https://wiki.hash.com/api.php?action=feedcontributions&user=Mouseman&feedformat=atomAnimation Master Wiki - User contributions [en]2024-03-29T09:39:46ZUser contributionsMediaWiki 1.32.0https://wiki.hash.com/index.php?title=Plugins&diff=2218Plugins2018-01-07T19:38:39Z<p>Mouseman: </p>
<hr />
<div>* [http://www.sgross.com/plugins/index.html Steffen Gross]'s plugins<br />
* [http://www.kci-group.com/z/plugins.htm KCI Group] ([https://web.archive.org/web/20130622185537/http://www.kci-group.com/z/plugins.htm archive.org]) list of plugins - [http://www.kci-group.com/z/ Marcel Bricman] (or on [https://web.archive.org/web/20130830225224/http://www.kci-group.com/z/ archive.org])<br />
* [http://home.comcast.net/~mark_willis/aatxt/aaskyAM/aaskyAM.htm AASky]<br />
* [http://www.geocities.jp/masashi_wolf_watanabe/amplugins/AnimationMasterPlugins.html plugins] by Masashi Watanabe<br />
<br />
<br />
<br />
<br />
{| class="wikitable sortable" border="1"<br />
|+ Plugins included with Animation:Master:<br />
|-<br />
! Plugin<br />
! Author<br />
! Type<br />
! As Of<br />
! Description<br />
|-<br />
| 3ds<br />
|-<br />
| Align<br />
|-<br />
| amtex<br />
|-<br />
| av2<br />
|-<br />
| BakeNull<br />
|-<br />
| Brick<br />
|-<br />
| bvh<br />
|-<br />
| CalcSurface<br />
|-<br />
| Connect<br />
|-<br />
| Connect_Normals<br />
|-<br />
| CutPlane<br />
|-<br />
| DeleteKeys<br />
|-<br />
| [http://www.hash.com/forums/index.php?showtopic=32806 DressMe]<br />
| Caroline<br />
| <br />
| v16<br />
| A convenient way of attaching clothes to a model<br />
|-<br />
| duplicator<br />
|-<br />
| dxf<br />
|-<br />
| E_Rebuild<br />
|-<br />
| extruder<br />
|-<br />
| font<br />
|-<br />
| grid<br />
|-<br />
| GrowSelection<br />
|-<br />
| [[InstallRigPlugin|installrig]]<br />
| [[Noel]]<br />
|<br />
| v13?<br />
| Make the Install bone removal portion of the installation easier<br />
|-<br />
| kfm<br />
|-<br />
| lwo<br />
|-<br />
| MaP<br />
|-<br />
| MaPD<br />
|-<br />
| MDD<br />
|-<br />
| MeasureDist<br />
|-<br />
| Midicontrol<br />
|-<br />
| MirrorBone<br />
|-<br />
| MirrorConstraint<br />
|-<br />
| MMoP<br />
|-<br />
| mot<br />
|-<br />
| MotCam<br />
|-<br />
| Multiply<br />
|-<br />
| NewtonCorrect<br />
| Steffen Gross<br />
|<br />
| v15g<br />
| Also called Newton Physics Helper. Create bones and/or correct bones position for Explode_ and Newton_ groups, created from the "Explode" plugin or handmade groups (only needed for "Dynamic Explodeobject" or "Dynamic Breakable Explodeobject").<br />
|-<br />
| [[Newton_Physics_Plugin|NewtonPhysics]]<br />
| Steffen Gross<br />
|<br />
| v15?<br />
| A port of the NewtonPhysics library<br />
|-<br />
| obj<br />
|-<br />
| PIMotion<br />
|-<br />
| ply<br />
|-<br />
| primitive<br />
|-<br />
| Push<br />
|-<br />
| raw<br />
|-<br />
| RenderPasses<br />
|-<br />
| ResampleSpline<br />
|-<br />
| ReSurface<br />
|-<br />
| RMWeight<br />
|-<br />
| Select<br />
|-<br />
| Setposition<br />
|-<br />
| Simple_Scatter<br />
|-<br />
| Smooth<br />
|-<br />
| Split<br />
|-<br />
| Splitpatch<br />
|-<br />
| stl<br />
|-<br />
| [[SweeperPlugin|sweeper]]<br />
| Emelio Le Roux<br />
|<br />
| v?<br />
| Extrudes along a path<br />
|-<br />
| swf<br />
|-<br />
| [[TerrainPlugin|Terrain]]<br />
| ?<br />
|<br />
| ?<br />
| Creates a mesh with the height of each location based on the brightness in an image.<br />
|-<br />
| TimeLog<br />
|-<br />
| Transfer_AW<br />
|-<br />
| treeez<br />
|-<br />
| Volume<br />
|-<br />
| VuePython<br />
|}</div>Mousemanhttps://wiki.hash.com/index.php?title=TerrainPlugin&diff=2217TerrainPlugin2018-01-07T19:32:47Z<p>Mouseman: Created page with "From [https://www.hash.com/forums/index.php?showtopic=47921 here]: '''Terrain:''' This is the height-map... wherever your map is brighter, the terrain will get higher than w..."</p>
<hr />
<div>From [https://www.hash.com/forums/index.php?showtopic=47921 here]:<br />
<br />
'''Terrain:'''<br />
<br />
This is the height-map... wherever your map is brighter, the terrain will get higher than where it is darker.<br />
<br />
128 is the "mid-level". Since RGB-Channels (however in this case only "grey-scale" is interesting) have 256 states (0-255), this can be seen as "ground-level".<br />
<br />
'''Paint (if "Filter: Make Mountain" is set):'''<br />
<br />
There are 3 modes:<br />
<br />
* The first one "o" will paint with the "height" defined by the slider above it. (defalt 128, but can be set to whatever you want from 0 - 255.<br />
* The second is "+". This will "add on the existing height available at the pixel you will paint on. The longer you press, the brighter will be the color / the higher the mountain you create.<br />
* The third is "-". This will decrease the height where you paint. the longer you press, the lower the level will be.<br />
<br />
'''Fill:'''<br />
<br />
Set the whole image with the color defined by the slider on the left.<br />
<br />
'''Load:'''<br />
<br />
This is one of the most important features. You can load an image-file (for instance jpg or tga) in the generator... this means, get an existing height-map or create one in photoshop to create a terrain.<br />
<br />
'''Filter:'''<br />
<br />
This defines, what you will do by painting on the map. There are several possibilities available like "Make Mountain" (more or less the same as "Paint" in a normal graphic software), blur, sharpen, etc.<br />
<br />
Try them out if you do not know what they do... they will just change the map where you will paint on it differently. (oh, and dont forget to apply the change there before you start painting...)<br />
<br />
'''Noise:'''<br />
<br />
This is more or less like a "random" height generator.<br />
<br />
Use one of the Noise-Algorithms (defined by type).<br />
<br />
* ''Octaves'' are the same like in materials and will change the visible octave-range (we are talking about curves internally here... it is not very important to know what it is mathematically, you just need to see what it will do if you set it higher or lower...).<br />
* ''Lacunarity'' is a value which will more or less define the resolution of the map (not really, but close enough ;)).<br />
* ''Gain'' means, how high or low it will be. 1.0 means the highest points will be 100% height (white color), 0.0 means black / ground-level.<br />
* ''Scale'': The noise algorithm can be used at 100% or higher or lower values. this is defined by the algorithm and will act exactly as if you are using a material and a noise-algorithm on it.<br />
* ''Seed'': This can be used to change the result. You can set everything the same and it will always result in the same result. If you do not want that because you need more random results each time you use the wizzard but all the other values are what you want, change the seed number. (same as with particle-generation in A:M for instance).<br />
<br />
'''Smooth-Step:'''<br />
<br />
I would recommend to leave this at 0 - 1. It will result in harder edges on the map if you decrease this, just because the blur-factor will not be "smooth" (as smooth as 8bit can do) but harder.<br />
<br />
'''Grid:'''<br />
<br />
The height-map will be applied to this grid you create here.<br />
<br />
For detailed terrains, use high step values (depending on the width and height. It will define how many subdivision you get in your grid.<br />
<br />
''Magnitude'' means, how high in "world-units" a totally white pixel on the map will be in A:Ms resulting terrain model.<br />
<br />
''Edges flat'' will just ignore the outer edge of the grid and will ot apple the map to it but keep it at ground level.<br />
<br />
''Orientation'' just says, on which axis the grid will be created.<br />
<br />
Detbear: Higher resolution greyscale imagery is very important. When I tried to use this wizard, I found that the hardest part was getting a grey scale image of my topography. Without that, you are kind of sunk trying to use the terrain wizard.</div>Mousemanhttps://wiki.hash.com/index.php?title=Plugins&diff=2216Plugins2018-01-07T19:24:18Z<p>Mouseman: </p>
<hr />
<div>* [http://www.sgross.com/plugins/index.html Steffen Gross]'s plugins<br />
* [http://www.kci-group.com/z/plugins.htm KCI Group] ([https://web.archive.org/web/20130622185537/http://www.kci-group.com/z/plugins.htm archive.org]) list of plugins - [http://www.kci-group.com/z/ Marcel Bricman] (or on [https://web.archive.org/web/20130830225224/http://www.kci-group.com/z/ archive.org])<br />
* [http://home.comcast.net/~mark_willis/aatxt/aaskyAM/aaskyAM.htm AASky]<br />
* [http://www.geocities.jp/masashi_wolf_watanabe/amplugins/AnimationMasterPlugins.html plugins] by Masashi Watanabe<br />
<br />
<br />
<br />
<br />
{| class="wikitable sortable" border="1"<br />
|+ Plugins included with Animation:Master:<br />
|-<br />
! Plugin<br />
! Author<br />
! Type<br />
! As Of<br />
! Description<br />
|-<br />
| 3ds<br />
|-<br />
| Align<br />
|-<br />
| amtex<br />
|-<br />
| av2<br />
|-<br />
| BakeNull<br />
|-<br />
| Brick<br />
|-<br />
| bvh<br />
|-<br />
| CalcSurface<br />
|-<br />
| Connect<br />
|-<br />
| Connect_Normals<br />
|-<br />
| CutPlane<br />
|-<br />
| DeleteKeys<br />
|-<br />
| [http://www.hash.com/forums/index.php?showtopic=32806 DressMe]<br />
| Caroline<br />
| <br />
| v16<br />
| A convenient way of attaching clothes to a model<br />
|-<br />
| duplicator<br />
|-<br />
| dxf<br />
|-<br />
| E_Rebuild<br />
|-<br />
| extruder<br />
|-<br />
| font<br />
|-<br />
| grid<br />
|-<br />
| GrowSelection<br />
|-<br />
| [[InstallRigPlugin|installrig]]<br />
| [[Noel]]<br />
|<br />
| v13?<br />
| Make the Install bone removal portion of the installation easier<br />
|-<br />
| kfm<br />
|-<br />
| lwo<br />
|-<br />
| MaP<br />
|-<br />
| MaPD<br />
|-<br />
| MDD<br />
|-<br />
| MeasureDist<br />
|-<br />
| Midicontrol<br />
|-<br />
| MirrorBone<br />
|-<br />
| MirrorConstraint<br />
|-<br />
| MMoP<br />
|-<br />
| mot<br />
|-<br />
| MotCam<br />
|-<br />
| Multiply<br />
|-<br />
| NewtonCorrect<br />
| Steffen Gross<br />
|<br />
| v15g<br />
| Also called Newton Physics Helper. Create bones and/or correct bones position for Explode_ and Newton_ groups, created from the "Explode" plugin or handmade groups (only needed for "Dynamic Explodeobject" or "Dynamic Breakable Explodeobject").<br />
|-<br />
| [[Newton_Physics_Plugin|NewtonPhysics]]<br />
| Steffen Gross<br />
|<br />
| v15?<br />
| A port of the NewtonPhysics library<br />
|-<br />
| obj<br />
|-<br />
| PIMotion<br />
|-<br />
| ply<br />
|-<br />
| primitive<br />
|-<br />
| Push<br />
|-<br />
| raw<br />
|-<br />
| RenderPasses<br />
|-<br />
| ResampleSpline<br />
|-<br />
| ReSurface<br />
|-<br />
| RMWeight<br />
|-<br />
| Select<br />
|-<br />
| Setposition<br />
|-<br />
| Simple_Scatter<br />
|-<br />
| Smooth<br />
|-<br />
| Split<br />
|-<br />
| Splitpatch<br />
|-<br />
| stl<br />
|-<br />
| [[SweeperPlugin|sweeper]]<br />
| Emelio Le Roux<br />
|<br />
| v?<br />
| Extrudes along a path<br />
|-<br />
| swf<br />
|-<br />
| [[TerrainPlugin|Terrain]]<br />
|-<br />
| TimeLog<br />
|-<br />
| Transfer_AW<br />
|-<br />
| treeez<br />
|-<br />
| Volume<br />
|-<br />
| VuePython<br />
|}</div>Mousemanhttps://wiki.hash.com/index.php?title=Plugins&diff=2215Plugins2017-11-29T01:14:37Z<p>Mouseman: </p>
<hr />
<div>* [http://www.sgross.com/plugins/index.html Steffen Gross]'s plugins<br />
* [http://www.kci-group.com/z/plugins.htm KCI Group] ([https://web.archive.org/web/20130622185537/http://www.kci-group.com/z/plugins.htm archive.org]) list of plugins - [http://www.kci-group.com/z/ Marcel Bricman] (or on [https://web.archive.org/web/20130830225224/http://www.kci-group.com/z/ archive.org])<br />
* [http://home.comcast.net/~mark_willis/aatxt/aaskyAM/aaskyAM.htm AASky]<br />
* [http://www.geocities.jp/masashi_wolf_watanabe/amplugins/AnimationMasterPlugins.html plugins] by Masashi Watanabe<br />
<br />
<br />
<br />
<br />
{| class="wikitable sortable" border="1"<br />
|+ Plugins included with Animation:Master:<br />
|-<br />
! Plugin<br />
! Author<br />
! Type<br />
! As Of<br />
! Description<br />
|-<br />
| 3ds<br />
|-<br />
| Align<br />
|-<br />
| amtex<br />
|-<br />
| av2<br />
|-<br />
| BakeNull<br />
|-<br />
| Brick<br />
|-<br />
| bvh<br />
|-<br />
| CalcSurface<br />
|-<br />
| Connect<br />
|-<br />
| Connect_Normals<br />
|-<br />
| CutPlane<br />
|-<br />
| DeleteKeys<br />
|-<br />
| [http://www.hash.com/forums/index.php?showtopic=32806 DressMe]<br />
| Caroline<br />
| <br />
| v16<br />
| A convenient way of attaching clothes to a model<br />
|-<br />
| duplicator<br />
|-<br />
| dxf<br />
|-<br />
| E_Rebuild<br />
|-<br />
| extruder<br />
|-<br />
| font<br />
|-<br />
| grid<br />
|-<br />
| GrowSelection<br />
|-<br />
| [[InstallRigPlugin|installrig]]<br />
| [[Noel]]<br />
|<br />
| v13?<br />
| Make the Install bone removal portion of the installation easier<br />
|-<br />
| kfm<br />
|-<br />
| lwo<br />
|-<br />
| MaP<br />
|-<br />
| MaPD<br />
|-<br />
| MDD<br />
|-<br />
| MeasureDist<br />
|-<br />
| Midicontrol<br />
|-<br />
| MirrorBone<br />
|-<br />
| MirrorConstraint<br />
|-<br />
| MMoP<br />
|-<br />
| mot<br />
|-<br />
| MotCam<br />
|-<br />
| Multiply<br />
|-<br />
| NewtonCorrect<br />
| Steffen Gross<br />
|<br />
| v15g<br />
| Also called Newton Physics Helper. Create bones and/or correct bones position for Explode_ and Newton_ groups, created from the "Explode" plugin or handmade groups (only needed for "Dynamic Explodeobject" or "Dynamic Breakable Explodeobject").<br />
|-<br />
| [[Newton_Physics_Plugin|NewtonPhysics]]<br />
| Steffen Gross<br />
|<br />
| v15?<br />
| A port of the NewtonPhysics library<br />
|-<br />
| obj<br />
|-<br />
| PIMotion<br />
|-<br />
| ply<br />
|-<br />
| primitive<br />
|-<br />
| Push<br />
|-<br />
| raw<br />
|-<br />
| RenderPasses<br />
|-<br />
| ResampleSpline<br />
|-<br />
| ReSurface<br />
|-<br />
| RMWeight<br />
|-<br />
| Select<br />
|-<br />
| Setposition<br />
|-<br />
| Simple_Scatter<br />
|-<br />
| Smooth<br />
|-<br />
| Split<br />
|-<br />
| Splitpatch<br />
|-<br />
| stl<br />
|-<br />
| [[SweeperPlugin|sweeper]]<br />
| Emelio Le Roux<br />
|<br />
| v?<br />
| Extrudes along a path<br />
|-<br />
| swf<br />
|-<br />
| Terrain<br />
|-<br />
| TimeLog<br />
|-<br />
| Transfer_AW<br />
|-<br />
| treeez<br />
|-<br />
| Volume<br />
|-<br />
| VuePython<br />
|}</div>Mousemanhttps://wiki.hash.com/index.php?title=Water&diff=2214Water2015-07-19T18:24:19Z<p>Mouseman: Created page with "== Ocean == * mtpeak's [https://www.hash.com/forums/index.php?showtopic=35624&p=305241 Ocean Rig], or a [https://www.hash.com/forums/index.php?showtopic=35624&p=325537 later..."</p>
<hr />
<div>== Ocean ==<br />
<br />
* mtpeak's [https://www.hash.com/forums/index.php?showtopic=35624&p=305241 Ocean Rig], or a [https://www.hash.com/forums/index.php?showtopic=35624&p=325537 later update].<br />
* Jakerupert's [http://www.hash.com/forums/index.php?showtopic=35624&p=307821 Ocean Rig].</div>Mousemanhttps://wiki.hash.com/index.php?title=Howto_Set&diff=2213Howto Set2014-05-21T00:56:00Z<p>Mouseman: </p>
<hr />
<div>== How to create a set ==<br />
<br />
There are multiple options for creating a set.<br />
<br />
=== All in one big set model ===<br />
<br />
This involves creating a single model with everything in it. For example, if it is a small apartment, you would have the floor, walls, ceiling, furniture, kitchen appliances, etc. all in one model.<br />
<br />
In this case, each object that might move in a choreography would have one or more bones created in the model.<br />
<br />
Advantages:<br />
* You see everything together at modeling time.<br />
Disadvantages:<br />
* This approach does not really reuse models, but copies them.<br />
* When a model gets larger than 10,000 patches, it gets very slow.<br />
<br />
=== Compose multiple models in an action ===<br />
<br />
This involves creating an action, and then adding various models as "Action Objects". To do this, simply create the action, and then drag an object from the Objects folder in the Project Workspace into the action window, and it is added as an action object.<br />
<br />
Nancy Gormezano:<br />
:''I have found that it is best to assemble sets in an action - with those elements that are static - ie won't eventually be moving in the chor. For example, if you will be moving the apples in the bowl (someone picks it up - eats it) - then those should be added in the chor - they will be easier to get ahold of and animate.''<br />
<br />
:''But the bowl (if doesn't move) could be assembled with the table, chairs, walls, etc in an action as action objects.''<br />
<br />
Advantages:<br />
* Allows you to compose sets that are reusable in multiple choreographies<br />
Disadvantages:<br />
* ?<br />
<br />
=== Compose within a choreography ===<br />
<br />
This involves creating a choreography as a set. You simply move all of the objects that you need and position them. If you are only working with one scene, you are ready to animate; otherwise you can animate by copying the template choreography.<br />
<br />
Advantages:<br />
* ?<br />
Disadvantages:<br />
* ?<br />
<br />
Information from this article comes from this forum post:<br />
http://www.hash.com/forums/index.php?showtopic=36768<br />
<br />
=== Compose within a pose ===<br />
<br />
This is the most flexible choice. It involves creating poses for a model, each with a different part of the set. The OFF pose has the objects inactive and the bones hidden; the ON pose has the objects active and the bones unhidden.<br />
