CATEGORY: | 3D Animation |  | PARTNUMBER: | HASN0300002 |
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MANUFACTURER: | Hash, Inc. | | PLATFORM(S): | Mac & Win |
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ON THE WEB: | www.hash.com | | AVAILABILITY: | Usually ships in 1 business day. |
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AVERAGE RATING: | Write a review! | | DELIVERY: | Packaged - Due to this items unusual size or weight, an extra shipping surcharge may be applied to your order. |
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| Animation:Master, the 3D motion picture studio is the most powerful and affordable spline based modeling and animation program available. Specifically designed for classic character animation, the drag and drop, customizable interface and powerful motion tools give you the control that is required to tell your story. Since A:M is geared toward character animation, it gives you the ability to build libraries of actions and characters that can be reused over and over. Its cross platform compatibility makes A:M an excellent choice for studios with multiple types of systems. Features
- SPLINE BASED MODELING, ANIMATION, AND RENDERING allows smooth organic models and natural freeform motions.
- BONES MODE for easy IK construction.
- INVERSE KINEMATICS to interactively pose articulated characters.
- SKELETAL, MORPHING, AND BENDING ACTIONS IN COMBINATION all three kinds of object and character motion can be overlapped and used in unison.
- TIME BASED MOTION "EASE" for accurate acceleration and deceleration of movement.
- TRUE PATCH-BASED "UV DECAL" MAPPING using bit mapped images that are locked to a surface and distort properly when an object bends and twists.
- D3D or OpenGL real-time rendering.
- MOTION LIBRARIES so that a complex action needs to be built only once and then used over and over again. Includes motion capture input & motion control output.
- LIP SYNCH KEY FRAMING for assembling lip shapes with automatic inbetweening.
- TECHNICAL SUPPORTTop notch and totally free.
Interface
- Integrated, User Friendly interface, with easy turning, zooming, and navigation features.
- D3D or OpenGL accelerated for a smooth tactile feel in all areas of the interface.
- MFC based interface allows for completely customizable options including color schemes, tool bar placement and customizable keyboard shortcuts.
- Drag and drop interface technology fully implemented for easy object manipulation.
- Create scenes with as many characters, lights, cameras, and props on the stage as you like.
- Modeling , creation of Actions and choreography can all be done in the same window from any view .
- Proportional Zoom; finer zoom control in choreography.
- Centered Turn; turn about the local coordinate system.
- Global Axis Translates; option to move control points in world space instead of screen space.
- Multiple, re sizable Windows; have two action windows, or set up three modeling windows in a traditional triview layout.
- Drag able, dock able panels; put the panels anywhere you want on the screen or hide them completely.
- Simplified Operation; tools operate in a more "standard" fashion.
- Save Interface State; projects maintain their window's layout for next use.
- Interrupt drawing to increase drawing speed.
- Specify automatic reload of last project at startup.
- Limit memory usage.
- User controllable rotate snap angle.
- Object Instancing
- Intuitive Object Manipulators; uniform for lights, cameras, characters, props, etc.
- Markers/Rulers
- Fully editable Timeline Window
- Customizable Folders in the Project Workspace
- Multi-Select in the Project Workspace
- Previews of most files in file dialog
- Interactive tutorials using MS agent technology
- A:M Community chat window
Modeling
- No more inefficient polygons! Model with flexible Hash patches.
- Start from a Library of example characters.
- Curved lines move easily to allow for quick manipulation.
- Complete selection of real-time tools combined with point-and-click sculpting makes object creation easy.
- Model over a Rotoscope image.
- As many Rotoscopes as you like can be loaded into any view.
- Seamlessly integrates "bones" into low-density, unibody models. Characters (or objects) are built as a single model, then bones are inserted any way you like to for the "skeletal" IK basis for your character.
- Un attach; disconnect "attached" points while modeling.
- Insert Control Points; automatically adds control points to those hard to get to splines.
- Perspective Modeling; option to model while viewing the object in perspective.
- Nested Hide; hide more points when some already hidden.
- "Lasso" or free form group tool included with standard group tool for easy selection of multiple control points.
- D3D or OpenGL shaded real-time mode when modeling instead of wire frame.
- Patch Hooks to reduce resolution and eliminate creasing
- Bias Handles for easy control of spline curvature.
- Optimized Polygon export.
- Unique object manipulators for translating scaling and rotating.
- Specific grid sizing for use in creating precise scale objects.
- Grid can also be toggled on and off.
- variable lathe cross sections.
- User definable Undo and Redo.
- Uniform Normal Face Control for Polygonal output .
- Paste and Extrude offsets.
- Cut, copy and Paste
- Flip or Mirror a selected group of points around any axis.
