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!
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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

Click on the image for
the SkiJump Tutorial
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