Autodesk | 72200-0000SA-G880 - Maya Complete - Mac | #13b Animation Software (1144-1169):Layout 1

#13b Animation Software (1144-1169):Layout 1
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Section13b
ANIMATION SOFTWARE
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AUTO D ES K
3DS MAX
3D Modeling, Animation and Rendering Software
Highly and customizable, 3DS Max is a powerful, integrated 3D modeling, animation, and
rendering application. Its accessible tools enable artists to quickly ramp up for production. 3DS
Maxis used by design visualization professionals, game developers, film and video artists,
multimedia designers (print and web), and 3D enthusiasts to achieve stunning results in less time.
3ds Max 2008 dramatically improves productivity by streamlining the process of working with
complex scenes. This is achieved through significant performance improvements—in areas
such as viewport interaction, interactive transform and material assignment—as well as
through the addition of new, artist-friendly UI and scene management features. The latest
version marks the launch of Review, a toolset that delivers interactive previewing of shadows,
the 3ds Max sun/sky system, and Architectural
and Design material settings.
In addition, 3ds Max 2008 delivers enhanced
support for complex pipelines and workflows—an integrated MAXScript
ProEditor makes extending and customizing 3ds Max easier than ever.
Plus, enhanced DWG file-linking and data support strengthen
interoperability with applications such as AutoCAD, AutoCAD Architecture,
and RevitArchitecture software. Last, contains numerous Biped
improvements, including new ways of layering character motion and
exporting it to game engines, as well as tools that give animators new
levels of flexibility with regards to their Biped rigs.
F EAT UR ES
3ds Max User Interface—
Maximize Your Productivity
◆ Artists gain unmatched productivity through a combination of per-
formance and workflow features, including a fast, efficient, WYSIWYG
(what you see is what you get) viewport environment, schematic view,
multiple coordinate systems, interactive axis constraints, customizable
menus and buttons, viewport grips/manipulators, and modeless keyboard entry. Streamline workflows through the creation of hotkeys.
◆ The unique modifier stack gives artists the option of using a powerful,
visual, parametric workflow: changes made anywhere in the modifier
stack, no matter how significant, are automatically propagated to the
end result. This feature enables artists to work in a nonlinear fashion—
for example, on a completed high-resolution character model, revert
to the original low-resolution geometry at the bottom of the stack,
and add details, such as buttons on a shirt or tweaks to the nose.
Those changes pass up through all the finishing modifiers (such as
smoothing, mapping, and skinning) to appear in the completed
character.
◆ Mouse or tablet-based paintbrush interface for object selection and
deformation, vertex color, and radiosity touchup.
Data and Scene Management Tools
Boost productivity and workflow flexibility with external and internal
data and scene management features
◆ File management utilities—project folders, repathing tools, relative
paths, asset tracking, increment on save, auto-backup, resource
collector, dynamic texture reloading, and log files—manage daily use
and transfer of 3DS Max data between file iterations, users and locations.
◆ Scene Explorer Panel enables users to sort, filter, and search a scene by
object type or property (including metadata) with stackable filtering,
sorting, and searching criteria. Users can save and store multiple
explorer instances and link, unlink, rename, hide, freeze, and delete
objects regardless of what objects are currently selected in the scene.
◆ External file referencing
(for scenes, objects, or materials) enables
efficient team management of complex scenes and animations.
◆ The Layer Manager enables artists to quickly isolate related scene
elements by working in layers via the Layer Manager.
◆ Asset Tracker provides source control management for in-use assets.
Tightly integrated with Autodesk Vault asset management software
and compatible with most third- party asset management solutions.
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ANIMATION SOFT WARE
AUTO D E S K
3DS MAX
Modeling
Efficiently create parametric shapes and
objects to begin modeling quickly
◆ The vast selection of ready-to-use geometry
includes standard primitives, extended
primitives, 2D shapes, and architectural
elements, such as doors, windows, and stairs.
◆ Compound objects can be created using any
of the following operations: Scatter, Connect,
Booleans, ShapeMerge, Morph, BlobMesh,
Terrain, and Loft.