- True Type Font and AI Import
- Locked Control Points
- Copy/Flip/Attach
- Polygon Import
- Lock Control Points
- "Distortion Mode" Deformation Tool
Animation
- Patch-based animation allows smooth, flexible movement.
- Complex movements are simplified; unique bones motion offers lifelike bouncing and twisting.
- Complete skeletal and muscle control features.
- Inverse Kinematics (IK) for creating skeletal based motion.
- Character animation with lip-synch made easier.
- Stride length to prevent a character's feet or tires from slipping as they move.
- Action Overloading; applying layers of Actions to a character so that it can "walk", "talk", and "clench" its fists simultaneously.
- Action Range; choose only a range of frames, Hold, or Wait from an Action
- Rotoscope facial movement in Muscle with sequenced backgrounds.
- Poses.
- Lock Bones.
- Sophisticated Key frame controls.
- Many different kinds of real-time constraints for perfect anchoring, picking up objects, and animated paths; Including: Aim At, Kinematic, Path, Translate To, Orient like, Aim Roll At, Spherical Limits, Surface, Scale Like and Scale to Reach.
- Flocks, Crowds and Swarms
- Powerful Channel Based motion control.
- Scrub Bar.
- Action Undo.
- Action Objects;for animating props, even other characters seamlessly within an action.
- Force Objects;apply dynamic forces any way you like.
- Rotoscoping
- Action Blending
- Copy/Paste Mirrored Action
- Pose Sliders (frame ranges can be saved in a pose).
- Kinematic Rotational Stiffness
- "Continuous Play" Scrubbing
- Animated Camera Rotoscopes
- Onion Skinning
- Kuper camera motion data import
- Hard and Soft Body Dyanmics; including cloth, springs, masses and collision detection between objects.
- Automatic assignment of geometry to bones
- Smartskin for perfect joints
- Relationships for creating smart characters.
- Weighted CP blending
- Animated distortion boxes
Rendering
- Ray tracing of transparency, reflections and shadows for visually realistic results.
- D3D or OpenGL real-time previews can be saved as output.
- Super fast, High quality hybrid renderer.
- Selectable Specular Color.
- Mirrors with adjustable settings.
- Alpha buffer rendering for combining computer animation with live action.
- Antialiasing.
- 32-bit, variable, unlimited resolution rendering.
- AVI animation playback within the software.
- Bound Rendering; Quick Render or Ray Trace only a portion of the screen.
- TV Safe and Title Safe indication.
- Transparency Averaging.
- Antialiased Image Maps.
- Shadow Maps
- Gamma Correction.
- Show or hide render in progress.
- User selectable reflection limit.
- Motion Blur.
- Extensive render status meters.
- NTSC safe color.
- Photon Mapping.
- Soft Shadows
- Film Grain
- Bloom
- Soften
- Dither
- Dynamic Range (gamma correction)
- Field Rendering
- Line Geometry
- No "anti-alias" option (Game Sprites)
- Film Tint; presets like "black and white" or "sepia tones"
- Stereo Rendering
- Shadow Buffers and "Shadow Only" Buffers
- Exportable lighting maps, vertex colors for game engines
- Selectable Soft Shadow Color
- Fully Customizable Toon or Anime Style Shader/Render
Materials and Object Attributes
- Ability to apply custom textures, images and object Attributes to individual patches.
- Image Maps Locked to the surface through use of UV coordinate system.
- UV Editor for interactively adjusting how a map lies on geometry.
- Glass with Refraction and Caustics.
- Image types include color, bump, transparency, reflectivity, diffuse, specular, ambiance, mirror, gradient and cookie-cut maps.
- Textures you define, modify, save and reuse.
- Integrated Algorithmic Perlin Materials Editor.
- Flatten; unroll a segment before applying Decals.
- System Color Dialog uses your platform's standard 24-bit color dialog to choose and change colors.
- Displacement and Fractal Maps.
- Edge Transparency.
- Environment Maps.
- Gamma correction can be applied to Image Maps.
- Supports 32 bit Image Maps
- Frame Control of Animated Maps; so that image maps can cycle, skip frames, hold, wait, or "ping pong".
- Unique Decal (image map) manipulator allows you to scale, reverse and position an image in real-time .
- See through Decaling.
- Maps automatically cached for interactive map editing though use of any third party paint program.
- Tile able Image Maps.
- Spherical, Cylindrical and Planar Projection Mapping.
- Animatable Material Attributes.
- Material Effector Objects.
- ATX class 3rd party Material plugin support.
- JPEG and TIFF support
- Trasparent Density
- Translucency
- Reflection Falloff
- Material "Bump" attribute"
Effects
- Volumetric Lights.