<br />
Advantages:<br />
* When there are multiple models of the same type, the splines are not duplicated. This results in a large savings of memory and disk space and load time.<br />
* Different objects can be turned on and off.<br />
Disadvantages:<br />
* Light lists are not settable between objects in different poses<br />
See the post below for a tutorial:<br />
http://www.hash.com/forums/index.php?showtopic=46318</div>Mousemanhttps://wiki.hash.com/index.php?title=Video_Editing&diff=2212Video Editing2014-05-21T00:40:53Z<p>Mouseman: </p>
<hr />
<div>Once you get beyond creating simple videos in Animation:Master, you will likely want to edit multiple videos together to form larger movies.<br />
<br />
== Non-Linear Video Editing ==<br />
<br />
Here's [http://provideocoalition.com/freshdv/story/free_non_linear_editing_software a list].<br />
<br />
=== VideoPad ===<br />
<br />
[http://www.nchsoftware.com/videopad/index.html VideoPad]<br />
<br />
=== Apple: Final Cut Pro ===<br />
<br />
=== Sony Vegas ===<br />
<br />
=== Sony Movie Studio ===<br />
[http://www.sonycreativesoftware.com/moviestudiopp Movie Studio].<br />
<br />
Price: $139.95<br />
<br />
=== Adobe Premier ===<br />
<br />
=== Animation:Master ===<br />
<br />
Animation:Master has some built-in video editing features. See [http://www.hash.com/forums/index.php?showtopic=29222].<br />
<br />
Price: $79.99/year (A:M subscription)<br />
<br />
=== Blender ===<br />
<br />
[http://www.blender.org/ Blender] has built-in video editing features. Difficult to use, non-standard GUI idioms.<br />
<br />
Price: Free (Open Source/Free Software)<br />
<br />
=== Avidemux ===<br />
<br />
[http://fixounet.free.fr/avidemux/ Avidemux]. Rather limited.<br />
<br />
Supports: AVI, DVD compatible MPEG files, MP4 and ASF<br />
<br />
Price: Free.<br />
<br />
=== Lightworks (beta) ===<br />
<br />
[http://www.lightworksbeta.com/ Lightworks Beta], eventually [http://www.lwks.com Lightworks].<br />
<br />
Forum discussion: [http://www.hash.com/forums/index.php?showtopic=40647 here].<br />
<br />
Requires registration and login onto their site from within the application, which may be a show-stopper for privacy-oriented people.<br />
<br />
=== Jahshaka ===<br />
<br />
[http://www.jahshaka.com/ Jahshaka], abandoned but attempts being made to revive it.<br />
<br />
Price: ?Free/Open Source?<br />
<br />
=== Cinelerra-cv ===<br />
<br />
[http://cinelerra-cv.org/ Cinelerra-cv], Linux-only.<br />
<br />
Price: Free/Open Source<br />
<br />
== Video Transcoders ==<br />
<br />
=== Handbrake ===<br />
<br />
[http://handbrake.fr/details.php Handbrake] - a video transcoder. Exports to MP4 and MKV containers, codecs H.264 (x264), MPEG-2 (FFmpeg) and MPEG-4 (FFmpeg)<br />
<br />
Price: Free/Open Source</div>Mousemanhttps://wiki.hash.com/index.php?title=Video_Editing&diff=2211Video Editing2014-05-21T00:36:49Z<p>Mouseman: /* Lightworks (beta) */</p>
<hr />
<div>Once you get beyond creating simple videos in Animation:Master, you will likely want to edit multiple videos together to form larger movies.<br />
<br />
== Non-Linear Video Editing ==<br />
<br />
Here's [http://provideocoalition.com/freshdv/story/free_non_linear_editing_software a list].<br />
<br />
=== VideoPad ===<br />
<br />
[http://www.nchsoftware.com/videopad/index.html VideoPad]<br />
<br />
=== Sony Vegas ===<br />
<br />
=== Sony Movie Studio ===<br />
[http://www.sonycreativesoftware.com/moviestudiopp Movie Studio].<br />
<br />
Price: $139.95<br />
<br />
=== Adobe Premier ===<br />
<br />
=== Animation:Master ===<br />
<br />
Animation:Master has some built-in video editing features. See [http://www.hash.com/forums/index.php?showtopic=29222].<br />
<br />
Price: $79.99/year (A:M subscription)<br />
<br />
=== Blender ===<br />
<br />
[http://www.blender.org/ Blender] has built-in video editing features. Difficult to use, non-standard GUI idioms.<br />
<br />
Price: Free (Open Source/Free Software)<br />
<br />
=== Avidemux ===<br />
<br />
[http://fixounet.free.fr/avidemux/ Avidemux]. Rather limited.<br />
<br />
Supports: AVI, DVD compatible MPEG files, MP4 and ASF<br />
<br />
Price: Free.<br />
<br />
=== Lightworks (beta) ===<br />
<br />
[http://www.lightworksbeta.com/ Lightworks Beta], eventually [http://www.lwks.com Lightworks].<br />
<br />
Forum discussion: [http://www.hash.com/forums/index.php?showtopic=40647 here].<br />
<br />
Requires registration and login onto their site from within the application, which may be a show-stopper for privacy-oriented people.<br />
<br />
=== Jahshaka ===<br />
<br />
[http://www.jahshaka.com/ Jahshaka], abandoned but attempts being made to revive it.<br />
<br />
Price: ?Free/Open Source?<br />
<br />
=== Cinelerra-cv ===<br />
<br />
[http://cinelerra-cv.org/ Cinelerra-cv], Linux-only.<br />
<br />
Price: Free/Open Source<br />
<br />
== Video Transcoders ==<br />
<br />
=== Handbrake ===<br />
<br />
[http://handbrake.fr/details.php Handbrake] - a video transcoder. Exports to MP4 and MKV containers, codecs H.264 (x264), MPEG-2 (FFmpeg) and MPEG-4 (FFmpeg)<br />
<br />
Price: Free/Open Source</div>Mousemanhttps://wiki.hash.com/index.php?title=Video_Editing&diff=2210Video Editing2014-05-18T20:03:29Z<p>Mouseman: </p>
<hr />
<div>Once you get beyond creating simple videos in Animation:Master, you will likely want to edit multiple videos together to form larger movies.<br />
<br />
== Non-Linear Video Editing ==<br />
<br />
Here's [http://provideocoalition.com/freshdv/story/free_non_linear_editing_software a list].<br />
<br />
=== VideoPad ===<br />
<br />
[http://www.nchsoftware.com/videopad/index.html VideoPad]<br />
<br />
=== Sony Vegas ===<br />
<br />
=== Sony Movie Studio ===<br />
[http://www.sonycreativesoftware.com/moviestudiopp Movie Studio].<br />
<br />
Price: $139.95<br />
<br />
=== Adobe Premier ===<br />
<br />
=== Animation:Master ===<br />
<br />
Animation:Master has some built-in video editing features. See [http://www.hash.com/forums/index.php?showtopic=29222].<br />
<br />
Price: $79.99/year (A:M subscription)<br />
<br />
=== Blender ===<br />
<br />
[http://www.blender.org/ Blender] has built-in video editing features. Difficult to use, non-standard GUI idioms.<br />
<br />
Price: Free (Open Source/Free Software)<br />
<br />
=== Avidemux ===<br />
<br />
[http://fixounet.free.fr/avidemux/ Avidemux]. Rather limited.<br />
<br />
Supports: AVI, DVD compatible MPEG files, MP4 and ASF<br />
<br />
Price: Free.<br />
<br />
=== Lightworks (beta) ===<br />
<br />
[http://www.lightworksbeta.com/ Lightworks Beta], eventually [http://www.lwks.com Lightworks]. Requires registration and login onto their site from within the application, which may be a show-stopper for privacy-oriented people.<br />
<br />
=== Jahshaka ===<br />
<br />
[http://www.jahshaka.com/ Jahshaka], abandoned but attempts being made to revive it.<br />
<br />
Price: ?Free/Open Source?<br />
<br />
=== Cinelerra-cv ===<br />
<br />
[http://cinelerra-cv.org/ Cinelerra-cv], Linux-only.<br />
<br />
Price: Free/Open Source<br />
<br />
== Video Transcoders ==<br />
<br />
=== Handbrake ===<br />
<br />
[http://handbrake.fr/details.php Handbrake] - a video transcoder. Exports to MP4 and MKV containers, codecs H.264 (x264), MPEG-2 (FFmpeg) and MPEG-4 (FFmpeg)<br />
<br />
Price: Free/Open Source</div>Mousemanhttps://wiki.hash.com/index.php?title=Video_Editing&diff=2209Video Editing2014-05-18T13:05:08Z<p>Mouseman: /* Handbrake */</p>
<hr />
<div>Once you get beyond creating simple videos in Animation:Master, you will likely want to edit multiple videos together to form larger movies.<br />
<br />
== Video Editing ==<br />
<br />
=== Sony Vegas ===<br />
<br />
=== Sony Movie Studio ===<br />
[http://www.sonycreativesoftware.com/moviestudiopp Movie Studio].<br />
<br />
Price: $139.95<br />
<br />
=== Adobe Premier ===<br />
<br />
=== Animation:Master ===<br />
<br />
Animation:Master has some built-in video editing features. See [http://www.hash.com/forums/index.php?showtopic=29222].<br />
<br />
Price: $79.99/year (A:M subscription)<br />
<br />
=== Blender ===<br />
<br />
[http://www.blender.org/ Blender] has built-in video editing features. Difficult to use, non-standard GUI idioms.<br />
<br />
Price: Free (Open Source/Free Software)<br />
<br />
=== Avidemux ===<br />
<br />
[http://fixounet.free.fr/avidemux/ Avidemux]. Rather limited.<br />
<br />
Supports: AVI, DVD compatible MPEG files, MP4 and ASF<br />
<br />
Price: Free.<br />
<br />
=== Lightworks (beta) ===<br />
<br />
[http://www.lightworksbeta.com/ Lightworks Beta], eventually [http://www.lwks.com Lightworks]. Requires registration and login onto their site from within the application, which may be a show-stopper for privacy-oriented people.<br />
<br />
=== Jahshaka ===<br />
<br />
[http://www.jahshaka.com/ Jahshaka], abandoned but attempts being made to revive it.<br />
<br />
Price: ?Free/Open Source?<br />
<br />
=== Cinelerra-cv ===<br />
<br />
[http://cinelerra-cv.org/ Cinelerra-cv], Linux-only.<br />
<br />
Price: Free/Open Source<br />
<br />
== Video Transcoders ==<br />
<br />
=== Handbrake ===<br />
<br />
[http://handbrake.fr/details.php Handbrake] - a video transcoder. Exports to MP4 and MKV containers, codecs H.264 (x264), MPEG-2 (FFmpeg) and MPEG-4 (FFmpeg)<br />
<br />
Price: Free/Open Source</div>Mousemanhttps://wiki.hash.com/index.php?title=Video_Editing&diff=2208Video Editing2014-05-18T05:07:46Z<p>Mouseman: /* Animation:Master */</p>
<hr />
<div>Once you get beyond creating simple videos in Animation:Master, you will likely want to edit multiple videos together to form larger movies.<br />
<br />
== Video Editing ==<br />
<br />
=== Sony Vegas ===<br />
<br />
=== Sony Movie Studio ===<br />
[http://www.sonycreativesoftware.com/moviestudiopp Movie Studio].<br />
<br />
Price: $139.95<br />
<br />
=== Adobe Premier ===<br />
<br />
=== Animation:Master ===<br />
<br />
Animation:Master has some built-in video editing features. See [http://www.hash.com/forums/index.php?showtopic=29222].<br />
<br />
Price: $79.99/year (A:M subscription)<br />
<br />
=== Blender ===<br />
<br />
[http://www.blender.org/ Blender] has built-in video editing features. Difficult to use, non-standard GUI idioms.<br />
<br />
Price: Free (Open Source/Free Software)<br />
<br />
=== Avidemux ===<br />
<br />
[http://fixounet.free.fr/avidemux/ Avidemux]. Rather limited.<br />
<br />
Supports: AVI, DVD compatible MPEG files, MP4 and ASF<br />
<br />
Price: Free.<br />
<br />
=== Lightworks (beta) ===<br />
<br />
[http://www.lightworksbeta.com/ Lightworks Beta], eventually [http://www.lwks.com Lightworks]. Requires registration and login onto their site from within the application, which may be a show-stopper for privacy-oriented people.<br />
<br />
=== Jahshaka ===<br />
<br />
[http://www.jahshaka.com/ Jahshaka], abandoned but attempts being made to revive it.<br />
<br />
Price: ?Free/Open Source?<br />
<br />
=== Cinelerra-cv ===<br />
<br />
[http://cinelerra-cv.org/ Cinelerra-cv], Linux-only.<br />
<br />
Price: Free/Open Source<br />
<br />
== Video Transcoders ==<br />
<br />
=== Handbrake ===<br />
<br />
[http://handbrake.fr/details.php Handbrake] - a video transcoder<br />
<br />
Price: Free/Open Source</div>Mousemanhttps://wiki.hash.com/index.php?title=A:M_History&diff=2207A:M History2014-05-18T05:06:53Z<p>Mouseman: </p>
<hr />
<div>Much of the history was from the [http://en.wikipedia.org/wiki/Animation:Master wikipedia page].<br />
<br />
== General Overview of changes since v13 ==<br />
<br />
[http://www.hash.com/forums/index.php?s=&showtopic=41469&view=findpost&p=367122 Source]<br />
<br />
A:M v16 (and up) utilizes multi-cores using OpenML for Finding Normals and a few other functions (where it makes sense). Like that today you can handle more patches in a single model than before.<br />
It highly depends on your core-amount and the power of your system and yes you will still run into the problem somewhere. Best is to avoid that by assembling together multiple models in the chor. The new Snap-To-Surface-Feature in v17 maybe helpful there too.<br />
<br />
There are many changes from v13 on. I am not totally sure what was in v13, but these are the bigger and "newer" features in A:M (not in chronological order):<br />
* Speed improvements (especially from v15 to v16 but also for v17) for both Windows and Mac. (windows-computers seem to perform a little better so).<br />
* Netrenderer now included with 4 cores for free and addtional cores that can be bought seperatly for a very reasonable price).<br />
* IBL, Ambient Occlusion (with Transparency-Support) and FastAO (> Plugin, actually called "FakeAO" which is very fast, the newest one even can use the GPU-power, but even the CPU-version takes only a few seconds to render with)<br />
* Fluid-Particles<br />
* Hair-Shaders (additional to the standard-hair-system)<br />
* HDRI-Rendering with Buffer-Output<br />
* STL-Export (for example used by 3d-printers)<br />
* MDD-Animation-Data-Export (to export vertexed-based animation). > for example to get animation-data to Modo)<br />
* RenderPresets to share render-settings in an easy way.<br />
* Selection-Filters for easier selection.<br />
* SubSurfaceDisplacement (I am not sure if this is really new for v13 or if it was included there already).<br />
* Bake Surface (> bake Surface-attributes to decals so they may render faster. Includes an AutoUnwrap-Algorithm which is best to be used with 3d-Painter)<br />
* Newton Physics (I am not sure if this is really new for v13 or if it was included there already, but they have been improved in v15 if I am not wrong).<br />
* 2008 rig, face rig, lightrig<br />
* Snap-to-Surface (in A:M v17)<br />
* A:M Answers (in A:M v17)<br />
* UV-Editor-Improvements (in A:M v17)<br />
<br />
== V18 ==<br />
<br />
Released 2013-12-01.<br />
<br />
[http://www.hash.com/forums/index.php?showtopic=45708]<br />
<br />
From [http://www.hash.com/forums/index.php?s=&showtopic=45291&view=findpost&p=388994 V18 alpha changes] and<br />
[http://www.hash.com/forums/index.php?s=&showtopic=45318&view=findpost&p=388561 new features]<br />
* Screen Space Ambiant Occlusion render setting<br />
* Added support for OpenGL3 (and higher); Windows 32bit Direct3D realtime driver removed<br />
* Sticky Mode option<br />
* GPU-post effects and native support for SAO<br />
* Polygon export with additional high subdivision level (up to 4096) for export (not only for STL but all the exporters) and in realtime displays<br />
* Polygon mode (OpenGL3 only)<br />
* GPU Postprocess effects (OpenGL3 only); work in netrender slaves if available<br />
* Snapshot the active view to a file<br />
<br />
== V17 ==<br />
<br />
Released: 2012<br />
<br />
[http://www.hash.com/forums/index.php?s=&showtopic=41426&view=findpost&p=366925 V17 (beta) changes]<br />
<br />
* [[Snap_to_Surface]]<br />
* Animation:Master Answers<br />
* SSE4 - For newer processors, which are compatible with SSE4, A:Ms rendering will be up to 15% faster.<br />
* Create your own "Support"-page<br />
* an indication-border if you have the Animate-Mode deactivated<br />
* [http://www.hash.com/forums/index.php?showtopic=41513&st=0 Hires Simulation]<br />
* Copy surface-group-values; Create material from group-settings; Copy group-pivot to material[http://www.hash.com/forums/index.php?s=&showtopic=41568&view=findpost&p=368364]<br />
* [[SSS]] was speeded up.[http://www.hash.com/forums/index.php?showtopic=41742]<br />
<br />
== Version 16 ==<br />
Released: 2011<br />
<br />
* 64-bit Version<br />
* Netrenderer-integration with Multicore-support<br />
* 3d connexion device support<br />
* OBJ-MDD-Animation-Export<br />
* overall performance-boost<br />
<br />
== Version 15 ==<br />
Released: 2008<br />
<br />
* Liquids<br />
* Baked Materials<br />
* Hash Animation:Master Realtime (HA:MR) integration<br />
* Non-Linear Editing[http://www.hash.com/forums/index.php?showtopic=29222]<br />
<br />
== Version 14 ==<br />
Released: 2007<br />
<br />
* Ambient Occlusion (AO)<br />
* Image-based Lighting (IBL)<br />
<br />
== Version 13 ==<br />
Released 2006<br />
<br />
* Hair<br />
* Rigid-body Dynamics<br />
* File formats now XML based.<br />
<br />
== Version 12 ==<br />
Released 2005<br />
<br />
* Cloth<br />
* Layered Rendering into OpenEXR image format<br />
<br />
== Version 11 ==<br />
Released 2004<br />
<br />
* SDK (enables 3rd party plug-ins)<br />
<br />
== Version 10 ==<br />
Released 2003<br />
<br />
* Soft-body Dynamics<br />
* Radiosity<br />
<br />
== Version 9 ==<br />
Released 2001<br />
<br />
* Scripting<br />
* Expressions<br />
<br />
== Version 5 ==<br />
Released 1997<br />
<br />
* A major advance, removing the requirement in previous versions that characters be broken into parts and reassembled in the boning process<br />
* Added numerous skeleton "constraints" which enabled the development of advanced character animation rigs.<br />
<br />
== Version 4 ==<br />
Relased 1996<br />
<br />
* particle effects known as "blobbies".<br />
* last version to use ".seg" as its primary model format.<br />
* last version made available in a Unix port. Future versions would be available for Macintosh and Windows.<br />
<br />
== Version 3 ==<br />
Released 1994<br />
<br />
* introduced full 3D inverse kinematics (IK).<br />
<br />
== Version 2 ==<br />
Released 1993<br />
<br />
* released as Martin Hash's 3D Animation.<br />
* The pro version was named Animation:Master.<br />
<br />
== Version 1 ==<br />
Released 1992<br />
<br />
