The Actor MachineTM Technology

Using Actor MachineTM Technology, animators takes on the role of an acting coach. In fact, Acting CoachTM is the name of the Actor MachineTM software product used to train digital actors.

Using revolutionary procedural animation techniques, movement, gestures, body language, as well as emotional relationships are expressed parametrically and then simulated rather than as animation clips. Unlike hand animation, procedural animations assets can be 'dialed up/down', controlling their intensity, as well as concurrently be combined with any other procedural asset

Integrating into an existing pipeline should be simple. As far as an animation or rendering engine is concerned, we are just providing movement bone transformations based on input from the client application (Game Logic or Linear Animation tool such as Maya). These would look to the animation/rendering pipeline like similar transformations generated by current blended animation techniques

The core Actor Machine Engine can be embedded in linear animation tools, such as a Maya Plugin or custom pre-visualization tool, or within in interactive entertainment application (Game, virtual world, etc) for real time animation. Within an application, the Actor Machine Engine considers things in the following layering

  • Response to other actors:
        Get angry when your date checks out another character
  • Emotional Direction:
        Act Angry, confused, wistful, weary
  • Physical Direction:
        Shoulders back, knees bent
  • Physicality:
        Joint movement

The top layer would be part of a game AI, director's authoring tool (text based or some other GUI), etc, while the bottom three layers comprise the Actor Machine Core layering

Integrating into an existing pipeline should be simple. As far as an animation or rendering engine is concerned, we are just providing movement bone transformations based input from the client application (Game Logic or Linear Animation tool such as Maya). These would look to the animation/rendering pipeline like similar transformations generated by current blended animation techniques


    Types of Input to the Actor Machine Engine:
  • Emotional direction for each character
  • Inter-Character Relationship
  • Character Blocking Goals (including things like, 'meander')
  • Character Action Goals (pick something up, sit down, embrace another character, etc)
  • Terrain
  • Obstacles
  • Props (augmented with, for example, grasping handles)

Of course our Engine can be queried and/or events generated about its current state. On the flip side, because we appear like blended animation to the animation pipeline, our animations can be blended in/out with linear animation clips or ragdoll animation.



TM & Copyright 2006-2019 Actor Machine(TM), LLC. All Rights Reserved.