1. What is
HyperMatter?
HyperMatter is a
revolutionary "Soft Object Dynamics
System" plug-in for 3D Studio MAX. It allows
an animator to simulate the way objects move in
the real world. Its fast and robust dynamics
"engine" is the product of some six
years of research and development.
2. What does it do?
HyperMatter allows
animators for the first time to add realistic
physical properties to any 3D Studio MAX object,
giving them the ability to react to their
environment and each other with complete realism.
HyperMatter objects
have a set of properties that determine the way
they "behave". HyperMatter enables
character animators to produce Disney-style
animation using solid 3D models that have all the
flexibility and expression of hand-drawn
animation, whilst also providing full dynamic
control of rigid or semi-rigid objects for
realistic simulation.
3. What
do I need to run HyperMatter?
HyperMatter uses the
same computing resources as 3D Studio Max. It has
been engineered to produce extremely high
performance in the MAX environment. HyperMatter
uses memory and processor resources, as does any
other plugin, and typically you should make about
4-8MB more memory available for moderate us,
8-16MB for heavy use. The more memory and
processing power available, the greater the speed
and level of interactivity, but essentially, if
you can run MAX, you can run HyperMatter.
4. How
does HyperMatter integrate with the MAX
environment?
HyperMatter is a
plug-in that can be accessed from the Geometry
drop-down list in 3D Studio MAX. Any MAX object
can be converted to a HyperMatter with just
making TWO MOUSE CLICKS. And will then behave
exactly as a real-world object would, responding
to gravity and other forces with total realism.
5. Can
I add HyperMatter to an existing animation?
HyperMatter can be
added to a completed animation. Either whole
objects or parts of objects can be converted into
HyperMatter objects, allowing a huge range of
additional animation controls to be made
available. One use of HyperMatter could be simply
adding realism, in the form of
gravity, wind, etc to a previously static scene.
More complicated animation scenarios can be
vastly improved by the application of
HyperMatter, whilst still keeping the original
key-framed structure.
6. What
distinguishes HM from other dynamic systems?
Animation systems do
exist that provide basic dynamics control of
objects but to simulate heavy or
soft objects, they use a crude
approximation technique which has its roots in
mechanical engineering; the so-called
spring and damper approach.
Whilst this method may
be adequate for simple, rigid objects performing
simple bounces or collisions, it is
incapable of reproducing the subtlety and timing
of soft, deformable objects with complex
geometry. These systems are also computationally
expensive and require large resources to work
correctly.
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Hypermatter is
designed to work with minimal resources and
interactively, in real time, making it extremely
cost-effective for the degree of control
available. HyperMatter can animate any object,
whatever its shape, and give it totally realistic
properties at any level of stiffness / softness
and at any point in time.
Quite simply, it is the ONLY way of animating
soft, deformable objects on ANY animation
platform.
7. What
features does HM offer?
HyperMatter has many
features never available before in a computer
animation system. The properties of HyperMatter
objects include Friction, Elasticity, Damping,
and Density, allowing complete control over the
behaviour of an object. A variety of
"constraints" are also available that
provide at the lowest level the ability to
control the position of every point of your model
at every instant, and at the highest level the
ability to make objects collide and glue
together.
The main difference
between HM and other animation systems is
implicit control over objects as opposed to
explicit control; although the animator controls
the animation, the objects will still possess
their own behaviour WITHIN the animation.
Just some of the many
features...
HyperMatter can be
added in TWO MOUSE CLICKS to an existing
animation.
Real Time Performance
Every property of a
HyperMatter object can be animated over time.
Dynamic Control of
Soft Objects
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
8. Does
HM work with other animation plug-ins?
HyperMatter is
compatible with some other animation plug-ins. It
integrates seamlessly with Biped, from the
Character Studio package by Kinetix, allowing
soft or deformable properties to be added to a
character with the control and precision that
only advanced skeletal animation tools could
permit.
9. How
much does it cost?
The US Suggested
Retail Price of HyperMatter is $795.00, although
you should check with your dealer for current
prices.
10. How can I buy it?
HyperMatter is
exclusively distributed worldwide by Kinetix, a
division of Autodesk, Inc. Contact your Kinetix
dealer for availablity. Second Nature do not sell
HyperMatter direct.
11. Can
I get Tech Support?
Technical and Creative
support is provided by Second Nature Industries
for registered users. Click on the link below.


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