* marketed as "Will Vinton's Playmation" in conjunction with the Will Vinton Studio.<br />
* The Mac version was released in 1993.<br />
<br />
== Animation: Journeyman ==<br />
Released 1990<br />
<br />
== Animation: Apprentice ==<br />
Released 1987<br />
<br />
== See Also ==<br />
* An [http://www.hash.com/forums/index.php?act=attach&type=post&id=59794 article from Amazing Computing] from January, 1989.</div>Mousemanhttps://wiki.hash.com/index.php?title=Video_Editing&diff=2206Video Editing2014-05-18T04:33:12Z<p>Mouseman: </p>
<hr />
<div>Once you get beyond creating simple videos in Animation:Master, you will likely want to edit multiple videos together to form larger movies.<br />
<br />
== Video Editing ==<br />
<br />
=== Sony Vegas ===<br />
<br />
=== Sony Movie Studio ===<br />
[http://www.sonycreativesoftware.com/moviestudiopp Movie Studio].<br />
<br />
Price: $139.95<br />
<br />
=== Adobe Premier ===<br />
<br />
=== Animation:Master ===<br />
<br />
Animation:Master has some built-in video editing features.<br />
<br />
Price: $79.99/year (A:M subscription)<br />
<br />
=== Blender ===<br />
<br />
[http://www.blender.org/ Blender] has built-in video editing features. Difficult to use, non-standard GUI idioms.<br />
<br />
Price: Free (Open Source/Free Software)<br />
<br />
=== Avidemux ===<br />
<br />
[http://fixounet.free.fr/avidemux/ Avidemux]. Rather limited.<br />
<br />
Supports: AVI, DVD compatible MPEG files, MP4 and ASF<br />
<br />
Price: Free.<br />
<br />
=== Lightworks (beta) ===<br />
<br />
[http://www.lightworksbeta.com/ Lightworks Beta], eventually [http://www.lwks.com Lightworks]. Requires registration and login onto their site from within the application, which may be a show-stopper for privacy-oriented people.<br />
<br />
=== Jahshaka ===<br />
<br />
[http://www.jahshaka.com/ Jahshaka], abandoned but attempts being made to revive it.<br />
<br />
Price: ?Free/Open Source?<br />
<br />
=== Cinelerra-cv ===<br />
<br />
[http://cinelerra-cv.org/ Cinelerra-cv], Linux-only.<br />
<br />
Price: Free/Open Source<br />
<br />
== Video Transcoders ==<br />
<br />
=== Handbrake ===<br />
<br />
[http://handbrake.fr/details.php Handbrake] - a video transcoder<br />
<br />
Price: Free/Open Source</div>Mousemanhttps://wiki.hash.com/index.php?title=Video_Editing&diff=2205Video Editing2014-05-18T04:17:33Z<p>Mouseman: </p>
<hr />
<div>Once you get beyond creating simple videos in Animation:Master, you will likely want to edit multiple videos together to form larger movies.<br />
<br />
== Video Editing ==<br />
<br />
=== Animation:Master ===<br />
<br />
Animation:Master has some built-in video editing features.<br />
<br />
=== Blender ===<br />
<br />
[http://www.blender.org/ Blender] has built-in video editing features. Difficult to use, non-standard GUI idioms.<br />
<br />
=== Avidemux ===<br />
<br />
[http://fixounet.free.fr/avidemux/ Avidemux]. Rather limited.<br />
<br />
Supports: AVI, DVD compatible MPEG files, MP4 and ASF<br />
<br />
=== Lightworks (beta) ===<br />
<br />
[http://www.lightworksbeta.com/ Lightworks Beta], eventually [http://www.lwks.com Lightworks].<br />
<br />
=== Jahshaka ===<br />
<br />
[http://www.jahshaka.com/ Jahshaka], abandoned but attempts being made to revive it.<br />
<br />
== Video Transcoders ==<br />
<br />
=== Handbrake ===<br />
<br />
[http://handbrake.fr/details.php Handbrake] - a video transcoder</div>Mousemanhttps://wiki.hash.com/index.php?title=Video_Editing&diff=2204Video Editing2014-05-18T04:12:46Z<p>Mouseman: </p>
<hr />
<div>Once you get beyond creating simple videos in Animation:Master, you will likely want to edit multiple videos together to form larger movies.<br />
<br />
== Video Editing ==<br />
<br />
=== Animation:Master ===<br />
<br />
Animation:Master has some built-in video editing features.<br />
<br />
=== Blender ===<br />
<br />
[http://www.blender.org/ Blender] has built-in video editing features. Difficult to use, non-standard GUI idioms.<br />
<br />
=== Avidemux ===<br />
<br />
[http://fixounet.free.fr/avidemux/ Avidemux]. Rather limited.<br />
<br />
Supports: AVI, DVD compatible MPEG files, MP4 and ASF<br />
<br />
=== Lightworks (beta) ===<br />
<br />
[http://www.lightworksbeta.com/ Lightworks Beta], eventually [http://www.lwks.com Lightworks].<br />
<br />
== Video Transcoders ==<br />
<br />
=== Handbrake ===<br />
<br />
[http://handbrake.fr/details.php Handbrake] - a video transcoder</div>Mousemanhttps://wiki.hash.com/index.php?title=A:M_History&diff=2203A:M History2013-12-08T21:20:41Z<p>Mouseman: /* V17 */</p>
<hr />
<div>Much of the history was from the [http://en.wikipedia.org/wiki/Animation:Master wikipedia page].<br />
<br />
== General Overview of changes since v13 ==<br />
<br />
[http://www.hash.com/forums/index.php?s=&showtopic=41469&view=findpost&p=367122 Source]<br />
<br />
A:M v16 (and up) utilizes multi-cores using OpenML for Finding Normals and a few other functions (where it makes sense). Like that today you can handle more patches in a single model than before.<br />
It highly depends on your core-amount and the power of your system and yes you will still run into the problem somewhere. Best is to avoid that by assembling together multiple models in the chor. The new Snap-To-Surface-Feature in v17 maybe helpful there too.<br />
<br />
There are many changes from v13 on. I am not totally sure what was in v13, but these are the bigger and "newer" features in A:M (not in chronological order):<br />
* Speed improvements (especially from v15 to v16 but also for v17) for both Windows and Mac. (windows-computers seem to perform a little better so).<br />
* Netrenderer now included with 4 cores for free and addtional cores that can be bought seperatly for a very reasonable price).<br />
* IBL, Ambient Occlusion (with Transparency-Support) and FastAO (> Plugin, actually called "FakeAO" which is very fast, the newest one even can use the GPU-power, but even the CPU-version takes only a few seconds to render with)<br />
* Fluid-Particles<br />
* Hair-Shaders (additional to the standard-hair-system)<br />
* HDRI-Rendering with Buffer-Output<br />
* STL-Export (for example used by 3d-printers)<br />
* MDD-Animation-Data-Export (to export vertexed-based animation). > for example to get animation-data to Modo)<br />
* RenderPresets to share render-settings in an easy way.<br />
* Selection-Filters for easier selection.<br />
* SubSurfaceDisplacement (I am not sure if this is really new for v13 or if it was included there already).<br />
* Bake Surface (> bake Surface-attributes to decals so they may render faster. Includes an AutoUnwrap-Algorithm which is best to be used with 3d-Painter)<br />
* Newton Physics (I am not sure if this is really new for v13 or if it was included there already, but they have been improved in v15 if I am not wrong).<br />
* 2008 rig, face rig, lightrig<br />
* Snap-to-Surface (in A:M v17)<br />
* A:M Answers (in A:M v17)<br />
* UV-Editor-Improvements (in A:M v17)<br />
<br />
== V18 ==<br />
<br />
Released 2013-12-01.<br />
<br />
[http://www.hash.com/forums/index.php?showtopic=45708]<br />
<br />
From [http://www.hash.com/forums/index.php?s=&showtopic=45291&view=findpost&p=388994 V18 alpha changes] and<br />
[http://www.hash.com/forums/index.php?s=&showtopic=45318&view=findpost&p=388561 new features]<br />
* Screen Space Ambiant Occlusion render setting<br />
* Added support for OpenGL3 (and higher); Windows 32bit Direct3D realtime driver removed<br />
* Sticky Mode option<br />
* GPU-post effects and native support for SAO<br />
* Polygon export with additional high subdivision level (up to 4096) for export (not only for STL but all the exporters) and in realtime displays<br />
* Polygon mode (OpenGL3 only)<br />
* GPU Postprocess effects (OpenGL3 only); work in netrender slaves if available<br />
* Snapshot the active view to a file<br />
<br />
== V17 ==<br />
<br />
Released: 2012<br />
<br />
[http://www.hash.com/forums/index.php?s=&showtopic=41426&view=findpost&p=366925 V17 (beta) changes]<br />
<br />
* [[Snap_to_Surface]]<br />
* Animation:Master Answers<br />
* SSE4 - For newer processors, which are compatible with SSE4, A:Ms rendering will be up to 15% faster.<br />
* Create your own "Support"-page<br />
* an indication-border if you have the Animate-Mode deactivated<br />
* [http://www.hash.com/forums/index.php?showtopic=41513&st=0 Hires Simulation]<br />
* Copy surface-group-values; Create material from group-settings; Copy group-pivot to material[http://www.hash.com/forums/index.php?s=&showtopic=41568&view=findpost&p=368364]<br />
* [[SSS]] was speeded up.[http://www.hash.com/forums/index.php?showtopic=41742]<br />
<br />
== Version 16 ==<br />
Released: 2011<br />
<br />
* 64-bit Version<br />
* Netrenderer-integration with Multicore-support<br />
* 3d connexion device support<br />
* OBJ-MDD-Animation-Export<br />
* overall performance-boost<br />
<br />
== Version 15 ==<br />
Released: 2008<br />
<br />
* Liquids<br />
* Baked Materials<br />
* Hash Animation:Master Realtime (HA:MR) integration<br />
<br />
== Version 14 ==<br />
Released: 2007<br />
<br />
* Ambient Occlusion (AO)<br />
* Image-based Lighting (IBL)<br />
<br />
== Version 13 ==<br />
Released 2006<br />
<br />
* Hair<br />
* Rigid-body Dynamics<br />
* File formats now XML based.<br />
<br />
== Version 12 ==<br />
Released 2005<br />
<br />
* Cloth<br />
* Layered Rendering into OpenEXR image format<br />
<br />
== Version 11 ==<br />
Released 2004<br />
<br />
* SDK (enables 3rd party plug-ins)<br />
<br />
== Version 10 ==<br />
Released 2003<br />
<br />
* Soft-body Dynamics<br />
* Radiosity<br />
<br />
== Version 9 ==<br />
Released 2001<br />
<br />
* Scripting<br />
* Expressions<br />
<br />
== Version 5 ==<br />
Released 1997<br />
<br />
* A major advance, removing the requirement in previous versions that characters be broken into parts and reassembled in the boning process<br />
* Added numerous skeleton "constraints" which enabled the development of advanced character animation rigs.<br />
<br />
== Version 4 ==<br />
Relased 1996<br />
<br />
* particle effects known as "blobbies".<br />
* last version to use ".seg" as its primary model format.<br />
* last version made available in a Unix port. Future versions would be available for Macintosh and Windows.<br />
<br />
== Version 3 ==<br />
Released 1994<br />
<br />
* introduced full 3D inverse kinematics (IK).<br />
<br />
== Version 2 ==<br />
Released 1993<br />
<br />
* released as Martin Hash's 3D Animation.<br />
* The pro version was named Animation:Master.<br />
<br />
== Version 1 ==<br />
Released 1992<br />
<br />
* marketed as "Will Vinton's Playmation" in conjunction with the Will Vinton Studio.<br />
* The Mac version was released in 1993.<br />
<br />
== Animation: Journeyman ==<br />
Released 1990<br />
<br />
== Animation: Apprentice ==<br />
Released 1987<br />
<br />
== See Also ==<br />
* An [http://www.hash.com/forums/index.php?act=attach&type=post&id=59794 article from Amazing Computing] from January, 1989.</div>Mousemanhttps://wiki.hash.com/index.php?title=A:M_History&diff=2202A:M History2013-12-08T21:19:43Z<p>Mouseman: /* V18 */</p>
<hr />
<div>Much of the history was from the [http://en.wikipedia.org/wiki/Animation:Master wikipedia page].<br />
<br />
== General Overview of changes since v13 ==<br />
<br />
[http://www.hash.com/forums/index.php?s=&showtopic=41469&view=findpost&p=367122 Source]<br />
<br />
A:M v16 (and up) utilizes multi-cores using OpenML for Finding Normals and a few other functions (where it makes sense). Like that today you can handle more patches in a single model than before.<br />
It highly depends on your core-amount and the power of your system and yes you will still run into the problem somewhere. Best is to avoid that by assembling together multiple models in the chor. The new Snap-To-Surface-Feature in v17 maybe helpful there too.<br />
<br />
There are many changes from v13 on. I am not totally sure what was in v13, but these are the bigger and "newer" features in A:M (not in chronological order):<br />
* Speed improvements (especially from v15 to v16 but also for v17) for both Windows and Mac. (windows-computers seem to perform a little better so).<br />
* Netrenderer now included with 4 cores for free and addtional cores that can be bought seperatly for a very reasonable price).<br />
* IBL, Ambient Occlusion (with Transparency-Support) and FastAO (> Plugin, actually called "FakeAO" which is very fast, the newest one even can use the GPU-power, but even the CPU-version takes only a few seconds to render with)<br />
* Fluid-Particles<br />
* Hair-Shaders (additional to the standard-hair-system)<br />
* HDRI-Rendering with Buffer-Output<br />
* STL-Export (for example used by 3d-printers)<br />
* MDD-Animation-Data-Export (to export vertexed-based animation). > for example to get animation-data to Modo)<br />
* RenderPresets to share render-settings in an easy way.<br />
* Selection-Filters for easier selection.<br />
* SubSurfaceDisplacement (I am not sure if this is really new for v13 or if it was included there already).<br />
* Bake Surface (> bake Surface-attributes to decals so they may render faster. Includes an AutoUnwrap-Algorithm which is best to be used with 3d-Painter)<br />
* Newton Physics (I am not sure if this is really new for v13 or if it was included there already, but they have been improved in v15 if I am not wrong).<br />
* 2008 rig, face rig, lightrig<br />
* Snap-to-Surface (in A:M v17)<br />
* A:M Answers (in A:M v17)<br />
* UV-Editor-Improvements (in A:M v17)<br />
<br />
== V18 ==<br />
<br />
Released 2013-12-01.<br />
<br />
[http://www.hash.com/forums/index.php?showtopic=45708]<br />
<br />
From [http://www.hash.com/forums/index.php?s=&showtopic=45291&view=findpost&p=388994 V18 alpha changes] and<br />
[http://www.hash.com/forums/index.php?s=&showtopic=45318&view=findpost&p=388561 new features]<br />
* Screen Space Ambiant Occlusion render setting<br />
* Added support for OpenGL3 (and higher); Windows 32bit Direct3D realtime driver removed<br />
* Sticky Mode option<br />
* GPU-post effects and native support for SAO<br />
* Polygon export with additional high subdivision level (up to 4096) for export (not only for STL but all the exporters) and in realtime displays<br />
* Polygon mode (OpenGL3 only)<br />
* GPU Postprocess effects (OpenGL3 only); work in netrender slaves if available<br />
* Snapshot the active view to a file<br />
<br />
== V17 ==<br />
[http://www.hash.com/forums/index.php?s=&showtopic=41426&view=findpost&p=366925 V17 (beta) changes]<br />
<br />
* [[Snap_to_Surface]]<br />
* Animation:Master Answers<br />
* SSE4 - For newer processors, which are compatible with SSE4, A:Ms rendering will be up to 15% faster.<br />
* Create your own "Support"-page<br />
* an indication-border if you have the Animate-Mode deactivated<br />
* [http://www.hash.com/forums/index.php?showtopic=41513&st=0 Hires Simulation]<br />
* Copy surface-group-values; Create material from group-settings; Copy group-pivot to material[http://www.hash.com/forums/index.php?s=&showtopic=41568&view=findpost&p=368364]<br />
* [[SSS]] was speeded up.[http://www.hash.com/forums/index.php?showtopic=41742]<br />
<br />
== Version 16 ==<br />
Released: 2011<br />
<br />
* 64-bit Version<br />
* Netrenderer-integration with Multicore-support<br />
* 3d connexion device support<br />
* OBJ-MDD-Animation-Export<br />
* overall performance-boost<br />
<br />
== Version 15 ==<br />
Released: 2008<br />
<br />
* Liquids<br />
* Baked Materials<br />
* Hash Animation:Master Realtime (HA:MR) integration<br />
<br />
== Version 14 ==<br />
Released: 2007<br />
<br />
* Ambient Occlusion (AO)<br />
* Image-based Lighting (IBL)<br />
<br />
== Version 13 ==<br />
Released 2006<br />
<br />
* Hair<br />
* Rigid-body Dynamics<br />
* File formats now XML based.<br />
<br />
== Version 12 ==<br />
Released 2005<br />
<br />
* Cloth<br />
* Layered Rendering into OpenEXR image format<br />
<br />
== Version 11 ==<br />
Released 2004<br />
<br />
* SDK (enables 3rd party plug-ins)<br />
<br />
== Version 10 ==<br />
Released 2003<br />
<br />
* Soft-body Dynamics<br />
* Radiosity<br />
<br />
== Version 9 ==<br />
Released 2001<br />
<br />
* Scripting<br />
* Expressions<br />
<br />
== Version 5 ==<br />
Released 1997<br />
<br />
* A major advance, removing the requirement in previous versions that characters be broken into parts and reassembled in the boning process<br />
* Added numerous skeleton "constraints" which enabled the development of advanced character animation rigs.<br />
<br />
== Version 4 ==<br />
Relased 1996<br />
<br />
* particle effects known as "blobbies".<br />
* last version to use ".seg" as its primary model format.<br />
* last version made available in a Unix port. Future versions would be available for Macintosh and Windows.<br />
<br />
== Version 3 ==<br />
Released 1994<br />
<br />
* introduced full 3D inverse kinematics (IK).<br />
<br />
== Version 2 ==<br />
Released 1993<br />
<br />
* released as Martin Hash's 3D Animation.<br />
* The pro version was named Animation:Master.<br />
<br />
== Version 1 ==<br />
Released 1992<br />
<br />
* marketed as "Will Vinton's Playmation" in conjunction with the Will Vinton Studio.<br />
* The Mac version was released in 1993.<br />
<br />
== Animation: Journeyman ==<br />
Released 1990<br />
<br />
== Animation: Apprentice ==<br />
Released 1987<br />
<br />
== See Also ==<br />
