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Q:
TS6 was about modeling. What is the story with TS6.5?
A: With TS6 we virtually completed modeling
capabilities necessary for advanced shape creation, it is just perfect.
TS6 has everything you would ever need to construct any kind of shape.
There are tools for polyhedra, NURBS, subdivision surfaces, particles
surfaces, and metaballs. We knew that there were animation issues which
we ignored for some time and we decided that for TS6.1 we will finally
fix a couple of most urgent ones. We thought we could do it in 2-3
months.
Q. So what happened?
A: The more we looked at the animation code the more
we realized how old it was. Nothing turned out to be simple to fix and
after a while we decided to just rewrite the animation core code from
scratch. It took us more than 6 months but it was worth it. In fact it
was our plan to call this release 6.1 but when we realized how much more
functionality we were adding, we decided to
change the release from 6.1 to 6.5.

trueSpace6.5 WIP,
using subdivision surfaces,
by Oliver Röhe
Q: So what does the new animation engine look like?
A: It is much more flexible. The most important
consequence of this is the new Non-Linear Editor which allows the user
to compose animations at a higher level of abstraction. We kept the
existing Key-Frame editor where the user can define low level local
behaviors using traditional key-framing. Once the user has a few of
these created, he can name them and turn them into clips. Clips can then
be edited and combined at a higher lever within Clip-View Editor. By
separating low level and high level editing, we gave the user tremendous
flexibility as he can literally experiment in putting together various
animation scenarios. I for example used TS ubiquitous tricycle model to
create “back to the future” transformer-like flying scenario, complete
with rotating wheels and folding handlebars. Once I created a few of
those, it became real easy to choreograph vertical takeoff flying
sequence with folding wheels and handlebars as I could simply stretch
and slide local clips in NLE to make significant changes.
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The Scene Editor, in clip view mode
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Q: What about other benefits?
A: Clips can be smoothly blended, which is quite
useful for character animation, including IK and motion captured
characters. Once you set up step clip, hand wave, jump clip and the
like, you can easily blend them on the same character to create
convincing and realistic complex behavior. You can also create special
effects, like “bullet time” etc and add sound output to the final
animation.
Q: You have mentioned that there is improved physics
animation in TS6.5?
A: Yes and they are quite significant. First, we
improved collision detection to be more accurate. Then we added adhesion
to objects so they can stick together and in fact break if dropped and
they hit the ground. We also created local physics environments, like
streaming water or airborne tornado. Because these are local, you can
attach tornado object to a vehicle and when this vehicle drives through
a street full of fallen autumn leaves, the effect is quite spectacular.
We also created fully physical joints which can be
edited with the new Non-linear editor. So you can have for example an IK
character walk under IK control towards stairs and then have it fall
downstairs under physics control. New animation architecture was quite
handy for that.
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A
local physics environment in action - a "tornado" object attached to the
lightcycle makes the leaves swirl in the wake, all calculated by
trueSpace itself. Click any of the images to view the animation itself
(requires DivX codec)
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Q: Why so much emphasis on animation?
A: We consider animation the next important milestone
for us. We always considered it important both for a traditional
animator, interactive web animator and game designer. We just felt that
it was better for us to complete the modeling and rendering
functionality of TS first. Now that we are focusing on animation in a
big way, expect some great things from Caligari this year.
Q: Is trueSpace6.5 only about the animation
improvements?
A: Not by a long shot. We added great modeling features like new
selective subdivision surfaces, interactive object replace and my
favorite: geometry paint. With geometry paint and global replace you can
create complicated surface structures like a forest for example with
just a few brush strokes. We also added surface healing for NURBS
conversion to Polygon meshes, DWG format, better X format, ViewPoint
format and a whole lot of user interface improvements like face accurate
picking etc. But I start to sound like a press release now:) The fact is
this is one upgrade packed with new features and we hope TS users will
like it.

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