◆ Parametric and compound objects can be
converted to any of the following base
geometric types for more detailed editing:
editable mesh, editable poly, editable patch,
or NURBS objects.
◆ 2D shapes can be used as a starting point for
creating editable splines and spline cages to
convert to any of the 3D geometry types.
Spline/Extended Spline
Modeling
◆ Precise spline-based curve and surface
construction tools include loft, one- and
two-rail sweep, beveling, extrude, filet, cap,
offset, lathe, ruled, mirror, multisided blend,
and other tools.
◆ Surfaces can be attached, detached, aligned,
stitched together, extended, filleted, or
rebuilt, with a high degree of control over
parameterization and continuity.
◆ Spline modifiers—for those modeling with
the modifier stack—let the user deform,
lathe, normalize spline, set spline render
properties, sweep, and trim/extend.
A range of modifiers is provided for direct
manipulation of subobject geometry (for
example, Curve CV, Surface CV, surface).
Polygon Modeling and Texturing
A polygon/trimesh architecture lets artists efficiently create, edit, and texture mesh models. These
models can contain color-per-vertex channels, mapping channels, selection channels, and explicit
normals, all of which can be animated in the modifier stack.
Polygon Modeling Tools:
◆ A complete set of creation and editing tools includes create, collapse, attach, bridge, flip, hinge
from edge, turn, cut, split, slice, quick slice, wedge, bevel, extrude, chamfer vertex, extrude along
a curve, mirror, edge loop, and edge ring tools.
◆ ProBooleans can be used to re-evaluate and optimize the topology of meshes, and more. The
ProCutter tool lets artists quickly fracture geometry into smaller, individual chunks.
◆ Workflow features include Preserve UVs, which separates texture coordinates from the polygon
vertices to edit the mesh without destroying UV data; sub-object (for example, vertices, edges,
faces) selection sets, which intelligently convert between different types of selections
(for example, edges to vertices); interactive previewing of edits and animated edits; and the
ability to make modeling hotkeys and pivots become temporary overrides.
◆ A large range of modeling modifiers is available for working with geometry and sub-object
geometry in the modifier stack, including Projection, Edit Normals, Vertex Paint, and those that
let you bend, bevel, cap holes, cross section, displace, extrude, and subdivide polygons.
Subdivision Surfaces and Polygon Smoothing:
◆ Subdivision methods include NURMS Subdivision, which produces an object similar to a NURBS
object; classic, which like MeshSmooth produces three- and four-sided facets; and quad output,
which produces only four-sided facets.
◆ Mesh smoothing of polygon objects provides control over the polygon count of the final mesh
for render optimization or level of detail.
◆ Subdivision surface and polygon smoothing tools available to those modeling with the modifier
stack include a hierarchical subdivisions surface modifier, MeshSmooth, and TurboSmooth.
Texture Assignment/Editing:
◆ 3ds Max offers a wide range of operations
for creative texture and planar mapping,
including tiling, mirroring, decals, angle,
rotate, blur, UV stretching, and relaxation;
Remove Distortion; Preserve UV; and UV
template image export.
◆ The streamlined texture workflow includes
the ability to combine an unlimited number
of textures, a material/map browser with
support for drag-and-drop assignment, and
hierarchies with thumbnails.
◆ UV workflow features include Pelt mapping,
which defines custom seams and enables users to unfold UVs according to those seams;
copy/paste materials, maps and colors; and access to quick mapping types (box, cylindrical,
spherical).
◆ Artists can use up to 99 UV sets for texture layering.
◆ Extensive UVW mapping tools include direct manipulation of texture mapping coordinates.
◆ Texture modifiers for working in the modifier stack include Camera Map, Material Modifier, UVW
mapping modifiers, UV Xform, Map Scaler, and Surface Mapper.
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3DS MAX
General Animation
Benefit from a broad range of tools for keyframe and procedural animation that can be used to
animate almost any parameter in your scene
◆ Set key and auto key modes offer support
◆ Reactions can be set up to make objects
for different keyframing workflows.
respond to the animation of other objects.
◆ Fast and intuitive controls for keyframing—
including cut, copy, and paste—let the user
create animations with ease.