* An [http://www.hash.com/forums/index.php?act=attach&type=post&id=59794 article from Amazing Computing] from January, 1989.</div>Mousemanhttps://wiki.hash.com/index.php?title=A:M_History&diff=2201A:M History2013-08-11T15:37:46Z<p>Mouseman: /* V18 */</p>
<hr />
<div>Much of the history was from the [http://en.wikipedia.org/wiki/Animation:Master wikipedia page].<br />
<br />
== General Overview of changes since v13 ==<br />
<br />
[http://www.hash.com/forums/index.php?s=&showtopic=41469&view=findpost&p=367122 Source]<br />
<br />
A:M v16 (and up) utilizes multi-cores using OpenML for Finding Normals and a few other functions (where it makes sense). Like that today you can handle more patches in a single model than before.<br />
It highly depends on your core-amount and the power of your system and yes you will still run into the problem somewhere. Best is to avoid that by assembling together multiple models in the chor. The new Snap-To-Surface-Feature in v17 maybe helpful there too.<br />
<br />
There are many changes from v13 on. I am not totally sure what was in v13, but these are the bigger and "newer" features in A:M (not in chronological order):<br />
* Speed improvements (especially from v15 to v16 but also for v17) for both Windows and Mac. (windows-computers seem to perform a little better so).<br />
* Netrenderer now included with 4 cores for free and addtional cores that can be bought seperatly for a very reasonable price).<br />
* IBL, Ambient Occlusion (with Transparency-Support) and FastAO (> Plugin, actually called "FakeAO" which is very fast, the newest one even can use the GPU-power, but even the CPU-version takes only a few seconds to render with)<br />
* Fluid-Particles<br />
* Hair-Shaders (additional to the standard-hair-system)<br />
* HDRI-Rendering with Buffer-Output<br />
* STL-Export (for example used by 3d-printers)<br />
* MDD-Animation-Data-Export (to export vertexed-based animation). > for example to get animation-data to Modo)<br />
* RenderPresets to share render-settings in an easy way.<br />
* Selection-Filters for easier selection.<br />
* SubSurfaceDisplacement (I am not sure if this is really new for v13 or if it was included there already).<br />
* Bake Surface (> bake Surface-attributes to decals so they may render faster. Includes an AutoUnwrap-Algorithm which is best to be used with 3d-Painter)<br />
* Newton Physics (I am not sure if this is really new for v13 or if it was included there already, but they have been improved in v15 if I am not wrong).<br />
* 2008 rig, face rig, lightrig<br />
* Snap-to-Surface (in A:M v17)<br />
* A:M Answers (in A:M v17)<br />
* UV-Editor-Improvements (in A:M v17)<br />
<br />
== V18 ==<br />
<br />
CURRENTLY IN ALPHA. These changes are not guaranteed to be in the final release.<br />
<br />
From [http://www.hash.com/forums/index.php?s=&showtopic=45291&view=findpost&p=388994 V18 alpha changes] and<br />
[http://www.hash.com/forums/index.php?s=&showtopic=45318&view=findpost&p=388561 new features]<br />
* Screen Space Ambiant Occlusion render setting<br />
* Added support for OpenGL3 (and higher); Windows 32bit Direct3D realtime driver removed<br />
* Sticky Mode option<br />
* GPU-post effects and native support for SAO<br />
* Polygon export with additional high subdivision level (up to 4096) for export (not only for STL but all the exporters) and in realtime displays<br />
* Polygon mode (OpenGL3 only)<br />
* GPU Postprocess effects (OpenGL3 only); work in netrender slaves if available<br />
* Snapshot the active view to a file<br />
<br />
== V17 ==<br />
[http://www.hash.com/forums/index.php?s=&showtopic=41426&view=findpost&p=366925 V17 (beta) changes]<br />
<br />
* [[Snap_to_Surface]]<br />
* Animation:Master Answers<br />
* SSE4 - For newer processors, which are compatible with SSE4, A:Ms rendering will be up to 15% faster.<br />
* Create your own "Support"-page<br />
* an indication-border if you have the Animate-Mode deactivated<br />
* [http://www.hash.com/forums/index.php?showtopic=41513&st=0 Hires Simulation]<br />
* Copy surface-group-values; Create material from group-settings; Copy group-pivot to material[http://www.hash.com/forums/index.php?s=&showtopic=41568&view=findpost&p=368364]<br />
* [[SSS]] was speeded up.[http://www.hash.com/forums/index.php?showtopic=41742]<br />
<br />
== Version 16 ==<br />
Released: 2011<br />
<br />
* 64-bit Version<br />
* Netrenderer-integration with Multicore-support<br />
* 3d connexion device support<br />
* OBJ-MDD-Animation-Export<br />
* overall performance-boost<br />
<br />
== Version 15 ==<br />
Released: 2008<br />
<br />
* Liquids<br />
* Baked Materials<br />
* Hash Animation:Master Realtime (HA:MR) integration<br />
<br />
== Version 14 ==<br />
Released: 2007<br />
<br />
* Ambient Occlusion (AO)<br />
* Image-based Lighting (IBL)<br />
<br />
== Version 13 ==<br />
Released 2006<br />
<br />
* Hair<br />
* Rigid-body Dynamics<br />
* File formats now XML based.<br />
<br />
== Version 12 ==<br />
Released 2005<br />
<br />
* Cloth<br />
* Layered Rendering into OpenEXR image format<br />
<br />
== Version 11 ==<br />
Released 2004<br />
<br />
* SDK (enables 3rd party plug-ins)<br />
<br />
== Version 10 ==<br />
Released 2003<br />
<br />
* Soft-body Dynamics<br />
* Radiosity<br />
<br />
== Version 9 ==<br />
Released 2001<br />
<br />
* Scripting<br />
* Expressions<br />
<br />
== Version 5 ==<br />
Released 1997<br />
<br />
* A major advance, removing the requirement in previous versions that characters be broken into parts and reassembled in the boning process<br />
* Added numerous skeleton "constraints" which enabled the development of advanced character animation rigs.<br />
<br />
== Version 4 ==<br />
Relased 1996<br />
<br />
* particle effects known as "blobbies".<br />
* last version to use ".seg" as its primary model format.<br />
* last version made available in a Unix port. Future versions would be available for Macintosh and Windows.<br />
<br />
== Version 3 ==<br />
Released 1994<br />
<br />
* introduced full 3D inverse kinematics (IK).<br />
<br />
== Version 2 ==<br />
Released 1993<br />
<br />
* released as Martin Hash's 3D Animation.<br />
* The pro version was named Animation:Master.<br />
<br />
== Version 1 ==<br />
Released 1992<br />
<br />
* marketed as "Will Vinton's Playmation" in conjunction with the Will Vinton Studio.<br />
* The Mac version was released in 1993.<br />
<br />
== Animation: Journeyman ==<br />
Released 1990<br />
<br />
== Animation: Apprentice ==<br />
Released 1987<br />
<br />
== See Also ==<br />
* An [http://www.hash.com/forums/index.php?act=attach&type=post&id=59794 article from Amazing Computing] from January, 1989.</div>Mousemanhttps://wiki.hash.com/index.php?title=A:M_History&diff=2200A:M History2013-08-11T15:37:04Z<p>Mouseman: /* V18 */</p>
<hr />
<div>Much of the history was from the [http://en.wikipedia.org/wiki/Animation:Master wikipedia page].<br />
<br />
== General Overview of changes since v13 ==<br />
<br />
[http://www.hash.com/forums/index.php?s=&showtopic=41469&view=findpost&p=367122 Source]<br />
<br />
A:M v16 (and up) utilizes multi-cores using OpenML for Finding Normals and a few other functions (where it makes sense). Like that today you can handle more patches in a single model than before.<br />
It highly depends on your core-amount and the power of your system and yes you will still run into the problem somewhere. Best is to avoid that by assembling together multiple models in the chor. The new Snap-To-Surface-Feature in v17 maybe helpful there too.<br />
<br />
There are many changes from v13 on. I am not totally sure what was in v13, but these are the bigger and "newer" features in A:M (not in chronological order):<br />
* Speed improvements (especially from v15 to v16 but also for v17) for both Windows and Mac. (windows-computers seem to perform a little better so).<br />
* Netrenderer now included with 4 cores for free and addtional cores that can be bought seperatly for a very reasonable price).<br />
* IBL, Ambient Occlusion (with Transparency-Support) and FastAO (> Plugin, actually called "FakeAO" which is very fast, the newest one even can use the GPU-power, but even the CPU-version takes only a few seconds to render with)<br />
* Fluid-Particles<br />
* Hair-Shaders (additional to the standard-hair-system)<br />
* HDRI-Rendering with Buffer-Output<br />
* STL-Export (for example used by 3d-printers)<br />
* MDD-Animation-Data-Export (to export vertexed-based animation). > for example to get animation-data to Modo)<br />
* RenderPresets to share render-settings in an easy way.<br />
* Selection-Filters for easier selection.<br />
* SubSurfaceDisplacement (I am not sure if this is really new for v13 or if it was included there already).<br />
* Bake Surface (> bake Surface-attributes to decals so they may render faster. Includes an AutoUnwrap-Algorithm which is best to be used with 3d-Painter)<br />
* Newton Physics (I am not sure if this is really new for v13 or if it was included there already, but they have been improved in v15 if I am not wrong).<br />
* 2008 rig, face rig, lightrig<br />
* Snap-to-Surface (in A:M v17)<br />
* A:M Answers (in A:M v17)<br />
* UV-Editor-Improvements (in A:M v17)<br />
<br />
== V18 ==<br />
<br />
From [http://www.hash.com/forums/index.php?s=&showtopic=45291&view=findpost&p=388994 V18 alpha changes] and<br />
[http://www.hash.com/forums/index.php?s=&showtopic=45318&view=findpost&p=388561 new features]<br />
* Screen Space Ambiant Occlusion render setting<br />
* Added support for OpenGL3 (and higher); Windows 32bit Direct3D realtime driver removed<br />
* Sticky Mode option<br />
* GPU-post effects and native support for SAO<br />
* Polygon export with additional high subdivision level (up to 4096) for export (not only for STL but all the exporters) and in realtime displays<br />
* Polygon mode (OpenGL3 only)<br />
* GPU Postprocess effects (OpenGL3 only); work in netrender slaves if available<br />
* Snapshot the active view to a file<br />
<br />
== V17 ==<br />
[http://www.hash.com/forums/index.php?s=&showtopic=41426&view=findpost&p=366925 V17 (beta) changes]<br />
<br />
* [[Snap_to_Surface]]<br />
* Animation:Master Answers<br />
* SSE4 - For newer processors, which are compatible with SSE4, A:Ms rendering will be up to 15% faster.<br />
* Create your own "Support"-page<br />
* an indication-border if you have the Animate-Mode deactivated<br />
* [http://www.hash.com/forums/index.php?showtopic=41513&st=0 Hires Simulation]<br />
* Copy surface-group-values; Create material from group-settings; Copy group-pivot to material[http://www.hash.com/forums/index.php?s=&showtopic=41568&view=findpost&p=368364]<br />
* [[SSS]] was speeded up.[http://www.hash.com/forums/index.php?showtopic=41742]<br />
<br />
== Version 16 ==<br />
Released: 2011<br />
<br />
* 64-bit Version<br />
* Netrenderer-integration with Multicore-support<br />
* 3d connexion device support<br />
* OBJ-MDD-Animation-Export<br />
* overall performance-boost<br />
<br />
== Version 15 ==<br />
Released: 2008<br />
<br />
* Liquids<br />
* Baked Materials<br />
* Hash Animation:Master Realtime (HA:MR) integration<br />
<br />
== Version 14 ==<br />
Released: 2007<br />
<br />
* Ambient Occlusion (AO)<br />
* Image-based Lighting (IBL)<br />
<br />
== Version 13 ==<br />
Released 2006<br />
<br />
* Hair<br />
* Rigid-body Dynamics<br />
* File formats now XML based.<br />
<br />
== Version 12 ==<br />
Released 2005<br />
<br />
* Cloth<br />
* Layered Rendering into OpenEXR image format<br />
<br />
== Version 11 ==<br />
Released 2004<br />
<br />
* SDK (enables 3rd party plug-ins)<br />
<br />
== Version 10 ==<br />
Released 2003<br />
<br />
* Soft-body Dynamics<br />
* Radiosity<br />
<br />
== Version 9 ==<br />
Released 2001<br />
<br />
* Scripting<br />
* Expressions<br />
<br />
== Version 5 ==<br />
Released 1997<br />
<br />
* A major advance, removing the requirement in previous versions that characters be broken into parts and reassembled in the boning process<br />
* Added numerous skeleton "constraints" which enabled the development of advanced character animation rigs.<br />
<br />
== Version 4 ==<br />
Relased 1996<br />
<br />
* particle effects known as "blobbies".<br />
* last version to use ".seg" as its primary model format.<br />
* last version made available in a Unix port. Future versions would be available for Macintosh and Windows.<br />
<br />
== Version 3 ==<br />
Released 1994<br />
<br />
* introduced full 3D inverse kinematics (IK).<br />
<br />
== Version 2 ==<br />
Released 1993<br />
<br />
* released as Martin Hash's 3D Animation.<br />
* The pro version was named Animation:Master.<br />
<br />
== Version 1 ==<br />
Released 1992<br />
<br />
* marketed as "Will Vinton's Playmation" in conjunction with the Will Vinton Studio.<br />
* The Mac version was released in 1993.<br />
<br />
== Animation: Journeyman ==<br />
Released 1990<br />
<br />
== Animation: Apprentice ==<br />
Released 1987<br />
<br />
== See Also ==<br />
* An [http://www.hash.com/forums/index.php?act=attach&type=post&id=59794 article from Amazing Computing] from January, 1989.</div>Mousemanhttps://wiki.hash.com/index.php?title=A:M_History&diff=2199A:M History2013-08-11T15:21:15Z<p>Mouseman: </p>
<hr />
<div>Much of the history was from the [http://en.wikipedia.org/wiki/Animation:Master wikipedia page].<br />
<br />
== General Overview of changes since v13 ==<br />
<br />
[http://www.hash.com/forums/index.php?s=&showtopic=41469&view=findpost&p=367122 Source]<br />
<br />
A:M v16 (and up) utilizes multi-cores using OpenML for Finding Normals and a few other functions (where it makes sense). Like that today you can handle more patches in a single model than before.<br />
It highly depends on your core-amount and the power of your system and yes you will still run into the problem somewhere. Best is to avoid that by assembling together multiple models in the chor. The new Snap-To-Surface-Feature in v17 maybe helpful there too.<br />
<br />
There are many changes from v13 on. I am not totally sure what was in v13, but these are the bigger and "newer" features in A:M (not in chronological order):<br />
* Speed improvements (especially from v15 to v16 but also for v17) for both Windows and Mac. (windows-computers seem to perform a little better so).<br />
* Netrenderer now included with 4 cores for free and addtional cores that can be bought seperatly for a very reasonable price).<br />
* IBL, Ambient Occlusion (with Transparency-Support) and FastAO (> Plugin, actually called "FakeAO" which is very fast, the newest one even can use the GPU-power, but even the CPU-version takes only a few seconds to render with)<br />
* Fluid-Particles<br />
* Hair-Shaders (additional to the standard-hair-system)<br />
* HDRI-Rendering with Buffer-Output<br />
* STL-Export (for example used by 3d-printers)<br />
* MDD-Animation-Data-Export (to export vertexed-based animation). > for example to get animation-data to Modo)<br />
* RenderPresets to share render-settings in an easy way.<br />
* Selection-Filters for easier selection.<br />
* SubSurfaceDisplacement (I am not sure if this is really new for v13 or if it was included there already).<br />
* Bake Surface (> bake Surface-attributes to decals so they may render faster. Includes an AutoUnwrap-Algorithm which is best to be used with 3d-Painter)<br />
* Newton Physics (I am not sure if this is really new for v13 or if it was included there already, but they have been improved in v15 if I am not wrong).<br />
* 2008 rig, face rig, lightrig<br />
* Snap-to-Surface (in A:M v17)<br />
* A:M Answers (in A:M v17)<br />
* UV-Editor-Improvements (in A:M v17)<br />
<br />
== V18 ==<br />
<br />
[http://www.hash.com/forums/index.php?s=&showtopic=45291&view=findpost&p=388994 V18 alpha changes]<br />
* Built in Screen Space Ambient Occlusion is the big one.<br />
* Polygon export up to 4096<br />
* No more Direct 3D<br />
* Sticky Mode option<br />
* Screen snapshot button<br />
<br />
== V17 ==<br />
[http://www.hash.com/forums/index.php?s=&showtopic=41426&view=findpost&p=366925 V17 (beta) changes]<br />
<br />
* [[Snap_to_Surface]]<br />
* Animation:Master Answers<br />
* SSE4 - For newer processors, which are compatible with SSE4, A:Ms rendering will be up to 15% faster.<br />
* Create your own "Support"-page<br />
* an indication-border if you have the Animate-Mode deactivated<br />
* [http://www.hash.com/forums/index.php?showtopic=41513&st=0 Hires Simulation]<br />
* Copy surface-group-values; Create material from group-settings; Copy group-pivot to material[http://www.hash.com/forums/index.php?s=&showtopic=41568&view=findpost&p=368364]<br />
* [[SSS]] was speeded up.[http://www.hash.com/forums/index.php?showtopic=41742]<br />
<br />
== Version 16 ==<br />
Released: 2011<br />
<br />
* 64-bit Version<br />
* Netrenderer-integration with Multicore-support<br />
* 3d connexion device support<br />
* OBJ-MDD-Animation-Export<br />
* overall performance-boost<br />
<br />
== Version 15 ==<br />
Released: 2008<br />
<br />
* Liquids<br />
* Baked Materials<br />
* Hash Animation:Master Realtime (HA:MR) integration<br />
<br />
== Version 14 ==<br />
Released: 2007<br />
<br />
* Ambient Occlusion (AO)<br />
* Image-based Lighting (IBL)<br />
<br />
== Version 13 ==<br />
Released 2006<br />
<br />
* Hair<br />
* Rigid-body Dynamics<br />
* File formats now XML based.<br />
<br />
== Version 12 ==<br />
Released 2005<br />
<br />
* Cloth<br />
* Layered Rendering into OpenEXR image format<br />
<br />
== Version 11 ==<br />
Released 2004<br />
<br />
* SDK (enables 3rd party plug-ins)<br />
<br />
== Version 10 ==<br />
