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Animation technology company NaturalMotion says its Morpheme middleware was used in Transmission Games' Ashes Cricket 2009, to be published by Codemasters.

Leigh Alexander, Contributor

August 6, 2009

1 Min Read

Animation technology company NaturalMotion says its Morpheme middleware was used in Transmission Games' Ashes Cricket 2009, to be published by Codemasters. Morpheme lets developers and animators author and preview blends, blend trees and transition graphs in real time. THQ is also a recent Nvidia PhysX licensee, and Morpheme 2.0 features PhysX integration, allowing for graphical authoring of physics skeletons, collision shape, and joint-limits. It also enables animation fixing, hard and soft-keyframing, and active animation in the same skeleton, and adds support for different physics modes on different body parts, and for transitions between animation and physics. Morpheme 2.0 also features an enhanced multithreading model for runtime performance; updated animation compression methods; a LiveLink library designed to simplify connecting application to remote runtime target; and pass-down pins that support animation network referencing. "We have reaped the benefits of using morpheme in our development of Ashes Cricket 2009," says Tony Parkes, Studio Head, Transmission Games. "Our team has been able to efficiently and cost‐effectively produce believable animation in a fraction of the time we would normally expect."

About the Author(s)

Leigh Alexander

Contributor

Leigh Alexander is Editor At Large for Gamasutra and the site's former News Director. Her work has appeared in the Los Angeles Times, Variety, Slate, Paste, Kill Screen, GamePro and numerous other publications. She also blogs regularly about gaming and internet culture at her Sexy Videogameland site. [NOTE: Edited 10/02/2014, this feature-linked bio was outdated.]

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