We've presented a list of the most commonly asked questions about HyperMatter...before you send in a tech support form, have a look through this list, as the question you need answering may be here.

1. What is HyperMatter?
2.
What does it do?
3.
What do I need to run HyperMatter?
4.
How does HyperMatter integrate with the MAX environment?
5.
Can I add HyperMatter to an existing animation?
6.
What distinguishes HM from other dynamic systems?
7.
What features does HM offer?
8.
Does HM work with other animation plug-ins?
9.
How much does it cost?
10.
How can I buy it?
11.
Can I get Tech Support?

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.

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.