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Hash, Inc. Forums > Technical Direction and Development (Learning Animation:Master) > A:M Tutorials and Demonstrations
Rodney
All,
This is something of a 'pardon our dust' post.
We are about to enter Phase II in the effort to bring more documentation on Animation:Master to users everywhere.

First, many thanks to all those that have contributed tutorials already! Some great information is being presented and it is most appreciated. I know I've learned a lot.

As soon as the Extra CD project gets finished I hope to focus on putting together some basic tutorials on the functions and features in A:M. These would be of the variety of answering those "How do I...?" questions that everyone runs into sooner or later; "How do I Embed All?", "How do I model <insert basic shape/object/ here>?", "How do I render with an transparent background/alpha channel?"... and other basic functions many take for granted.

As such I want to solicit your help with these tutorials.
The software of choice for this mission (should you choose to accept it) will be Wink. With Wink we have the capability of creating SWF (Flash), HTML and PDF tutorials all from the same basic information.

One need not know how to screen capture with Wink as the plan is to work together and refine Wink project files that are available for anyone to edit.

For those that would only like to screen capture mouse clicks once the project file is made avialable to others it can be edited and posted for all to enjoy.

So, everyone who clicks a mouse in Animation:Master can play a part.

Advanced tutorials are always welcome but there is a compeling need to get some of the basic functions and features of Animation:Master documented and available online for new users. Old users benefit too as they'll have catalogued resources they can point others to that will help to solve reoccuring problems.

If you are interested in contributing to this project please let us know.
Thanks in advance!
Rodney
triath5147
Don't forget "Step by Step". I realise have have not been active in its development lately. But it is still on my list of priorities. I have the character made for the series. I just need to rig him, than start collecting the information to make the tutes. I was also hoping to wait until Version 12 in January, so that the tutes would be with the latest version on AM.
Start writing down all the info you would like to see covered in part one which will cover the interface, and post it here, or email me.
Rodney
Tri,
I haven't forgotten Step-by-Step.
I imagine that project will be pretty slick when it finally gets going.
For now though it seems to be on the backburner.

Not to worry though, we can hone our skills as we prepare other tutorials. smile.gif

Rodney
Rodney
Hmmm.... according to www.sharbor.com these might be the basic functions and features. We'll have to study and compare this list with Hash Inc's own and see what we can see. smile.gif

Animation:Master 2005
QUOTE
Professional Power Even an Artist Can Afford — Digital Character Animation Made Easy — Model, Render, & Animate in One Powerful Package!

Now anyone can create 3D pictures and animation at home or in the studio with Animation:Master. This remarkable program includes everything you need to create fabulous computer graphics; including complete sculpting features, powerful animation tools, superb rendering, and all this is compatible with the most popular computers.

You have cross platform compatibility with:

Power Macintosh
Windows 95/98/00/ NT 4.0/ME/XP
"Animation:Master" gives both beginning and advanced animators the ability to tell their stories. Remarkably, wrapped into one interface are advanced features like inverse kinematics, ray-tracing, image mapping, and modeling of complex organic and mechanical objects. The revolutionary patch-based technology makes it easy to create natural, fluid-moving characters, scenery, and props.

"Animation:Master", the 3D motion picture studio is the most powerful and affordable spline based modeling and animation program available. Specifically designed for classic character animation, the drag and drop, customizable interface and powerful motion tools give you the control that is required to tell your story.

Since A:M is geared toward character animation, it gives you the ability to build libraries of actions and characters that can be reused over and over. Its cross platform compatibility makes A:M an excellent choice for studios with multiple types of systems.

Make a movie, Design any character you can imagine, Enhance business presentations, Create 3D story boards, Build your own virtual reality!