Released 2003<br />
<br />
* Soft-body Dynamics<br />
* Radiosity<br />
<br />
== Version 9 ==<br />
Released 2001<br />
<br />
* Scripting<br />
* Expressions<br />
<br />
== Version 5 ==<br />
Released 1997<br />
<br />
* A major advance, removing the requirement in previous versions that characters be broken into parts and reassembled in the boning process<br />
* Added numerous skeleton "constraints" which enabled the development of advanced character animation rigs.<br />
<br />
== Version 4 ==<br />
Relased 1996<br />
<br />
* particle effects known as "blobbies".<br />
* last version to use ".seg" as its primary model format.<br />
* last version made available in a Unix port. Future versions would be available for Macintosh and Windows.<br />
<br />
== Version 3 ==<br />
Released 1994<br />
<br />
* introduced full 3D inverse kinematics (IK).<br />
<br />
== Version 2 ==<br />
Released 1993<br />
<br />
* released as Martin Hash's 3D Animation.<br />
* The pro version was named Animation:Master.<br />
<br />
== Version 1 ==<br />
Released 1992<br />
<br />
* marketed as "Will Vinton's Playmation" in conjunction with the Will Vinton Studio.<br />
* The Mac version was released in 1993.<br />
<br />
== Animation: Journeyman ==<br />
Released 1990<br />
<br />
== Animation: Apprentice ==<br />
Released 1987<br />
<br />
== See Also ==<br />
* An [http://www.hash.com/forums/index.php?act=attach&type=post&id=59794 article from Amazing Computing] from January, 1989.</div>Mousemanhttps://wiki.hash.com/index.php?title=SSS&diff=2193SSS2012-06-19T02:14:17Z<p>Mouseman: </p>
<hr />
<div>== Subsurface Scattering ==<br />
<br />
Often abbreviated SSS.<br />
<br />
The sampling rate controls the number of samples per cm square on the surface of the object. Lowering the sampling rate would introduce low frequency noise on the surface but would not otherwise change the overall SSS effect. SSS is physically related to the size of the object, the SSS RGB values control the distance the light diffuses into the material. For very large models, the SSS would not be noticeable.[http://www.hash.com/forums/index.php?s=&showtopic=41730&view=findpost&p=369917]<br />
<br />
The [http://www.hash.com/forums/index.php?showtopic=41742 speed of SSS improved greatly] in [[A:M_History#V17]]. In one test, Robcat2075 got almost 60% more frames per minute.<br />
<br />
=== Integrating with AO ===<br />
<br />
See the [[Ambient_Occlusion]] page for a description of difficulties mixing AO with SSS.<br />
<br />
See [[TWO V14.0 Beta]]<br />
<br />
=== Faking SSS (SuperPass) ===<br />
<br />
Elmar Keweloh has [http://www.hash.com/forums/index.php?showtopic=41773 a means of faking SSS], which he calls the "SuperPass".<br />
<br />
This approach is generally based on ONE Klieg Light that casts a Z-BUFFERED Shadow, while Diffuse and Specularity both are turned OFF (well, to be precise - specularity may also be turned ON).<br />
<br />
Note that the lit Objects should to be set to 100 % Ambience Intensity for the best results.<br />
<br />
A little Tip: The "density" is determined by the "Shadow softness" value (i.e. 1 is very dense, while 30 is really gummy bear like).<br />
<br />
This may not be a perfect SSS substitute, but it's REALLY fast in comparison to the real deal. Think of it as a cool additional pass to put into a composite.<br />
<br />
=== Multiple Groups ===<br />
<br />
Adjoining/adjacent ''geometry'' causes smaller areas (such as whiskers or tails or ears) to render differently based on how close it is to the rest of the model. For example, along the shaft of whiskers, they turn black when further from the head.[http://www.hash.com/forums/index.php?s=&showtopic=41781&view=findpost&p=370392]<br />
<br />
Adjoining ''groups'' WILL cause a dark line at the meeting point and that is why you can't use different SSS groups to solve other problems unless you can hide the border between them.[http://www.hash.com/forums/index.php?s=&showtopic=41781&view=findpost&p=370401]</div>Mousemanhttps://wiki.hash.com/index.php?title=SSS&diff=2192SSS2012-06-16T15:29:50Z<p>Mouseman: </p>
<hr />
<div>== Subsurface Scattering ==<br />
<br />
Often abbreviated SSS.<br />
<br />
The sampling rate controls the number of samples per cm square on the surface of the object. Lowering the sampling rate would introduce low frequency noise on the surface but would not otherwise change the overall SSS effect. SSS is physically related to the size of the object, the SSS RGB values control the distance the light diffuses into the material. For very large models, the SSS would not be noticeable.[http://www.hash.com/forums/index.php?s=&showtopic=41730&view=findpost&p=369917]<br />
<br />
The [http://www.hash.com/forums/index.php?showtopic=41742 speed of SSS improved greatly] in [[A:M_History#V17]]. In one test, Robcat2075 got almost 60% more frames per minute.<br />
<br />
=== Integrating with AO ===<br />
<br />
See the [[Ambient_Occlusion]] page for a description of difficulties mixing AO with SSS.<br />
<br />
See [[TWO V14.0 Beta]]<br />
<br />
=== Faking SSS (SuperPass) ===<br />
<br />
Elmar Keweloh has [http://www.hash.com/forums/index.php?showtopic=41773 a means of faking SSS], which he calls the "SuperPass".<br />
<br />
This approach is generally based on ONE Klieg Light that casts a Z-BUFFERED Shadow, while Diffuse and Specularity both are turned OFF (well, to be precise - specularity may also be turned ON).<br />
<br />
Note that the lit Objects should to be set to 100 % Ambience Intensity for the best results.<br />
<br />
A little Tip: The "density" is determined by the "Shadow softness" value (i.e. 1 is very dense, while 30 is really gummy bear like).<br />
<br />
This may not be a perfect SSS substitute, but it's REALLY fast in comparison to the real deal. Think of it as a cool additional pass to put into a composite.</div>Mousemanhttps://wiki.hash.com/index.php?title=Ambient_Occlusion&diff=2191Ambient Occlusion2012-06-12T18:17:00Z<p>Mouseman: </p>
<hr />
<div>== Ambient Occlusion ==<br />
<br />
Often abbreviated AO.<br />
<br />
Some implementations work somewhat like wikipedia describes it but not A:M.[http://www.hash.com/forums/index.php?s=&showtopic=41730&view=findpost&p=370134]<br />
<br />
In A:M, AO is a darkening trick only. From a shading point on a surface, AO shoots many rays in quasi-random directions over the surface and counts the percentage of rays that reach the background. If no rays reach the background, then the occlusion is 100% and if all rays reach the background, then the occlusion is 0%.<br />
<br />
So rays that reach the background do not contribute any light. They just do not contribute occlusion. Nothing in AO contributes light but rather, wherever there is light, AO has the potential to darken it. The AO darkens whatever illumination was computed on a surface. So A point with occlusion of 100% will get black and a point with occlusion of 0% will keep its computed illumination.<br />
<br />
Technically, AO is not a shadow either. Shadows are the result of specific light not reaching some area of the scene. Shadows do not darken some areas of the scene. Whatever light was already computed from some light stays there when shadowed from another light. While AO does darkens part of the scene.<br />
<br />
=== Comparison to FastAO ===<br />
<br />
FastAO is a post effect, where as AO is part of the rendering process.[http://www.hash.com/forums/index.php?s=&showtopic=41730&view=findpost&p=370147]<br />
<br />
=== Mixing AO with Sub-Surface Scattering ===<br />
<br />
AO will likely not work very well with [[SSS]] because they tend to compete one against the other. SSS tries to diffuse light in small parts of the geometry but usually, those small geometries are also those which have the most occlusion. Typical example is an ear.[http://www.hash.com/forums/index.php?s=&showtopic=41730&view=findpost&p=370134]</div>Mousemanhttps://wiki.hash.com/index.php?title=SSS&diff=2190SSS2012-06-12T00:20:54Z<p>Mouseman: /* Subsurface Scattering */</p>
<hr />
<div>== Subsurface Scattering ==<br />
<br />
Often abbreviated SSS.<br />
<br />
The sampling rate controls the number of samples per cm square on the surface of the object. Lowering the sampling rate would introduce low frequency noise on the surface but would not otherwise change the overall SSS effect. SSS is physically related to the size of the object, the SSS RGB values control the distance the light diffuses into the material. For very large models, the SSS would not be noticeable.[http://www.hash.com/forums/index.php?s=&showtopic=41730&view=findpost&p=369917]<br />
<br />
The [http://www.hash.com/forums/index.php?showtopic=41742 speed of SSS improved greatly] in [[A:M_History#V17]]. In one test, Robcat2075 got almost 60% more frames per minute.<br />
<br />
=== Integrating with AO ===<br />
<br />
See the [[Ambient_Occlusion]] page for a description of difficulties mixing AO with SSS.<br />
<br />
See [[TWO V14.0 Beta]]</div>Mousemanhttps://wiki.hash.com/index.php?title=SSS&diff=2189SSS2012-06-12T00:20:07Z<p>Mouseman: SSS speedup in v17</p>
<hr />
<div>== Subsurface Scattering ==<br />
<br />
Often abbreviated SSS.<br />
<br />
The sampling rate controls the number of samples per cm square on the surface of the object. Lowering the sampling rate would introduce low frequency noise on the surface but would not otherwise change the overall SSS effect. SSS is physically related to the size of the object, the SSS RGB values control the distance the light diffuses into the material. For very large models, the SSS would not be noticeable.[http://www.hash.com/forums/index.php?s=&showtopic=41730&view=findpost&p=369917]<br />
<br />
The [http://www.hash.com/forums/index.php?showtopic=41742 speed of SSS improved greatly] in [[A:M_History#V17]].<br />
<br />
=== Integrating with AO ===<br />
<br />
See the [[Ambient_Occlusion]] page for a description of difficulties mixing AO with SSS.<br />
<br />
See [[TWO V14.0 Beta]]</div>Mousemanhttps://wiki.hash.com/index.php?title=A:M_History&diff=2188A:M History2012-06-12T00:19:36Z<p>Mouseman: /* V17 */</p>
<hr />
<div>Much of the history was from the [http://en.wikipedia.org/wiki/Animation:Master wikipedia page].<br />
<br />
== General Overview of changes since v13 ==<br />
<br />
[http://www.hash.com/forums/index.php?s=&showtopic=41469&view=findpost&p=367122 Source]<br />
<br />
A:M v16 (and up) utilizes multi-cores using OpenML for Finding Normals and a few other functions (where it makes sense). Like that today you can handle more patches in a single model than before.<br />
It highly depends on your core-amount and the power of your system and yes you will still run into the problem somewhere. Best is to avoid that by assembling together multiple models in the chor. The new Snap-To-Surface-Feature in v17 maybe helpful there too.<br />
<br />
There are many changes from v13 on. I am not totally sure what was in v13, but these are the bigger and "newer" features in A:M (not in chronological order):<br />
* Speed improvements (especially from v15 to v16 but also for v17) for both Windows and Mac. (windows-computers seem to perform a little better so).<br />
* Netrenderer now included with 4 cores for free and addtional cores that can be bought seperatly for a very reasonable price).<br />
* IBL, Ambient Occlusion (with Transparency-Support) and FastAO (> Plugin, actually called "FakeAO" which is very fast, the newest one even can use the GPU-power, but even the CPU-version takes only a few seconds to render with)<br />
* Fluid-Particles<br />
* Hair-Shaders (additional to the standard-hair-system)<br />
* HDRI-Rendering with Buffer-Output<br />
* STL-Export (for example used by 3d-printers)<br />
* MDD-Animation-Data-Export (to export vertexed-based animation). > for example to get animation-data to Modo)<br />
* RenderPresets to share render-settings in an easy way.<br />
* Selection-Filters for easier selection.<br />
* SubSurfaceDisplacement (I am not sure if this is really new for v13 or if it was included there already).<br />
* Bake Surface (> bake Surface-attributes to decals so they may render faster. Includes an AutoUnwrap-Algorithm which is best to be used with 3d-Painter)<br />
* Newton Physics (I am not sure if this is really new for v13 or if it was included there already, but they have been improved in v15 if I am not wrong).<br />
* 2008 rig, face rig, lightrig<br />
* Snap-to-Surface (in A:M v17)<br />
* A:M Answers (in A:M v17)<br />
* UV-Editor-Improvements (in A:M v17)<br />
<br />
== V17 ==<br />
[http://www.hash.com/forums/index.php?s=&showtopic=41426&view=findpost&p=366925 V17 (beta) changes]<br />
<br />
* [[Snap_to_Surface]]<br />
* Animation:Master Answers<br />
* SSE4 - For newer processors, which are compatible with SSE4, A:Ms rendering will be up to 15% faster.<br />
* Create your own "Support"-page<br />
* an indication-border if you have the Animate-Mode deactivated<br />
* [http://www.hash.com/forums/index.php?showtopic=41513&st=0 Hires Simulation]<br />
* Copy surface-group-values; Create material from group-settings; Copy group-pivot to material[http://www.hash.com/forums/index.php?s=&showtopic=41568&view=findpost&p=368364]<br />
* [[SSS]] was speeded up.[http://www.hash.com/forums/index.php?showtopic=41742]<br />
<br />
== Version 16 ==<br />
Released: 2011<br />
<br />
* 64-bit Version<br />
* Netrenderer-integration with Multicore-support<br />
* 3d connexion device support<br />
* OBJ-MDD-Animation-Export<br />
* overall performance-boost<br />
<br />
== Version 15 ==<br />
Released: 2008<br />
<br />
* Liquids<br />
* Baked Materials<br />
* Hash Animation:Master Realtime (HA:MR) integration<br />
<br />
== Version 14 ==<br />
Released: 2007<br />
<br />
* Ambient Occlusion (AO)<br />
* Image-based Lighting (IBL)<br />
<br />
== Version 13 ==<br />
Released 2006<br />
<br />
* Hair<br />
* Rigid-body Dynamics<br />
* File formats now XML based.<br />
<br />
== Version 12 ==<br />
Released 2005<br />
<br />
* Cloth<br />
* Layered Rendering into OpenEXR image format<br />
<br />
== Version 11 ==<br />
Released 2004<br />
<br />
* SDK (enables 3rd party plug-ins)<br />
<br />
== Version 10 ==<br />
Released 2003<br />
<br />
* Soft-body Dynamics<br />
* Radiosity<br />
<br />
== Version 9 ==<br />
Released 2001<br />
<br />
* Scripting<br />
* Expressions<br />
<br />
== Version 5 ==<br />
Released 1997<br />
<br />
* A major advance, removing the requirement in previous versions that characters be broken into parts and reassembled in the boning process<br />
* Added numerous skeleton "constraints" which enabled the development of advanced character animation rigs.<br />
<br />
== Version 4 ==<br />
Relased 1996<br />
<br />
* particle effects known as "blobbies".<br />
* last version to use ".seg" as its primary model format.<br />
* last version made available in a Unix port. Future versions would be available for Macintosh and Windows.<br />
<br />
== Version 3 ==<br />
Released 1994<br />
<br />
* introduced full 3D inverse kinematics (IK).<br />
<br />
== Version 2 ==<br />
Released 1993<br />
<br />
* released as Martin Hash's 3D Animation.<br />
* The pro version was named Animation:Master.<br />
<br />
== Version 1 ==<br />
Released 1992<br />
<br />
* marketed as "Will Vinton's Playmation" in conjunction with the Will Vinton Studio.<br />
* The Mac version was released in 1993.<br />
<br />
== Animation: Journeyman ==<br />
Released 1990<br />
<br />
== Animation: Apprentice ==<br />
Released 1987<br />
<br />
== See Also ==<br />
* An [http://www.hash.com/forums/index.php?act=attach&type=post&id=59794 article from Amazing Computing] from January, 1989.</div>Mousemanhttps://wiki.hash.com/index.php?title=Snap_to_Surface&diff=2187Snap to Surface2012-06-12T00:10:34Z<p>Mouseman: New page: = Snap To Surface = Originally called the Retopology Tool.[http://www.hash.com/forums/index.php?showtopic=41024] John Bigboote explored retopology in [http://www.hash.com/forums/index.ph...</p>
<hr />
<div>= Snap To Surface =<br />
<br />
Originally called the Retopology Tool.[http://www.hash.com/forums/index.php?showtopic=41024]<br />
<br />
John Bigboote explored retopology in [http://www.hash.com/forums/index.php?showtopic=41108 this thread].<br />
<br />
Gerald/Fuchur has a [http://www.patchwork3d.de/html/main_page.php?page_id=118&lan=de video tutorial].<br />
<br />
Nancy G's attempts were [http://www.hash.com/forums/index.php?showtopic=41757 chronicled here].</div>Mousemanhttps://wiki.hash.com/index.php?title=A:M_History&diff=2186A:M History2012-06-12T00:07:35Z<p>Mouseman: /* V17 */</p>
<hr />
<div>Much of the history was from the [http://en.wikipedia.org/wiki/Animation:Master wikipedia page].<br />
<br />
== General Overview of changes since v13 ==<br />
<br />
[http://www.hash.com/forums/index.php?s=&showtopic=41469&view=findpost&p=367122 Source]<br />
<br />
A:M v16 (and up) utilizes multi-cores using OpenML for Finding Normals and a few other functions (where it makes sense). Like that today you can handle more patches in a single model than before.<br />
It highly depends on your core-amount and the power of your system and yes you will still run into the problem somewhere. Best is to avoid that by assembling together multiple models in the chor. The new Snap-To-Surface-Feature in v17 maybe helpful there too.<br />
<br />
There are many changes from v13 on. I am not totally sure what was in v13, but these are the bigger and "newer" features in A:M (not in chronological order):<br />
* Speed improvements (especially from v15 to v16 but also for v17) for both Windows and Mac. (windows-computers seem to perform a little better so).<br />