- "Dust" objects for animatable smoke, fog and steam.
- Glows.
- Lens Flares.
- Depth of Field.
- Turbulence.
- Light Projection Gels.
- Hair.
- Particles; streaks and blobbies.
- Particle "Sprites" for stunning special effects.
- Object Weathering.
Other Features
- Motion capture input from a number of different sources
- Controllable, targetable, colored lights with colored shadows.
- Multiple Cameras.
- Non-perspective camera for scrolling game screens.
- You can perform most functions, such as modeling, animating, and texturing from the camera's point of view.
- Audio load/save for synching.
- Complete Game and Export SDK including real-time model and map export, action export, viewer and source code.
- Multiplane style layer compositing and cameras.
- Lipsync Dopesheet and Phoneme creation tools.
IMAGE FORMATS SUPPORTED
- Load: TARGA, JPEG, TIFF, PICT (mac only), AVI, Quicktime.
- Save: TARGA, PICT (mac only), AVI (pc only), Quicktime.
SYSTEM REQUIREMENTS
- PC with Windows XP or Vista
- Mac with OSX 10.4.11 or later
- 1.5GHZ or faster processor
- 512 MB ram
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The reviews that appear here are hands-on reviews from actual users of Animation:Master v15. These individuals have taken the time to share their thoughts about this product for the benefit of the entire community. If you'd like to share your own thoughts about Animation:Master v15 write your own review today! |
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| Professional product. Beginner's price.I've been wanting to learn 3D animation for years, but there was no way I could afford to spend thousands of dollars on the big spotlight animation programs for something that would just be a fun hobby, especially if it turned out I wasn't very good at it or didn't like it after getting into it. Animation:Master is a great compromise. It is full featured - enough to get you to the point of producing professional quality 3D animation for TV commercials, music videos, cartoons, or print. But it's cheap enough to be safe to abandon if 3D animation doesn't suit you. It's easy to learn and easy to use, and doesn't require a ten thousand dollar computer system to run. The interface looks the same to me as every 3D animaition program I've seen or tried, and the learning curve is pretty small. I posted my first animated short to impress my friends within two hours of opening the box. (It was really just one of the training walkthroughs from the A:M manual, but I didn't feel the need tell anyone that.) The instruction manual that comes witih A:M is a bit on the thin side, but there is huge community support and plenty of free training on the Internet. I found a deal at Safe Harbor when I bought my copy of A:M. It came bundled with a training CD from Studio 45 at less than the full price of A:M on the Hash website. The training CD was so good I bought another and still came out even. A lot of people post about A:M crashing a lot, though in three weeks of heavy usage, it's only crashed once on me. But I wouldn't expect a program that tries to run on any average computer to not have an occasional glitch. That's the difference between a $300 program that'll run on my generic Dell and a $5,000 program that requires a $10,000 graphic workstation. So in short, if you're interested in 3D animation, start here. If you're happy with everything you can do with A:M, great. If want to run with the big dogs, A:M is a good and cheap training step on the way up to the expensive programs. If you decide you don't want to do 3D animation after all, you haven't blown a lot of money. Reviewed on September 6, 2005 by James Jefferies (jjefferies@...). |
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| Sorry to be a dissenting voice, but...I've been working with Animation Master for about a year now. It has incredible potential - indeed, some people have produced truly astonishing work with it, comparible to the eye-popping effects you see in big budget movies - but I'm afraid it's probably the buggiest piece of software I've used in many years. After a while you start to get the feeling that if you even look at this program funny, it will crash. It just exits, without so much as an error message. Save your work every 5 or 10 minutes (there's no autosave) or you're doomed. The company are clearly aware of the instability issue. On the plus side, they issue very frequent patched versions (free), but they're clearly very touchy on the whole 'it crashes' issue. In fact, they can react quite sharply to anything less than glowing praise.. Hang around their official forum for a while, and you'll notice that it's strictly moderated and that certain issues are pretty much taboo. When newbies appear and mention frequent crashes, mention that they hate the copy protection, or even ask any questions that might show the software in a bad light, the official reaction can be very negative. The posts may even vanish. True, the Hash site has a long, impressive list of glowing user testimonials - forum members are invited to add their own raves to this (so long as they heed the warning that *only* 100% enthusiastic reviews are welcome, and that they mustn't even hint at anything negative...) My second major annoyance is that the software *does* have really horrible copy protection - you have to insert the CD every single time you want to use it. There IS a way around this. You can buy a hardware USB dongle for an extra $50. I did just that, and was seriously annoyed to find that I'm expected to pay another $50 every time I upgrade the software, in addition to the normal upgrade price. My third and final gripe is the appallingly inadequate documentation. The manual isn't a manual - it's a lightweight introduction with a few tutorials, leaving the vast majority of the program's features and abilities totally unexplained. In fact, totally *unmentioned*! This economical approach to information is one