Ecstasy is HERE!!!
by Chris Calef · 06/04/2009 (2:08 pm) · 36 comments

Ecstasy is HERE!!
(Special Torque Early Adopter Love Edition)
After what felt like forever, but was really only a few crazy months of hyperactive round-the-clock dev time, I'm proud, nay, overjoyed to be the one who gets to make the announcement:
BrokeAss Games HAS RELEASED the Early Adopter Edition of Ecstasy, our new animation editor, mocap tweaker, physics and dynamic motion tool for game developers, animators and film makers!
[EDIT: We have just released Ecstasy Early Adopter! See my new blog for details.]
But first, I just have to share with the world a little glimpse of what my day was like yesterday.
It's always fun to watch the guy jumping around in the suit, but imagine being the guy!
The first program, with the rigid body stick figure, is Arena, Natural Point's software tool for their Opti-Track System - which is hands down the most effective and affordable motion capture system you can buy. The next application you see is Ecstasy, streaming from Arena directly into a game engine for the first time ever!
If you're going to SIGGRAPH this year, come look for us at the Natural Point booth (across from Autodesk). After meeting the Opti-Track guys at GDC a couple of months ago, we decided to work together and we will be demoing Ecstasy alongside their Opti-Track rigs in New Orleans. You'll see live actors on the mocap stage interacting with rigid bodies and animated characters, in a T3D-powered game environment.
To the best of my knowledge, this is a Historic Torque Moment: As of yesterday, we have a motion capture suit that doubles as a full-body game input device!
So, what is this Ecstasy program I speak of? As the title bar suggests, Ecstasy is Dynamic Motion for Independent Developers. It's a physics and motion-capture based method of getting a lot of high quality animation content into your game, fast. It brings capabilities to the table that would have cost you thousands of dollars, before Ecstasy -- if you could find them at all...
Making character animation by hand is an incredibly difficult job. There are a lot of highly skilled people in the game industry who do it beautifully, but even for them it takes a lot of time, and for most of us regular mortals, making believable human animation by dragging bodyparts around with your mouse is just an exercise in frustration.
Fortunately, growing availability of motion capture data, not to mention increasingly affordable rigs like Opti-Track, might help save the day for the indie developer.
Motion capture data has its issues, however. A lot of it ends up with the actor pointing the wrong way, or floating a couple of feet off the ground, or including too many bodyparts. At the very least you are bound to spend a lot of time cropping out the bits you actually need and exporting them to the format required by your game engine.
This is the first and most obvious place where Ecstasy comes in handy. Ecstasy reads mocap data from the common BVH format, turns it into a Torque sequence and loads it onto a DTS model. Once there, you can modify whatever joint rotations and body positions you want to. You can remove nodes that aren't doing anything from the sequence, and you can save out just the arm data or just the leg data. You can easily and quickly crop the anim up into multiple shorter named sequences, and you can save them out as dsq files. You can also export them back into BVH files, for import into non-Torque applications.
Ecstasy lets you load up BVH files in groups, a directory at a time, while applying the same modifications to each file -- to help you handle cases where an entire batch of data is borked in exactly the same way. Since we invented it, we've been using Ecstasy ourselves practically every day, and now we can hardly imagine life without it!

One of the best things about Ecstasy is that not only does it do all this useful stuff for you, but it does it all in a game engine. Of course, we're gamers ourselves, so we'd always prefer to be able to get our work done without ever having to leave the game environment... but beyond that, there are concrete advantages to doing your animation editing, and even your capture sessions, in a live Torque environment.
For one thing, you have a guaranteed WYSIWYG situation -- what you see is what you're going to get in game, no questions asked. No export process that can introduce artifacts. No extra steps. When you're done, you're done.
Having full access to the latest, greatest, raw T3D rendering power also means that you can also pull out another whole part of the Swiss Army Knife that is Ecstasy. Using its playlists and camera controls, along with all the scripting power you already know exists in the Torque engine, you can easily set up machinima scenes in Ecstasy. You can then capture them with something like FRAPS, and depending on what you're doing, this may be your final result, or it might be just a quick sketch for the movie you're making in your favorite film editing software.
All that stuff is pretty darn useful, but we're not even close to done yet.... Besides all the animation editing options Ecstasy provides, you may have noticed something else: Ecstasy has physics.
Ecstasy comes with several common Torque skeletons as well as the BrokeAss Advanced Character Kit models already rigged with ragdoll skeletons, and it's a relatively straightforward matter to set up your own model. Once there, you can record ragdoll sequences all day long, and save them out in DSQ or BVH format.