◆ Animation trajectories may be viewed and
edited directly in the viewport.
◆ Tools for editing curves include limiting,
curve drawing, and curve modifiers.
◆ Keys or sets of keys can be slid, moved, and
scaled in both time and value.
◆ Animation may be edited track by track by
◆ Key-based and parametric controllers may
be used to animate the full transform or the
position, rotation, or scale of objects.
◆ Key-based controllers, such as Bézier and
TCB, store values and interpolation methods
in each key, which can then be edited.
◆ Objects can be animated along curves with
controls for alignment, banking, velocity,
smoothness, and looping, and along surfaces with controls for alignment. Weight
path-controlled animation between multiple curves, and animate the weight.
◆ Objects can be constrained to animate with
other objects in many ways—including look
at, orientation in different coordinate spaces,
and linking at different points in time. These
constraints also support animated weighting between more than one target.
copying, pasting, and instancing controllers.
◆ Dense animation can be precisely controlled
using soft selection falloff and key-reduced
into sparse keys that maintain the integrity
of the original animation.
◆ Sound tracks can be loaded into a Track View
for easy syncing with the target animation.
◆ Animation can be viewed before and after
the current frame, for evaluation of object
motion.
◆ Modifier stack offers animators another
procedural approach to animation as all
modifier parameters can be keyed.
◆ Point Cache modifier can be used to save
and load surface deformations for easy
swapping and fast playback.
◆ Morpher modifier is an interface for organiz-
ing and animating morphing targets and
includes support for progressive morphing.
◆ Parametric controllers store values that
affect the animation throughout: controls
are unique to each controller type.
◆ Either the Skin or Physique modifier may be
◆ Create procedural animation based on
numerous built-in controllers include noise,
expressions, waveform, spring, and audio.
◆ Custom controllers can be used as scripts
used to achieve precise control of skeletal
deformation, so the character deforms
smoothly as joints are moved, even in the
most challenging areas, such as shoulders.
◆ Skin deformation can be controlled using
and expressions. Expressions allow the
animation to be controlled by any math
function as well as by any MAXScript.
direct vertex weights, volumes of vertices
defined by envelopes, or both.
◆ Weight tables, paintable weights, and saving
◆ Multiple animation tracks can be blended
into a single result using a hierarchy of
controllers in a list.
◆ List controllers can be used to store different
poses and versions of animation on the
same object or objects. The influence of
each controller in the list can be weighted
and animated over time.
and loading of weights offer easy editing
and proximity-based transfer between
models, providing the accuracy and flexibility
needed for complicated characters.
◆ Rigid bind skinning option is useful for
animating low-polygon models or as a diagnostic tool for regular skeleton animation.
◆ Keyframe animation can be edited track by
track using curves along the timeline, so the
animator can more easily visualize the
components of the interpolation.
◆ Additional modifiers, such as Skin Wrap and
Skin Morph, can be used to drive meshes
with other meshes and make targeted
weighting adjustments in tricky areas.
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ANIMATION SOFT WARE
AUTO D E S K
3DS MAX
High-Level Animation Tools
Character Generation
Get the tools you need to animate
sophisticated digital characters
Biped Overview:
◆ Integrated Biped toolset provides fast,
intelligent biped, physique, and crowd
animation functionality.
◆ Biped automates the creation of bipedal
character skeletons, enabling the user to
animate before the biped skeleton structure
has been determined and retarget onto
bipeds of differing structures.
◆ Biped delivers state-of-the-art, intuitive
FK/IK blending as well as a powerful IK pivot
animating system that lets hands and feet
roll and rotate around points other than
their base pivots.
◆ Biped Xtras let users create and animate
extraneous Biped features anywhere on the
rig via FK chains that can be attached anywhere and which are parentable to any
Biped object (and are animatable in rotation
and position). Xtras can be saved as .bip files.
◆ Unique Biped and spline dynamics tools en-
able animators to precisely control the physical forces acting on a character, and can be
used to calculate biped airborne trajectory,
knee bend on landing, and overall balance.
