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Cryptic Studios Open Sources Animation Tools 43

GameDev.net reports that Cryptic Studios (makers of the Massive title City of Heroes) has released a powerful animation tool under the GPL. Called CrypticAR, for Cryptic Animation Rig, the software will allow animators to bring 3d models to life via a toolkit of scripts and rigs. "'Our goal is to foster a community of animators by providing them the power to generate animations without having to worry about supporting a toolset. Since we were already developing the rig for our core technology team, we decided to release it to the public under the GNU GPL,' said Shayne Herrera, Art Development Director for Cryptic Studios. 'We feel that the development and gaming communities will benefit greatly from a professional tool like the Cryptic AR.'"
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Cryptic Studios Open Sources Animation Tools

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  • Is it just me? (Score:1, Insightful)

    Besides the Second life client, CoH has pretty much the most bloated of all the MMO clients. It even runs slow on most of my buddies high end machines. I wonder how useful the released dev software will be, when there are planty of open source options already available (blender)?
    • Re: (Score:2, Informative)

      by Bieeanda ( 961632 )
      City of Foozles is also extremely CPU bound, and from experiences in the CoV closed beta I strongly believe that their art team has carte blanche to implement stuff without optimization or consulting with the coding teams.

      It took them close to a year to clean up the mess that was Arachnos laboratory maps-- in every one, there was a 'sour spot' that would cause virtually any machine to hang for ten to thirty seconds, presumably as a combination of poorly optimized textures, LoD nightmares (much of those maps

      • Re: (Score:3, Interesting)

        by Darth ( 29071 )
        City of Foozles is also extremely CPU bound,
        in my experience, that is not the case. I have found memory to be more important than cpu.

        and from experiences in the CoV closed beta I strongly believe that their art team has carte blanche to implement stuff without optimization or consulting with the coding teams.

        well, it was a beta.

        It took them close to a year to clean up the mess that was Arachnos laboratory maps-- in every one, there was a 'sour spot' that would cause virtually any machine to hang for ten to
        • Yeah, I noticed the whole memory bit too. The game's rather kind to my CPU when it's not molesting my page file, but as for my memory? Let's just say my HDD doesn't shut up for a second when I play this game. They should rename the game 'City of Thrashing', because that's what you're in for.

          According to what I've read and learned, while Cryptic says the game needs only as little as 256 megabytes of RAM, it really needs between one and two gigabytes to actually run smoothly. Their recommendation of 512 megab
          • by Darth ( 29071 )
            yeah. it ran ok for me in 512 megs when it first came out but it has long since passed that being enough ram. My wife's computer had 512 megs before i upgraded it and COV was unplayable. I dont think they ever updated the minimum and recommended requirements, even though they added new features that made those requirements unrealistic.
        • I've been playing with two gigs of RAM since CoH went live. I've played it with nothing but nVidia hardware (a 5200 FX, a 6600 GT, and a 7600 GT), and each time I've upgraded piecemeal, the only thing that's given me any noticeable benefit is a faster CPU.

          As for 'it's a beta', that does nothing to explain why little has been done to improve what's still there. I wouldn't have commented on any of that, save for the fact that things like the sour spot, and Grandville's godawful geometry and the like are suc

          • It ran ok on my old system (AMD 64X2 with a Radeon x1600 [I think, been a while] and 2 gig of ram), but after I upgraded to my previous system (AMD 64X2, GeForce 7900GS, 2 gig of RAM) it ran just fine with just about all graphics settings maxed. About the only lag I ever encountered was if I pushed the FSAA to high, or I had network latency. Now that I've upgraded my graphics card to a 8600GS I imagine it probably runs very smooth, although I can't say for sure since I canceled my account (everybody I knew
    • Didn't they try the same thing? Horribly bloated game engine, MMO platform, so opensource it and hope the community fixes it for you (God knows we wanted to).

      It's never a bad thing to GPL code. It's just, we much prefer something that's in a semi-usable state to begin with -- why use Second Life for a project you could do with, say, Quake 3 Arena?

      Of course, maybe they really do have a competitive offering here -- look what we did with Netscape, and remember how horrible Netscape 4 was!
    • Because it does more and is more graphics intensive, that's why. I know it's fashionable to whine about bloat on /., but it would be nice to at least be sure you know what you're talking about. Such as whether it's indeed some problem with the animations or, get this, it might just be that it has more graphics and physics processing than WoW.

      Yeah, it needs more CPU and GPU power than WoW, but then it has bigger textures than WoW's cartoonish graphics, more layers of textures, and it uses shaders much more e
      • By "high-end" I (as well as most other people) are typically referring to people who can play other current-gen games at decent settings without problems. You are correct in assuming that my PC probably wouldn't be considered cutting edge, however I can run HL2 and Quake 4 at semi-decent settings and still enjoy the games, while CoX games chug along at the lowest possible settings and make my PC beg for mercy. It's not a matter of someone making blanket statement about you favortie game, it's comparing pref
      • by slaker ( 53818 )
        I have an absolutely staggering gaming rig by any normal standard. Core 2 Duo @ 3.66GHz, 4GB RAM, 768MB 8800GTX. Network latency to my server of choice is around ~30ms most of the time.
        There are places in City of Villains that can drop me to single-digit framerates.
        Granted, I'm playing at 1920x1200 and high graphics settings, but that same graphics card can manage FarCry at over 100fps at that resolution..