* Netrenderer now included with 4 cores for free and addtional cores that can be bought seperatly for a very reasonable price).<br />
* IBL, Ambient Occlusion (with Transparency-Support) and FastAO (> Plugin, actually called "FakeAO" which is very fast, the newest one even can use the GPU-power, but even the CPU-version takes only a few seconds to render with)<br />
* Fluid-Particles<br />
* Hair-Shaders (additional to the standard-hair-system)<br />
* HDRI-Rendering with Buffer-Output<br />
* STL-Export (for example used by 3d-printers)<br />
* MDD-Animation-Data-Export (to export vertexed-based animation). > for example to get animation-data to Modo)<br />
* RenderPresets to share render-settings in an easy way.<br />
* Selection-Filters for easier selection.<br />
* SubSurfaceDisplacement (I am not sure if this is really new for v13 or if it was included there already).<br />
* Bake Surface (> bake Surface-attributes to decals so they may render faster. Includes an AutoUnwrap-Algorithm which is best to be used with 3d-Painter)<br />
* Newton Physics (I am not sure if this is really new for v13 or if it was included there already, but they have been improved in v15 if I am not wrong).<br />
* 2008 rig, face rig, lightrig<br />
* Snap-to-Surface (in A:M v17)<br />
* A:M Answers (in A:M v17)<br />
* UV-Editor-Improvements (in A:M v17)<br />
<br />
== V17 ==<br />
[http://www.hash.com/forums/index.php?s=&showtopic=41426&view=findpost&p=366925 V17 (beta) changes]<br />
<br />
* [[Snap_to_Surface]]<br />
* Animation:Master Answers<br />
* SSE4 - For newer processors, which are compatible with SSE4, A:Ms rendering will be up to 15% faster.<br />
* Create your own "Support"-page<br />
* an indication-border if you have the Animate-Mode deactivated<br />
* [http://www.hash.com/forums/index.php?showtopic=41513&st=0 Hires Simulation]<br />
* Copy surface-group-values; Create material from group-settings; Copy group-pivot to material[http://www.hash.com/forums/index.php?s=&showtopic=41568&view=findpost&p=368364]<br />
<br />
== Version 16 ==<br />
Released: 2011<br />
<br />
* 64-bit Version<br />
* Netrenderer-integration with Multicore-support<br />
* 3d connexion device support<br />
* OBJ-MDD-Animation-Export<br />
* overall performance-boost<br />
<br />
== Version 15 ==<br />
Released: 2008<br />
<br />
* Liquids<br />
* Baked Materials<br />
* Hash Animation:Master Realtime (HA:MR) integration<br />
<br />
== Version 14 ==<br />
Released: 2007<br />
<br />
* Ambient Occlusion (AO)<br />
* Image-based Lighting (IBL)<br />
<br />
== Version 13 ==<br />
Released 2006<br />
<br />
* Hair<br />
* Rigid-body Dynamics<br />
* File formats now XML based.<br />
<br />
== Version 12 ==<br />
Released 2005<br />
<br />
* Cloth<br />
* Layered Rendering into OpenEXR image format<br />
<br />
== Version 11 ==<br />
Released 2004<br />
<br />
* SDK (enables 3rd party plug-ins)<br />
<br />
== Version 10 ==<br />
Released 2003<br />
<br />
* Soft-body Dynamics<br />
* Radiosity<br />
<br />
== Version 9 ==<br />
Released 2001<br />
<br />
* Scripting<br />
* Expressions<br />
<br />
== Version 5 ==<br />
Released 1997<br />
<br />
* A major advance, removing the requirement in previous versions that characters be broken into parts and reassembled in the boning process<br />
* Added numerous skeleton "constraints" which enabled the development of advanced character animation rigs.<br />
<br />
== Version 4 ==<br />
Relased 1996<br />
<br />
* particle effects known as "blobbies".<br />
* last version to use ".seg" as its primary model format.<br />
* last version made available in a Unix port. Future versions would be available for Macintosh and Windows.<br />
<br />
== Version 3 ==<br />
Released 1994<br />
<br />
* introduced full 3D inverse kinematics (IK).<br />
<br />
== Version 2 ==<br />
Released 1993<br />
<br />
* released as Martin Hash's 3D Animation.<br />
* The pro version was named Animation:Master.<br />
<br />
== Version 1 ==<br />
Released 1992<br />
<br />
* marketed as "Will Vinton's Playmation" in conjunction with the Will Vinton Studio.<br />
* The Mac version was released in 1993.<br />
<br />
== Animation: Journeyman ==<br />
Released 1990<br />
<br />
== Animation: Apprentice ==<br />
Released 1987<br />
<br />
== See Also ==<br />
* An [http://www.hash.com/forums/index.php?act=attach&type=post&id=59794 article from Amazing Computing] from January, 1989.</div>Mousemanhttps://wiki.hash.com/index.php?title=SSS&diff=2185SSS2012-06-12T00:06:07Z<p>Mouseman: </p>
<hr />
<div>== Subsurface Scattering ==<br />
<br />
Often abbreviated SSS.<br />
<br />
The sampling rate controls the number of samples per cm square on the surface of the object. Lowering the sampling rate would introduce low frequency noise on the surface but would not otherwise change the overall SSS effect. SSS is physically related to the size of the object, the SSS RGB values control the distance the light diffuses into the material. For very large models, the SSS would not be noticeable.[http://www.hash.com/forums/index.php?s=&showtopic=41730&view=findpost&p=369917]<br />
<br />
=== Integrating with AO ===<br />
<br />
See the [[Ambient_Occlusion]] page for a description of difficulties mixing AO with SSS.<br />
<br />
See [[TWO V14.0 Beta]]</div>Mousemanhttps://wiki.hash.com/index.php?title=Ambient_Occlusion&diff=2184Ambient Occlusion2012-06-12T00:04:24Z<p>Mouseman: New page: == Ambient Occlusion == Often abbreviated AO. Some implementations work somewhat like wikipedia describes it but not A:M.[http://www.hash.com/forums/index.php?s=&showtopic=41730&view=fin...</p>
<hr />
<div>== Ambient Occlusion ==<br />
<br />
Often abbreviated AO.<br />
<br />
Some implementations work somewhat like wikipedia describes it but not A:M.[http://www.hash.com/forums/index.php?s=&showtopic=41730&view=findpost&p=370134]<br />
<br />
In A:M, AO is a darkening trick only. From a shading point on a surface, AO shoots many rays in quasi-random directions over the surface and counts the percentage of rays that reach the background. If no rays reach the background, then the occlusion is 100% and if all rays reach the background, then the occlusion is 0%.<br />
<br />
So rays that reach the background do not contribute any light. They just do not contribute occlusion. Nothing in AO contributes light but rather, wherever there is light, AO has the potential to darken it. The AO darkens whatever illumination was computed on a surface. So A point with occlusion of 100% will get black and a point with occlusion of 0% will keep its computed illumination.<br />
<br />
Technically, AO is not a shadow either. Shadows are the result of specific light not reaching some area of the scene. Shadows do not darken some areas of the scene. Whatever light was already computed from some light stays there when shadowed from another light. While AO does darkens part of the scene.<br />
<br />
=== Mixing AO with Sub-Surface Scattering ===<br />
<br />
AO will likely not work very well with [[SSS]] because they tend to compete one against the other. SSS tries to diffuse light in small parts of the geometry but usually, those small geometries are also those which have the most occlusion. Typical example is an ear.[http://www.hash.com/forums/index.php?s=&showtopic=41730&view=findpost&p=370134]</div>Mousemanhttps://wiki.hash.com/index.php?title=A:M_History&diff=2183A:M History2012-06-08T00:11:18Z<p>Mouseman: </p>
<hr />
<div>Much of the history was from the [http://en.wikipedia.org/wiki/Animation:Master wikipedia page].<br />
<br />
== General Overview of changes since v13 ==<br />
<br />
[http://www.hash.com/forums/index.php?s=&showtopic=41469&view=findpost&p=367122 Source]<br />
<br />
A:M v16 (and up) utilizes multi-cores using OpenML for Finding Normals and a few other functions (where it makes sense). Like that today you can handle more patches in a single model than before.<br />
It highly depends on your core-amount and the power of your system and yes you will still run into the problem somewhere. Best is to avoid that by assembling together multiple models in the chor. The new Snap-To-Surface-Feature in v17 maybe helpful there too.<br />
<br />
There are many changes from v13 on. I am not totally sure what was in v13, but these are the bigger and "newer" features in A:M (not in chronological order):<br />
* Speed improvements (especially from v15 to v16 but also for v17) for both Windows and Mac. (windows-computers seem to perform a little better so).<br />
* Netrenderer now included with 4 cores for free and addtional cores that can be bought seperatly for a very reasonable price).<br />
* IBL, Ambient Occlusion (with Transparency-Support) and FastAO (> Plugin, actually called "FakeAO" which is very fast, the newest one even can use the GPU-power, but even the CPU-version takes only a few seconds to render with)<br />
* Fluid-Particles<br />
* Hair-Shaders (additional to the standard-hair-system)<br />
* HDRI-Rendering with Buffer-Output<br />
* STL-Export (for example used by 3d-printers)<br />
* MDD-Animation-Data-Export (to export vertexed-based animation). > for example to get animation-data to Modo)<br />
* RenderPresets to share render-settings in an easy way.<br />
* Selection-Filters for easier selection.<br />
* SubSurfaceDisplacement (I am not sure if this is really new for v13 or if it was included there already).<br />
* Bake Surface (> bake Surface-attributes to decals so they may render faster. Includes an AutoUnwrap-Algorithm which is best to be used with 3d-Painter)<br />
* Newton Physics (I am not sure if this is really new for v13 or if it was included there already, but they have been improved in v15 if I am not wrong).<br />
* 2008 rig, face rig, lightrig<br />
* Snap-to-Surface (in A:M v17)<br />
* A:M Answers (in A:M v17)<br />
* UV-Editor-Improvements (in A:M v17)<br />
<br />
== V17 ==<br />
[http://www.hash.com/forums/index.php?s=&showtopic=41426&view=findpost&p=366925 V17 (beta) changes]<br />
<br />
* [http://www.hash.com/forums/index.php?showtopic=41024&hl=retopology Snap to Surface]<br />
* Animation:Master Answers<br />
* SSE4 - For newer processors, which are compatible with SSE4, A:Ms rendering will be up to 15% faster.<br />
* Create your own "Support"-page<br />
* an indication-border if you have the Animate-Mode deactivated<br />
* [http://www.hash.com/forums/index.php?showtopic=41513&st=0 Hires Simulation]<br />
* Copy surface-group-values; Create material from group-settings; Copy group-pivot to material[http://www.hash.com/forums/index.php?s=&showtopic=41568&view=findpost&p=368364]<br />
<br />
== Version 16 ==<br />
Released: 2011<br />
<br />
* 64-bit Version<br />
* Netrenderer-integration with Multicore-support<br />
* 3d connexion device support<br />
* OBJ-MDD-Animation-Export<br />
* overall performance-boost<br />
<br />
== Version 15 ==<br />
Released: 2008<br />
<br />
* Liquids<br />
* Baked Materials<br />
* Hash Animation:Master Realtime (HA:MR) integration<br />
<br />
== Version 14 ==<br />
Released: 2007<br />
<br />
* Ambient Occlusion (AO)<br />
* Image-based Lighting (IBL)<br />
<br />
== Version 13 ==<br />
Released 2006<br />
<br />
* Hair<br />
* Rigid-body Dynamics<br />
* File formats now XML based.<br />
<br />
== Version 12 ==<br />
Released 2005<br />
<br />
* Cloth<br />
* Layered Rendering into OpenEXR image format<br />
<br />
== Version 11 ==<br />
Released 2004<br />
<br />
* SDK (enables 3rd party plug-ins)<br />
<br />
== Version 10 ==<br />
Released 2003<br />
<br />
* Soft-body Dynamics<br />
* Radiosity<br />
<br />
== Version 9 ==<br />
Released 2001<br />
<br />
* Scripting<br />
* Expressions<br />
<br />
== Version 5 ==<br />
Released 1997<br />
<br />
* A major advance, removing the requirement in previous versions that characters be broken into parts and reassembled in the boning process<br />
* Added numerous skeleton "constraints" which enabled the development of advanced character animation rigs.<br />
<br />
== Version 4 ==<br />
Relased 1996<br />
<br />
* particle effects known as "blobbies".<br />
* last version to use ".seg" as its primary model format.<br />
* last version made available in a Unix port. Future versions would be available for Macintosh and Windows.<br />
<br />
== Version 3 ==<br />
Released 1994<br />
<br />
* introduced full 3D inverse kinematics (IK).<br />
<br />
== Version 2 ==<br />
Released 1993<br />
<br />
* released as Martin Hash's 3D Animation.<br />
* The pro version was named Animation:Master.<br />
<br />
== Version 1 ==<br />
Released 1992<br />
<br />
* marketed as "Will Vinton's Playmation" in conjunction with the Will Vinton Studio.<br />
* The Mac version was released in 1993.<br />
<br />
== Animation: Journeyman ==<br />
Released 1990<br />
<br />
== Animation: Apprentice ==<br />
Released 1987<br />
<br />
== See Also ==<br />
* An [http://www.hash.com/forums/index.php?act=attach&type=post&id=59794 article from Amazing Computing] from January, 1989.</div>Mousemanhttps://wiki.hash.com/index.php?title=SSS&diff=2182SSS2012-06-08T00:06:20Z<p>Mouseman: </p>
<hr />
<div>SSS stands for Subsurface Scattering.<br />
<br />
The sampling rate controls the number of samples per cm square on the surface of the object. Lowering the sampling rate would introduce low frequency noise on the surface but would not otherwise change the overall SSS effect. SSS is physically related to the size of the object, the SSS RGB values control the distance the light diffuses into the material. For very large models, the SSS would not be noticeable.[http://www.hash.com/forums/index.php?s=&showtopic=41730&view=findpost&p=369917]<br />
<br />
See [[TWO V14.0 Beta]]</div>Mousemanhttps://wiki.hash.com/index.php?title=Newton_Physics_Plugin&diff=2181Newton Physics Plugin2012-06-03T01:39:09Z<p>Mouseman: </p>
<hr />
<div>[http://www.hash.com/NewtonPhysics/ Steffen's original documentation]<br />
<br />
[http://www.sgross.com/plugins/plugin6/samples.html Steffen's examples]<br />
<br />
[http://www.hash.com/forums/index.php?showtopic=33186 A tutorial] by Matt (John Bigboote) Campbell<br />
<br />
<br />
==Making custom shapes to break apart==<br />
<br />
If you want the model to break apart into the specific shapes, you need to create your own groups instead of have ExplodeRebuild create them. The groups must have names beginning with "Explode_####" and then run Newton Helper and it generates the bones for all the groups.[http://www.hash.com/forums/index.php?s=&showtopic=41002&view=findpost&p=369682]</div>Mousemanhttps://wiki.hash.com/index.php?title=Newton_Physics_Plugin&diff=2180Newton Physics Plugin2012-06-03T01:37:16Z<p>Mouseman: </p>
<hr />
<div>[http://www.hash.com/NewtonPhysics/ Steffen's original documentation]<br />
<br />
[http://www.hash.com/forums/index.php?showtopic=33186 A tutorial] by Matt (John Bigboote) Campbell<br />
<br />
<br />
==Making custom shapes to break apart==<br />
<br />
If you want the model to break apart into the specific shapes, you need to create your own groups instead of have ExplodeRebuild create them. The groups must have names beginning with "Explode_####" and then run Newton Helper and it generates the bones for all the groups.[http://www.hash.com/forums/index.php?s=&showtopic=41002&view=findpost&p=369682]</div>Mousemanhttps://wiki.hash.com/index.php?title=A:M_History&diff=2179A:M History2012-05-01T04:07:30Z<p>Mouseman: /* V17 */</p>
<hr />
<div>Much of the history was from the [http://en.wikipedia.org/wiki/Animation:Master wikipedia page].<br />
<br />
== General Overview of changes since v13 ==<br />
<br />
[http://www.hash.com/forums/index.php?s=&showtopic=41469&view=findpost&p=367122 Source]<br />
<br />
A:M v16 (and up) utilizes multi-cores using OpenML for Finding Normals and a few other functions (where it makes sense). Like that today you can handle more patches in a single model than before.<br />
It highly depends on your core-amount and the power of your system and yes you will still run into the problem somewhere. Best is to avoid that by assembling together multiple models in the chor. The new Snap-To-Surface-Feature in v17 maybe helpful there too.<br />
<br />
There are many changes from v13 on. I am not totally sure what was in v13, but these are the bigger and "newer" features in A:M (not in chronological order):<br />
* Speed improvements (especially from v15 to v16 but also for v17) for both Windows and Mac. (windows-computers seem to perform a little better so).<br />
* Netrenderer now included with 4 cores for free and addtional cores that can be bought seperatly for a very reasonable price).<br />
* IBL, Ambient Occlusion (with Transparency-Support) and FastAO (> Plugin, actually called "FakeAO" which is very fast, the newest one even can use the GPU-power, but even the CPU-version takes only a few seconds to render with)<br />
* Fluid-Particles<br />
* Hair-Shaders (additional to the standard-hair-system)<br />
* HDRI-Rendering with Buffer-Output<br />
* STL-Export (for example used by 3d-printers)<br />
* MDD-Animation-Data-Export (to export vertexed-based animation). > for example to get animation-data to Modo)<br />
* RenderPresets to share render-settings in an easy way.<br />
* Selection-Filters for easier selection.<br />
* SubSurfaceDisplacement (I am not sure if this is really new for v13 or if it was included there already).<br />
* Bake Surface (> bake Surface-attributes to decals so they may render faster. Includes an AutoUnwrap-Algorithm which is best to be used with 3d-Painter)<br />
