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A Complete List of Features Available In Animation:Master
Interface Features
Modeling Features
Animation Features
Rendering Features
Materials and Object
Attributes Features
FX Features
Miscellaneous Features
Image Formats Supported
Interface:
Integrated interface, with easy turning, zooming, and navigation
features.
D3D and Conix 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 changed to 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
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.
choose D3D or Conix 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 DXF 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 Outline Import
Locked Control Points
Copy/Flip/Attach
DXF 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 via muscle motion made easier
than ever before.
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; save and open single Skeletal or muscle key frame.
Lock Bones to lock masses in space while adjusting the rest of the
Character.
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.
Flock to Surface Constraint
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.
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, Super quality hybrid renderer.
Selectable Specular Color.
Mirrors with adjustable settings.
Alpha buffer rendering for combining computer animation with live
action.
Multiple levels of antialiasing for animation or film.
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; another form of transparency calculation now
extended to all objects.
Image Maps can be antialiased.
Shadow Maps
Gamma Correction.
Show or hide render in progress.
User selectable reflection limit.
Motion Blur.
Extensive render status meters.
Multiple quality options.
NTSC safe color.
Radiosity.
Ray Traced or Z-Buffer Soft Shadows.
Film Grain
Bloom
Soften
Up-Rez
Over Sampling
Dither
Dynamic Range (gamma correction) <
Film Color Files
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.
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.
Object Weathering.
Miscellaneous
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.
Complete Documentation in both Digital and printed form.
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.
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