Many Garage Gamers who've been around since the beginning will remember my Ragdoll Animation Pack, which graphically demonstrated the value of pre-recording your ragdoll effects in certain situations -- like when you want to run a whole lot of them on less than top-of-the-line hardware.
But Ecstasy doesn't stop there, either! We don't just give you dead ragdoll effects...
In Ecstasy, your ragdoll can stop flopping around uselessly, and actually move under its own power!!
That's right -- Ecstasy has scripted motor forces. In the Early Adopter version of Ecstasy this part is still a little cryptic, but basically, if you want to badly enough, you can write a script which tells your character in any amount of detail exactly what motor forces to apply, to what bodyparts, at what times. This means, for example, that you could design crazy spider robots and then make them walk and jump and fight in Ecstasy, with all the bouncing and stuttering that you'd expect from a live physics simulation. That's what we call Dynamic Motion.
So, I think I've said about enough for now. It's coming out soon, like as in the next few days.
And now for the big pricing announcement: the Early Adopter Edition is coming out for only $149.95.
But wait... as a special thank you to the Torque community, we are offering the Special Torque Early Adopter Love edition, to Torque users only, for an absolutely ridiculous price of $99.95!! S.T.E.A.L. users will be fully licensed Ecstasy owners, entitled to receive all future updates and bug fixes.
Keep your eyes peeled in the next couple of days for our "Buy Now" blog, or go register yourself right now on our site, www.ecstasymotion.com, to make sure you don't miss it!!!
About the author
#22
Hey thanks for all the interest everybody! Great questions! Let me address them one by one:
@Ronny: Yes! Getting BVH animations onto your DTS model is what this program is all about. Once there, you can do whatever you want with them, whether that be exporting to sprites or anything else.
The only caveat I have to warn people about is that in this EA addition, you have to make a little cfg file that maps the bone hierarchy in your DTS model to the bones in the BVH -- we don't have a slick GUI way to do that yet. It's not that hard, though, and you usually only have to do it once for an entire set of BVHs. Check out my BVH blog from last summer for more details on that, or find it in the Ecstasy documentation.
Something else that's potentially even more exciting is Ecstasy allows you to transfer animations from one dts to another one, with entirely different skeletal rigs! You do this by exporting the anim to BVH, and then importing it onto your second model.
@Russell: Yes, it's all you need, and yes, it's phenomenally cheap. You can basically bypass the whole Motion Builder step with Ecstasy. We don't support all the formats right now that Motion Builder does -- in this release we're limited to DSQ and BVH, although Collada is in the very near future -- and Motion Builder surely has more bells and whistles for editing anims. But we're $99.95, not $7k.
And yeah, those suits are pretty sexy, aren't they? The best part is they're _made_of_velcro_. Well, not really, it's a velcro-friendly kind of spandex, but you can stick anything to them. Just let your imagination run with THAT for a second! =-)
The suits are actually pretty expensive, though, primarily because of the special technology in the white balls. They're a super-reflective surface that sends light back to exactly where it came from, which works pretty darn well when used in conjunction with the special cameras that they manufacture at Natural Point, with each lens surrounded by little diodes that shoot light at the balls. Cool stuff.
@Infinitum: Thanks! Don't get confused though -- Ecstasy is a software package for importing motion capture anims and tweaking and editing them... you still have to buy the OptiTrack system to capture your own motions, and Ecstasy doesn't do the camera management and interpretation. That's done by Natural Point's Arena software, which comes as part of your $5 price from them.
But you don't have to have your own mocap rig to get a lot of use out of Ecstasy! There are literally thousands of bvh files available on the internet for free or cheap.
@Konrad: Thanks a lot man, glad you like it! And to answer your question, yes, see response to Ronny above. Some models can be kind of a pain to set up, but I haven't met one yet that I didn't get to work sooner or later.
@Dave: It's pretty easy. The interface is a fairly imposing wall of buttons right now, I'll admit, but we've got docs that explain what every button does and how to use them. Keep in mind that it _is_ an EA release, meaning some things are a little buggy and wonky right now (but then, that's why you're getting it so cheap!) Overall though, this is MUCH easier than any of the exporters you're used to wrestling with in Torque. As soon as you have it in Ecstasy, it's already a dsq, all you have to do is save it. If you have a really weird skeletal rig with the bones rotated all completely funky, then the default.cfg step can kind of suck, but we're working on making that easier. If you have something like the ACK model, where the bones are all globally aligned, then it's a piece of cake, and if you are running a biped skeleton that matches up to Kork, it will also be easy because we've already solved that problem for you.
