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Cryptic Studios Open Sources Animation Tools

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.'"

43 comments

  1. Is it just me? by spocksbrain · · 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)?

    1. Re:Is it just me? by Bieeanda · · Score: 2, Informative
      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 is semi-transparent, so occlusion culling has a markedly reduced effect than it does on other indoor maps) and the geometry holes that are still there to this day. New content like the Universities are particularly awful-- when I enter one on my machine, the poor thing chugs for a minute while the shaders visibly load in texture by texture, and repeat the process when I turn to survey the scene.

      Before the universities became active, there was a bug that would allow you to fly under the geometry in one of the city zones where there was one; CoX simulates indoor chambers in world zones by placing them under the accessible map, so by going under the geometry you could see the inside of a store, with NPCs standing around and PCs flitting about willy-nilly. Using that bug, I flew over to the University for a sneak peek... and as soon as I was close enough for it to load, my frame-rates dropped right into the toilet.

    2. Re:Is it just me? by Darth · · Score: 2, Interesting

      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 thirty seconds, presumably as a combination of poorly optimized textures, LoD nightmares (much of those maps is semi-transparent, so occlusion culling has a markedly reduced effect than it does on other indoor maps)

      I have never experienced any of these "sour spot" issues. I've been playing COV since it was released and COH since a couple of weeks after it was released.

      I did have chugging issues in COV in Mercy Isle, but i upgraded my RAM to 2gigs and it's very smooth now. My wife found COV unplayable because of lag. I upgraded her to 2 gigs of ram, and it's smooth for her almost everywhere in COV and everywhere in COH. The only advantage i have over her is load times into zones (my processor is much beefier than hers).

      and the geometry holes that are still there to this day.

      yeah, they've had some problems in the past with holes in the geometry that players and mobs could fall through. Most of them have been closed, but there are some still around. Most of the time now, it's really just a problem because bad guys will jump out of the map during a kill all mission and you have to ask a gm to bring them back for you. It would be nice if all of the leaks would be fixed though.

      New content like the Universities are particularly awful-- when I enter one on my machine, the poor thing chugs for a minute while the shaders visibly load in texture by texture, and repeat the process when I turn to survey the scene.

      I have run all over the universities and done the inventions tutorial. I have had no issues like you describe. Maybe it is your video drivers? I used to have problems when I had an ATI card (3 years ago, when i started playing) because of a bug in the drivers. It caused lots of messed up graphical glitches that made the game unplayable in some places. I replaced that card with an NVidia card and have had no problems since.

      Before the universities became active, there was a bug that would allow you to fly under the geometry in one of the city zones where there was one; CoX simulates indoor chambers in world zones by placing them under the accessible map, so by going under the geometry you could see the inside of a store, with NPCs standing around and PCs flitting about willy-nilly.

      that was a fun bug. My favourite effect of the indoor areas being located outside the accessible map was how the tsoo sorcerers used to teleport away from fights and into stores. That was funny as long as you werent the guy jacking with his enhancements in the shop when the sorcerer showed up.

      --
      Darth --
      Nil Mortifi, Sine Lucre
    3. Re:Is it just me? by Anonymous Coward · · Score: 0

      You can add -renderthread 1 (or something close to that, can't recall exactly) to your startup line to allow it to use two cores / CPUs, by the by. Not supported officially, but does noticably speed things up in Grandville and the like.

    4. Re:Is it just me? by Bieeanda · · Score: 1
      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 such common complaints that they've become running jokes... much like 'it runs fine on my machine' 'rebuttals'.

    5. Re:Is it just me? by orclevegam · · Score: 1

      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 stoped playing and they finally suckered me into playing WoW).

      --
      Curiosity was framed, Ignorance killed the cat.
    6. Re:Is it just me? by aichpvee · · Score: 1

      Not very since it runs on top of the utter crap that is 3ds max.

      --
      The Farewell Tour II
    7. Re:Is it just me? by LifesABeach · · Score: 1

      I was hoping that the download would interface to blender, or could export to SVG. Maybe in version 2.0.

  2. well by mastershake_phd · · Score: 4, Funny

    Hopefully their source code isnt cryptic...

    1. Re:well by Anonymous Coward · · Score: 0

      Hopefully their source code isnt cryptic...
      Someone should slap your knee.
    2. Re:well by Masami+Eiri · · Score: 1

      with a crowbar? :p

  3. 3DS MAX and Windows only? by Anonymous Coward · · Score: 0

    Are they going to be receptive to patches integrating into blender or getting it running on *nix?

    1. Re:3DS MAX and Windows only? by aichpvee · · Score: 1

      Not really sure how useful that would be. You'd probably be better off starting over from scratch in Maya or Blender if you want a decent rig on Linux. Either of those packages would probably be easier than trying to port anything out of 3ds max, which is a complete mess to begin with.