The incredible list of Animation Master Features:

Interface:

Integrated, User Friendly interface, with easy turning, zooming, and navigation features
D3D or OpenGL accelerated for a smooth tactile feel in all areas of the interface
MFC based interface allows for completely customizable options including color schemes, tool bar placement and customizable keyboard shortcuts
Drag and drop interface technology fully implemented for easy object manipulation
Create scenes with as many characters, lights, cameras, and props on the stage as you like
Modeling , creation of Actions and choreography can all be done in the same window from any view
Proportional Zoom; finer zoom control in choreography
Centered Turn; turn about the local coordinate system
Global Axis Translates; option to move control points in world space instead of screen space
Multiple, re sizable Windows; have two action windows, or set up three modeling windows in a traditional tri- view layout
Drag able, dock able panels; put the panels anywhere you want on the screen or hide them completely
Simplified Operation; tools operate in a more "standard" fashion
Save Interface State; projects maintain their window's layout for next use
Interrupt drawing to increase drawing speed
Specify automatic reload of last project at startup
Limit memory usage
User controllable rotate snap angle
Object Instancing
Intuitive Object Manipulators; uniform for lights, cameras, characters, props, etc
Markers/Rulers
Fully editable Timeline Window
Customizable Folders in the Project Workspace
Multi-Select in the Project Workspace
Previews of most files in file dialog
Interactive tutorials using MS agent technology
A:M Community chat window
Modeling:

No more inefficient polygons! Model with flexible Hash patches
Start from a Library of example characters
Curved lines move easily to allow for quick manipulation
Complete selection of real-time tools combined with point-and-click sculpting makes object creation easy
Model over a Rotoscope image
As many Rotoscopes as you like can be loaded into any view
Seamlessly integrates "bones" into low-density, unibody models Characters (or objects) are built as a single model, then bones are inserted any way you like to for the "skeletal" IK basis for your character
Un attach; disconnect "attached" points while modeling
Insert Control Points; automatically adds control points to those hard to get to splines
Perspective Modeling; option to model while viewing the object in perspective
Nested Hide; hide more points when some already hidden
"Lasso" or free form group tool included with standard group tool for easy selection of multiple control points
D3D or OpenGL shaded real-time mode when modeling instead of wire frame
Patch Hooks to reduce resolution and eliminate creasing
Bias Handles for easy control of spline curvature
Optimized Polygon export
Unique object manipulators for translating scaling and rotating
Specific grid sizing for use in creating precise scale objects
Grid can also be toggled on and off
variable lathe cross sections
User definable Undo and Redo
Uniform Normal Face Control for Polygonal output
Paste and Extrude offsets
Cut, copy and Paste
Flip or Mirror a selected group of points around any axis
True Type Font and AI Import
Locked Control Points
Copy/Flip/Attach
Polygon Import
Lock Control Points
"Distortion Mode" Deformation Tool
Animation:

Patch-based animation allows smooth, flexible movement
Complex movements are simplified; unique bones motion offers lifelike bouncing and twisting
Complete skeletal and muscle control features
Inverse Kinematics (IK) for creating skeletal based motion
Character animation with lip-synch made easier
Stride length to prevent a character's feet or tires from slipping as they move
Action Overloading; applying layers of Actions to a character so that it can "walk", "talk", and "clench" its fists simultaneously
Action Range; choose only a range of frames, Hold, or Wait from an Action
Rotoscope facial movement in Muscle with sequenced backgrounds
Poses
Lock Bones
Sophisticated Key frame controls
Many different kinds of real-time constraints for perfect anchoring, picking up objects, and animated paths; Including: Aim At, Kinematic, Path, Translate To, Orient like, Aim Roll At, Spherical Limits, Surface, Scale Like and Scale to Reach
Flocks, Crowds and Swarms
Powerful Channel Based motion control
Scrub Bar
Action Undo
Action Objects;for animating props, even other characters seamlessly within an action
Force Objects;apply dynamic forces any way you like
Rotoscoping
Action Blending
Copy/Paste Mirrored Action
Pose Sliders (frame ranges can be saved in a pose)
Kinematic Rotational Stiffness
"Continuous Play" Scrubbing
Animated Camera Rotoscopes
Onion Skinning
Kuper camera motion data import
Hard and Soft Body Dyanmics; including cloth, springs, masses and collision detection between objects
Automatic assignment of geometry to bones
Smartskin for perfect joints
Relationships for creating smart characters
Weighted CP blending
Animated distortion boxes
Rendering:

Ray tracing of transparency, reflections and shadows for visually realistic results
D3D or OpenGL real-time previews can be saved as output
Super fast, High quality hybrid renderer
Selectable Specular Color
Mirrors with adjustable settings
Alpha buffer rendering for combining computer animation with live action
Antialiasing
32-bit, variable, unlimited resolution rendering
AVI animation playback within the software
Bound Rendering; Quick Render or Ray Trace only a portion of the screen
TV Safe and Title Safe indication
Transparency Averaging
Antialiased Image Maps
Shadow Maps
Gamma Correction
Show or hide render in progress
User selectable reflection limit
Motion Blur
Extensive render status meters
NTSC safe color
Photon Mapping
Soft Shadows
Film Grain
Bloom
Soften
Dither
Dynamic Range (gamma correction)
Field Rendering
Line Geometry
No "anti-alias" option (Game Sprites)
Film Tint; presets like "black and white" or "sepia tones"
Stereo Rendering
Shadow Buffers and "Shadow Only" Buffers
Exportable lighting maps, vertex colors for game engines
Selectable Soft Shadow Color
Fully Customizable Toon or Anime Style Shader/Render
Materials and Object Attributes:

Ability to apply custom textures, images and object Attributes to individual patches
Image Maps Locked to the surface through use of UV coordinate system
UV Editor for interactively adjusting how a map lies on geometry
Glass with Refraction and Caustics
Image types include color, bump, transparency, reflectivity, diffuse, specular, ambiance, mirror, gradient and cookie-cut maps
Textures you define, modify, save and reuse
Integrated Algorithmic Perlin Materials Editor
Flatten; unroll a segment before applying Decals
System Color Dialog uses your platform's standard 24-bit color dialog to choose and change colors
Displacement and Fractal Maps
Edge Transparency
Environment Maps
Gamma correction can be applied to Image Maps
Supports 32 bit Image Maps
Frame Control of Animated Maps; so that image maps can cycle, skip frames, hold, wait, or "ping pong"
Unique Decal (image map) manipulator allows you to scale, reverse and position an image in real-time
See through Decaling
Maps automatically cached for interactive map editing though use of any third party paint program
Tile able Image Maps
Spherical, Cylindrical and Planar Projection Mapping
Animatable Material Attributes
Material Effector Objects
ATX class 3rd party Material plugin support
JPEG and TIFF support
Trasparent Density
Translucency
Reflection Falloff
Material "Bump" attribute"
FX:

Volumetric Lights
"Dust" objects for animatable smoke, fog and steam
Glows
Lens Flares
Depth of Field
Turbulence
Light Projection Gels
Hair
Particles; streaks and blobbies
Particle "Sprites" for stunning special effects
Object Weathering
Misc:

Motion capture input from a number of different sources
Controllable, targetable, colored lights with colored shadows
Multiple Cameras
Non-perspective camera for scrolling game screens
You can perform most functions, such as modeling, animating, and texturing from the camera's point of view
Audio load/save for synching
Complete Game and Export SDK including real-time model and map export, action export, viewer and source code
Multiplane style layer compositing and cameras
Lipsync Dopesheet and Phoneme creation tools
Image Formats Supported:

Load: TARGA, JPEG, TIFF, PICT(mac only), AVI(pc only), Quicktime
Save: TARGA, PICT(mac only), AVI(pc only), Quicktime
Requirements:

Any PC (WIN98SE, WIN2K or XP) or Powermac (OS9, OSX) with:
450MHZ or faster processor
128 MB ram
Local CD-Rom Drive
triath5147
thats a long list....
Rodney
QUOTE
thats a long list....


...and it isn't complete (or entirely accurate) either. wink.gif

That should give us a starting place though.
triath5147
well I guess I'll Start writing. I was hoping to wait till i get the latest release to start the tut so that till its finished it wont be too far behind in technology. Although I guess if it's made in pieces, we could continually, just make changes to the updated parts.
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