◆ Integrated crowd system lets users control
biped characters or any 3ds Max object
using intelligent behavioral interactions, like
goal seeking and avoidance.
Animation Assets:
◆ Biped and 3ds Max objects have systems for
storing, loading, and retargeting animation
assets. Enables artists to reuse content and
greatly expand the usefulness of each clip.
◆ Though the Biped file format is specific to itself—thereby offering unparalleled power
and ease of restructuring and retargeting—it
can also contain 3ds Max animation that a
biped may depend on.
◆ Animation data can be exported from any
object or character to an XML file and then
re-imported with track-to-track mapping, or
in the case of a character, object-by-object
control for retargeting onto characters
whose proportions differ from the original.
Animation Layers:
Both Biped and 3ds Max objects can beanimated in layers, allowing for targeted tweaks
on even the densest of animation data without
compromising the underlying keyframes.
Motion Mixer:
◆ Biped and 3ds Max objects are supported by
the nonlinear animation mixer. Libraries of
motions can be stored for use with the mixer,
and motions applied and retargeted to single
objects, entire characters, or specific sets of
objects and tracks within characters.
◆ Lets users intelligently move between motion clips, based on the patterns of the clips
themselves, for ultimate smoothness.
◆ Muting and soloing capabilities provide
control over each animation sequence in isolation or in the context of other animations.
Biped Footsteps:
Bipedal characters can be animated with footstep gizmos that represent and control the
placement of IK constraints for locomotion.
Skeletons and Inverse Kinematics (IK):
◆ Expressions, scripts, list controllers, and
wiring—can be used along with a set of
utilities specific to bones to build rigs of any
structure and with custom controls, so
animators see only the UI necessary to get
their characters animated.
◆ Includes four plug-in IK solvers— history-
independent solver, history-dependent
solver, limb solver, and spline IK solver—
reducing the time it takes to create highquality character animation.
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Motion Capture:
Motion capture data —both hierarchical and
marker—can be easily imported and retargeted onto both bipeds and 3ds Max objects.
3ds Max objects are supported using the HTR
and TRC import formats, which can be
converted into XML or biped formats for reuse
and retargeting on any character.
Select, model, map, and animate objects and subobjects using the modifier stack
Selection:
Modeling and Mapping:
Subobject selections can be moved up the
stack to other modifiers using Mesh Select, Poly
Select, Patch Select, and Volume Select.
Edit mesh, poly, patch, and spline modifiers let
the artist use base-level geometry editing tools
on parametric objects.
◆ Characters can be rigged with custom
skeletons using 3ds Max bones, IK solvers,
and rigging tools.
Biped Workbench:
A specialized version of the track view is
available for editing, analyzing, and modifying
biped animation based on high-level criteria
such as acceleration, spikes, and noise.
Modifier
◆ Behaviors can be scripted or written as C++
plug-ins and users can move between them
based on any scriptable or programmable
criteria using cognitive controllers.
Biped Copy/Paste:
A powerful copy and paste system for storing,
sharing, and retrieving poses, postures, and
tracks on whole bipeds or sets of objects
therein, thereby facilitating animation blocking
and hand posing.
Animated Deformations:
Animated deformers add life to creatures, simulate fluidic effects, and more. Deformers work
on all geometry types, including particles.
Modifiers for creating animated deformations
include free form, ripple, wave, squeeze, twist,
bend, stretch, spherify, noise, displace, skew,
and relax.
World Space modifiers operate at the top of the
modifier stack and bind objects to animated
world conditions, such as surfaces, forces,
fields, and deflections.
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Meshsmooth, Turbosmooth, Subdivide, Tessellate, and HSDS modifiers increase the resolution of objects or subobjects and offer controls
specific to each technology.
Rduce the resolution of objects while
maintaining important characteristics.
UV Map and UV Unwrap add texture coordinate
manipulation tools into the stack of any object.
Other parametric processes—such as adding
custom attributes, capping holes in geometry,
painting vertex colors, overriding material IDs,
and adjusting surface normals—benefit from
the modifier stack’s flexibility.
