posm/eric, EvoG,
I am slowly understanding the whole concept and it’s really interesting. I can see that some stuff is existing things described with other words, but because its looking from a different view-angle - a differen metaphor.
Beside your graphics/game engine, you introduce a new fusion of ai and behaviour : ai driven behaviour - using weightmaps.
(Behaviour is programmcode that acts on the data given - like a state-machine. In OO design these behaviours are bound to objects, thus allow reuseing, aggregation etc.)
I can really see that this is a next level/step of realizing the behviour of objects/characters. Nothing that cannot be done with existing techonolgies, but you give right from the beginning the architecture, framework and tools to do so. Nice!
I’ve now been working with the Virtools-Technology for some years now - EvoG, you know me in it’s forum under the nickname ‘dom’. It’s first aim was to give tools for non-programmers to create interactive content, but using the oo approach of behaviours, proposing a bigger range of ready-to-use components. But it’s clear, thats the full power of the technology could not be used without SDK programming. It has hacnged since they introduced a script-language with borader access to the core technology.
But - it’s very important to understand - although all the programms EvoG mentioned director, Virtools, Quest3D (where Virtools is really a different league) - there’s significant differentce about implementing behviours. And thats the concept behind the architecture AND the tools delivered with. Well beside the core technology, of course.
Well lets trash director, because it’s really low-quality. Lets compare Quest3D and Virtools: there’s a big difference in concept which leads to a big difference for time-to-market. Virtools has a much higher data- abstraction, and offeres difference in represaentation. This leads to eaiser reading of ‘behaviour-graphs’ and quicker implementation. In Quest3D everything is a channel - no difference between data-types, and data-types and behaviour. It’s a big difference, and thats why i don’t switched to Quest3D - same for many other Virtools users.
Although Virtools is quite unique with its technology and it says to be a rapid-development tool - its not always true … or to be more exact, you certainly will be faster thant starting without any framework etc. but in certain cases you need to code/modify a lot of components using the SDK/the scripting language. Additionally the workflow for integrating characters and character animation is not very flexible and it lacks tools for troubbleshooting.
Posm, explained that they are now looking for professionals wich will help them to develop a good, streamlined workslow/production-pipeline. And thats a very important aspect - some developers nowadays tend to say thats even getting the most important aspect. GameDev is iterative - a good streamlined dev-cycle (modelling/animation package <-> real-time framework <-> other tools) is important, because it’s getting more and more the bottleneck.
So to resume, whatif show an impressing technolgy and a new concept of creating interaction. They are now focussing on they production-pipeline … I guess we need to wait until they finished that, in order to see how flexible and fast (which is really the key) one can be using their tool.
I whish you the best. Too said that i am not in a prof. gameDev company. I’d love to test and critzise it

So, changing topic a bit:
I am impressed by the mesh/material morphing. I’ve an idea how this can be done using modern tech - but its certainly with a big overhead - thus not the way you are doing it: rendering both states in different renderTargets and then blending it using a 2d mask into the frame-buffer.
Looks like the animation morphing is like vertex-morph8ing but on a per-object/bone basis instead per-vertex. I guess you need to define quite a lot of states to have a walkcycle? Or did get something wrong?
Btw. you still need mirroring in Verty? I’ve no time … but maybe i can take some 
cya, till next time (I am not watching forums that often anymore
)
Dom