of the most annoying things about this company. The 'manual' is a prime example, but it seems to pervade almost everything about Hash.com. As another example, when I purchased my hardware dongle, it came sticky- taped to a sheet of plain white paper. Not a word of instruction. I plugged it in. It didn't work. I emailed Hash, and *eventually* got a terse reply explaining that I needed to download a special version of the software or the dongle wouldn't work. Presumably I was supposed to work this out using some sort of psychic ability. I could give similar examples, but I think I've made the point. Over and over, the same very elementary questions appear in the Hash forum with depressing regularity. Now I have to say that in terms of helpfulness and friendliness (so long as you avoid the taboos), this is one of the most outstanding forums I've ever belonged to, but occasionally even the most patient of the old-timers there blows a gasket and rants about the same basic questions appearing over and over. Which to my mind, only underlines the point that the company just doesn't take enough time or effort to communicate even the absolute essentials to their customers. This seriously undermines the software, making an already steep learning curve even steeper. Sorry if this sounds like a hatchet job. The software is astonishingly good, for the price. It would be astonishingly good for twice the price. And if you're in any doubt about its power, visit the A:M movies site (there's a link from the main Hash website), and prepare to be blown away. If it was a little more stable and came with a decent manual, I would be absolutly raving about how wonderful it is. My bottom line is that it's a tragic case of great unfulfilled potential. I've given up on the software now (too many of those crashes), but I'll be keeping an eye on it from time to time, and if they get some of these issues sorted out, I'll be first in the queue. Reviewed on January 1, 2005 by Eoin Rua (madra-rua@...). |
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| Outstanding results and quality performance.For someone new to animation, this program has a steep learning curve. The manual that is included, explains some of the history and technics behind animation, but could give a bit more step by step instruction. The excercises provided depend a lot on the pre-formated characters and movements, but does little to help you develope new ones. The supplementary quick start cd that I ordered with the program, does a good job of filling in the gaps that the manual misses. Still, this is an excellent program, and with a little time, gives even the beginner, outstanding , professional results. Reviewed on May 11, 2004 by Leonard Robinson (cdbdeyes@...). |
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| Great Modeling, Great Modeling, Great PackageI am a beginner animator, and believe that A:M is a great animation, modeling, and rendering package. I would like to be a 3d animator some day, so I believe this was the best way to start. I gave it a 4 in Reliability, because It likes to crash every once in a while. This could be the OS that I'm using or my specific config. Over all a very good package, I hope to see some plug-ins to be developed too. Reviewed on November 18, 2000 by boliver44@... from Eustace, TX. |
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| Animation Master: A complete 3d solution for $300!!!Animation: Master 2000, from Hash software, is an awesome 3d modeling, texturing, arranging, animating, and rendering solution. with a list of features rivaling that of it's big name, big price tag competitors, A:M is well worth the money. I am a farely novice 3d artist, and I have no formal training. I have taught myself everything I know by reading tutorials on the net. when I picked up A:M for the first time, I was modeling complex charectures in less then half an hour. A:M combines a first class interface, powerfull rendering engine, and a beutifully simple splines modeler that can become VERY complex, depending on how far you want to take it. Animation: master is the best peice of software I have purchased for 3d animation and modeling. GO GET IT! Reviewed on May 28, 2000 by crazyphreak@... from koloa, hawaii. |
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| The Best Animation Bang for your Buck. Period.Want access to the kinds of features you only hear about in those 'Making of Star Wars, Part 10' documentaries? Features you see in the new product announcements from those high-end, studio softwares they use for big-budget movies? Users of Hash's Animation:Master have enjoyed such features for years, at really low, student-friendly prices: Organic modeling; soft-body and rigid-body physics simulation; cloth, flocks and herds; the ability to reuse animations, and blend and layer them; radiosity.... All of this comes with A:M, without costly plugins and without needing expensive hardware. I know, I use the stuff. I've saved oodles of money, that I would otherwise spend on extra RAM and a more expensive computer, plus the enormous cost of other 3D software packages. The money I saved allowed me to get other software to help me with my animation projects, such as image editing and video compression software. The interface is clear and very smooth and fast, even on slower machines. A:M is cross-platform [no, really! A:M has *feature parity* on Mac and PC!], demands less RAM and video hardware than most others, and generates economic file sizes. It even imports motion capture data from a few different mocap systems. You just don't need a mainframe to own good animation software. Constraints and blending that even the big boys don't offer; I couldn't believe it until I'd tried it myself. I've heard from Maya and SoftImage animators who even prefer to use A:M on their own projects instead of the grand, expensive software they use at work. In my own experience, I turned down a free license to 3DS MAX r3 because I've discovered how much more I can do with A:M, for less. Less money, less hardware, less time spent learning, and less time spent wrestling with the interface. Have you seen the web video of that green, one-eyed spaceman, singing "I Will Survive?" That was made by Victor Navone in A:M. The expressive control that A:M offers animators like Navone is what convinced me years ago to drop trueSpace and 3DS MAX for A:M. I highly recommend this product to *anyone* who wants to animate on the computer, but particularly to students who want to prepare for a career in computer animation. You'll find more of the character rigging features we associate with high-end software in A:M than in any other package you could have for twice the price. James Poulakos Reviewed on May 17, 2000 by a customer from Atlanta, Georgia. |
