Broadcast News
09/12/2004
Ubisoft licenses Alias MotionBuilder 6
Alias has announced that Ubisoft, one of the world’s leading game developers, has purchased several licenses of Alias MotionBuilder 6 Pro, the foremost 3D character performance and animation software.
With over 45 animators already trained on the software, Alias MotionBuilder 6 will be an integral component of Ubisoft’s production pipeline for animating characters in several of its upcoming AAA games.
“Alias MotionBuilder 6 is a powerful animation tool and provides our artists with an unprecedented level of control and precision when developing highly realistic character animation,” said Nicolas Rioux, vice president of technology at Ubisoft’s Montreal Studios. “We chose Alias MotionBuilder 6 because it provides us with keyframe animation tools that are simple to use and integrate easily into our current production pipeline, which is exactly what we need for producing top quality AAA games that perform well on next generation consoles.”
MotionBuilder 6 software delivers unmatched real-time character animation technology including an advanced Story Timeline and enhanced world-class keyframing, intelligent character technology (such as auto-rigging with Human IK) and precision-animation tools. With an extensive suite of sophisticated motion editing, motion layering and story-telling tools, MotionBuilder 6 is the fastest, most artist-friendly software solution for any production involving character performance and animation.
MotionBuilder 6 software natively supports FBX, an award-winning, platform-independent 3D authoring and interchange format that allows MotionBuilder customers to quickly and easily acquire and exchange 3D assets and media from a wide variety of sources. FBX is widely supported by most 3D software packages and hardware manufacturers, as well as film and game studios, including A&G Soluzioni, Alias, Avid, Discreet, Natural Motion, NewTek, Noitaminanimation, Okino, Qedsoft, Softimage, Strata, TurboSquid, Virsys and Wings3D.
Ubisoft is also utilising Alias MotionBuilder HumanIK | Middleware technology, an advanced in-game character animation and rigging library, on 'Tom Clancy’s Splinter Cell Chaos Theory', scheduled to release in March 2005.
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With over 45 animators already trained on the software, Alias MotionBuilder 6 will be an integral component of Ubisoft’s production pipeline for animating characters in several of its upcoming AAA games.
“Alias MotionBuilder 6 is a powerful animation tool and provides our artists with an unprecedented level of control and precision when developing highly realistic character animation,” said Nicolas Rioux, vice president of technology at Ubisoft’s Montreal Studios. “We chose Alias MotionBuilder 6 because it provides us with keyframe animation tools that are simple to use and integrate easily into our current production pipeline, which is exactly what we need for producing top quality AAA games that perform well on next generation consoles.”
MotionBuilder 6 software delivers unmatched real-time character animation technology including an advanced Story Timeline and enhanced world-class keyframing, intelligent character technology (such as auto-rigging with Human IK) and precision-animation tools. With an extensive suite of sophisticated motion editing, motion layering and story-telling tools, MotionBuilder 6 is the fastest, most artist-friendly software solution for any production involving character performance and animation.
MotionBuilder 6 software natively supports FBX, an award-winning, platform-independent 3D authoring and interchange format that allows MotionBuilder customers to quickly and easily acquire and exchange 3D assets and media from a wide variety of sources. FBX is widely supported by most 3D software packages and hardware manufacturers, as well as film and game studios, including A&G Soluzioni, Alias, Avid, Discreet, Natural Motion, NewTek, Noitaminanimation, Okino, Qedsoft, Softimage, Strata, TurboSquid, Virsys and Wings3D.
Ubisoft is also utilising Alias MotionBuilder HumanIK | Middleware technology, an advanced in-game character animation and rigging library, on 'Tom Clancy’s Splinter Cell Chaos Theory', scheduled to release in March 2005.
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