* Newton Physics (I am not sure if this is really new for v13 or if it was included there already, but they have been improved in v15 if I am not wrong).<br />
* 2008 rig, face rig, lightrig<br />
* Snap-to-Surface (in A:M v17)<br />
* A:M Answers (in A:M v17)<br />
* UV-Editor-Improvements (in A:M v17)<br />
<br />
== V17 ==<br />
[http://www.hash.com/forums/index.php?s=&showtopic=41426&view=findpost&p=366925 V17 (beta) changes]<br />
<br />
* [http://www.hash.com/forums/index.php?showtopic=41024&hl=retopology Snap to Surface]<br />
* Animation:Master Answers<br />
* SSE4 - For newer processors, which are compatible with SSE4, A:Ms rendering will be up to 15% faster.<br />
* Create your own "Support"-page<br />
* an indication-border if you have the Animate-Mode deactivated<br />
* [http://www.hash.com/forums/index.php?showtopic=41513&st=0 Hires Simulation]<br />
* Copy surface-group-values; Create material from group-settings; Copy group-pivot to material[http://www.hash.com/forums/index.php?s=&showtopic=41568&view=findpost&p=368364]<br />
<br />
== Version 16 ==<br />
Released: 2011<br />
<br />
* 64-bit Version<br />
* Netrenderer-integration with Multicore-support<br />
* 3d connexion device support<br />
* OBJ-MDD-Animation-Export<br />
* overall performance-boost<br />
<br />
== Version 15 ==<br />
Released: 2008<br />
<br />
* Liquids<br />
* Baked Materials<br />
* Hash Animation:Master Realtime (HA:MR) integration<br />
<br />
== Version 14 ==<br />
Released: 2007<br />
<br />
* Ambient Occlusion (AO)<br />
* Image-based Lighting (IBL)<br />
<br />
== Version 13 ==<br />
Released 2006<br />
<br />
* Hair<br />
* Rigid-body Dynamics<br />
* File formats now XML based.<br />
<br />
== Version 12 ==<br />
Released 2005<br />
<br />
* Cloth<br />
* Layered Rendering into OpenEXR image format<br />
<br />
== Version 11 ==<br />
Released 2004<br />
<br />
* SDK (enables 3rd party plug-ins)<br />
<br />
== Version 10 ==<br />
Released 2003<br />
<br />
* Soft-body Dynamics<br />
* Radiosity<br />
<br />
== Version 9 ==<br />
Released 2001<br />
<br />
* Scripting<br />
* Expressions<br />
<br />
== Version 5 ==<br />
Released 1997<br />
<br />
* A major advance, removing the requirement in previous versions that characters be broken into parts and reassembled in the boning process<br />
* Added numerous skeleton "constraints" which enabled the development of advanced character animation rigs.<br />
<br />
== Version 4 ==<br />
Relased 1996<br />
<br />
* particle effects known as "blobbies".<br />
* last version to use ".seg" as its primary model format.<br />
* last version made available in a Unix port. Future versions would be available for Macintosh and Windows.<br />
<br />
== Version 3 ==<br />
Released 1994<br />
<br />
* introduced full 3D inverse kinematics (IK).<br />
<br />
== Version 2 ==<br />
Released 1993<br />
<br />
* released as Martin Hash's 3D Animation.<br />
* The pro version was named Animation:Master.<br />
<br />
== Version 1 ==<br />
Released 1992<br />
<br />
* marketed as "Will Vinton's Playmation" in conjunction with the Will Vinton Studio.<br />
* The Mac version was released in 1993.<br />
<br />
== Animation: Journeyman ==<br />
Released 1990<br />
<br />
== Animation: Apprentice ==<br />
Released 1987</div>Mousemanhttps://wiki.hash.com/index.php?title=License&diff=2178License2012-04-29T16:59:23Z<p>Mouseman: New page: == Procedure for acquiring a license == The normal situation requires an internet connection. # Point your web browser (INTERNET CONNECTION NEEDED) to the Hash store and buy it with a cr...</p>
<hr />
<div>== Procedure for acquiring a license ==<br />
<br />
The normal situation requires an internet connection.<br />
<br />
# Point your web browser (INTERNET CONNECTION NEEDED) to the Hash store and buy it with a credit card. You get the license key on the screen and in an email. The basic $79 license permits use of the UI and the net-render-server can coordinate with up to 4 clients for 1 year; the UI and the server are licensed for the same machine. Note that net-render clients can be on any machine.<br />
# Download the software from the ftp site. (INTERNET CONNECTION NEEDED)<br />
# When you run the software the first time, it asks for the key that you got when you purchased the software. The software will then contact the Hash license server (INTERNET CONNECTION NEEDED), get the actual license key for your hardware, and write the license file to your system.<br />
# After that, you don't need to be connected to the internet to run A:M.<br />
<br />
The off-the-internet option involves running a program (rlmhostid.exe) that outputs an ID based on your computer hardware. That is sent to Hash support. The internet option is far easier if at all possible.</div>Mousemanhttps://wiki.hash.com/index.php?title=Video_Editing&diff=2177Video Editing2012-04-29T05:00:33Z<p>Mouseman: </p>
<hr />
<div>Once you get beyond creating simple videos in Animation:Master, you will likely want to edit multiple videos together to form larger movies.<br />
<br />
== Animation:Master ==<br />
<br />
Animation:Master has some built-in video editing features.<br />
<br />
== Avidemux ==<br />
<br />
[http://fixounet.free.fr/avidemux/ Avidemux]<br />
<br />
== Lightworks (beta) ==<br />
<br />
[http://www.lightworksbeta.com/ Lightworks Beta], eventually [http://www.lwks.com Lightworks].<br />
<br />
== Handbrake ==<br />
<br />
[http://handbrake.fr/details.php Handbrake] - a video transcoder</div>Mousemanhttps://wiki.hash.com/index.php?title=Video_Editing&diff=2176Video Editing2012-04-29T04:59:28Z<p>Mouseman: </p>
<hr />
<div>Once you get beyond creating simple videos in Animation:Master, you will likely want to edit multiple videos together to form larger movies.<br />
<br />
== Animation:Master ==<br />
<br />
Animation:Master has some built-in video editing features.<br />
<br />
== Avidemux ==<br />
<br />
[http://fixounet.free.fr/avidemux/ Avidemux]<br />
<br />
== Lightworks (beta) ==<br />
<br />
[http://www.lightworksbeta.com/ Lightworks Beta], eventually [http://www.lwks.com Lightworks].</div>Mousemanhttps://wiki.hash.com/index.php?title=Screen_Vdeo_Capture&diff=2175Screen Vdeo Capture2012-04-29T01:06:10Z<p>Mouseman: Replacing page with '{{delete|misspelled page name}}'</p>
<hr />
<div>{{delete|misspelled page name}}</div>Mousemanhttps://wiki.hash.com/index.php?title=Screen_Video_Capture&diff=2174Screen Video Capture2012-04-29T01:01:35Z<p>Mouseman: New page: Screen video capture software is one of the main tools for creating tutorials. * Fuchur's [http://www.hash.com/forums/index.php?showtopic=35853&st=15 CamStudio Tutorial]. See the [http:/...</p>
<hr />
<div>Screen video capture software is one of the main tools for creating tutorials.<br />
<br />
* Fuchur's [http://www.hash.com/forums/index.php?showtopic=35853&st=15 CamStudio Tutorial]. See the [http://camstudio.org/ CamStudio (free) Site]. Free/Open software.<br />
* [http://www.hyperionics.com/ Hyperionics] makes HyperCam 2. Commercial, free.<br />
* [http://www.techsmith.com/camtasia.html Camtasia]. $299; 30-day free trial.</div>Mousemanhttps://wiki.hash.com/index.php?title=Screen_Vdeo_Capture&diff=2173Screen Vdeo Capture2012-04-29T01:01:09Z<p>Mouseman: New page: Screen video capture software is one of the main tools for creating tutorials. * Fuchur's [http://www.hash.com/forums/index.php?showtopic=35853&st=15 CamStudio Tutorial]. See the [http:/...</p>
<hr />
<div>Screen video capture software is one of the main tools for creating tutorials.<br />
<br />
* Fuchur's [http://www.hash.com/forums/index.php?showtopic=35853&st=15 CamStudio Tutorial]. See the [http://camstudio.org/ CamStudio (free) Site]. Free/Open software.<br />
* [http://www.hyperionics.com/ Hyperionics] makes HyperCam 2. Commercial, free.<br />
* [http://www.techsmith.com/camtasia.html Camtasia]. $299; 30-day free trial.</div>Mousemanhttps://wiki.hash.com/index.php?title=Texturing&diff=2172Texturing2012-04-28T16:30:46Z<p>Mouseman: </p>
<hr />
<div>= Texturing for [[Main Page Two|TWO]] =<br />
<br />
==Use of Materials==<br />
<br />
Keep in mind that materials are slow to render.<br />
Consider once you have your model textured and approved, converting your materials to decals.<br />
This can be done by:<br />
# Commit your textured model to [[SVN]].<br />
# Flatten your model and do a flatshaded render of the materials result.<br />
# Apply this rendering as a decal to the flattened area.<br />
# Remove the materials that you replaced with decals from you model.<br />
# Commit your change, being sure to note Materials to Decals in your svn log.<br />
<br />
<br />
==Flattening==<br />
<br />
* Models will be flattened in actions saved as .act files on [[SVN]].<br />
* Flattened models should include groups for each stamp that will be applied. For example, when decaling an actor’s hand, a group should be made including CPs for the top of the hand and another for the bottom (assuming the hand will be decaled with a top and bottom image).<br />
* To minimize distortion, a flattening action should flatten CPs one spline “ring” outside of the area being stamped.<br />
* Patches need to maintain their proportional size compared to their neighbor-patches. Unless they are all the same size in the model, they should not be the same size in the flattening action.<br />
<br />
===Painting===<br />
<br />
* Texturers should expect to start with an unstamped model and apply their images through an action window.<br />
* Tweaking UV maps should be kept to a minimum since maps may need to be re-applied to the model and UV adjustments will be lost. Adjustments should be done in the flattening action as much as possible.<br />
* Our target render resolution is Standard Definition 720X480. Painters should keep that in mind when determining the size of their maps.<br />
<br />
===Cylindrical Mapping===<br />
<br />
Make sure the cylindrical shape is centered about the Y axis. If it isn't that way in your model, make a pose that moves it there and apply the decal in the pose. ([http://www.hash.com/forums/index.php?showtopic=40137&view=findpost&p=352178 Source])<br />
<br />
Or you can apply the Projection material to a group and locally translate the material's pivot to be identical to that of the group. Then you can locally rotate the material to align it with the group. ([http://www.hash.com/forums/index.php?showtopic=40137&view=findpost&p=352241 Source])<br />
<br />
An X-repeat value of 3 is the correct number for x. A:M uses one copy over an imaginarily flattened mesh as best it can and uses one more on each side to catch any stray bits of mesh that the first one didn't cover. This makes it possible for a rectangular decal to appear to wrap around a mesh that doesn't have a straight seam on the back. Normals don't matter for decals.([http://www.hash.com/forums/index.php?showtopic=40137&view=findpost&p=352178 Source])<br />
<br />
The cylindrical map will always be applied as if you were applying it in front view, and centered in x direction, regardless of how you position the image before hitting apply. The y extents can be varied - but not the horizontal or x extent for the original stamp. It will always have a 3 x 1 repeat.<br />
<br />
After you apply the image with cylindrical map - you can then change the repeat & how the decal is mapped by using A:M's uv editor. But your best bet is to create the image to be used with the imagery that you want to be on the front centered in the x direction. ([http://www.hash.com/forums/index.php?showtopic=40137&view=findpost&p=352210 Source])<br />
<br />
===Parts to be textured===<br />
<br />
* Body:<br />
** Face (including neck and ears)<br />
** Skull (remainder of the head not covered by the face decal)<br />
** Hands (Top and bottom)<br />
** Arms and legs (if showing)<br />
* Clothing<br />
<br />
===Data Organization:===<br />
<br />
Flattening actions and decal images should be organized on <span class="caps">SVN</span> thus:<br />
<br />
* Actors<br />
** Actor_Name<br />
*** Actor_Name.mdl<br />
*** Actions<br />
**** Actor_Name_flat_hand_top.act<br />
**** Actor_Name_flat_hand_bottom.act<br />
**** Actor_Name_flat_face.act<br />
**** Actor_Name_flat_skull.act<br />
**** ...<br />
*** Decals<br />
**** Actor_Name_face_color.tga<br />
**** Actor_Name_face_spec.tga<br />
**** Actor_Name_face_bump.tga<br />
**** ...<br />
<br />
[[category:TWO]]<br />
<br />
== See Also ==<br />
<br />
* [[Decal]]</div>Mousemanhttps://wiki.hash.com/index.php?title=Decal&diff=2171Decal2012-04-28T16:30:08Z<p>Mouseman: New page: = Decals = Decals are images that are stamped onto models. == Baked Decals == Baking decals saves it to where the project file is saved, not the model file (models can be embedded). If ...</p>
<hr />
<div>= Decals =<br />
<br />
Decals are images that are stamped onto models.<br />
<br />
== Baked Decals ==<br />
<br />
Baking decals saves it to where the project file is saved, not the model file (models can be embedded). If there is no project saved, it goes to the library folder.[http://www.hash.com/forums/index.php?s=&showtopic=41573&view=findpost&p=368058]<br />
<br />
== See Also ==<br />
<br />
* [[Texturing]]</div>Mousemanhttps://wiki.hash.com/index.php?title=Texturing&diff=2170Texturing2012-04-28T16:26:45Z<p>Mouseman: </p>
<hr />
<div>= Decals =<br />
<br />
== Baked Decals ==<br />
<br />
Baking decals saves it to where the project file is saved, not the model file (models can be embedded). If there is no project saved, it goes to the library folder.[http://www.hash.com/forums/index.php?s=&showtopic=41573&view=findpost&p=368058]<br />
<br />
= Texturing for [[Main Page Two|TWO]] =<br />
<br />
==Use of Materials==<br />
<br />
Keep in mind that materials are slow to render.<br />
Consider once you have your model textured and approved, converting your materials to decals.<br />
This can be done by:<br />
# Commit your textured model to [[SVN]].<br />
# Flatten your model and do a flatshaded render of the materials result.<br />
# Apply this rendering as a decal to the flattened area.<br />
# Remove the materials that you replaced with decals from you model.<br />
# Commit your change, being sure to note Materials to Decals in your svn log.<br />
<br />
<br />
==Flattening==<br />
<br />
* Models will be flattened in actions saved as .act files on [[SVN]].<br />
* Flattened models should include groups for each stamp that will be applied. For example, when decaling an actor’s hand, a group should be made including CPs for the top of the hand and another for the bottom (assuming the hand will be decaled with a top and bottom image).<br />
* To minimize distortion, a flattening action should flatten CPs one spline “ring” outside of the area being stamped.<br />
* Patches need to maintain their proportional size compared to their neighbor-patches. Unless they are all the same size in the model, they should not be the same size in the flattening action.<br />
<br />
===Painting===<br />
<br />
* Texturers should expect to start with an unstamped model and apply their images through an action window.<br />
* Tweaking UV maps should be kept to a minimum since maps may need to be re-applied to the model and UV adjustments will be lost. Adjustments should be done in the flattening action as much as possible.<br />
* Our target render resolution is Standard Definition 720X480. Painters should keep that in mind when determining the size of their maps.<br />
<br />
===Cylindrical Mapping===<br />
<br />
Make sure the cylindrical shape is centered about the Y axis. If it isn't that way in your model, make a pose that moves it there and apply the decal in the pose. ([http://www.hash.com/forums/index.php?showtopic=40137&view=findpost&p=352178 Source])<br />
<br />
Or you can apply the Projection material to a group and locally translate the material's pivot to be identical to that of the group. Then you can locally rotate the material to align it with the group. ([http://www.hash.com/forums/index.php?showtopic=40137&view=findpost&p=352241 Source])<br />
<br />
An X-repeat value of 3 is the correct number for x. A:M uses one copy over an imaginarily flattened mesh as best it can and uses one more on each side to catch any stray bits of mesh that the first one didn't cover. This makes it possible for a rectangular decal to appear to wrap around a mesh that doesn't have a straight seam on the back. Normals don't matter for decals.([http://www.hash.com/forums/index.php?showtopic=40137&view=findpost&p=352178 Source])<br />
<br />
The cylindrical map will always be applied as if you were applying it in front view, and centered in x direction, regardless of how you position the image before hitting apply. The y extents can be varied - but not the horizontal or x extent for the original stamp. It will always have a 3 x 1 repeat.<br />
<br />
After you apply the image with cylindrical map - you can then change the repeat & how the decal is mapped by using A:M's uv editor. But your best bet is to create the image to be used with the imagery that you want to be on the front centered in the x direction. ([http://www.hash.com/forums/index.php?showtopic=40137&view=findpost&p=352210 Source])<br />
<br />
===Parts to be textured===<br />
<br />
* Body:<br />
** Face (including neck and ears)<br />
** Skull (remainder of the head not covered by the face decal)<br />
** Hands (Top and bottom)<br />
** Arms and legs (if showing)<br />
* Clothing<br />
<br />
===Data Organization:===<br />
<br />
Flattening actions and decal images should be organized on <span class="caps">SVN</span> thus:<br />
<br />
* Actors<br />