06/05/2009 (10:36 am)
[EDIT: Ha ha, looks like Jon beat me to it! Sorry for any cross-post-answering...]Hey thanks for all the interest everybody! Great questions! Let me address them one by one:
@Ronny: Yes! Getting BVH animations onto your DTS model is what this program is all about. Once there, you can do whatever you want with them, whether that be exporting to sprites or anything else.
The only caveat I have to warn people about is that in this EA addition, you have to make a little cfg file that maps the bone hierarchy in your DTS model to the bones in the BVH -- we don't have a slick GUI way to do that yet. It's not that hard, though, and you usually only have to do it once for an entire set of BVHs. Check out my BVH blog from last summer for more details on that, or find it in the Ecstasy documentation.
Something else that's potentially even more exciting is Ecstasy allows you to transfer animations from one dts to another one, with entirely different skeletal rigs! You do this by exporting the anim to BVH, and then importing it onto your second model.
@Russell: Yes, it's all you need, and yes, it's phenomenally cheap. You can basically bypass the whole Motion Builder step with Ecstasy. We don't support all the formats right now that Motion Builder does -- in this release we're limited to DSQ and BVH, although Collada is in the very near future -- and Motion Builder surely has more bells and whistles for editing anims. But we're $99.95, not $7k.
And yeah, those suits are pretty sexy, aren't they? The best part is they're _made_of_velcro_. Well, not really, it's a velcro-friendly kind of spandex, but you can stick anything to them. Just let your imagination run with THAT for a second! =-)
The suits are actually pretty expensive, though, primarily because of the special technology in the white balls. They're a super-reflective surface that sends light back to exactly where it came from, which works pretty darn well when used in conjunction with the special cameras that they manufacture at Natural Point, with each lens surrounded by little diodes that shoot light at the balls. Cool stuff.
@Infinitum: Thanks! Don't get confused though -- Ecstasy is a software package for importing motion capture anims and tweaking and editing them... you still have to buy the OptiTrack system to capture your own motions, and Ecstasy doesn't do the camera management and interpretation. That's done by Natural Point's Arena software, which comes as part of your $5 price from them.
But you don't have to have your own mocap rig to get a lot of use out of Ecstasy! There are literally thousands of bvh files available on the internet for free or cheap.
@Konrad: Thanks a lot man, glad you like it! And to answer your question, yes, see response to Ronny above. Some models can be kind of a pain to set up, but I haven't met one yet that I didn't get to work sooner or later.
@Dave: It's pretty easy. The interface is a fairly imposing wall of buttons right now, I'll admit, but we've got docs that explain what every button does and how to use them. Keep in mind that it _is_ an EA release, meaning some things are a little buggy and wonky right now (but then, that's why you're getting it so cheap!) Overall though, this is MUCH easier than any of the exporters you're used to wrestling with in Torque. As soon as you have it in Ecstasy, it's already a dsq, all you have to do is save it. If you have a really weird skeletal rig with the bones rotated all completely funky, then the default.cfg step can kind of suck, but we're working on making that easier. If you have something like the ACK model, where the bones are all globally aligned, then it's a piece of cake, and if you are running a biped skeleton that matches up to Kork, it will also be easy because we've already solved that problem for you.
#23
Dude, Chris, if we wrote this much on the documentation....we'd be done!
06/05/2009 (10:38 am)
OWNED!Dude, Chris, if we wrote this much on the documentation....we'd be done!
#24
The other issue is once he's in the T Pose, what the local axes for his nodes look like. You can get a hint about how hard your character is going to be to set up in Ecstasy by opening it in Show Tool and checking out all of the axis markers. Do the red, green, and blue axis indicators roughly line up with the global ones, i.e. Z being up, Y being front/back, and X being right/left? If so, you're golden. If not, don't worry, it's not _that_ hard of a step, anyway.
06/05/2009 (10:48 am)
Just to clarify a little bit on what Jon was talking about re: the T Poses and node rotations: There are two issues you have to deal with in loading anims onto a dts model. One is the root pose the character is standing in when he's not running any animations -- it helps a LOT if this is a T-Pose, but if it isn't you can deal with it in the config file.The other issue is once he's in the T Pose, what the local axes for his nodes look like. You can get a hint about how hard your character is going to be to set up in Ecstasy by opening it in Show Tool and checking out all of the axis markers. Do the red, green, and blue axis indicators roughly line up with the global ones, i.e. Z being up, Y being front/back, and X being right/left? If so, you're golden. If not, don't worry, it's not _that_ hard of a step, anyway.
