizable with layouts, full support for undo/redo, multi-monitor support Contains API to easily write custom plugins Flexible, easy and intuitive to use Written in C++, interfaces powered by Qt Continuously improved and updated What you see is what you get, including game controller support for easy input testing

Main Features part 1 Visual editing of state machines and blend trees Shareable setups between different characters Motion compression, mirroring, retargeting Powerful LOD system (both skeletal and geometry and morph target wise) Extremely easy to use API Easy to write new node types and conditions or to extend the tools

Powerful LOD System Setting up some automatically generated geometry and skeletal LOD

Main Features part 2 Advanced hierarchical syncing system to match footsteps, etc. Fully hierarchical system: create state machines inside blend trees inside state machines, etc. Debug visualizers to see what is going on inside the system Flexible event system: trigger and process events and have fine control on which events get triggered

EMotion Studio Visual State Machine Creation

EMotion Studio Visual Blend Tree Creation

Main Features part 3 Inverse Kinematics: several solvers Look-at including constraints Attachments: guns, clothing items, etc. Scaling fully supported (including non-uniform) Extensive character customization support Export through custom exporters from Max or Maya Direct FBX geometry and animation support

Artist Friendly Visual Setup Setting up a LookAt constraint

Artist Friendly Visual Setup Testing some Inverse Kinematics

Support Direct support by email or Skype chat with team members that work on the product directly Covering nearly 24/7 in all time zones Very fast response time by email, but you can also ask questions directly on Skype Custom in-between-releases updates upon request after certain bug fixes We act as extension to your development team We listen to your requests

Over 50 API Examples

Updates Our update feature priority is driven by client requests: you get what you need asap We release an official update every two months on average You can follow development progress and our schedule live through an online system We give you early access to pre-releases, for example if some specific bug got fixed

What we currently offer EMotion FX 4 has not yet been released, using it might put you ahead of your competition We now accept a few more additional beta clients and offer very flexible licensing options Not just licensing a product, but more of a close collaboration where we help you making your animation pipeline as awesome as possible

Contact Information http://www.mysticgd.com Or email directly to info@mysticgd.com Evaluations can be requested on our website Main Skype contact ID: johnvanderburg Our goal is to give you the best possible tech for your team!