** Actor_Name<br />
*** Actor_Name.mdl<br />
*** Actions<br />
**** Actor_Name_flat_hand_top.act<br />
**** Actor_Name_flat_hand_bottom.act<br />
**** Actor_Name_flat_face.act<br />
**** Actor_Name_flat_skull.act<br />
**** ...<br />
*** Decals<br />
**** Actor_Name_face_color.tga<br />
**** Actor_Name_face_spec.tga<br />
**** Actor_Name_face_bump.tga<br />
**** ...<br />
<br />
[[category:TWO]]</div>Mousemanhttps://wiki.hash.com/index.php?title=Sound_Effects&diff=2169Sound Effects2012-04-28T15:54:30Z<p>Mouseman: New page: Here are some sources for sound effects: * [http://www.findsounds.com/ FindSounds - Search the Web for Sounds] * [http://www.sounddogs.com/ Sound Effects, Production Music, Royalty Free Mu...</p>
<hr />
<div>Here are some sources for sound effects:<br />
* [http://www.findsounds.com/ FindSounds - Search the Web for Sounds]<br />
* [http://www.sounddogs.com/ Sound Effects, Production Music, Royalty Free Music, MP3 AIF WAV Sound Effects]<br />
* [http://freesound.iua.upf.edu/samplesViewSingle.php?id=16475 freesound :: view sample :: Dialup.mp3]<br />
* [http://www.audionetwork.com/sound-effects Sound Effects Library / Download 50,000+ Quality Royalty Free SFX]</div>Mousemanhttps://wiki.hash.com/index.php?title=Light_List&diff=2168Light List2012-04-12T03:41:54Z<p>Mouseman: New page: == Light List == A light list allows you to have a light that illuminates only specific objects. See [http://www.hash.com/forums/index.php?s=&showtopic=41200&view=findpost&p=364175 Robca...</p>
<hr />
<div>== Light List ==<br />
<br />
A light list allows you to have a light that illuminates only specific objects.<br />
<br />
See [http://www.hash.com/forums/index.php?s=&showtopic=41200&view=findpost&p=364175 Robcat's tutorial overview].</div>Mousemanhttps://wiki.hash.com/index.php?title=A:M_History&diff=2167A:M History2012-04-12T02:44:40Z<p>Mouseman: /* V17 */</p>
<hr />
<div>Much of the history was from the [http://en.wikipedia.org/wiki/Animation:Master wikipedia page].<br />
<br />
== General Overview of changes since v13 ==<br />
<br />
[http://www.hash.com/forums/index.php?s=&showtopic=41469&view=findpost&p=367122 Source]<br />
<br />
A:M v16 (and up) utilizes multi-cores using OpenML for Finding Normals and a few other functions (where it makes sense). Like that today you can handle more patches in a single model than before.<br />
It highly depends on your core-amount and the power of your system and yes you will still run into the problem somewhere. Best is to avoid that by assembling together multiple models in the chor. The new Snap-To-Surface-Feature in v17 maybe helpful there too.<br />
<br />
There are many changes from v13 on. I am not totally sure what was in v13, but these are the bigger and "newer" features in A:M (not in chronological order):<br />
* Speed improvements (especially from v15 to v16 but also for v17) for both Windows and Mac. (windows-computers seem to perform a little better so).<br />
* Netrenderer now included with 4 cores for free and addtional cores that can be bought seperatly for a very reasonable price).<br />
* IBL, Ambient Occlusion (with Transparency-Support) and FastAO (> Plugin, actually called "FakeAO" which is very fast, the newest one even can use the GPU-power, but even the CPU-version takes only a few seconds to render with)<br />
* Fluid-Particles<br />
* Hair-Shaders (additional to the standard-hair-system)<br />
* HDRI-Rendering with Buffer-Output<br />
* STL-Export (for example used by 3d-printers)<br />
* MDD-Animation-Data-Export (to export vertexed-based animation). > for example to get animation-data to Modo)<br />
* RenderPresets to share render-settings in an easy way.<br />
* Selection-Filters for easier selection.<br />
* SubSurfaceDisplacement (I am not sure if this is really new for v13 or if it was included there already).<br />
* Bake Surface (> bake Surface-attributes to decals so they may render faster. Includes an AutoUnwrap-Algorithm which is best to be used with 3d-Painter)<br />
* Newton Physics (I am not sure if this is really new for v13 or if it was included there already, but they have been improved in v15 if I am not wrong).<br />
* 2008 rig, face rig, lightrig<br />
* Snap-to-Surface (in A:M v17)<br />
* A:M Answers (in A:M v17)<br />
* UV-Editor-Improvements (in A:M v17)<br />
<br />
== V17 ==<br />
[http://www.hash.com/forums/index.php?s=&showtopic=41426&view=findpost&p=366925 V17 (beta) changes]<br />
<br />
* [http://www.hash.com/forums/index.php?showtopic=41024&hl=retopology Snap to Surface]<br />
* Animation:Master Answers<br />
* SSE4 - For newer processors, which are compatible with SSE4, A:Ms rendering will be up to 15% faster.<br />
* Create your own "Support"-page<br />
* an indication-border if you have the Animate-Mode deactivated<br />
* [http://www.hash.com/forums/index.php?showtopic=41513&st=0 Hires Simulation]<br />
<br />
== Version 16 ==<br />
Released: 2011<br />
<br />
* 64-bit Version<br />
* Netrenderer-integration with Multicore-support<br />
* 3d connexion device support<br />
* OBJ-MDD-Animation-Export<br />
* overall performance-boost<br />
<br />
== Version 15 ==<br />
Released: 2008<br />
<br />
* Liquids<br />
* Baked Materials<br />
* Hash Animation:Master Realtime (HA:MR) integration<br />
<br />
== Version 14 ==<br />
Released: 2007<br />
<br />
* Ambient Occlusion (AO)<br />
* Image-based Lighting (IBL)<br />
<br />
== Version 13 ==<br />
Released 2006<br />
<br />
* Hair<br />
* Rigid-body Dynamics<br />
* File formats now XML based.<br />
<br />
== Version 12 ==<br />
Released 2005<br />
<br />
* Cloth<br />
* Layered Rendering into OpenEXR image format<br />
<br />
== Version 11 ==<br />
Released 2004<br />
<br />
* SDK (enables 3rd party plug-ins)<br />
<br />
== Version 10 ==<br />
Released 2003<br />
<br />
* Soft-body Dynamics<br />
* Radiosity<br />
<br />
== Version 9 ==<br />
Released 2001<br />
<br />
* Scripting<br />
* Expressions<br />
<br />
== Version 5 ==<br />
Released 1997<br />
<br />
* A major advance, removing the requirement in previous versions that characters be broken into parts and reassembled in the boning process<br />
* Added numerous skeleton "constraints" which enabled the development of advanced character animation rigs.<br />
<br />
== Version 4 ==<br />
Relased 1996<br />
<br />
* particle effects known as "blobbies".<br />
* last version to use ".seg" as its primary model format.<br />
* last version made available in a Unix port. Future versions would be available for Macintosh and Windows.<br />
<br />
== Version 3 ==<br />
Released 1994<br />
<br />
* introduced full 3D inverse kinematics (IK).<br />
<br />
== Version 2 ==<br />
Released 1993<br />
<br />
* released as Martin Hash's 3D Animation.<br />
* The pro version was named Animation:Master.<br />
<br />
== Version 1 ==<br />
Released 1992<br />
<br />
* marketed as "Will Vinton's Playmation" in conjunction with the Will Vinton Studio.<br />
* The Mac version was released in 1993.<br />
<br />
== Animation: Journeyman ==<br />
Released 1990<br />
<br />
== Animation: Apprentice ==<br />
Released 1987</div>Mousemanhttps://wiki.hash.com/index.php?title=A:M_History&diff=2166A:M History2012-04-01T13:11:18Z<p>Mouseman: New page: Much of the history was from the [http://en.wikipedia.org/wiki/Animation:Master wikipedia page]. == General Overview of changes since v13 == [http://www.hash.com/forums/index.php?s=&show...</p>
<hr />
<div>Much of the history was from the [http://en.wikipedia.org/wiki/Animation:Master wikipedia page].<br />
<br />
== General Overview of changes since v13 ==<br />
<br />
[http://www.hash.com/forums/index.php?s=&showtopic=41469&view=findpost&p=367122 Source]<br />
<br />
A:M v16 (and up) utilizes multi-cores using OpenML for Finding Normals and a few other functions (where it makes sense). Like that today you can handle more patches in a single model than before.<br />
It highly depends on your core-amount and the power of your system and yes you will still run into the problem somewhere. Best is to avoid that by assembling together multiple models in the chor. The new Snap-To-Surface-Feature in v17 maybe helpful there too.<br />
<br />
There are many changes from v13 on. I am not totally sure what was in v13, but these are the bigger and "newer" features in A:M (not in chronological order):<br />
* Speed improvements (especially from v15 to v16 but also for v17) for both Windows and Mac. (windows-computers seem to perform a little better so).<br />
* Netrenderer now included with 4 cores for free and addtional cores that can be bought seperatly for a very reasonable price).<br />
* IBL, Ambient Occlusion (with Transparency-Support) and FastAO (> Plugin, actually called "FakeAO" which is very fast, the newest one even can use the GPU-power, but even the CPU-version takes only a few seconds to render with)<br />
* Fluid-Particles<br />
* Hair-Shaders (additional to the standard-hair-system)<br />
* HDRI-Rendering with Buffer-Output<br />
* STL-Export (for example used by 3d-printers)<br />
* MDD-Animation-Data-Export (to export vertexed-based animation). > for example to get animation-data to Modo)<br />
* RenderPresets to share render-settings in an easy way.<br />
* Selection-Filters for easier selection.<br />
* SubSurfaceDisplacement (I am not sure if this is really new for v13 or if it was included there already).<br />
* Bake Surface (> bake Surface-attributes to decals so they may render faster. Includes an AutoUnwrap-Algorithm which is best to be used with 3d-Painter)<br />
* Newton Physics (I am not sure if this is really new for v13 or if it was included there already, but they have been improved in v15 if I am not wrong).<br />
* 2008 rig, face rig, lightrig<br />
* Snap-to-Surface (in A:M v17)<br />
* A:M Answers (in A:M v17)<br />
* UV-Editor-Improvements (in A:M v17)<br />
<br />
== V17 ==<br />
[http://www.hash.com/forums/index.php?s=&showtopic=41426&view=findpost&p=366925 V17 (beta) changes]<br />
<br />
* [http://www.hash.com/forums/index.php?showtopic=41024&hl=retopology Snap to Surface]<br />
* Animation:Master Answers<br />
* SSE4 - For newer processors, which are compatible with SSE4, A:Ms rendering will be up to 15% faster.<br />
* Create your own "Support"-page<br />
* an indication-border if you have the Animate-Mode deactivated<br />
<br />
== Version 16 ==<br />
Released: 2011<br />
<br />
* 64-bit Version<br />
* Netrenderer-integration with Multicore-support<br />
* 3d connexion device support<br />
* OBJ-MDD-Animation-Export<br />
* overall performance-boost<br />
<br />
== Version 15 ==<br />
Released: 2008<br />
<br />
* Liquids<br />
* Baked Materials<br />
* Hash Animation:Master Realtime (HA:MR) integration<br />
<br />
== Version 14 ==<br />
Released: 2007<br />
<br />
* Ambient Occlusion (AO)<br />
* Image-based Lighting (IBL)<br />
<br />
== Version 13 ==<br />
Released 2006<br />
<br />
* Hair<br />
* Rigid-body Dynamics<br />
* File formats now XML based.<br />
<br />
== Version 12 ==<br />
Released 2005<br />
<br />
* Cloth<br />
* Layered Rendering into OpenEXR image format<br />
<br />
== Version 11 ==<br />
Released 2004<br />
<br />
* SDK (enables 3rd party plug-ins)<br />
<br />
== Version 10 ==<br />
Released 2003<br />
<br />
* Soft-body Dynamics<br />
* Radiosity<br />
<br />
== Version 9 ==<br />
Released 2001<br />
<br />
* Scripting<br />
* Expressions<br />
<br />
== Version 5 ==<br />
Released 1997<br />
<br />
* A major advance, removing the requirement in previous versions that characters be broken into parts and reassembled in the boning process<br />
* Added numerous skeleton "constraints" which enabled the development of advanced character animation rigs.<br />
<br />
== Version 4 ==<br />
Relased 1996<br />
<br />
* particle effects known as "blobbies".<br />
* last version to use ".seg" as its primary model format.<br />
* last version made available in a Unix port. Future versions would be available for Macintosh and Windows.<br />
<br />
== Version 3 ==<br />
Released 1994<br />
<br />
* introduced full 3D inverse kinematics (IK).<br />
<br />
== Version 2 ==<br />
Released 1993<br />
<br />
* released as Martin Hash's 3D Animation.<br />
* The pro version was named Animation:Master.<br />
<br />
== Version 1 ==<br />
Released 1992<br />
<br />
* marketed as "Will Vinton's Playmation" in conjunction with the Will Vinton Studio.<br />
* The Mac version was released in 1993.<br />
<br />
== Animation: Journeyman ==<br />
Released 1990<br />
<br />
== Animation: Apprentice ==<br />
Released 1987</div>Mousemanhttps://wiki.hash.com/index.php?title=Main_Page&diff=2165Main Page2012-04-01T12:45:28Z<p>Mouseman: /* Hash, Inc. Wiki */ - reference to a new A:M Histroy page.</p>
<hr />
<div>= Hash, Inc. Wiki =<br />
<br />
Hash, Inc. is known for bringing professional quality modeling, animation, and rendering tools to home, professional, and student enthusiasts. Hash, Inc.'s main product is Animation:Master (A:M). Its strengths include:<br />
* Spline modeling. Splines are a different approach than many other 3D programs which use polygons. Splines are linked together to form the patches that define the surface of your model. For most models, far fewer splines are required than polygons, so A:M models can specify the geometry more efficiently. Additionally, splines lend themselves more readily to organic models; however, they also do well with mechanical models.<br />
* Texturing. It is possible to create and apply realistic or artistic textures on models. Textures can be re-used.<br />
* Character animation focus. Actions are a fundamental building block of your animation. Actions can be defined and reused.<br />
* Technical animation. A:M has systems for hair, cloth, particles, sprites, and physical simulation based on Newtonian physics.<br />
* Rendering. The renderer has many of the same features as renderers used in extremely large studios.<br />
* Post processing. Although not a replacement for larger post processing applications, A:M has features for processing and compositing the videos that it creates.<br />
<br />
The philosophy of Animation:Master is simple. You can animate! Start with The Art of Animation:Master manual (abbreviated TaoA:M), and work your way through the projects to familiarize yourself with the features. There is a [http://www.hash.com/forums/index.php?showforum=108 forum where the users can help you through problems] you may have with the projects.<br />
<br />
The community also works together on projects, whether the creation of feature-length movies, or smaller community projects.<br />
<br />
See the [[A:M History]] page.<br />
<br />
==Wiki List==<br />
<br />
Here are some of the major sections you will find on the wiki.<br />
<br />
===Movies===<br />
The A:M Community has worked on two movies, which serve as a showcase of not only what A:M can do, but what the A:M community is capable of.<br />
<br />
*<big>[http://www.hash.com/forums/index.php?&showforum=177 Scarecrow of Oz Forums Thread]</big> This film is currently under production.<br />
* <big>[[Main Page Two|TWO Movie Project]]</big> The first movie.<br />
<br />
===Other Resources===<br />
* [[Teacher Resources]] A place for educators to share and collaborate on all issues related to teaching Animation Master.<br />
<br />
* [http://wikiold.hash.com/amfeatures/published/HomePage A:M Features] / [http://wikiold.hash.com/amfeatures/show/HomePage editable version] (requires login)<br />
<br />
* [[Main Page HAMR|HAMR]] (A:M web browser plugin & standalone viewer) <br />
<br />
* [http://wikiold.hash.com/twogame/published/HomePage TWO Game Project] / [http://wikiold.hash.com/twogame/show/HomePage editable version] (requires login)<br />
<br />
* [http://wiki.hash.com/internal Hash Internal] (requires login)<br />
<br />
<br />
<big>Welcome to Animation:Master!</big></div>Mousemanhttps://wiki.hash.com/index.php?title=PNG&diff=2164PNG2012-03-25T17:49:21Z<p>Mouseman: /* Transparency, decals, and PNG files */</p>
<hr />
<div>= PNG file format =<br />
<br />
== Gamma Problem Saving PNG out of Photoshop ==<br />
[http://www.hash.com/forums/index.php?s=&showtopic=40012&view=findpost&p=350913 Source]: Yves Poissant addressed problems saving PNG from Photoshop a couple of years ago. It seems Photoshop (and perhaps other programs) sets the gamma of png images in some strange way. I think on Windows, the gamma is set to 2.2. Yves suggested removing the gamma information altogether using a program like PngCrush ( http://pmt.sourceforge.net/pngcrush/ ).<br />
<br />
You can also use IrfanView to gamma correct a png image. Open the image in IrfanView and go to Image > Color Corrections. Then set "Gamma Correction" to 1.00.<br />
<br />
You can also Batch correct a bunch of png images at once. Open IrfanView and go to Fle > batch Conversion. For "Output Format", choose "png". Then hit the "Advanced" button. Then check the box for "Gamma Correction" and enter a value.<br />
http://www.irfanview.com/<br />
<br />
The problem is more widespread in the web browser arena. Here is a brief overview of the problem web browsers have with correctly rendering png images. http://morris-photographics.com/photoshop/articles/png-gamma.html<br />
<br />
== Transparency, decals, and PNG files ==<br />
<br />
PNG files with transparency sometimes do not render correctly. For PNG files, [http://www.hash.com/forums/index.php?s=&showtopic=39316&view=findpost&p=352301 mtpeak reports]: Open the image in gimp and resave with the "save background color" option unchecked. You can also just set the key color in the image properties. <br />
<br />
TGA files work fine.</div>Mouseman