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Soft, Rigid and Vehicular real-time Dynamics
 
 
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Hypermatter for Maya

Hypermatter is a software library for producing high quality soft body (and rigid/quasi-rigid) dynamics and effects for use in 3D computer animation, games, toys, virtual environments, scientific and medical visualisation, graphical web authoring tools, etc…etc.
Hypermatter is distinguished by the unsurpassed realism and visual appeal of the motion it produces. It is also remarkably stable (able to model large and violent deformations), supremely controllable, and simple and intuitive to use. It is also fast. These factors make Hypermatter the ideal choice for many real time and interactive applications, and as a powerful and reliable foundation for more complex physically based scenarios.
The most common uses for Hypermatter include general squash-and-stretch effects and adding secondary, inertial deformations to otherwise rigidly moving objects. These effects are particularly simple to implement, and can greatly increase an object’s realism and visual appeal.Other areas where Hypermatter can play a substantial role include skinning of simple

 

 

 
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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