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Autodesk's Foray into the Middleware Arena with HumanIK
Posted March 16 2:30 PM by Kelly Murdock
As a follow-up to the GDC conference, I had a chance to speak with Curtis Garton, one of Autodesk's Product Managers. Our conversation centered around Autodesk’s recent announcement to make the HumanIK technology, found in the MotionBuilder and Maya products, available as a middleware component. Autodesk has licensed this technology to EA who used it on the upcoming DEF JAM: ICON™, FIFA Soccer 07 and NBA STREET Homecourt titles.

During the integration of the HumanIK components, the Autodesk team worked closely with the EA team to provide quick, efficient turnaround and to capture feedback from the game development team that it used to improve the product. The HumanIK development team is using this valuable feedback to create software that is stable, efficient, and frequently updated.

Curtis, who came to Autodesk via Kaydara, was part of the original team that developed the HumanIK system. He mentioned that this technology was first included in Ubisoft’s Splinter Cell 3, but it has taken a lot of work to build a level of trust for the technology. EA commitment to the technology shows how far they’ve come. Another challenge facing Curtis and his team is to figure out how middleware components fit into Autodesk’s business strategy.

Making HumanIK available as a middleware component addresses a response from many game companies that are seeking to push game graphics to a higher level. As an example of HumanIK’s capabilities, Curtis sited the common example found in many basketball games where the game allows the player’s feet to slide along the floor. Although this is a unrealistic motion, gamers have accepted it because it was a game after all. But now with the HumanIK technology, game artists can actually plant the foot on the floor and insure that it stays there. Another good basketball example, is that with HumanIK, you can actually lock the ball to the hand resulting in a much more realistic game play experience. The technology is robust enough to handle multiple character instances running concurrently, each seeking individualized programmed goals.

The technology is integrated in the game development pipeline as a low-level library allowing game developers to build customized behaviors that artists can use to define the motion of the characters. Curtis also envisions game companies developing HumanIK tools that artists and animators can use to define specific character behaviors. These custom behaviors give game characters a unique differentiator from the competition. Although behaviors for each game are proprietary, Curtis foresees that in time, libraries of behaviors that run on top of the HumanIK component will become available.

Another huge benefit of the HumanIK components is that game development teams will have a consistent character animation method between the 3ds Max, Maya and HumanIK solutions.

The HumanIK components can be implemented with all available real-time game engines and are highly optimized for PS3, PS2, XBOX, XBOX360 and PC platforms. It also integrates with other components such as physic and simulation engines.

You can learn about licensing the HumanIK technology and about other Autodesk products at Autodesk’s web site at www.autodesk.com.

 
 
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