      --
      The Farewell Tour II
  4. well first things first by blhack · · Score: 1

    Killer penguin vs Devil animation in 3...2...

    --
    NewslilySocial News. No lolcats allowed.
    1. Re:well first things first by DrMrLordX · · Score: 1

      Be sure to include a chair-throwing monkey in your next animation.

  5. well-Max-imum by Anonymous Coward · · Score: 0

    "Cryptic's "AR" (animation rig) is a free download (Gnu GPL) from their website. It is a set of scripts, rigs and models for 3D Studio MAX that Cryptic uses in their own development pipeline."

    3D max might be.

  6. Windows and 3D Max required... by Anonymous Coward · · Score: 1, Insightful

    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)

  7. Requires 3DS Max by claytongulick · · Score: 3, Informative

    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?

    --
    Drinking habits can be dangerous. You can choke on the cloth and the nuns will wonder where their clothes are.
    1. Re:Requires 3DS Max by LetterRip · · Score: 2, Interesting

      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 understand copyright law and what its limits are.

      LetterRip

    2. Re:Requires 3DS Max by Anonymous Coward · · Score: 1, Informative

      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).

    3. Re:Requires 3DS Max by jackbird · · Score: 1

      It's possible to copyright code, even "purely functional" code, and rig elements can be driven by some surprisingly complex scripts.

  8. Before you get too excited by Fnord666 · · Score: 2, Informative

    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.

    --
    'The tyrant will always find pretext for his tyranny.' - Aesop's Fables
    1. Re:Before you get too excited by Anonymous Coward · · Score: 1, Funny

      Or $0 on a torrent site.

      Gentlemen, start Azureus.

    2. Re:Before you get too excited by Anonymous Coward · · Score: 0

      Why would a 3d tool need another 3d tool to work? Feels like Fred Flinstones SUper glue that needed another super glue as ingredient.

  9. But... by chris_eineke · · Score: 1

    does it run on Blender? :-)

    --
    "All you have to do is be fragile and grateful. So stay the underdog." Chuck Palahniuk, Choke
  10. Open-source? by David20321 · · Score: 5, Informative
    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 , 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"
    1. Re:Open-source? by j00r0m4nc3r · · Score: 1

      Yeah, this seemed like a rather odd thing to release as "open-source". I was wondering what their motivation was for doing this.

    2. Re:Open-source? by Billy+the+Impaler · · Score: 1

      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.

    3. Re:Open-source? by dmbasso · · Score: 1

      It would be really awesome if they'd GPL Office 97 sources, it would certainly be a great reading for a good laugh! =]

      --
      `echo $[0x853204FA81]|tr 0-9 ionbsdeaml`@gmail.com
    4. Re:Open-source? by Vampyre_Dark · · 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

    5. Re:Open-source? by Anonymous Coward · · Score: 1, Informative

      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.

    6. Re:Open-source? by carou · · Score: 1

      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.
    7. Re:Open-source? by Anonymous Coward · · Score: 0

      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?

      The GPL doesn't apply in this case: the GPL need not be followed if any other distribution license applies. As it says in the GPL: "You are not required to accept this License, since you have not signed it. However, nothing else grants you permission to modify or distribute the Program or its derivative works." As the author, Cryptic clearly has rights to modify and distribute the work independent of the GPL and thus need not accept nor follow it.

      And even if the GPL applied, no one could do anything about it. The power of the GPL is based in copyright; it can only be enforced by the copyright holders. If someone modifies and releases GPLed software without releasing the source code, but the copyright holder decides he doesn't care enough to sue, then there's nothing anyone else can do to get the revised source or to stop distribution. This is why the FSF wants people to assign copyright to them for GNU project code. Obviously, Cryptic is not going to sue themselves into submission.

      It's unusual that someone would want to distribute software as GPL but intentionally keep certain people from getting it. I'm sure they'd be willing to provide a .zip file of the source if you ask them nicely.

    8. Re:Open-source? by Anonymous Coward · · Score: 0

      From the license you linked:

      This distribution includes the Nullsoft Scriptable Install System
      (NSIS), which is licensed under the Common Public Licence (CPL). You
      may obtain the source code by emailing crypticar@crypticstudios.com

  11. Funny you should mention Second Life... by SanityInAnarchy · · Score: 1

    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!

    --
    Don't thank God, thank a doctor!
  12. Fun With Memory by RoffleTheWaffle · · Score: 2, Informative

    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 megabytes still falls far short of what the game really needs to run like it should, and on my system with all of 512 megabytes of RAM, it runs like shit. My page file is immediately eaten up, and the game chugs along at a moderate pace at best in the larger zones. (Which is, you know, damn near everywhere.) At worst, I'll hang for a minute or more while my HDD ticks and clicks away, only to find myself either somewhere else on the map or dead by the time the game begins responding again. (Increasing the size of my page file to the maximum allowed fixed this problem for the most part, but it's still stupidly slow.)