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| No Doubt, the best modeller!Let me set you on the right track here - I know your confused what 3D program to get,and your thinking about what everyone else is using! well forget Maya, Forget Softimage, forget Max and Lightwave because this baby beats them hands down! I've had to use Maya and Soft in production and found the Nurbs way of modelling so backward so unpractical. Advertising is what makes Maya and Soft , MAX etc.. if it wasn't for the advertising Animation Master would shine through. I suggest you give this program a go, its only $199, what do you have to lose. Really its worth every penny and even if you don't like it, you haven't lost anything have you....... And if your thinking what ILM and Pixar are looking for in a show reel these days! I know straight from the Animation Leads that they are looking out for reels that demonstrate Animation Master work, PDI are looking for reels with Animation Master too, Digital Domain also. I've talked to them and know this because basically they are looking for reels from the next generation Artists, artists that can't afford the big programs but the equally as good cheaper programs. I tell you this whole industry is going to get a shake up soon, if you are noticing, programs features aern't getting much better, they are all copying each other - every program is getting the same and what will seperate programs is their price and performance ratio! HASH have already seen this trend and acted on it! YOu get ANimation Master and you a getting a product that will be mainstream and the champion leader very soon. Reviewed on November 2, 1999 by a customer from Australia. |
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| Eyepopping power at a low price but has a tendency to crash.I became interested in AM99 after purchasing the Animation Master 98 reference guide (with demo disk) I played around with the included demo and HAD to have the full version. When it finally arrived I was not disapointed. So far I have looked through the included models actions and tutorials to create different scenes. The speed of my computer prohibits quick vieiwing of larger projects but it is none the less encouraging to see the power that the tool provides with the included circus tutorial. The person who though to have the spiral bound user manual should be given a medal of honor (I hate folding book spines back when struggling to get through hands on training.) The manual could probably use some updating (including smart skin and a few other small things) but the tutorials and instructions that it gives provide a very good start to building things that will impress others (and hopefully yourself). I have started to create my own models but have been frustrated by the somewhat often crashes after putting in heavy details on a hand or claw. After switching back to the Save-Early-Save-Often approach, you can move quickly around this problem and live with it to continue to get the great effects. The other software I've worked with is Ray Dreams 3D and I prefer AM99's hash spline based approach and find it to be a more versitile tool. Reviewed on May 17, 1999 by a customer from Santa Clara, CA, USA. |
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| Redefines productivity and ease of use in 3D applicationsAfter about 1 week of exploring this product, I find that I am extremely satisfied with it's features and functionality. Features: I would say this product is on par with just about any other commercial renderer in it's price class. The quality of the renders it produces are crisp and clean - and it does them quickly. In fact, in it's price range, I can't think of a more feature rich package that does what it does "soup to nuts". Functions: So far, the impressive thing is that the user interface metaphore that is employed has been consistent, and usable throughout the entire application. It has a lot of "drag and drop" features that make it a joy to use. Want to use a paticular material on an object? Just select it, drag it, and drop it on the object of your choice in the workspace. Another nice thing is the incredible ease of use that even complex features benefit from. Particle animation is very simple - lens flares, simple too. Key framing is very natural as well. I have experience on a variety of other packages, and for the money, nothing even comes close. Extras: Great tutorials in the manual, and with vast supporting projects on the CD make this application an easy one to get into. They have also included a variety of reusable objects, materials, and actions on the CD to help you out with your own beginning projects. My one quible has been the occasional crash of the application. This may be due to the fact that I'm running it on Windows98, and I haven't upgraded to the latest patch quite yet. Reviewed on November 16, 1998 by Porter Woodward (woodward@...). |
