Exciting Updates to Ecstasy Motion!
by Chris Calef · 11/25/2009 (3:13 pm) · 20 comments
So, it's been a while since I've had anything to say here - the time finally came to address the issue of our GUI (the infamous Ecstasy "Wall of Buttons", which was only meant to get us through the first release) and coincidentally in the middle of that project I decided it was also high time to get beyond the T3D Beta 2 release I was building on, and port up to 1.0!
Sounds like a nice little job for an afternoon... ha ha. However, weeks later, the new version is WORKING, and we're very proud to announce that it's already up in the client repo and ready to go!

As you'll note, we no longer have every possible function in the program on screen at the same time. We're still arranging a few things here and there, and of course we'll be taking an art pass before we call it done, but this revision represents a HUGE step toward where we want to end up at for our 1.0 release. All the different windows have separate controls to turn them on or off, and can be placed wherever you want them onscreen. The Scene Tree window in the upper left shows you all your actors and all of their sequences, etc., and when you click on anything in there it updates the Properties window with any relevant data on that subject. The Tools window contains all of the BVH conversion tools, animation editing, physics keyframe and render options. And the last window in the bottom right, currently our "extras" bin for things that don't have a long term home yet, is actually the "AI" window, for managing your state engine, GA, and NavMesh controls when we have that stuff implemented.
All in all, we're pretty pleased with how it's coming out, and hope you will be too!
If you are already an Ecstasy Motion owner, all you have to do is open your launcher, hit Update Application, and watch the files download. EXCEPT: once you've updated, you also need to hit the "DeletePrefs.bat" and "DeleteDSOs.bat" batch files in your "app" directory, or you will achieve unsatisfactory results. Also, if you have done any scripting of your own, you will want to make copies of everything you've touched before you hit Update - I've moved some things around to make sure we never tromp on your script changes again, but this one update might mess up your work, so please back it up!
In addition to the new interface, we've also identified and fixed a lot of bugs and rewritten some core parts of the program - most importantly the BVH output. It turns out there were still a couple of misconceptions written into the process, but after a hard weekend of 4x4 matrix math, I'm pretty confident that it's finally nailed. We can now save out BVH files that exactly match the truebones format, and should be able to tackle any other flavor of BVH that comes along.
That little code review was actually inspired by some exciting conversations we've been having with Reallusion, the makers of iClone, regarding how our two programs can work together. Here's a quick example of some fairly effective collaboration:
Import from Ecstasy into iClone is done using the Standard (Truebones) BVH output format, in conjunction with a truebones.prf iClone profile I wrote. This part is still not completely perfect (the feet get a little weird sometimes) but we're actively involved in fixing the last problems there. Our output to Poser seems to be looking a lot better now after the rewrite as well, and we're looking forward to getting more feedback from the Max (biped) community as well.
We've also included a little eye candy with this release - the "Dojo" mission that we used for our SIGGRAPH demo is included right now, and we will be adding a few more shiny levels. This is just to give people a feel for what we can do in terms of rendering machinima movies right in Ecstasy, as opposed to saving the BVHs out and going to another program.
Here's an example of some of the stuff you can do:
There are still some bugs and glitches, of course, and we are by no means feature-complete, but we are still on track for a 1.0 release in December (let's just call it the end of the year for now.) If you've been thinking about jumping on board, now would be a great time! You can still grab it for the Early Adopter price, and you'll already be a full member when the final release comes out!
Sounds like a nice little job for an afternoon... ha ha. However, weeks later, the new version is WORKING, and we're very proud to announce that it's already up in the client repo and ready to go!

As you'll note, we no longer have every possible function in the program on screen at the same time. We're still arranging a few things here and there, and of course we'll be taking an art pass before we call it done, but this revision represents a HUGE step toward where we want to end up at for our 1.0 release. All the different windows have separate controls to turn them on or off, and can be placed wherever you want them onscreen. The Scene Tree window in the upper left shows you all your actors and all of their sequences, etc., and when you click on anything in there it updates the Properties window with any relevant data on that subject. The Tools window contains all of the BVH conversion tools, animation editing, physics keyframe and render options. And the last window in the bottom right, currently our "extras" bin for things that don't have a long term home yet, is actually the "AI" window, for managing your state engine, GA, and NavMesh controls when we have that stuff implemented.
All in all, we're pretty pleased with how it's coming out, and hope you will be too!
