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Soft, Rigid and Vehicular real-time Dynamics
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SITE UNDER CONSTRUCTION |
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Hypermatter for Maya
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Hypermatter physical components Physically based animation of a user geometry object is achieved by first creating a controlling Hyp object that roughly matches the shape of the geometry object (either automatically, or manually). The shape of the Hyp object can then be edited, if necessary, to achieve a better fit with its associated geometry. An appropriate set of material attributes is ascribed to the object, and an Initial state is defined.Hypermatter performs physically based animation through an internal ‘time-stepping' function, which, each time it is called, progresses the current state of the Hyp object(s) from one instant to the next, according to Newton’s laws and their physical and material properties. This process determines the ‘natural' motion of a Hyp object. The natural motion of Hyp objects can be ‘constrained', using built-in constraint functions, to control their motion or behaviour. Hypermatter constraint functions can act on either individual (nodal) points of a Hyp object or on ‘parts' of Hyp objects (sets of Hyp object points, either default or defined by the user).For example, parts of Hyp objects can be temporarily or permanently ‘rigidified’, or ‘fixed in space’, or `attached’, by various means, |
Download hypermatter real-time vehicle demo !
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