review by: Lawliet
Granny is one of the most efficient and versatile animation toolsets in the industry. The 2.9 version has a new features, but you should realize, that even though the engine is over 10 years old, it continues to have several updates a year, including currently in 2014 when this post is written.
Granny has constantly made life simple for developers. Whether you work in Max, Maya, or others, Granny makes it a easy to export, process, and animate anything that the modellers created. Granny3D has an asset conversion pipeline that has been battle-hardened, and works on every platform.
New Animation Studio
There is a new Animation Studio, and artists and animators like that the fact Rad is moving animation blending and transition functionality out of code and into an environment where they can data-drive it. On the code side, the studio and its underlying runtime have been designed to keep the traditional benefits of Granny, speed and customize-ability.
Although Unity and Unreal Engine get a lot of press, Granny has been around, and used in more than 3,000 games. Some recent titles are well known, such as Guild Wars 2, Forza Horison, Halo 4, Dungeons & Dragons online, Elder Scrolls IV:Oblivion, Even Online, Civilization V, Tropico 4, and Destiny.
And the upcoming new Talking Moose, which is graphically amazing and completely Gaussian-random-number controlled life-like movements, is built on top of Granny. As explained by Dr. Halls, the Moose’s underlying coding needed direct access to everything in memory concerning the model, and it’s real-time orientation of joints, so that sophisticated eye-gaze aiming and morph blending could be handled. It was something like re-creating all the 3D transformations code that 3DSmax or Maya would do internally, and Granny made it feasible to actually do that, relatively easily.