By: Massive Software
Massive is a simulation and visualization solution for generating and visualizing realistic crowd behaviors and autonomous agent driven animation for a variety of industries, including film, games, television, architecture, transportation, engineering, and robotics. Using Massive, an animator, engineer or robot developer designs characters with a set of actions and reactions to "what is going on around them".
The reactions of the characters determine what they do and how they do it. Their reactions can even simulate emotive qualities such as bravery, weariness, or joy. The agent reactions can control key-framed or motion captured animation clips called actions.
Characters that perform on their own in this way are referred to as agents. Massive is a system for designing and running such agents. When scaled up into the hundreds - or hundreds of thousands - the interaction within the crowd that emerges from these individuals is highly realistic.
By building variation into an agent, the Massive artist can populate a scene with individuals who are unique in everything from physical appearance to how they respond.
Massive Prime's intuitive node-based interface allows artists to interactively create AI-enabled agents with custom responses for specific behaviors.
Massive Jet is designed for a more streamlined workflow.
Massive Jet has all the features in Massive Prime EXCEPT:
- Brain Editor
- Motion Tree Editor
- Action Editor
- Smart Stunts Editor
- Maya Skeletons and Motion Importer
- XSi Skeletons and Motion Importer
- Massive C/C++ API
- Python Scripting
Features Specific Only to Massive Prime
Motion Tree Editor
The Motion Tree is used to design the agent's motion, which then becomes an integral part of the agent. The output from the Motion Tree can then be used as a take list for the mocap session. This Motion Tree workflow, along with the integrated Action Editor, allows keyframed or motion captured animation clips to be actions linked to the brain.
The intuitive node based Brain Editor interface allows artists to interactively create AI=enabled agents without any programming. The AI toolset gives artists the freedom to build custom AI logic for the specific behavior they want to simulate.
API and Scripting
The Massive Application Programmer's Interface (API) allows the development of C/C++ plug-ins. Python and TCL scripts can be executed either in the Massive text port or from an agent’s brain.
Massive's digital stunts are controlled by dynamics that pull from real motion capture data. Filmmakers can direct the motions and reactions they want with real stunt actors and then import these actions into a Massive agent to give direction and character to the agent's performance.
Massive cloth can be created using arbitrary geometry, and can be used to generate flowing robes, cloaks, flags and much more. The thickness, flexibility and elasticity of the cloth are controlled intuitively.
Import Maya skeletons, Maya animation, Acclaim skeletons and motion files, BVH motion files.
A motion editing program for importing the motion. Cross fade looping editor is a convenient way of creating seamless loops. Prepare clips for Massive. Quality of motion. Its integrated motion editing built into Massive so you don't need to use another program import and can edit it in context
The 5 Steps of Massive Jet
1. Load Terrain & Camera
Bring your terrain model and camera into Jet from your favourite 3D package.
2. Place Agents
Load Ready–to–Run agents or your own custom agents. Use Jet's high level controls for placement and directing.
3. Run Simulation
Press the go button and have agents perform while their motion is recorded to disk.
Bring in your lights from your favourite 3D package or use Jet’s interactive lighting UI.
Zoom through renders with our new hardware accelerated rendering, or with our efficient software render pipeline.
Streamlined for economy and speed. Massive's Academy Award–winning technology at an economy price. Welcome aboard!
Features Common to Both Massive Prime and Massive Jet
- The Body Editor provides the workflow to build and customize skeletons, geometry, cloth, and materials. It enables the automated variation of agent proportions (skeleton) and appearance (geometry, shaders, and texture maps).
- The Scene Editor provides the workflow to control and direct cameras, terrain and agents. Tools are provided for both general and specific control and direction of agents. Crowds in a stadium can easily be made to clap and cheer at the right time with the general agent controls. You can also control the parameters of individual agent placement and behavior.
- Massive is based on artificial life technology. Massive characters use a patented vision process, and a sense of hearing and touch that allows them to respond naturally to their environment.
Fuzzy Logic for Subtlety
- Massive animators use fuzzy logic to design their characters' responses. Instead of a value being black or white, it can be a shade of grey or 'fuzzy' - giving the character more natural responses than the on/off robotic results of binary logic.
AI for Film Quality
- Massive uses an approach to AI which makes the action in the shot the top priority. This distinguishes it from other crowd software using AI originally designed for games, which has as its priority the ability to generate animation in real time.
Dynamic Hair and Fur
- Use texture maps to control all hair parameters. Dynamic guide hairs can be interpolated in a render taking advantage of various details of implementation of the hair shader for either long or short hair.
- Lay down directional lanes in terrain and set up agents to follow lanes with this new automated feature. Designed to simplify traffic simulations with multiple layers, this feature is ideal for animating cars and streets, boats in a harbor or even groups of people in a building.
- Interactive viewing of subdivision surfaces on hundreds or thousands of agents is now available in the viewport via a specially developed and highly optimized level of detail algorithm. This feature enables users to build more high fidelity agents with a simplified pipeline.
- Built-in simulation passes allow the user to set up multiple layers of simulation for such things as performance, dynamics, hair and cloth more quickly and efficiently. This feature saves time, improves workflow and allows for better collaboration between artists.
- It's now possible for agents to seamlessly transition back from dynamics into performing motion captured or keyframed actions. This means that an agent could be violently knocked down to the ground with all the realism of a 'smart stunts' dynamic performance, and then get back up to continue the fight.
- Easily import and export skeletal data in and out of Massive when using animation packages ranging from Autodesk Maya and Maxon Cinema 4D to Autodesk 3ds Max much more quickly and easily than before.