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| An excellent starter in 3d!Martin Hash's AM:98 is an exellent affordable way to jump into 3d. I find hash splines similar to 2d bezier lines, with a 'node edit', feel, but you get to pull those lines into 3d, wherever you want, like virtual sculpting! With this program you get to play with lots of features like bones, fur, particles, and procedural textures, stuff you drooled over in the "I-can't-afford-that-it-costs-more-than-my-car" programs. Plus it's got a top-notch mail list with lots of nice people to get you started. Reviewed on October 2, 1998 by a customer from Biloxi, MS. |
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| flexible, powerful, affordable complete 3D packageI've used 3DS r4, Max 1.2, TS3.0, Infini-D 3.5 and lightwave 4. Compared to these software packages, Animation Master is cheaper and more powerful. For organic modeling A:M '98 is better than B-spline and lightyears beyond polygon based systems. In addition to the great software, there are numerous tutorial online that help beginners with every aspect of modeling, texturing, and animation. Don't waste thousands on expensive programs like Max and lightwave. Animation Master's interface and spline based system is at the cutting edge of technology. Reviewed on July 27, 1998 by woolfel@... from san diego. |
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| The best character animation tool for under $10K? AM98!Best money I've spent yet. Combine the streamlined, convenient interface, the features only available in apps 10 times the price, and its active, helpful user community in the Net, and you get Animation:Master 98, the best tool around for students of character animation. I like the power of IK constraints and I *love* the flexibility of the Hash spline modeling format, which resists 'tearing open' when it's flexed and stretched. There are separate keyframeable channels [some call them 'function curves'] for almost everything. Mine also came with a great, timesaving companion app called "Lip Sync"; it helps me by showing a computer version of a dopesheet, alongside the waveform of the sound track I'm using, and it *writes out the dopesheet in an animation file that AM98 can import!* One of Hash's best qualities: it's modularity. It's easy to make and save 'Actions' and 'Poses' that can be re-used. You can reuse all or part of an animation, a skeleton, part or all of a mesh, even just the animation you applied to one arm or nose. 'Poses', which are like individual keyframes you can save with your character, offer all the power of those 'Morph Targets' you've seen in other packages, plus more benefits. AM98 is [I'm glad to say] very stable and usable on an older PC like mine [Pentium 133, 128MB RAM, 4MB Matrox Millennium]. I've used trueSpace, even for character animations, and I tried out MAX, LW, and C4DXL. Nothing I've used yet comes close, and I'm *picky*. Too bad I can't put URLs here, or I'd show you the online modeling class I'm leading, where we build realistic human figures. Check out some *animations* made with Hash, though. That's the strong point here: it is an *animation* tool that squashes, stretches, bends and bubbles without breaking. Reviewed on July 27, 1998 by jkl56@... from USA. |
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| Animation Master V6 Review/Getting StartedDisclaimer: I do not work for Hash Inc. I am nothing more than a happy user ofthe product. I do not personally know anyone who works at Hash. I was not given a copy of the software (I paid for it, like everyone else) and I was not instructed or asked to write these reviews. I did so because I think the product is the best for character modeling and animation. This review is based on version 6 and 6.1 BETA of the software. Hash’s beta programs are open to current owners of the previous version of the software and allow users to critique the software and help track and kill bugs. It is aimed towards users who are unfamiliar with Animation Master and very new users of the software. Part One: General Overview and Modeling Explored Hash Inc’s Animation Master is a 3D animation and modeling program, with heavy emphasis on character modeling and creation. However, this does not mean that the program is not suited for modeling non-organic models. I’ve seen spaceships, furniture, buildings and such modeled with the program. When you first start Animation Master (AM or AM 98), you are presented with a well designed layout. The bottom half of the screen consists of the project workspace, a properties box and a time-line window. The first step is to create a new project. This is done by going to "project->new". Once this is done, you will see in the project workspace window a hierarchy of folders consisting of image, sounds, material, object, actions and choreographies. The project window with it’s folder design lets you easily keep track of all the files and attributes associated with the project. This is something that I have found to be lacking in many of the inexpensive 3D products. The next step is to create a new model. You do this by right clicking on the object icon in the project workspace and clicking on new. A menu will appear asking you if you want to add a new model, camera, volumetric effect, light, material effect or a motion capture input. For purposes of this mini-review, tutorial, I’ll choose model. Up comes a front view, (which can be changed to top, left, right, bottom,front, back, birds eye, etc). Now, you start adding splines. Did I mention that Hash is a spline based modeler? Well, it is. Splines are much more suited for creating smooth organic shapes and characters. In AM98, you use splines to create patches. When a patch is formed, it renders solid. Every model created in Hash consists of patches. Basically a patch is a connection of three or four spline points. (Note: Animation Master Version 6.1 now in beta also supports 5 point patches as well!) The box in the center would render solid. Where the lines intersect, wouldbe your control points, which you join together. (This seems vague