TUTORIAL
Job Summary - excerpt from a user manual
The
following is an excerpt from the HyperMatter user manual produced for
2ndNature Industries by Forcade Associates. This project consisted of
working closely with the development team to create the manual's tutorials
and illustrations as well as the program lexicon and features. The 245
page two color manual was written, designed, and illustrated by Forcade
Associates. This excerpt covers a portion of one of several tutorials
created for this character animation plug-in for 3D Studio MAX.
TUTORIAL
2 - Daredevil Mouse
As
you might imagine, HyperMatter is capable of accomplishing considerably
more sophisticated animation than the previous simple example. In fact,
HyperMatter’s comprehensive toolset makes creating impossible effects
and animation not only possible, but practical even when faced with
demanding scripts and tight production deadlines. The following tutorial
is designed to give you a taste of what you can accomplish using just
a few of HyperMatter’s advanced capabilities.

Although
the following scene file contains a somewhat complex HyperMatter animation,
the tutorial has been streamlined to take you quickly through the process
used to create character animation with HyperMatter. You will see how
HyperMatter Solids can be applied to an entire character or just to
selected parts of a character. You will also see how HyperMatter Constraints
can be used to control both object motion and shape. In this tutorial
you will:
•
Examine an advanced HyperMatter character animation
•
Compare the differences between Object and Sub-Object Solids
•
See how Constraints affect Object motion and deformation
•
Enable and Disable selected HyperMatter Solids to enhance performance.
View
the Animation
You
will begin by opening CH2_dd01.max, a 3DS MAX scene depicting a mouse
which is fired from a cannon and crashes into a platform as another
mouse recoils from the impact. The collision uses a hidden HyperMatter
Walls Object with the floor aligned to the CrashPlatform. The animation
opens as SaluteMouse salutes the camera and slowly disappears into the
cannon. Because SaluteMouse is not required to deform or react, a keyframed
MAX mesh was used. At frame 50 SaluteMouse stops and H_CannonMouse begins
its ascent from the cannon and flies wobbling, through the air.
H_CannonMouse
is a Object Level Solid which contains all of the character’s geometry
and thus is entirely under HyperMatter control. As you will see, the
character’s trajectory, as well as its deformation is guided by a combination
of HyperMatter substance properties along with several Constraints.
In the following steps you will load the scene and an AVI file of the
animation.
1.
Start 3DStudio MAX and open CH2_dd01.max.
A scene is loaded consisting of three mouse characters, a cannon,
and two round platforms.
2.
Choose File/View File, and select Daredevl.avi from the browser. The
animation opens with a mouse character facing the camera and saluting
from inside the cannon.
3.
Play the preview. The SaluteMouse descends into the cannon as the
camera orbits and dollies back. The cannon then fires and recoils as
H_CannonMouse exits the cannon and flies through the air toward the
CrashPlatform. On impact H_CannonMouse collapses like an accordion and
rolls about from inertia.
4.
Select Scale/Frames from the Media Player Menu Bar and click drag along
the Media Player timeline to closely examine the animation. As H_CannonMouse
flies through the air, H_SpectatorMouse follows its motion path finally
reacting to the impact at frame 216. H_SpectatorMouse is jolted from
the impact of H_CannonMouse, and as its head rotates toward camera its
ears , snout, and left hand react to the changes in its head and body
positions.
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