VERSION 10 BETA

Version 10 Beta begins today, November 1, 2002.Animation:Master versions are currently:

V9.5ReleaseNo more changes

V10.0BetaBug fixes only

V10.5AlphaAdding features

V10.0 contains the following:


ANIMATION

ANIMATED DISTORTION

Distortion boxes are often used to model, but using them to stretch and squash a character during animation is even more powerful.A Distortion box is simply a special kind of model and can be selected and manipulated to animate the underlying model.

BONES

Bones can be added to Distortion boxes to make them easier to animate.To add the bones, double-click the distortion box under the “Objects” folder in the Project Workspace, (it will automatically be in Bones mode).Adding bones and associating points with a bone is the same as for modeling.

POSES

Poses may be added to Distortion boxes.This can make animating a fairly dense distortion model less tedious, especially when the motion is used repetitively

INSTANCES

A single Distortion box can be used multiple times (instanced) on different parts of the model.This is particularly useful when work and time have already been invested into bones and poses for an existing Distortion box.

NESTING

Distortion boxes can also be nested.A Distortion box affects all geometry from its target bone on down, including the target's children bones.If one of these child bones is controlled by another Distortion box, then the outer Distortion box will control the points of the child Distortion box also.

When using nested Distortion boxes, it is easiest to directly animate the inner Distortion boxes first before they have been warped by an outer Distortion box, (because once they have been warped by an outer Distortion box, the mouse can no longer follow along with your movements).However, this is counter-intuitive to the animation process which focuses on big changes before fine-tuning.An alternative is to use Pose sliders (whose motion was created on the inner distortion Boxes before they had outer distortion applied).

SAMPLE PROJECT

To demonstrate some uses for animated distortion boxes, open the "Distortion Demonstration Project" (right click link& select "Save As" example project, and click the Play button on the Frame toolbar to see the animation.The egg-like head was animated with one simple Distortion box of 2x2x2 resolution.The box has the "head bone" set as its target.To animate a Distortion box: click the Distortion box to make it the active model, then click the Muscle mode button and animate the points of the distortion Box over time.

The eyes were animated with two more Distortion boxes.The Distortion box called "Inner Distort for Both Eyes" contains a bone used for animating. There are two poses on the "Inner Distort..." model: one for bulging, and one for bending the eyes.The same Distortion box was used on both eyes.The motion on these inner Distortion boxes used Pose sliders. For example, the blinking motion was done to the model before any distortions were added.It is a simple pose done with muscle motion on the geometry of the eyelids.The blink pose works even when the eyes are distorted, because the distortion on the eyes distorts the lids too.

EXPRESSIONS

Mathematical expressions can be used in relationships.For example, a light’s intensity can be set to increase as the light’s width gets larger, or the cartoon line bias can decrease as a model scales smaller.Character rigging can also benefit greatly from expressions: an angular limit may be two times the elbow’s roll angle.

To add an expression to a property of an object instance (either in a choreography or an action), right-click (Control-click on the Mac) the property you wish to add

the expression to, and pick “Edit Expression”. A new expression object will be created, and it will automatically be selected for editing. This is where you type the expression.

When editing an expression, you can use values of other properties within the expression. You can do this by either typing the relative name of the property, or simply selecting the other property from the Project Workspace. You can also choose from a list of functions by clicking the function button (just to the right of the expression's name), or typing the function yourself.

Here is a list of functions available when writing an expression:

FUNCTIONDESCRIPTION

Abs( n )Returns the absolute value of n (n without its sign).

ACos( n0...1 )Returns the arccosine of n in the range of 0 to Pi radians. The arccosine is the angle whose cosine is n

ASin( n0...1 )Returns the arcsine of n in the range of -Pi/2 to Pi/2 radians.

ATan( n )Returns the arctangent of n in the range of -Pi/2 to Pi/2 radians.

ATan2( y, x )Returns the arctangent of the specified x and y coordinates, in the range of -Pi to Pi radians, excluding Pi.

Ceiling( n )Rounds n up to the nearest whole number, where 1.2 becomes 2, and -1.2 becomes -1.

Cos( radians )Returns the cosine of an angle specified in radians.

Exp( power )Returns e raised to the power given.

Fact( n>1 )Returns the factorial of n, equal to 1*2*3*...*n.

Floor( n )Rounds n down to the nearest whole number, where 1.2 becomes 1, and -1.2 becomes -2.

GetTime()Returns the relative time within the action. When in a choreography, this is equal to the chor's time.

Ln( n>0 )Returns the natural logarithm of n.

Log( n>0, base>0 )Returns the logarithm of n to the base you specify.

