1. How
does HyperMatter work?
When you convert a Max
object to a HyperMatter object, you can choose to
convert the whole object, or just a part, into a
HyperMatter Solid. In this way, one can utilise
different ways of producing your animation;
either handing control over to the HyperMatter
engine completely, in the case of an Object-level
Solid, or retaining key-framed control in the
case of a Sub-Object Solid.
At Object-level, all
the motion and deformation is determined
according to Physical laws. The user then
manipulates the object using HyperMatter
Constraints. At Sub-Object level, the user
retains control through conventional key-frame
techniques, allowing HyperMatter to produce the
Secondary Animation, so sought after
in Computer Graphics.
The use of
Anticipation and 'Follow-through' of
traditional drawn animation dramatically enhances
lifelike movement, but still currently has to be
produced frame-by-frame, at great expense. With
HyperMatter, if you make a character from Rubber,
then it will behave like Rubber, with lifelike
motion created AUTOMATICALLY.
2. What
is a HyperMatter Solid?
After conversion,
HyperMatter initially replaces your object
geometry with an identical copy embedded in an
array of wireframe cubes closely fitted to the
contours of the geometry. The user according to
the animation requirements determines the
resolution or accuracy of the fit.
It is these cubes that
represent the HyperMatter Solid, and will respond
to the forces involved in the scene. The original
geometry is bound to this mesh, so that it
responds in exactly the same way. Often extremely
convincing animation is possible with the very
lowest settings, allowing very fast performance.
3.
What are the main differences between HyperMatter
and other animation systems?
Most animation systems
use a key-framed environment to accurately place
objects in time and space with absolute
precision; all objects will be in the right place
at the right time, at any frame. HyperMatter is a
little different.
Although it still
works to frame accuracy, it calculates the
deformation and motion of objects according to
what happens to them throughout the animation,
not just where they should be, which would be the
approach taken by conventional key-framing
software.
As collisions or other
chaotic events may be involved along the way, one
cannot just jump to any frame with
HyperMatter active; the engine must calculate the
steps in-between to check what happens to the
object before it arrives at the frame you want.
This is pure Physics
in action, remember, not a crude approximation as
with all previous systems.It is important to
understand that the fundamental difference
between HyperMatter and other systems, is the way
it handles Time. HyperMatter uses a process
called Time-stepping to calculate where objects
will be at a given time and how they will deform
on the way.
4. What
is Time-Stepping?
Time-Stepping is a
process whereby time is sliced up at a rate set
by the user, in much smaller increments than the
frame rate. It is this process, called the
Sampling Rate, that determines how accurately
HyperMatter performs its calculations.
In many simple cases,
this is not required at all, but for animations
of very soft objects accelerating quickly, or
soft objects colliding, it is useful to be able
to divide time into smaller chunks so that the
deformations can be calculated accurately,
otherwise the object may have changed shape or
moved enough between one frame and the next to
create inaccuracies.
5. How
do I make different substances?
With HyperMatter, you
can create any Substance you could possibly think
of, and quite a few you couldnt,
too
In addition, a library of different
substances is provided for immediate
experimentation.By providing access to Substance
properties through separate categories, such as
Friction, Elasticity, Density, etc. the user
becomes aware of the interaction between the
different properties, and gradually learns to
manipulate substances to make your objects do
exactly what you want. Of course, you can animate
them too
6. Can
I animate HyperMatter controls?
In keeping with the
ethos of 3D Studio MAX, EVERYTHING in HyperMatter
is animatable. You can make an slippery object
get rough, firm objects go soft, elastic objects
turn rigid and heavy, in any combination you
want, as many times as you want, whilst still
performing their desired motion.
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In this way,
HyperMatter actually goes one step beyond the
Physical laws, by providing access to previously
impossible domains; objects that can change their
properties at will
7. What
exactly are Constraints, and how do I use them?
When you convert an
object to HyperMatter at Object-level, any
key-frame information it possessed previously is
disregarded by the HyperMatter engine, and
overall behaviour is now subject to Physical
laws, such as gravity and friction. In the case
of HyperMatter taking over at a frame other than
0, the very last piece of key-frame information
is used as a start point by HyperMatter to
provide an initial velocity and direction. In
order to still maintain absolute control over the
object, a series of physical controls, or
Constraints are employed.
These enable the user
to push, pull, swing or drop an object, pick an
object up from any part, have the object follow
other Max objects, spin, jump, somersault, skid,
and many more, all by simply clicking a few
buttons. The Collide constraint allows objects to
bump into each other, off walls and floors, or
themselves, if they are soft enough! The
constraints can be switched on or off at any
point during the animation, or can be active
throughout an objects Lifespan.
8. What
is the HyperMatter Lifespan?
When a HyperMatter
object is created, by default, it
exists from the frame it was created,
to the last frame of the animation. This time
period can be edited in the Track View as the
H_objects Lifespan, which can
be defined as the period when the HyperMatter
engine is calculating the objects
behaviour. Outside this period, the object is
effectively dead with regard to
HyperMatter and plays no part in the animation,
although if it had previously animated as a MAX
object, it will still posess its original
behaviour.
All previously set
Constraints are also inactive outside this
lifespan. The outcome of this is that
calculations can be drastically reduced by
disabling objects when they currently play no
part in the scene, simply by editing the range
bars as you would any other Track View function.
Similarly, Constraints
themselves have individual lifespans which can be
edited either for efficiency, or to create a
particular effect, as they often need to follow
each other with frame accuracy.
For example, as
collisions are so demanding on the engine, the
constraint that controls them needs to be
switched on and off only for the period they are
actually active; an object that will not collide
again no longer needs a Collide constraint
applied. An object can also enter and leave a
HyperMatter state, returning to a normal Max
object at the users discretion.
9. How
do I animate a character from an inanimate
object?
Because of the way
Constraints are applied, it is a simple process
to set up an object to behave in an uncannily
realistic way, even one with no discernible
character features, such as a sack of flour.
Internal body parts or movements are easy to
apply, in a totally intuitive way, so that the
sack can appear to have feet, and
walk along quite happily, using the natural
movement to fool the eye into seeing
Character, the magic ingredient of
all classic animation.
Think of the broom
sequence in Fantasia, where an
incredibly simple object, just a stick and some
bristles behaves like a human, just by the way
its movements are designed. It is this intuitive
quality that makes HyperMatter so revolutionary;
realism is no longer the preserve of a tiny
elite, but anyone with imagination, and the will
to create.
10. Is
there a large processing overhead?
The more complicated
an object you create, and at higher Solidified
resolutions, you will undoubtedly encounter
performance degradation, particularly if
collisions are involved. However, HyperMatter
provides some ingenious solutions to this.
For instance, Record
objects are geometry objects that can be created
on the fly from an existing HyperMatter
animation, key-framed at any interval you like,
to accurately reproduce the HyperMatter
objects movement and deformation. They can
then be loaded in to permanently replace the
HyperMatter objects for maximum performance
benefits.
Another way of
drastically saving time is through the Geometry
Manager, which allows the user to perform all
testing and experimentation with a low-resolution
geometry model, setting up HyperMatter to
perfection, and then loading the final,
high-resolution geometry for rendering.
HyperMatter Solids themselves can also be edited
manually for better fit, efficiency, or to create
special effects.


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