Animation Master
08-May-95 00:03:49
Sb: Animation Master
Fm: Tim Wilson [Crestline] 76432,1122
To: Sam J. Bowling 71603,2076
Sam,
>> I'm curious about AM, but I don't seem to understand exactly what makes it
so great for character animation. <<
Have you ever seen Greg Rostami demo Animation Master here in LA? He's
been at numerous conventions including the VTU conference in Dec. and 3D Art
Forum (naturally <g>). If you missed 'em, your next opportunity will probably
be at SIGGRAPH in August. I don't know if they're going to be at the CD-ROM
devs conference this week. (What's it called, E3, E6, or something?)
Yes, you can do many equivalent things in Imagine, but splines offer a
different kind of flexibility than polys. They have a more fluid sculptural
feel. The main reason I recommend people look at it for character animation is
the spline modeling. It lends itself well to creating characters, both
realistic and bouncy cartoony-looking.
AM also has some unique animation tools geared especially towards
character animation. Their spines (roughly equivalent to Imagine's spline
deformation), joints (roughly equivalent to Imagine's bones), and
`muscle-motion' (roughly equivalent to Imagine's point morphing), have a
uniquely modular design. AM allows you to apply behavior created with this
techniques to many different figures, so just about any animation you create
can be effectively recycled on many different characters.
AM has its problems though, (confusing file structure for one, and
rather slow rendering from what I hear) and I frankly still prefer to do my
animation in Imagine because it feels more solid. But that's no reason to throw
out the baby with the bath water. Many 3D artists have done amazing things with
AM. The reason you probably aren't hearing much about AM from other folks at
the moment is that it's in the midst of a major overhaul. I use it mainly for
modeling so my focus is getting its DXF Export more polished.
>> I looked through the tutorial in the April CGW, but I didn't see anything
that I couldn't do easily in Imagine.<<
Maybe so, but I think, after learning how to model with splines (which
can take awhile, I'm still learning new things, and I've had the program for
about 6 months), you'd find creating a robot, like the one shown in the
article, a lot less painless in AM than Imagine. Since your working with
quadrilateral spline patches, there's far less visual spaghetti, many fewer
control points to deal with.
For more perspective on AM look at the January 95 CGW article on Facial
Animation. But keep in mind that, although relatively new to the medium of 3D,
Rod Altschul did a tremendous amount of work to push the envelope as far out as
he could on his first attempts. So don't expect to be able to create realistic
talking heads like his a few days after getting the software.
>>Is there any way to get a demo version of this program? I'm interested, but
confused about the whole spline thing. <<
A demo copy probably wouldn't do much good because it takes a lot of
practice to learn the program well. It's not the sort of thing you can just sit
down and pick up right away. That's why I recommended Greg Rostami's demos
because he shows all the features quickly and efficiently. Also, because of the
current refit of the program, it might be wise to wait until the next release
comes out in a few months before making any decisions. In the meantime you
could ask Hash to send you their demo tape with some of there hot-shot
animators stuff. Again, (the usual caveat) as with any 3D program, remember
that the quality of the work that comes out, has lot to do with who's hands
it's in. Some of the work on their tape was, I believe, created by the pros at
Will Vinton's studio.
Playmation (AM's precursor) does not have all the features of AM, but
it might be adequate just to get a feel for the program, and perhaps someone
would be willing to sell you a used copy on the cheap. Hash (the maker of both
programs) maintains a forum in ANVENA.
-Tim