Welcome to Second Nature Industries' Demo Version of HyperMatter!

Please read the following explanatory notes before exploring the tutorial that follows, or CLICK HERE to go directly to it.

Evaluation Information: This release of HyperMatter is for evaluation purposes only.
A number of functions have been disabled including:

  • File Saving. Scenes containing HyperMatter objects will NOT be saved correctly. These files will be corrupt and will not load in ANY version of MAX.
  • Rendering. HyperMatter objects will not render in their deformed state. Additionally you will see a message in any rendered output that should help you to contact us!
  • Modifiers and Compound Objects. Applying any Modifiers to or building Compound or other derived objects from a HyperMatter object will only display objects in their undeformed state.
What is HyperMatter?  

HyperMatter is a revolutionary physically-based animation system. Underlying HyperMatter is an extremely accurate, robust and fast dynamics engine that has been in development for some 6 years! It enables HyperMatter to model 3D soft or rigid objects moving, colliding with and interacting with each other in real time.

HyperMatter allows animators to give to their creations the same properties that objects in the real world have, and then animate them according to the laws of Physics.

It's the tool for any animator who wants to model real-world effects. It is the only tool for those wanting to create Disney-type or cartoon animation in 3D. It's primarily a system for simulating soft and rigid objects in a dynamically-accurate way.

One only has to think of one's favourite Disney or Tex Avery cartoon characters to appreciate how much of their personality and humour is intrinsic to the 'stuff' of which they are made; the way they stretch, squash and wobble. With HyperMatter, even the most ordinary objects can be brought to life.

HyperMatter objects can do almost anything that real objects can do, and much more besides. They can squash and stretch, wobble, twist and bend. They can be picked up, hung by their corners, swung, dropped, bounced off walls or the floor, or even each other.

Please feel free to explore the rest of the Second Nature website.
There's lots of information about HyperMatter available and plenty of AVIs to download, so enjoy your first taste of Hypermatter - Physics in a Box!

Just some of HyperMatter's extensive features:

(Click on the links for more details)

HyperMatter can be added in TWO MOUSE CLICKS to an existing animation.

Real Time Interactive Performance

Every property of a HyperMatter object can be animated over time.

Dynamic Control of Soft Objects

User-definable Gravity, Friction, Elasticity, Damping

Extensive Library of Preset Substances

Create simple Geometry morph targets from HyperMatter Solids for high performance

Interactive HyperMatter modelling for complex or unusual geometry

Realistic Soft and Rigid Collisions for all objects

Go to Demos to view the AVI

Click on the image for the SkiJump Tutorial