Project Geppetto goes live on Autodesk Labs!

Posted by Ken Pimentel, 10 October 2011 8:00 pm

The People Power team and I are pleased to finally make Project Geppetto available to you all. In this initial Labs release, you'll find some things that are amazingly simple and some things too limiting for your use. Basically, you can now paint "flows" of people into your scane and bring them to life with a few simple mouse clicks. However, there are a bunch of limitations that will prevent you from using this in every way you could imagine. That's not a limitation of the technology, just a limitation of this Labs release.


We've been working on a core technology that we call "Ocean of Motion" and it represents a data-driven approach to animation. This approach is completely general and can be driven by motion data coming from anywhere (mocap or keyframes or dynamics). However, what we focused on in this Labs release was proving to ourselves (and you hopefully) that we can:
a) Create completely believable pedestrian motion (free of common motion artifacts when the characters intersect and mingle)
b) Make the process incredibly simple to use

Now, we chose to release this in a way that only supports two segmented characters. That is a major limitation and something that we acquired to address. We now have a team and a technology for randomized and parametric body parts along with a large library of clothes. We decided to move forwards with the Labs release before the research to integrate with Evolver because we didn't want to hold up the feedback on the motion and workflow that we had already developed. This should give you some idea of where we're hoping to push the research work in the future.

Remember, this is just research and is only temporarily available on Autodesk Labs. There is no commitment on our part to make this a feature of any product in the future. However, we do value your feedback.

Anyway, check out the Labs page: 

Also, we have set up a forum to discuss Geppetto:

And if you have a feature request for Geppetto, go here: 



Posted 10 October 2011 8:07 pm

But please DO make it part of the release!

Jonathan de Blok

Posted 11 October 2011 12:50 am

Congrats! Looking good, makes things come alive. Can't wait to see what it looks like when Evolver's tech is plugged into it

Ken Pimentel

Posted 11 October 2011 6:32 am

Stay tuned, the team is now larger (with Evolver team) and I have great hopes for progress. We're looking at AU to show the next step, though I don't know if Evolver will be integrated by then.

Ken Pimentel

Posted 12 October 2011 3:40 am

No, Massive is a very technical solution that provides a large amount of control over the "agents" and what they do. The compromise is that Massive does not generate the quality of motion that we're generating. In Massive, you could not generate a flow of believable pedestrians with as few clicks as we're showing - with the same quality of motion.


Posted 12 October 2011 5:47 am

very cool hope to see this some day implemented into 3ds max


Posted 12 October 2011 8:38 am

Great project. I hope it will be fully developped and implemented into 3ds max


Posted 12 October 2011 10:56 am

what is the kind of animation you use on each element:
point cache?
or anything else?

Ken Pimentel

Posted 12 October 2011 11:00 am

It's our new technology that we have codenamed as Geppetto. It is doing real-time extraction of motion from a motion space.


Posted 12 October 2011 11:14 am

what is the control i may have on their motion?
only global?
on selected element?
only on one?
re timing on each, or on global?
may we have a "motion collection"
and may we mix multiple sources of animation, or multiple sources of preset anims?

(i know, it's a lot of questions

Ken Pimentel

Posted 12 October 2011 11:25 am

Please use the forum for these kinds of questions.


Posted 12 October 2011 11:52 am

yes, ok!

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