- Artists can keyframe attributes of agents over time to control activities like cheering, clapping, running, standing, or talking - and whether they are excited, sad, tired, aggressive or even muddy. Artists can use flow fields or paint on the terrain to affect agent behavior.
- Intuitive Editing of placement, 3D paint, shaders, agent variation.
- Skinning is historically a laborious, time intensive process. Massive's skinning process is revolutionary in its speed and ease of use. Skin weights can also be imported from other packages.
- Massive was designed specifically to handle hundreds of thousands of photorealistic characters. Massive does not require the use of other host animation software. It sends data straight to the renderer, avoiding a bottleneck common to other crowd software.
- Massive is compatible with industry standard skeleton, motion and geometry formats
- Import: Maya camera, Maya lights, Wavefront OBJ geometry
- Export: Maya particle cache for previewing in Maya
Rigid Body Dynamics
- Massive uses Rigid Body Dynamics, a physics-based approach to facilitating realistic stunt motion such as falling, animation of accessories, and projectiles.
- Agents are able to adapt their gait to arbitrary terrain. This process is determined by the animator when the agents are created, rather than by built-in constraints, allowing for much more realistic and character specific motion.
- Massive's optimized RenderMan pipeline avoids writing huge amounts of data to disk and enables highly efficient rendering of large Massive scenes with RenderMan renderers (Air, 3Delight and PRMan). Mental Ray support soon to be added.
Massive used for Artificial Intelligence
Specifications & Licensing
- 1 GHz Processor
- 512 MB of RAM
- NVIDIA graphics cards
- 2 - 3 GHz Processor
- 2 GB of RAM
- NVIDIA Quadro FX series graphics card
Hard disk requirements:
- 10 MB for Program Installation
- 5 MB for documentation
- 2.5 GB for learning materials
List of certified graphics cards:
NVIDIA Quadro FX
- 330, 350, 350M,
- 500, 540, 550, 560,
- 600 PCI, Go700, 700,
- Go1000, 1000, 1100, 1300,
- Go1400, 1400, 1500, 1500M,
- 2000, 2500M,
- 3000, 3000G, 3400,
- 3450, 3500, 3500M,
- 4000, 4000 SDI, 4400,
- 4500, 4500x2, 4500 SDI,
- 5500, 5500 SDI
Supported Operating Systems (32-bit):
- Windows XP
- Fedora Core 2
- Fedora Core 4
- Fedora 8
- Red Hat 9
- Red Hat Enterprise Linux 4
Supported Operating Systems (64-bit):
- Fedora Core 2
- Fedora Core 4
- Fedora 8
Host Application Support
Massive is a standalone program, but can import and export files from other 3D packages. Maya integration in particular is strongly supported, as Maya animated lights and cameras can be imported into Massive, Maya skeletons can be imported and exported from Massive, Maya animated motions can be imported and exported from Massive, and Massive agent positions can be exported in Maya particle cache format.
- .obj Import/Export
- Accepts geometry for agents and terrain in Wavefron .obj format
- Import .bvh
- Import or Export motion in Acclain motion capture (.amc) or Maya ascii (.ma) format
- Import Maya Cameras, Lights, Particle Cache and Motion
- Import Maya Skeletons and Motion (Massive Prime Only)
- Import XSi Skeletons and Motion (Massive Prime Only)
- Massive C/C++ APi and Python Scripting Support (Massive Prime Only)
- Mental Ray
Vray - New!! Supports this popular renderer, ideal for scenes requiring highly realistic lighting, in the same highly-efficient manner as RenderMan, 3Delight, Air and Mental Ray. Massive generates .vrscene files for the main render files, and for the terrain and agent archive files. It also automatically generates shader dialog parameters for V-Ray material plug-ins and V-Ray materials, giving users complete freedom to assign any available default or custom plug-ins and materials.
Massive is sold as a floating license. Massive can be run on any machine in your network, but the number of licenses you own is the maximum number of machines that can be running Massive at once. The number of processors running on that machine do not affect the count.
The procedural primitive plugins (Massive.so and run_program.exe) do not require a license to run, so if you are doing software rendering on a render farm, you would not need additional Massive licenses on the rendering machines.
Massive License server (MHost) is required for Massive to work
MHost v.5 System requirements:
- Windows XP, Vista, 7 and 2008 Server 32 / 64 bit
- Linux (RHEL), CentOS 64 bit
- Virtual Machines are NOT supported
Upgrades / Support
Massive Software offers the following Upgrades and Support options:
- 1 year required with every new purchase of Massive Prime / Jet
- Free upgrades
- 1 year access to customer support
- Access to community forum
- Upgrades from previous versions of Massive requires active maintenance.
- Upgrade from Massive Jet to Massive Prime
RFX is available for all your support needs.
Massive Software provides support with active maintenance
- Sitex Air for Rendering
- Massive Software Agents
Educational licenses of Massive Software are available.
Available for educational institutions: Packages include Massive Prime 10 User Education Bundle. The bundle includes 10 licenses of the flagship product Massive Prime, 12 months maintenance, the educational version of Ambient, Locomotion & Stadium Agents, and comprehensive courseware designed to allow easy integration into existing training programs. Please note that Massive Jet is not available for Education, and one (1) tutor or teacher submits support requests for all students at education site.
Lessons sit side-by-side with Massive for convenient reference. This course provides the learner with an introduction to Massive Software. Students will learn how to use Massive's fuzzy logic interface to create autonomous agents from scratch, beginning with a simple crowd of boxes and eventually creating human agents with motion captured actions. Students are also introduced to rigid body dynamics, geometry skinning, variation, and cloth simulation, giving them a strong overview of Massive's feature set. This is a 40 hour course including 13 evaluations.
Contact RFX for special packages.
Training / Resources
The Massive Online Community is available with active maintenance.