    In short, COH-COV is a massive memory whore that really needs between two and four times the amount of RAM recommended to run it in order to run right. It's a fun game, but it's bloated as hell.

    1. Re:Fun With Memory by Darth · · Score: 1

      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.

      --
      Darth --
      Nil Mortifi, Sine Lucre
  13. Re:smargle buttsecks by Anonymous Coward · · Score: 0

    I'm very intrigued by your thoughts and would like to subscribe to your newsgroup.

  14. Because it does more, that's why by Moraelin · · Score: 1

    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 extensively. It also has a lot of transparency (e.g., auras, spell effects, particles, etc) which requires a lot more horsepower than rendering opaque textures. _Especially_ if some form of transparency AA is activated on that machine.

    Also COH has physics, while WoW, simply put, doesn't. All enemies in WoW will do the same, say, death animation regardless of where they are, even if they end up sticking over the edge of a cliff or embedded _into_ the cliff. In COH the'll ragdoll over railings, tumble down stairs, and god knows what else. You can see how that would need more computing power, right? Now add the fact that the same physics apply to spell effects. A fireball in WoW just plays an explosion sequence of sprites, and that's that, while in COH it involves a lot of flares and sparks flying around and having physics applied to them, _and_ leaves a lot of transparent stuff around like fires burning on the floor.

    It also has a lot more enemies on the screen at the same time. Whereas in WoW you'd go "OMG, need to pull one and sheep one!" at groups of 3 enemies, in COH you'd routinely deal with groups of two dozen enemies as an 8-player group. So, you know, it's more stuff to render. Add some auras, particle effects, and whatnot, and there you have your explanation why on low end machines it's slower if you don't turn off some graphics options.

    It also needs a lot more RAM for all those textures, especially if a lot of people are in sight. (Since they can customize their costumes.) You might notice a massive slowdown if you're on, say, 256 MB of RAM or have most of your RAM taken by other programs. On the other hand on 1 GB it runs like greased lightning.

    Also, exactly what kind of "high end" machines are we talking about? It runs OK on my other machine, which is an Athlon 2000+ (the old Athlon, not the 64) with a 6800 GT graphics card. That's... what? A 3 years old graphics card, that wasn't even the highest end at launch? No, seriously. It was launched in April 2004.

    Now I'm not saying it's a capital crime to have a 3 year old computer, but, please... if you're going to throw around assessments like "it runs slow on most high-end machines", then it would help if you were actually talking about high end machines.

    At any rate, I could see some point if you argued about the design decision to push the graphics effects to that extent. (Although, you _can_ reduce it a lot.) But if you're going to pass blanket judgments like that the animation code or the client itself is bloated and slow, I'll have to say that you don't know what you're talking about.

    --
    A polar bear is a cartesian bear after a coordinate transform.
    1. Re:Because it does more, that's why by spocksbrain · · Score: 1

      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 preformance vs. graphics effects with other games.

    2. Re:Because it does more, that's why by slaker · · Score: 1

      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, using common screen resolutions for my SG+.

      Basically, I zoned in to a particular set of XYZ coordinates in Grandville, waited until there were no mobs in my field of view and then flew to two other sets of coordinates in Grandville. I recorded stable frame rates at each location and did five trials for each hardware variation.

      Generally speaking, what I found was that CPU speed matters very little. An Athlon 2500 with a Radeon 9700 or GF6900 performs about the same as an A64/3800 with a Radeon 9700 or GF6900. A Core2 Duo at 1.8GHz is more or less the same as one at 3.6GHz. Enabling SMP also makes minimal difference.
      Similarly, the largest differentiating factor in graphics performance seemed to be the amount of texture memory on the card. There's almost linear progression in 64MB cards vs. 128MB vs. 256MB vs. more than 256. nVidia hardware is clearly better for CoX - about 20% better in the same generation.
      RAM: You need 2GB minimum. Period. CityofHeroes.exe regularly uses 1.2GB by itself, and a lot of people have issues with memory leaks on top of that.

      Only things I didn't try were SLI (didn't have a motherboard for it) or a PhyisX card.
      I wish I had the actual numbers someplace where I could link to them, but my SG's forums aren't online at the moment.

      My conclusion was that the performance issues that City of Heroes has basically can't be fixed by throwing hardware at it.

      I'm glad to hear that their graphic tools might get a better developer's attention. I really do love the game, with all the auras and powers and costumes and ways to travel.

      --
      -- I wanna decide who lives and who dies - Crow T. Robot, MST3K
  15. Obviously no 3D artists here by ArmedGeek · · Score: 1

    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.

    --
    Work is punishment for failing to procrastinate effectively.