Products

Products

GameFace SDK

GameTalk SDK

aPeer SDK

 

Products

aPeerance SDK products provide a simple but complete solution for integrating sophisticated facial character technology into any program. The SDK products are powered by aPeerance's unique facial animation technology, FaceScript™.

While the SDK products produce the impression of highly sophisticated character animation, the run-time components are implemented with lightweight algorithms, to provide real-time performance with minimal impact on other functions of the host application. aPeerance's mission is to make sophisticated facial characters easily available to any application designer.

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GameFace™ SDK

The purpose of GameFace™ SDK is to allow interactive applications that use agents and characters to include very life-like and dramatic facial animation. GameFace SDK includes an authoring system for the off-line creation of characters. Behaviors can then be created for these characters, either as simple key-framed animations (smiles, winks, nods, yawns, etc.) or as personalities that define how the character will respond to a stream of voice data. Voice analysis tools with real-time feedback are provided to create dialog animations that include lip-synching and other facial animations relating to speech. The GameFace run-time component can be easily integrated into your application to realize all this content at run-time. The FaceScript™ system allows you to mix animations, voice-streams and behaviors at any time, in any combination and with any character, allowing maximum flexibility and re-use of your content assets.

The best way to describe the power of the GameFace system is with an example. An adventure game may require a Spy character. The designer would create the face and head for the Spy in the GameFace authoring system by adjusting low level parameters until the character had just the slim gaunt face with a shifty slant to the eyes. Scars and other highlights are added in the character's texture map. The Spy character has to deliver various pieces of dialog to the player, some of which must be delivered nervously and others slyly. The designer could create a sly mood (with solid eye-contact and smooth, shifty gestures) and a nervous mood (with darting glances, rapid blinking and jerky motions). The voice talent records the speeches and the GameFace authoring system analyzes them for lip-syncing and inflection. With the GameFace run-time integrated into the game engine, the spy character can be made to play back any of the speeches with either the sly or nervous mood, as determined by the game logic. The Spy's face will lip-sync to the words and respond to the inflections, using whatever mood is specified at run-time. If a new Spy is introduced into the story line, with different speeches and voice talent, the same sly and nervous moods could be used to accent the new character's performances. Individual facial expressions (smiles, frowns, ticks, etc.) can be created, stored as libraries and overlaid on top of the speeches at run-time, under program control. For example, a player may perform some action in the middle of a Spy's speech, causing him to be displeased and frown or to be surprised and look startled. In short, the player's interaction with the Spy characters can be varied, subtle and life-like to whatever extent the designer desires.

Features:
   · Full-featured authoring
        o Character authoring/editing
        o Behavior definition tools
        o Off-line speech analysis for lip-sync and other speech           behaviors
        o Real-time feedback of run-time behavior
        o Imports 3D Studio Max™ data
   · Easy integration
        o Works in conjunction with any rendering system or game           engine.
        o Layered implementation allows black-box inclusion into           your software and/or access to lower-level interfaces

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GameTalk™ SDK

GameTalk™ SDK enables game developers to add a valuable layer of user-interactivity to their games. A GameTalk-enabled game allows players to communicate with each other as their in-game characters, using their voices and animated with a full range of facial expression. This expression includes real-time lip-syncing, emotion, blinking and other effects to give the character a powerful illusion of life, all powered by the same animation engine present in the GameFace SDK.

GameTalk SDK provides game developers with a great deal of flexibility in creating the desired look in the game. For example, a talking head could appear in an inset window in the main window of a sports or real-time strategy game or in the heads-up display of a first-person shooter or role-playing game or in the dashboard of a racing or flight simulation title. Alternatively, the talking emoting face could be integrated with the model representing the character within the game world. The SDK is implemented in such a way that addition of these features into an existing code base requires minimal extra logic. At the same time, access to lower-level functionality is available when finer control is desirable.

Features:
GameTalk SDK provides all the power of the GameFace SDK with the following additions -
   · Full-featured communication suite.
        o Fully articulated lip-synced avatar.
        o Voice over IP with 3D positioning and distance-attenuation
        o Better-than-telephony voice-quality.
   · Web-enabled
        o ActiveX/plug-in with JavaScript interfaces available for          integration into web interfaces.

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aPeer™ SDK

aPeer™ SDK is a high-level interface for algorithmically generating characters under program control. Since the FaceScriptä system allows for the creation of virtually any character by manipulating a set of parameters, high-quality characters can be generated at run-time by the computer, as opposed to being created offline by a designer. For most applications, this process should be constrained within a reasonable range. For example, a game might require the creation of a random Thug character, where a Thug is defined as someone with brutish features. aPeer SDK provides an intuitive way to describe the family of Thugs as a collection of target characters and rules for combining the characteristics of those targets to create never-before-seen instances of Thug characters. In conjunction with GameFace SDK, these newly created characters could come to life and begin interacting with the player.

Another application for aPeer SDK would be to present an interface to the user for choosing an in-game character, within game constraints. A game designer could create canonical target characters and present the user with a way to surf the virtually infinite space of characters that lie between and in the vicinity of the targets. Thus, a multi-player game involving Pirates for example could use aPeerä SDK to define a wide range of faces that had characteristics that subjectively suggest a Pirate. The user could search this space for a unique instance of a Pirate for use as an avatar and GameTalk SDK could be used to connect the community of Pirates.

aPeer SDK unleashes the full potential of the FaceScript system by allowing for the creation of fresh, unique and surprising new characters, while still allowing the application designer as much control of the process as desired.

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