This article has multiple issues. Please help improve it or discuss these issues on the talk page . (Learn how and when to remove these messages)
|
Developer(s) | Hash, Inc. |
---|---|
Stable release | 19.5d / December 1, 2024 |
Operating system | Microsoft Windows, Mac OS X |
Type | 3D computer graphics |
License | Proprietary |
Website | www.hash.com |
Animation:Master is a 3D character animation application offered by Hash, Inc. that includes tools for modeling, rigging, animating, texturing, lighting and rendering. Although Animation:Master was developed for and is targeted towards independent artists, with a workflow optimized to enable one artist to create a rendered animated piece from start to finish, the workflow also presents economic advantages for larger workgroups.
The software uses a proprietary spline mesh technology to perform modeling and animation, and it is different in this sense from polygon mesh or NURBS-based programs. The system used is called patch-based modeling. It uses multiple intersecting splines to create surfaces, called patches. Patches present an efficiency in that one patch can describe a complex curved surface that would require many facets to approximate in flat polygons.
Aside from the typical 4-sided patches common in many spline modeling environments, Animation:Master can also create 3 and 5-sided patches which enable mesh topologies not possible in other applications.
To learn more about Animation:Master's features, see Animation:Master Features.
Animation:Master is the successor program to Martin Hash's Animation:Apprentice (1987) and Animation:Journeyman (1990)
Version 1 (1992) was marketed as "Will Vinton's Playmation" in conjunction with the Will Vinton Studio. The Mac version was released in 1993.
Version 2 (1993) was released as Martin Hash's 3D Animation. The pro version was named Animation:Master.
Version 3 (1994) introduced full 3D inverse kinematics (IK).
Version 4 (1996) added particle effects known as "blobbies". This was the last version to use ".seg" as its primary model format. This was the last version made available in a Unix port. Future versions would be available for Macintosh and Windows.
Version 5 (1997) was a major advance, removing the requirement in previous versions that characters be broken into parts and reassembled in the boning process. It also added numerous skeleton "constraints" which enabled the development of advanced character animation rigs.
Version 9 (2001) Scripting, Expressions
Version 10 (2003) Soft-body Dynamics, Radiosity
Version 11 (2004) SDK (enables 3rd party plug-ins).
Version 12 (2005) Cloth, Layered Rendering into OpenEXR image format.
Version 13 (2006) Hair, Rigid-body Dynamics, File formats now XML based.
Version 14 (2007) Ambient Occlusion (AO), Image-based Lighting (IBL)
Version 15 (2008) Liquids, Baked Materials, Hash Animation:Master Realtime (HA:MR) integration
Version 16 (2011) 64-bit Version, Netrenderer-integration with Multicore-support, 3d connexion device support, OBJ-MDD-Animation-Export, overall performance-boost
Version 17 (2012) Snap to Surface, Animation:Master Answers, SSE4 instruction support, Create your own "Support"-page, deactivated Animate-Mode indicator , Hi-res Simulation
Version 18 (2013/2014) Screen Space Ambient Occlusion render setting, OpenGL3 (and higher), Windows 32bit Direct3D realtime driver removed, GPU-post effects and native support for SAO, Polygon export with additional high subdivision level (up to 4096) especially suited for 3d printing, Polygon mode (OpenGL3 only), GPU Postprocess effects
Version 19 (2017) Save before rendering, bullet physics,
The Persistence of Vision Ray Tracer, most commonly acronymed as POV-Ray, is a cross-platform ray-tracing program that generates images from a text-based scene description. It was originally based on DKBTrace, written by David Kirk Buck and Aaron A. Collins for Amiga computers. There are also influences from the earlier Polyray raytracer because of contributions from its author, Alexander Enzmann. POV-Ray is free and open-source software, with the source code available under the AGPL-3.0-or-later license.
Autodesk 3ds Max, formerly 3D Studio and 3D Studio Max, is a professional 3D computer graphics program for making 3D animations, models, games and images. It is developed and produced by Autodesk Media and Entertainment. It has modeling capabilities and a flexible plugin architecture and must be used on the Microsoft Windows platform. It is frequently used by video game developers, many TV commercial studios, and architectural visualization studios. It is also used for movie effects and movie pre-visualization. 3ds Max features shaders, dynamic simulation, particle systems, radiosity, normal map creation and rendering, global illumination, a customizable user interface, and its own scripting language.