LogTen( n>0 )Returns the base-10 logarithm of n.

Max( a, b )Returns the larger of the two arguments.

Min( a, b )Returns the smaller of the two arguments.

Mod( n, divisor<>0 ) Returns the remainder after n is divided by the divisor.

Pi()Returns the value of PI: 3.14159265358979.

Rand()Returns a random number greater than or equal to 0 and less than 1, seeded off the choreography's current time.

Round( n, modulo<>0 ) Round n to the nearest number specified by modulo.

Sign( n )Returns the sign of n: 1 if the number is positive, 0 if the number is zero, and -1 if the number is negative.

Sin( radians )Returns the sine of an angle specified in radians.

Sqrt( n>0 )Returns the square root of n. n must be greater than 0.

Tan( radians )Returns the tangent of an angle specified in radians.

Trunc( n )Truncates n to an integer by removing the decimal, or fractional, part of the number.

EXAMPLE PROJECT

The “Maintain Volume.prj” example project demonstrates the use of expressions to maintain the volume of a character.In this case, there is a simple channel controlling the Y-Scale of the model but the X-Scale and Z-Scale are computed with an expression to keep the volume constant.

Volume is maintained when: X-Scale * Y-Scale * Z-Scale = 1

Therefore, add this expression to both X-Scale and Z-Scale

Sqrt( 1 / Y-Scale )

ANIMATE MODE

Animate mode is on by default.When animate mode is on, values are inserted at the current frame. Turning animate mode off instead alters all existing keys to create the desired change.This is handy for positioning lights at time 5:12, but you don't want the light to

animate from where it was positioned at time 0:00 to where you moved it at frame 5:12. Rather you want to modify the 0:00 keyframe so that the light just moves over at all frames from 0:00 to 5:12.It does this by altering the keyframe that was already set at 0:00.

EXAMPLE PROJECT

The “AnimateMode.prj” example project demonstrates how to use animate mode to modify existing animation channels.The project contains a simple animated camera.Each keyframe of the camera was created with Animate mode on (default setting). Click the Play button to see how the camera originally moves.

Stop playing and change the frame to 0:00:20.In the Timeline (the camera should be selected), note that there are no keyframes at this frame.Translate the camera to the origin.Notice that a keyframe was created in the timeline at 0:00:20.The camera will now ramp up to the origin at frame 0:00:20.

To move the entire channel curve up so that all keyframes are higher and the camera passes through the origin at frame 0:00:20.

Reload the project.Turn Animate mode off.Again, change to frame 0:00:20 and translate the camera to the origin.This time no keys are added to the camera; instead all existing keys are moved, (watch the channel window while you drag the mouse).Click the Play button to examine the difference.

This concept also works while rotating the camera.Notice how the camera wiggles back and forth but points primarily to the left.Go to frame 0:00:20 again with Animate mode is off.Rotate the camera to point straight up, then play back the animation and note that the camera still rocks back and forth, but it is now aiming primarily up, and it is exactly up at frame 0:00:20. Again there are no new keys at 0:00:20, instead all other keys are rotated.

SPRITE COLLISIONS

Sprite particle settings now include “Object Collisions”, “Particle Collisions”, and “Die On Impact”.Object Collisions mean the particle will collide with other objects in the scene, like water tumbling down a waterfall. Particle Collisions mean the particles will collide with other particles in the same system (but not with different systems), causing a random scattering, like marbles pouring out of a bucket.(The collisions assume a sphere surrounds the particle).Die On Impact means that particles will disappear whenever a collision occurs, like rain falling.

 

FINE-TUNED TIMELINE & PROJECT WORKSPACE

The Timeline and the Project Workspace have been simplified to work in a more efficient and self-evident.

MODELING

 

STITCH

To insert a new spline into existing geometry, called “stitching”, click the Add button and click on the splines where you want the new control points inserted.To maintain the existing splines’ curvature, keep the <Shift> key on the keyboard pressed while clicking.

USERS OF PREVIOUS VERSIONS TAKE NOTE:

The Add accelerator key (normally <A>) is now defaults to AddLock (since AddLock will do almost everything Add will, and more).<Shift><Add> now defaults to a traditional Add.

To encourage new users to model with AddLock, the original Add, Insert, and Group (because its not needed) buttons have been removed from the default Modeling toolbar.(The functions still exist on the accelerator keys, and you can add them back to the toolbar if you want to.)

MAINTAIN CURVATURE

Normally, during modeling when you insert a new control point into an existing spine, the curve changes shape.To make the existing splines maintain their curvature, keep the <Shift> key on the keyboard pressed while adding the new control point.Beware, for the program to keep a spline’s shape, it must add bias to all the existing control points around the new control point (as many as eight new biases!)Typically, you don’t want to maintain curvature because if there is bias, when the control points animate, the bias will have to be animated also, (a time-consuming process).