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3DS MAX
Cloth
Space Warps
Add world space conditions to control the
behavior and interactions of all scene objects
Use powerful cloth simulation tools to create realistic fabric simulations and tailor-made clothing
for characters.
◆ Space Warps—objects that can be bound to
◆ Cloth-simulation engine enables users to
geometry and particles—introduce world
space animation effects.
turn almost any 3D object into clothing, or
build garments from scratch.
◆ Force-based Space Warps, such as wind and
gravity, add natural behavior to selections of
objects.
◆ Modifier-based Space Warps can be used to
deform many objects in relation to each
other.
◆ Deflectors contain the animation of objects
and particles to enable parametric bouncing
and friction.
◆ Space Warps can be included in dynamics
◆ Collision solving is fast and accurate even in
complex simulations.
◆ Local simulation lets artists drape cloth in
real time to set up an initial clothing state before setting animation keys.
◆ Cloth simulations can be used in conjunction
with other 3ds Max dynamic forces, such as
Space Warps.
◆ Multiple independent cloth systems can be
animated with their own objects and forces.
simulations to enhance physical realism.
◆ Cloth deformation data can be cached to the
hard drive to allow for nondestructive iterations and to improve playback performance.
Dynamics:
◆ Create effects through the dynamic
◆ Real-world patterns can be used as the basis
for clothing—including jackets with collars,
vents and lapels, and pants with cuffs and
pockets, as well as loose or tight-fitting clothing styles. Seams can be quickly defined and
stitched to construct garments on characters.
◆ Clothing can be tailored in the stack—hems
shortened, darts pinched, sleeves tightened,
and more—using standard modeling techniques to quickly customize the fit.
Animation:
◆ Any cloth object can be animated to achieve
the effect of sails, skins, tents, drapery, bedding, and so forth. Clothing moves, folds, and
gathers whenever characters move.
◆ Texture maps can be used to create wrinkles,
deforming the cloth.
interaction of geometry, including collisions
between rigid and soft bodies
◆ The integrated reactor plug-in,lets users
◆ Animatable cloth constraints allow for
Fashion Design:
◆ Several preset cloth types to choose from—
and fabric types and weights can be mixed
on one garment.
create a full range of rigid and soft-body
dynamics simulations, and is compatible
with the 3ds Max Space Warp modifiers.
greater control of realistic clothing behavior.
These constraints can be used to create effects such as wet (clingy) or slippery cloth.
Particles
◆ Multiple constraints can be used to create
intricate and accurate physical relationships
between objects.
◆ Simple constraints, such as springs and
dashpots, require little computation and
create realistic dynamic connections
between two objects.
◆ Cooperative constraints, such as hinge, car
wheel, point-to-point, and rag-doll, although
more computationally intensive, enable the
user to generate more complex and accurate
multi-object simulations.
◆ A real-time simulation window facilitates
Control fully integrated particle effects by forces based on real-world physics or by deformers
Extensible Integrated Particle System:
Operators and Tests:
◆ Seven different particle emitters give artists a
◆ Particle systems can be built using operators
wide range of event-driven and non-eventdriven particle behaviors, including spray,
snow, blizzard, and super spray.
that control particle characteristics, such as
emission, speed, geometry, and materials.
◆ Particle Flow provides a sophisticated event-
driven particle toolset that lets the user design the behavior of a particle based on a
series of defined events.
◆ Workflow features include script and expres-
trial-and-error iteration.
◆ Realistic, high-speed simulations of multiple
rigid objects are easy to set up and iterate
upon using reactor object collections.
◆ Detailed control over mass, friction, and
sion-based control over particle attributes,
motion, and dynamics; direct manipulators
for interactive control of particles, fields, and
emitters; and the ability to have particles
controlled by texture values.
◆ Artists can use geometry instancing to place
elasticity lets the user determine each
object’s physical characteristics.
individual objects, or a sequence of objects,
onto any particle.
◆ Deformable objects and surfaces can
interact with rigid bodies and add secondary
motion effects, such as clothing, jiggling fat,
and floppy ears.
◆ Deformer modifiers—such as bend, twist,
and taper—can be applied and layered for
non-physically based particle effects.