now, butif you use the program, you'd get it, trust me). YOU CANNOT MAKE A PATCH OUTOF JUST ONE SPLINE! ANYTHING MADE OUT OF JUST ONE SPLINE BECOMES A HOLE!In other words, if all your control points are on one spline, it would not render as a solid. As I said, this seems confusing at first, but it really isn’t. I’m not a modeling master by any means, and it took about 3 minutes to grasp this concept. For anyone else, it will probably take them about 30 seconds to grasp this concept. When starting out modeling, I found knowing exactly how many splines to have in my model the most difficult. Too little, and it’s hard to make very detailed changes to the surface since there won’t be anything to push or pull. Too many, and your model becomes overkill. The key is knowing howmany control points you need for detail. You really need to kind of knowthis before hand, because while you can add them later, it's time consumingto do so. Each control point can be manipulated in order to push or pull thesplines in certain directions. The more control points, the finer thecontrol of detail, just like polygonal modeling. All control points mustalso be linked together to form patches for your object to render completely solid. Pushing and pulling control points is not the only way to smooth out models. You can adjust the bias control of the splines (curvature, basically) to smooth out certain areas. I found this very useful when I was modeling a face based on Jeffery Lew’s Skylark Tutorial from Version 4 days. Using the different views, and the group control point functions, it's easyto manipulate points (splines). You'll get used to it. I'm not a greatmodeler by any means, and it didn't take me too long to get the hang of it.My face (not done yet) probably won't look like J.Lew's, but I think that'smore of my lack of artistic ability at this point then the complexity ofAM 98. I don't see why I can't make it perfect with some tweaking,and some more practice on my part. And I don't see this taking me years either.You can also load in a background bitmap and trace around it to help with your modeling endeavors. This is known as rotoscoping in Animation Master. The interface has gone through lots of changes over the last few versions. One of the recurring complaints about older versions of AM was that the interface was cumbersome. I myself have never really had a problem using the interfaces (V3.0 through 6.1), however, I must say the newer interface is much better. It’s very clean and well organized. You will be scrolling through and manipulating the hierarchy of your projects in no time. When certain functions are being used certain options become available via the "lighting up" of icons. For example, while modeling, toggle icons such as key constraints and key muscle actions are dormant. Once you add a new action to your project, these switches turn on. Exit the action mode, and they are dormant again. When working through the interface, there are a number of "hotkeys" for accessing different functions. While cheat sheets for beginners will probably be very helpful, the shortcut keys can be changed. The appearance of the program can be changed (color scheme) as well as what toolbars you want visible. The panels in the workspace can be closed, docked and undocked with the click of a mouse. It’s very easy to work with, and to date, I’ve heard no complaints about the new user interface. I really like the modeler. I come from a polygon modeling school using such programs as TrueSpace2/3, Imagine and a few others, and I must say that I am appalled by the fact that anyone would want to model using polygons. I’m not saying that polygons don’t have their uses, but the only way I’ll go back to them is kicking and screaming. Speaking of polygons, that’s another key with respect to successfully using AM. You must forget your polygon training and learn to think in splines. I found reading the numerous tutorials available on the Hash Inc. web site and the 3D Ark web site and starting out modeling small models to be the best way to learn to undo that polygon mental block. The modeler itself is basic (and it can be, since you are just connecting splines) and easy to use. Points are added with a left click of the mouse and joined to each other by clicking both the right/left mouse buttons at the same time. You can insert points, detach splines, break points, peak or smooth the selected points, extrude points, lathe points, group points and hide selected points. The hide selected points is one of the most valuable features available. It allows you to easily work on selected portions of complicated models with out layers and layers of control points getting in the way. I find myself using this feature every time I model and could not live without it. One thing that has always impressed me about Hash Inc. is their dedication to making the software easier to use, more powerful and keeping it affordable at the same time. AM allows a user to model using Direct3D to shade your model as you add surfaces. By selecting the shaded/wireframe draw mode, you can push, pull, add and delete points and watch your model’s "shaded" surface respond in real time. This is great for adjusting control points to provide smooth contours. In many 3D modeling programs, you have to make a change to your model, and "quick render" it, make a change, "quick render" it, not in AM. Changes are instant. OpenGL is also supported. While many other programs are starting to sport this "real time" feedback, Hash Inc.’s is the quickest to date and allows you to adjust the level of detail provided in the real time feedback. A user does this by changing the number of polygons per patch used for shading. You can select 1, 4, 16 or variable. I’ve found that 4 provides a good balance between speed and detail for complex models. I also like the way you can drag a box around a particular area of thescreen and do a preview rendering or a 'full