If you are already an Ecstasy Motion owner, all you have to do is open your launcher, hit Update Application, and watch the files download. EXCEPT: once you've updated, you also need to hit the "DeletePrefs.bat" and "DeleteDSOs.bat" batch files in your "app" directory, or you will achieve unsatisfactory results. Also, if you have done any scripting of your own, you will want to make copies of everything you've touched before you hit Update - I've moved some things around to make sure we never tromp on your script changes again, but this one update might mess up your work, so please back it up!
In addition to the new interface, we've also identified and fixed a lot of bugs and rewritten some core parts of the program - most importantly the BVH output. It turns out there were still a couple of misconceptions written into the process, but after a hard weekend of 4x4 matrix math, I'm pretty confident that it's finally nailed. We can now save out BVH files that exactly match the truebones format, and should be able to tackle any other flavor of BVH that comes along.
That little code review was actually inspired by some exciting conversations we've been having with Reallusion, the makers of iClone, regarding how our two programs can work together. Here's a quick example of some fairly effective collaboration:
Import from Ecstasy into iClone is done using the Standard (Truebones) BVH output format, in conjunction with a truebones.prf iClone profile I wrote. This part is still not completely perfect (the feet get a little weird sometimes) but we're actively involved in fixing the last problems there. Our output to Poser seems to be looking a lot better now after the rewrite as well, and we're looking forward to getting more feedback from the Max (biped) community as well.
We've also included a little eye candy with this release - the "Dojo" mission that we used for our SIGGRAPH demo is included right now, and we will be adding a few more shiny levels. This is just to give people a feel for what we can do in terms of rendering machinima movies right in Ecstasy, as opposed to saving the BVHs out and going to another program.
Here's an example of some of the stuff you can do:
There are still some bugs and glitches, of course, and we are by no means feature-complete, but we are still on track for a 1.0 release in December (let's just call it the end of the year for now.) If you've been thinking about jumping on board, now would be a great time! You can still grab it for the Early Adopter price, and you'll already be a full member when the final release comes out!
#2
11/26/2009 (6:59 am)
Yeah, might want to advertise the MOM stuff. Stadi mentioned that to me and there are still a few people using it that might be interested.
#3
The even cooler part of this is I set up the config file using our new retargeting plugin, which I just uploaded to the Ecstasy Motion repo! It isn't done yet - it doesn't work on every model, and the workflow is a little more complicated than it will be when we're calling it finished - but there's a file in the repo now in your "app" folder called BvhToDts.exe. I won't take up everybody's time here with the instructions but if you're an Ecstasy owner jump on over to our site at ecstasymotion.com for instructions!
11/26/2009 (7:33 am)
Thanks for bringing that up, Joshua! For anyone who's interested, we just put together a copy of the MoM Human Male Fit character, with a config file that sets him up for importing BVH files in Ecstasy Motion. Here's an example:The even cooler part of this is I set up the config file using our new retargeting plugin, which I just uploaded to the Ecstasy Motion repo! It isn't done yet - it doesn't work on every model, and the workflow is a little more complicated than it will be when we're calling it finished - but there's a file in the repo now in your "app" folder called BvhToDts.exe. I won't take up everybody's time here with the instructions but if you're an Ecstasy owner jump on over to our site at ecstasymotion.com for instructions!
#4
Thanks Chris!
11/26/2009 (7:49 am)
Just picked this up today. We also have the OptiTrack MoCap system with 8 cameras, Arena software and the Rigid Body Toolkit. Can't wait for our Animation Team to try this out! Hopefully this will help us on some cut scenes we are trying to put together.Thanks Chris!
#5
11/26/2009 (8:23 am)
Excellent, great to hear it Jackie! That reminds me, in our new gui we don't have the Optitrack support set up at the moment (since we didn't know of anyone who needed it) but it should be back in by the end of the weekend. Also, re: the retargeting plugin, ran into a little hold-up so instructions on it might not be on the site for a couple of days either, but it's very close, and you can play with it already at your own risk. :-)
#6
Just a note: Ecstasy .DSQ output is currently set to version 26, which means they aren't viewable in TorqueShowTools. This will probably have a toggle someday, but in the meantime Chris may set the output back to version 24 for TST compatibility.
Have fun,
Jondo
11/26/2009 (10:14 am)
re: The MoM figure setup. Its all patched out and working in the client build. You can now apply bvh motions to your MoM_humanoids using Ecstasy out of the box with no special config'ing. Just a note: Ecstasy .DSQ output is currently set to version 26, which means they aren't viewable in TorqueShowTools. This will probably have a toggle someday, but in the meantime Chris may set the output back to version 24 for TST compatibility.