◆ Artists can build particle event systems using
tests—which trigger changes in behavior—
and spawning based on characteristics such
as age, speed, and collision.
◆ Operators and tests can be customized using
scripts or the particle flow API (application
programming interface).
Forces:
◆ Users can bind Space Warps—such as wind,
gravity, and vortex—to particle systems and
operators to generate world space conditions.
◆ Custom forces may be added via the exten-
sive dynamics API.
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3DS MAX
Multiple Rendering Options
Use multiple renderers, tightly integrated
through a consistent rendering interface, to
create any look.
3ds Max Production Renderer
◆ Fast scanline renderering for efficient, pro-
duction-quality software renders.
◆ Raytrace materials and maps provide realis-
tic reflections and refractions.
◆ A full range of effects include depth of field,
motion blur, film grain, hair, fur, and lensbased effects.
◆ Photometric lighting support allows for the
use of real-world lighting profiles.
◆ Create atmospheric effects using plug-ins
available for volumetric light and fog, as well
as for fire.
◆ Advanced software shader types include
anisotropic, metal, and ink ‘n paint (for cartoon looks).
◆ High-quality software particle rendering
provides fine control over the assignment of
materials to particles.
◆ mental ray® shading is available for use with
Rendering Controls and Effects
Set up and evaluate your scene or create popular effects
Viewport Renderer
Render to Texture
◆ Multithreaded viewport maximizes produc-
◆ Each object’s material and lighting can be
tivity and creativity; adaptive degradation
technology automatically simplifies the
scene display to meet user-defined target
frame rates.
◆ Supports output per element to allow for
◆ DirectX viewport shading displays materials
as they would appear in other real-time applications.
◆ Support for all shader types is available via
MAXScript—including HLSL and Cg shaders,
along with shader performance enhancements. Work with CgFX files alongside .fx files
in the viewport.
◆ Review gives users immediate feedback on
various render settings, including GPU-based,
real-time shadow support, including support
for self-shadowing and up to 64 lights
simultaneously.
◆ Preview window lets the user evaluate
lighting and material changes to a scene.
Render Elements
conventional 3ds Max materials.
◆ Users can output multiple components from
Integrated mental ray Renderer
any software renderer simultaneously for reassembly in a compositor.
◆ 3ds Max physical sun and sky workflow are
available via mental ray.
◆ Included advanced photorealistic lighting
features, such as Global Illumination, caustics, blurry reflections and refractions, ambient occlusion, and motion blurred particles
and contours shading.
◆ Output elements include diffuse color, light-
ing, alpha, reflection, refraction, and shadow.
◆ Z-depth and motion vector data can be
stored separately for use in post processes.
baked into new texture maps.
easy generation of specific characteristics,
such as diffuse color, height, normal, lighting,
and mental ray ambient occlusion.
Material Design Workflow
◆ Use the Material Editor to design and edit
simple to complex shading hierarchies.
◆ Material/Map Navigator displays libraries of
textures and images or image swatches for
easy management and selection.
◆ An extensive library of 3D procedural maps
includes cellular, dent, falloff, marble, noise,
particle age, particle motion blur, planet,
smoke, stucco, wood, waves, and more.
Render Management
Backburner render management software
gives you the ability to render on an unlimited
number of networked machines running the
same operating system (mental ray excepted).
Load and Save Render Presets contain settings
for active renderers, lighting schemes, and
overall render quality and enable studios to
share render settings between artists, reducing
scene setup times and helping maintain consistency across the entire production for most
rendering parameters.
◆ Artists and programmers can create custom
mental ray shaders.
◆ Users can convert light baking of shadows
and lights, including Global Illumination and
Final Gather, to file textures or to color-pervertex data.
◆ Photometric lighting support allows for the
use of real-world lighting profiles for rendering or lighting analysis.
◆ Supports direct rendering of fur and hair.
◆ Architectural and car paint shaders provide
rich, easy-to-use rendering capabilities.
◆ Sky Portal simplifies the process of lighting
indoor scenes with outdoor lighting, recreating the lighting of windows, sky lights, open
doors and more.
