TECHNICAL
COPY
Job Summary - excerpt from user manual
The
following is an excerpt from the HyperMatter user manual produced for
2ndNature Industries by Forcade Associates. The book is designed around
seven chapters which cover tutorial, user interface, and features based
chapters. The manual also includes an illustrated command reference,
glossary of terms, and index. This excerpt covers a portion of the theory
of use for this character animation plug-in for 3D Studio MAX.

"Real
world motion is determined by physical laws which govern the way objects
move and react to each other, moment by moment. Given an exact definition
of the initial state of an object—including its material composition,
speed, and direction of travel—physical laws dictate its motion and
can be used to calculate its state at some later time. This is exactly
how HyperMatter works. Based on the initial motion of an object and
its material or substance properties, HyperMatter can assume complete
control of an object’s form and action, frame by frame.
HyperMatter
enables you to assign properties to an object or a part of an object
so that it behaves as though it is composed of a real world flexible
material. You do this by creating Solid Objects. HyperMatter Solids
act just like real objects; they are free to act and react on their
own. You can produce a HyperMatter animation by creating one or more
Solid Objects from any 3D Studio MAX object and then simply click the
Play Animation button to set them into motion.
When
you click Play Animation, HyperMatter takes over and applies its unique
physically-based motion dynamics to each Solid Object you have created.
HyperMatter Solids collide, bounce, and wobble automatically without
the effort previously associated with producing natural looking motion
“by hand”.
Furthermore,
if your original MAX object is already animated, you can use HyperMatter
to enhance the animation. You can make selected parts of your characters
react to their underlying keyframe animation. You don’t have to spend
hours keyframing your character to squash, stretch, or anticipate convincingly.
HyperMatter embeds these properties into your characters giving them
amazingly lifelike qualities."
The
HyperMatter Glossary
Much of the documentation process is about creating useful language
standards. This is particularly true for ground breaking program such
as HyperMatter because there are few existing linguistic conventions.
For the HyperMatter project, we worked as active members of the HyperMatter
development team to create the language and syntax for program use.
The following is an excerpt from the manual's glossary of over 60 program
specific terms.
Adaptive
Collision A collision detection method that optimizes the number
of Solid Object Points in the Current Collision Domain frame by frame
(or sub-frame). At each frame, Adaptive Collision calculates the current
collisions based on the points that collided in the previous frame (or
sub-frame) and their immediate neighbors. Adaptive can either expand
or reduce the number of potential collision Points.
All
Part The default Part which comprises every point in a Solid Object.
Angular
Velocity Constraint A constraint that applies rotational velocity
to a Part.
Automatic
Solidify Process of creating a Solid Object and adding Snapshot
Geometry to it in single step.
Bastard
Solid A Sub-Object Level Solid impersonating an Object Level Solid.
Blending
A setting which blends a Solid Object from HyperMatter Dynamics Control
to MAX Kinematic Control. There are two types of Blending: Transformation
and Geometry.
Blending
Interval The frame range during which the Blending function is active.
The Blending Interval overlays the end of the Lifespan.
Blending:
Geometry A setting which enables deformation Blending for the selected
Solid Object.
Blending:
Transformation A setting which enables position and rotation Blending
for the selected Solid Object. For Object Level Solids only.
Boundary
Conditions The conditions at the beginning and end of a Solid Object’s
Lifespan.
Collide
Constraint A Constraint than performs collision detection on any
number of Parts.
Collision
Detection The function, that prevents Solid Objects from interpenetrating
themselves, Walls or other Solid Objects. Collision detection is enabled
by a Collide Constraint, Walls Constraint, or Global Walls.
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