#26
06/05/2009 (12:45 pm)
rofl, too funny!
#27
I just have a quick question. Is this available as a stand alone application or is this a plug in for the tourque platform only?
Meaning will I have to own the Torque stuff to use Ecstacy?
Thanks again and Cheers
Joe McPeak
Truebones motions
06/05/2009 (1:09 pm)
Howdy Broke Ass Folks,I just have a quick question. Is this available as a stand alone application or is this a plug in for the tourque platform only?
Meaning will I have to own the Torque stuff to use Ecstacy?
Thanks again and Cheers
Joe McPeak
Truebones motions
#29
06/05/2009 (2:46 pm)
Muhahahahaha! (Meniacal laughter) Thanks Chris. Cheers
#30
06/05/2009 (3:54 pm)
My pleasure. Thanks for all the great bvh content!!
#31
Any hope of a Mac version? I'm mainly focused on iPhone stuff ;)
06/05/2009 (5:58 pm)
Thanks, guys. I guess Ecstacy+GameBone+SpriteWorks could be a nice solution to making sprites, then :)Any hope of a Mac version? I'm mainly focused on iPhone stuff ;)
#32
06/06/2009 (2:18 pm)
Jondo and Ari have been telling me about this on MSN. Chris you and the guys at BrokeAss games are doing some brilliant work. I am really looking forward to seeing a game with your tech in it some day. Although it would be even cooler if you somehow figured out a way to make the suits cheaper, it would make the Wii look like one of the old Pong systems.
#34
06/07/2009 (8:32 am)
I've seen the purchase button. But it says -testing DO NOT USE!- Does this means it will be ready real soon?
#35
Yes. We're just tightening up the delivery and installation processes.
06/07/2009 (10:36 am)
Quote:Does this means it will be ready real soon?
Yes. We're just tightening up the delivery and installation processes.
#36
06/08/2009 (9:13 pm)
It's OUT and ready for purchase! Click here to go to the announcement post. 
Jondo
BrokeAss Games
Russel is a madman.
@ John E. Nelson
Besides the engine/script code Chris mentioned with ACK port to T3D, the new engine also handles the normal/specular maps a bit differently so we have to convert those files too, but overall should be easier than the port to 1.71 (<--thanks Konrad!)
@Ronny
Not really sure how SpriteWorks works... but its possible right now to screen capture the figures in various poses, with a solid background. That may be all you're asking. If you could clarify the output you need, I could answer better.
@Konrad
Thanks Konrad, you are always our target demographic when we develop! ;)
Now to answer your 'loaded' question.... Any rig, eh? I am not sure who made this rig, or how well it is constructed, but I say: YES!
If its roughly bipedal (has arms, legs, head, chest, etc) yes this will work. If your custom rig follows kork orc (basically a biped rig) or follows ACK (basically a BVH rig) it should work right out of the box, or with minor tweaking in Ecstasy.
There's a config file Chris has setup per character, where, if there are oddities in the node rotations, you can offset them in the config. This part isn't automated (yet), but is fairly painless and you only have to set up the config once per figure.
@Dave Young
Hey man, long time... hope things are all well with the new job and family. First let me say, if you have ANY poser to Torque questions or just want to expand your understanding on it, don't hesitate to email me or Rex. Using that Poser2MS3D exporter boils down to about 4 steps to get a figure or an animation from Poser to Torque (go thru em with ya offline, if interested).
Your 'ease of use' question:
1. You will have to get the figure into Torque( 9 times out of 10 this is a given, in this community).
2. If his nodes match kork or ack (.bip or .bvh), you're pretty much done, you can start work importing sequences and tweaking them to flavor. You can then export these sequences out as bvh or dsq.Or you can record some physics events as sequences, or footage for a cinematic.
If your figure does not follow one of these common rigs, you have two ways to to proceed: you can run thru the config file for him (a list of each node) and throw some rotation numbers in there to offset any big rotations your figure has, or you can rename his nodes to match a standard, which speeds things up.
The config file boils down to "correcting" issues with the character and its rig. If the model is built with zero node rotations (like a T-Pose), the config file is just set at all zeros. If the figure has alot of rotated limbs for his native pose (*COUGH* Kork) the config file gets more in depth. A config is included that works perfectly for Kork and his buddies.