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Hair and Fure System
Easily create hair, fur, and other strand-derived effects via the Hair and Fur modifier.
Creation Tools
Styling
◆ Hair is integrated into the 3ds Max interface,
◆ Delivers a brush-based interface for the
enabling artists to create and manipulate
hair directly in the viewports using Hair’s
selection and styling tools.
◆ Hair can be copied and pasted from one
object to another.
◆ Artists can derive hair from splines and
convert it to splines or meshes.
◆ Any source object may be instanced as hair
strands.
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creation of hair and fur styles: control hairs
can be directly manipulated along the
contours of an object—individually, in
groups, or globally—into any number of
styles using traditional transformations
(move, rotate, and scale) as well as tools for
cutting, brushing, clumping, and more.
◆ Kinkiness and frizziness can be added and
frequency and speed animated.
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3DS MAX
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3ds Max 2008 Commercial Crossgrade from VIZ 2006
(Mfr #12813-051462-9330) ....................................................................................1495.00
3ds Max 2009 Commercial Legacy SLM (Mfr #128A1-05A411-2011) .....2445.00
3ds Max 2008 Commercial Crossgrade from VIZ 2006 Additional Seat
(Mfr #12813-050000-9330) ...................................................................................1,495.00
3ds Max 2009 Commercial Legacy SLM Additional Sea
(Mfr #128A1-050411-20A1) ...................................................................................2445.00
3ds Max Design 2009 Commercial New SLM
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3ds Max 2009 Commercial Legacy NLM (Mfr #128A1-05A511-2001) ....3320.00
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3ds Max 2009 Commercial Crossgrade from VIZ 2008 on Subscription
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3ds Max 2009 Commercial Crossgrade from VIZ 2008 on Subscription
Additional Seat (Mfr #128A1-050711-10I2)........................................................695.00
3ds Max 2009 Commercial Crossgrade from VIZ 2006-2008
(Mfr #128A1-05A711-1001) ...................................................................................1495.00
3ds Max 2009 Commercial Crossgrade from VIZ 2006-2008 Additional
Seat (Mfr #128A1-050711-10I1) ...........................................................................1495.00
3ds Max 2009 Commercial Upgrade from 3ds Max 2008
(Mfr #128A1-05A411-1011) ......................................................................................895.00
3ds Max 2009 Commercial Upgrade from 3ds Max 2008 Additional Seat
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3ds Max 2009 Commercial Upgrade from 3ds Max R9
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3ds Max 2009 Commercial Upgrade from 3ds Max R9 Additional Seat
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3ds Max Network License Activation Fee (Mfr #12800-000000-0001) .....875.00
3ds Max Support Fee (Mfr #99999-000000-0425) ...........................................395.00
3ds Max 2008 Commercial New SLM (Mfr #12813-051462-9000) ..........3495.00
3ds Max 2008 Commercial New SLM Additional Seat
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3ds Max Design 2009 Commercial Subscription (1 year)
(Mfr #495A0-000110-S001) ......................................................................................495.00
3ds Max Design 2009 Commercial Subscription (1 year) (Renewal)
(Mfr #495A0-000110-S003) ......................................................................................495.00
3ds Max Design 2009 Commercial Crossgrade from 3ds Max 2008
(Mfr #495A1-05A711-1012) ......................................................................................895.00
3ds Max Design 2009 Commercial Crossgrade from 3ds Max 2008
Additional Seat (Mfr #495A1-050711-10J2) .......................................................895.00
3ds Max Design 2009 Commercial Crossgrade from 3ds Max R9
(Mfr #495A1-05A711-1022) ...................................................................................1795.00
3ds Max Design 2009 Commercial Crossgrade from 3ds Max R9
Additional Seat (Mfr #495A1-050711-10K2) ....................................................1795.00
3ds Max Design 2009 Commercial Crossgrade from VIZ 2008 on
Subscription (Mfr #495A1-05A711-1002)............................................................695.00
3ds Max Design 2009 Commercial Crossgrade from VIZ 2008 on
Subscription Additional Seat (Mfr #495A1-050711-10I2) .............................695.00
3ds Max Design 2009 Commercial Crossgrade from VIZ 2006-2008
(Mfr # 495A1-05A711-1001)...................................................................................1495.00
3ds Max Design 2009 Commercial Crossgrade from VIZ 2006-2008
Additional Seat (Mfr # 495A1-05A711-1001) ...................................................1495.00
3ds Max Design Network License Activation Fee
(Mfr # 49500-000000-0001) ......................................................................................................875.00
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ANIMATION SOFT WARE
AUTO D E S K
MAYA COMPLETE 2008
Integrated 3D Modeling, Animation
and Rendering Software
Award-winning Maya software is a powerful, integrated 3D modeling, animation, effects and
rendering solution that enables leaders in film and television, game development, design visualization, and education to stay ahead of the game. Maya 2008 delivers faster, more efficient tools and
workflows for creating the stunning, high-resolution characters, environments, and performances
that will populate the games consoles, theater screens, and televisions of the future.