Have fun,
Jondo
#7
11/26/2009 (11:32 am)
Thanks guys from any of us Torque MMOKit users.
#8
11/26/2009 (3:35 pm)
Thanks for the update Chris. Looking forward to it!!!
#9
11/26/2009 (4:39 pm)
Nice updates! The GUI looks 20 years younger from the facelift :)
#10
11/26/2009 (7:21 pm)
Hehe, thanks... it's kinda been on our list of things to do for a while. Amazing how much of your time you can spend moving buttons around, though! :-)
#11
11/26/2009 (7:57 pm)
ha ha ha ha...very funnily
#12

You will be our first test outside the lab, as it were, so keep in touch and let us know how it went!
11/28/2009 (6:46 am)
@Jackie: there ya go, your changes are online! You should be able to turn on Arena and load your skeleton, give Ecstasy the IP of your Optitrack machine if it isn't the same one, select a bot and go "Listen OptiTrack!
You will be our first test outside the lab, as it were, so keep in touch and let us know how it went!
#13
Thanks again Chris..
11/28/2009 (2:19 pm)
Cool..Cool..Chris! Thanks. Cory is going to start working with it Monday. We'll keep in touch and let you know how it goes!!Thanks again Chris..
#14
11/28/2009 (3:19 pm)
Hey Chris. Is it the same setup.exe I downloaded from Ecstasy Early Adopter Edition on Thursday?
#15
11/29/2009 (12:34 pm)
Just hit Update Application in your Ecstasy Motion launcher program, everything current will download to you.
#16
12/01/2009 (12:22 am)
Another thanks for a Torque MMO Kit user!
#17
Its a granted deadlock on these machines independent if OpenAL is beeing used at all because it runs into an infinite loop at initialization. The dll provided by GG is either a 32bit or really dated one. Instead include a link to the Creative OAL page so they can download the current versions which work like a charm. (this is not just a torque problem. even osmos straight at release had that damned old oal installers that it actually messed up working oal installs with it)
I'm forced to force kill ecstasy after each patch as I forget the dll to then delete the dll and restart ecstasy
I agree with above postings on the UI, looking really nice :)
Though I've to say that I've to first understand it again and see if really all works as something feels fishy but that might just be me.
12/02/2009 (3:53 am)
I've posted that since TGEA 1.8 times now I think every two months but: Please stop punishing people with real computers (Intel X58 platform, Vista / Win7 64bit) by including the OpenAL32 dll provided with TorqueIts a granted deadlock on these machines independent if OpenAL is beeing used at all because it runs into an infinite loop at initialization. The dll provided by GG is either a 32bit or really dated one. Instead include a link to the Creative OAL page so they can download the current versions which work like a charm. (this is not just a torque problem. even osmos straight at release had that damned old oal installers that it actually messed up working oal installs with it)
I'm forced to force kill ecstasy after each patch as I forget the dll to then delete the dll and restart ecstasy
I agree with above postings on the UI, looking really nice :)
Though I've to say that I've to first understand it again and see if really all works as something feels fishy but that might just be me.
#18
Point taken on the OAL dll. I will make sure to bring it up this week, maybe we can get it dead.
The fishy feeling will go away in time, as of right now nearly all the GUI controls lead to usable features. Only a couple of the tabs shown are placeholders at the moment, the "Lights" and "Camera" tabs, for example. The rest is functional to some degree. Overall, its much more usable now. In addition, our whole team is pounding on the app this month to get it ready for the 1.0 release.
Don't hesitate to give a shout over at www.ecstasymotion.com if you have any questions about operating a particular feature.
Thanks,
Jondo
12/02/2009 (11:41 am)
@Marc SchaererPoint taken on the OAL dll. I will make sure to bring it up this week, maybe we can get it dead.
The fishy feeling will go away in time, as of right now nearly all the GUI controls lead to usable features. Only a couple of the tabs shown are placeholders at the moment, the "Lights" and "Camera" tabs, for example. The rest is functional to some degree. Overall, its much more usable now. In addition, our whole team is pounding on the app this month to get it ready for the 1.0 release.
Don't hesitate to give a shout over at www.ecstasymotion.com if you have any questions about operating a particular feature.
Thanks,
Jondo
#19
Will surely post over there should I have direct questions onto something specific I can't figure out :)
12/06/2009 (10:56 am)
Thank youWill surely post over there should I have direct questions onto something specific I can't figure out :)
#20
07/06/2010 (8:56 am)
where can download that demo?
Torque 3D Owner Stadi Thompson