SELECTIVE JOIN

Normally, when a new control point is added to the end of a spline, it tries to “join”, continuing the smooth arc.To prevent this, and cause the new spline to “attach” instead, keep the <Shift> key on the keyboard pressed when you click.An attach will not terminate the Add.

SPECIFIED BOOLEANS

To make holes in complex geometry, it is sometimes necessary to use bones that cut using boolean operations. Boolean operations require special attention because they utilize the raytracer, and hence are only visible when rendered.(Also, boolean operations are not considered for z-buffer shadows or post effects like volumetrics).The rules for boolean operations are strict:the boolean cutter bone geometry AND the geometry to be cut MUST be closed surfaces (a sphere for example).To use a bone as a Boolean, build the cutting geometry, assign the control points to a bone, and select the “Boolean Cutter” option on the bone’s Properties dialog.When rendered, the cutter bone’s geometry will subtract from the model’s other geometry, EXCEPT for geometry associated with bones that are children of the cutter bone, (in this way you can define parts of the model that lie inside the cutter but are to be left intact).

RENDERING

8x8 A-BUFFER RENDERING

A-Buffer antialiasing is the most sophisticated form of rendering, and offers the optimum speed/quality trade-off: object edges are smooth and soft but still render very quickly.(Some competing renderers must do 64 render passes to get the same quality).

PENUMBRAL SHADOWS

Klieg lights can cast penumbral shadows (shadows that get softer due to the width of the light).These new shadows are actually an average of nine shadowmaps, but the object’s surface is also lighted nine times, giving a more globally illuminated look.In combination with a big light “Width” (50cm), a low shadow “Darkness” value (50%), and a low shadow “Softness” value (10%), lighting can look very soft indeed.Turn the “Penumbra” option “ON” in the “Options/Cast Shadows” properties of the light (the light must be a Kleig).Also, Raytrace shadows now have the “Darkness” setting.

DEEP SHADOW BUFFERS

Z-Buffer shadows with “softness” are much faster with “deep” shadow buffers because the blur is pre-calculated, (however, they require substantially more memory).There may be a pause the first time a particular deepness is computed, (very much like MIP-mapped textures).Z-Buffer shadows are made “deep” automatically.

DISPLACEMENT MATERIAL

Materials can be used for color, bumps, or displacement.The difference between bumps and displacement is that bumps only affect the appearance of the surface, while displacement actually changes the shape, but displacement has many caveats compared to bumps.Bumps can have lots of detail but displacement depends on the density of the mesh.This means the model should have many more patches than normally necessary when displacement is going to be used.Often both bump and displacement materials are applied (“water” for example).Displacement is used to make a surface’s profile uneven, and bumps add the detail.Displacement also generally takes longer to render and uses more memory.

To make a material displace, in the material’s Properties, set the “Displace” value.The material will not color the model it is applied to but instead use its grayscale value to displace the surface.Where the material is darker than median gray, the surface will move opposite the normal, and where the material is lighter than median gray, the surface move along the normal.To turn off displacement materials, pick the “Switch to not set” menu item.

CARTOON BIAS ATTRIBUTE

Cartoon lines are very dependent on “Bias”. Changing Bias will subtly change the line thickness and amount of detail.Different characters can benefit from having different Bias values.The “Bias” setting under the “Toon Render” item applies for every character.(Remember, turning “Override Lines” on will ignore these settings).

Traditional cartoon shading uses the “Cartoon” gradient, (this is default).The “Anime” gradient adds another color that depends on the light’s location.

RENDER LOCK

When adjusting materials, lighting, or scene composition, it is often convenient to preview render (fast raytrace) the changes before a final render.The preview render mode now remains locked on so you make these adjustments in real-time:as you move, modify, or change material settings, the preview render will automatically show the results.Click the Preview Render button again to turn off.

A:M COMMUNITY

 

CHAT ROOM

Now you can chat with A:M users from all over the world, chiming in whenever you want.It is a great way to meet other creative people and ask advice from the experts.

 

 HYPERLINKS

Weekly updated hyperlinks to outstanding customer’s websites, free models, and other interesting items are provided in the A:M Community window.Provides, a direct link to Tech Support, the latest documentation, tutorials, and frequently asked questions (FAQ).

 AUTOMATIC UPDATES

You will be automatically notified in the A:M Community window when a new revision/upgrade/Beta of Animation:Master is available.A single button-click will download to your computer the correct version for your computer, be it Windows, Mac, or NetRender.

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