        I did some very simple performance profiling of a variety of different CPUs and graphics cards in CoV,
    • Not very since it runs on top of the utter crap that is 3ds max.
    • I was hoping that the download would interface to blender, or could export to SVG. Maybe in version 2.0.
  • well (Score:4, Funny)

    by mastershake_phd ( 1050150 ) on Thursday May 10, 2007 @08:26PM (#19077173) Homepage
    Hopefully their source code isnt cryptic...
  • Killer penguin vs Devil animation in 3...2...
  • by Anonymous Coward
    Maybe now that it's open sourced it can be ported cross platform and have support for more formats added (FBX and Collada would be a nice place to start)
  • Requires 3DS Max (Score:4, Informative)

    by claytongulick ( 725397 ) on Thursday May 10, 2007 @09:38PM (#19077705) Homepage
    I just took a quick look, it requires 3D Studio Max and only runs on windows.

    If anyone from the Blender team reads this, how realistic would it be to incorporate this stuff into Blender? Or is the rigging functionality in Blender pretty much the same as this already?
    • Re: (Score:3, Interesting)

      by LetterRip ( 30937 )
      Hi,

      "If anyone from the Blender team reads this, how realistic would it be to incorporate this stuff into Blender? Or is the rigging functionality in Blender pretty much the same as this already?"

      It is a rig, Ie it is a setup of bones, constraints, and drivers - so almost certainly something similar could be set up in Blender. I don't think it is even possible to 'copyright' a rig (it is pretty much purely functional it can't really be claimed to have expressive elements). They probably just don't understa
      • Re: (Score:1, Informative)

        by Anonymous Coward
        Are you whining about something being GPL'd? They _could_ have utility patents, design patents, trademarks, AND copyrights (yes)... but they released it under GPL. You know, to be nice (and get on slashdot). Anyway, copyrights are just that... rights to copy. Doesn't say anything about right to make something similar (that's patents).
      • It's possible to copyright code, even "purely functional" code, and rig elements can be driven by some surprisingly complex scripts.
  • by Fnord666 ( 889225 ) on Thursday May 10, 2007 @09:44PM (#19077759) Journal
    Before anyone gets too excited, you might want to note that "It is a set of scripts, rigs and models for 3D Studio MAX". Current list price for 3ds max? $3495.
    • Re: (Score:1, Funny)

      by Anonymous Coward
      Or $0 on a torrent site.

      Gentlemen, start Azureus.
  • does it run on Blender? :-)
  • Open-source? (Score:5, Informative)

    by David20321 ( 961635 ) on Thursday May 10, 2007 @10:46PM (#19078299)
    This has nothing to do with open-source... they are releasing a demo of their animation rig for 3D Studio Max in order to trick animators into using it so that they will shell out for the 'deluxe' version later. From the OGDC announcement (http://www.ogdc2007.com/session.php?id=33 [ogdc2007.com] , May 14):

    "We're proud to announce that CRYPTIC AR Lite will be released as a free "learning" rig... The Cryptic AR Deluxe is much more robust version of its Lite counterpart. The Cryptic AR Deluxe was developed to make animating on the Cryptic rig easy for animators of a variety of backgrounds and experience levels. It also allows for quick animation prototyping for different character types before final game assets are completed, removing a potential bottleneck without compromising final animation quality... The CRYPTIC AR Lite version 1.0 will be available for download at www.crypticstudios.com"
    • Yeah, this seemed like a rather odd thing to release as "open-source". I was wondering what their motivation was for doing this.
      • Perhaps it's along the lines of John Carmack and id Softweare's GPL release of older game engines. à la "We're done with it so why not let you have it?"

        Though it's not as warm and fuzzy as if they made their newest product free software it is still good for the community IMO. Heck, think about how awesome would it be if this sort of behavior were commonplace such as if MS decided to GPL Office 97, a version now obsolete for more than half a decade.
        • It would be really awesome if they'd GPL Office 97 sources, it would certainly be a great reading for a good laugh! =]
      • Re: (Score:2, Insightful)

        It's released under the GPL, yet you can't view the source or anything because it's packed away in an installer .exe that only works if you have a working copy of 3ds max 8+ installed, doesn't this violate the GPL somewhat?

        And I guess Cryptic Deluxe will be under the GPL too, since it will be built over the GPL'd lite version.

        http://www.crypticar.com/LICENSE.TXT [crypticar.com]
        • by carou ( 88501 )

          And I guess Cryptic Deluxe will be under the GPL too, since it will be built over the GPL'd lite version.
          No, that is not how GPL works. If you release something under GPL it's still your code - you still own the copyright - and you can do what you like with it including using it in non-GPL contexts.
    • Re: (Score:1, Informative)

      by Anonymous Coward
      From Cryptic's Art Director: "This was the original planned version of the Cryptic AR. We had talked about making a less robust version of the rig, then decided it was better to just release the rig as is. [...] it was too late to update the summary of the talk."

      So... there is no "deluxe" and "lite". This is full-blown tool that Cryptic uses.
  • It is painfully obvious that most of you have no clue what this is. The rig itself is just one (minor) part of the package. The important, GPLed component here is the control interface for the rig. It is written in MaxScript. No, it will never work on blender, truespace, lightwave, XSI ... none of them.

    From an animator's perspective this is a valuable package if you use 3dsMax which includes a rather significant number of animators. Unfortunately, it does me no good as I use Lightwave.

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