raytrace' of just an area. This is a very nice touch. The ray-tracing has become increasingly faster since version 4 and is on par with other companies who tout fast raytracing (who know who you are!). Once again, this is very useful when working on adding detail to a particular area. It’s very easy to add decals to a model as well. The decal function in AM allows you to stick a texture anywhere on a model with incredible accuracy. To do so, you just right click on the name of your model in the project window, select new->decal and choose the file for your decal. When the decal appears in the project hierarchy, right click on it, choose position and move it directly over the area of the model you want to apply it to. It will bend and mold to your model automatically. I’ve used this feature to add an iris texture to my face’s eyes. It is just as easy to add materials to your model as well. AM uses procedural textures similar to other 3D programs. Applying a material is straightforward. You chose a group of control points you want to add a material to. Select the color tab in the properties window (located in the bottom half of the screen) and add your color and adjust your settings. Sounds easy? It really is! The materials panel allows a user to adjust Ambiance, Specular Size, Intensity, Roughness, Reflectivity, Transparency and Index of Refraction. You can also type in values as well, which is nice, as I know of at least one program what made you use sliders for setting these values. You can set multiple colors and add them to a custom material library. There is a second way to add materials to models in AM. In the project workspace, there is a material folder. Right click on it to add a new material. Click on the attribute for the newly created material and the properties window presents texture choices to you, consisting of basketball, crumple, dented and others. You can also change the color, the raytrace settings of the texture and even allow the texture to be toon shaded. Using this second way of adding materials allows you to take advantage of a new feature which is currently in beta, FUR. Yes, the folks at Hash Inc. are making fur affordable to the masses. The fur shader allows you adjust the length, thickness, density and stiffness of the hair. I’ve used it to add hair to a head/face model I’ve been working on. It looks damn good so far, and it’s being tweaked and honed by Hash as you read this. The documentation for AM V6 is well done. The manual is spiral bound allowing you to lay it flat on a table or desk while you work through the tutorials that are provided. Enough documentation is provided to get a new user up and running with little effort. Concepts are clearly explained, and there are plenty of illustrations to elaborate on certain points. After working through the manual and getting the general feel for the program, users will want to turn to several invaluable resources for more information. The first is the Hash Inc. web site at www.hash.com where many user written tutorials can be found as well as tutorials written directly by Hash employees. The second is the Animation Master Mailing List owned and operated by Hash Inc. This is a moderated list where users of the program trade tips, techniques, workarounds and other help related to Animation Master, 3D modeling, and other topics. The list is friendly and helpful. There have been complaints that the list is "too" moderated, but it really does help keep discussions on topic and prevents the nonsense that plagues so many other mailing lists, such as flame wars and petty bickering. People have been booted from the list for various reasons, but not unjustly. Regardless of what you have heard, the list is run fairly. Hash employees Jeff Paries and Steve Sappington are constantly on the list answering questions and providing support. Send either one an email requesting help, and receive an answer usually within minutes, not days. The third source of information is the "Splindicate at www.3dark.com/hashfaqs, where Hash related material is stored and organized. Download the tutorials and read through them. By using each of these sources of information, you should be up to speed in no time. The best part of Animation Master is the price. There are two flavors of Animation Master, a $199 and a $699 version. The $199 version comes with the modeling and animation portion of the program which is being described in this review. The $699 version consists of the modeler/animator, a network renderer, a compositor and a lipsynch program. Most hobbyists and professionals who do not need network rendering are better off springing for the $199 version. I myself, who is a hobbyist, sprung for the $699 version in order to get the compositor and the network rendering. If you spring for the $199 version and later decide to upgrade to the $699, Hash will allow you to do so. At the time, I upgraded to the Network package for $500 (about 6 months ago). Each version is copied protected. The $199 version requires the user to keep the CD-ROM in the drive when he first starts the program. The $699 version requires a dongle which plugs into the parallel port. Myself, being a software developer for years unfortunately understands why this necessary. Regardless of what version you spring for, it’s worth it. Hash Inc. takes great pride in keeping the software affordable, and that's probably why they have such a big following. I'm happy with my purchase, and I think if anyone is looking for a good spline based modeler, with heavy emphasis on character animation, you won't go wrong with Hash 3D. The next two parts of this review will go into more detail about lighting, rendering and some of the other "goodies" Hash Inc. provides for such a low price. Part Two: Lights, Camera, Render! (Creating a still image.) For this part of the overview / review, I’ll start with the basics and then talk about some of the more advanced features se |