LightWave 3D is a 3D computer graphics program developed by LightWave Digital. It has been used in films, television, motion graphics, digital matte painting, visual effects, video game development, product design, architectural visualizations, virtual production, music videos, pre-visualizations and advertising.
The Catmull–Clark algorithm is a technique used in 3D computer graphics to create curved surfaces by using subdivision surface modeling. It was devised by Edwin Catmull and Jim Clark in 1978 as a generalization of bi-cubic uniform B-spline surfaces to arbitrary topology.
In 3D computer graphics, polygonal modeling is an approach for modeling objects by representing or approximating their surfaces using polygon meshes. Polygonal modeling is well suited to scanline rendering and is therefore the method of choice for real-time computer graphics. Alternate methods of representing 3D objects include NURBS surfaces, subdivision surfaces, and equation-based representations used in ray tracers.
Clipping, in the context of computer graphics, is a method to selectively enable or disable rendering operations within a defined region of interest. Mathematically, clipping can be described using the terminology of constructive geometry. A rendering algorithm only draws pixels in the intersection between the clip region and the scene model. Lines and surfaces outside the view volume are removed.
Form·Z is a general-purpose solid and surface modeling software. It offers 2D/3D form manipulating and sculpting capabilities. It can be used on Windows and Macintosh computers. It is available in English, German, Italian, Spanish, French, Greek, Korean and Japanese languages.
Vue is a software tool for world generation by Bentley Systems with support for many visual effects, animations and various other features. The tool has been used in several feature-length movies.
Cheetah3D is a computer graphics program for 3D modelling, animation and rendering. It is written in Cocoa for macOS. The program is aimed at beginning and amateur 3D artists.
Digital sculpting, also known as sculpt modeling or 3D sculpting, is the use of software that offers tools to push, pull, smooth, grab, pinch or otherwise manipulate a digital object as if it were made of a real-life substance such as clay.
3D computer graphics, sometimes called CGI, 3-D-CGI or three-dimensional computer graphics, are graphics that use a three-dimensional representation of geometric data that is stored in the computer for the purposes of performing calculations and rendering digital images, usually 2D images but sometimes 3D images. The resulting images may be stored for viewing later or displayed in real time.
Hexagon is a subdivision-type 3D modeler owned by Daz 3D. It was originally developed and published by Eovia and was acquired shortly before the release of version 2.0 by Daz 3D in 2006. The software drew heavily on Eovia's other modeler, Amapi, though it omitted the NURBs and precision measuring tools. The focus is subdivision modeling, but it includes spline tools and surface tools. Because of the two omissions, it is not as well suited to product design as Amapi, but is aimed more at illustrative and character modeling, with an eye to making it accessible for those new to working in 3D.
Softimage|3D is a discontinued high-end 3D graphics application developed by Softimage, which was used predominantly in the film, broadcasting, gaming, and advertising industries for the production of 3D animation. It was superseded by Softimage XSI in 2000.
Shade 3D is a 3D modeling, rendering, animation, 3D printing computer program developed by e frontier Japan and published by Mirye Software. In October 2013, Shade 3D development team formed a new company called Shade3D Co., Ltd., and continue to develop and market the program. After terminating the sales agreement with e frontier Japan and Mirye Software by the end of December 2014, Shade3D company is now developing and marketing Shade 3D products in Japan and worldwide exclusively.
Away3D is an open-source platform for developing interactive 3D graphics for video games and applications, in Adobe Flash or HTML5. The platform consists of a 3D world editor, a 3D graphics engine, a 3D physics engine and a compressed 3D model file format (AWD).
In 3D computer graphics, 3D modeling is the process of developing a mathematical coordinate-based representation of a surface of an object in three dimensions via specialized software by manipulating edges, vertices, and polygons in a simulated 3D space.
In computer graphics, tessellation is the dividing of datasets of polygons presenting objects in a scene into suitable structures for rendering. Especially for real-time rendering, data is tessellated into triangles, for example in OpenGL 4.0 and Direct3D 11.
This is a glossary of terms relating to computer graphics.
Art of Illusion is a free software, and open source software package for making 3D graphics.