TEX
TEX is an intelligent system designed to provide hours of endlessly varied animation without repetition for all game characters, at a fraction of the cost of current techniques. Revolutionize game development.
The best of AI and craftsmanship
Creating full body animations for characters, especially NPCs is both time-consuming and expensive. As a result, too often animation budgets are curtailed on large environments, which leads to less than ideal animations in the game worlds that cost so much to effort and passion to realize. TEX solves both issues at once, by providing tailor-made, context-aware artificial intelligence that can provide hours of animations on a potentially endless amount of characters with a handful of animations.
Keep it in context
TEX recombines a library of animation clips to produce hours of animation per character, based on the character's preferences and settings. The same library can power dozens of characters, so that you don't have to create expensive full body clips for every NPC. But that's not all. TEX is completely context-aware, and asynchronous. Characters can be made to respond to environment prompts autonomously and always naturally. Bring your worlds to life with the power of TEX's intelligent punch moment and reaction technology. Your characters will, completely autonomously, play animations to respond to game conditions such as scary events, cold spells, people they don't like walking past. The limits are entirely in your imagination.
Not that kind of paradigm shift
TEX introduces groundbreaking performance and workflow benefits in a proprietary software and process solution, but without the workflow-breaking disruption. Use as little or as much of TEX's features in your own workflows. How little or how much you use TEX's animation library recombination. Craft long, detailed cinematic animations and tell TEX to get out of the way. You can use as much or as little ot TEX's autopilot as you want, to make it fit into your game world, game engine, and game production pipeline.