Because Maya is based on an open architecture, all your work can be scripted or programmed
using a well-documented and comprehensive API (application programming interface), or one of
two embedded scripting languages. This, combined with an industry-leading suite of 3D tools,
means Maya enables you to create engaging and lifelike digital images, realistic animations, and
extraordinary visual effects. Whether you are a film or video artist, game developer, graphic artist,
digital publishing professional, or 3D enthusiast, Maya 2008 helps you realize your creative ideas.
Maya 2008 features a new non-destructive editing workflow for character
rigging and skinning. New and enhanced tools for both the high-level
manipulation and component level editing of polygon models. New tools that
facilitate fast, precise shaping and forming of models. Redesigned support for
Smooth Mesh previewing and workflows lets you create and edit smoothed
meshes more efficiently. Multiple enhancements to the high quality render
view, including support for layered textures and multiple UV sets, increase the
fidelity of interactive previews. In addition, accelerated mental ray texture
baking performance significantly improves your productivity. Character
animators will enjoy new levels of flexibility in their skinning and rigging
workflows. It also lets game developers more effectively create and display
sophisticated looks for content destined for the next-generation game
consoles. Best of all, working with Maya gives you the widest selection of hardware technologies and operating systems of any
3D package in the entertainment industry.
F E AT UR E S
NURBS Modeling
Subdivision Surface and Polygon Proxy Modeling
Maya software delivers unparalleled, precision
surface-modeling tools.
Get access to a wide range of versatile subdivision surface tools.
Subdiv Proxy
◆ Precise spline-based curve and surface
construction tools include lofting, birail,
beveling, extrusion, trim, boundary, offset,
Booleans, rounding, square, and many
other tools.
◆ Surfaces can be attached, detached,
aligned, stitched together, extended, filleted,
or rebuilt with a high degree of control over
parameterization and continuity.
◆ Multiple NURBS patches can be merged into
a single polygon mesh.
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◆ Rapid construction of high-resolution
polygon meshes: Artists can now preview a
smoothed mesh while editing the mesh
cage.
◆ Choice of smoothing techniques provides
fine control over the polygon count of the
final mesh for rendering or level-of-detail.
◆ Variable creasing supported on vertices as
well as edges for both the Subdiv Proxy and
Smooth Mesh preview.
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Hierarchical Subdivision Surfaces
◆ A distinctive hierarchical approach for local
refinement lets artists start modeling with a
simple object and selectively generate increasing levels of detail only where needed.
◆ Partial and full creasing tools make it easier
to construct both rounded, organic forms
and hard-edged objects.
◆ Streamlined workflow for creative texturing,
including UV auto-projection tools and UV
Snapshot.
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General Animation
Polygon Modeling
Maya software provides a full complement of
sophisticated polygon modeling tools and UV
editing tools.
◆ Nonmanifold architecture, focused on the
details of creating, editing, and texturing
polygonal models, includes multiple sets of
animatable color-per-vertex, prelighting,
user-defined normals, and normal map generation suitable for games/interactive users.
◆
◆
Editing tools, including bridge, poke, cut,
wedge, bevel, extrude, chamfer vertex,
extrude along a curve, mirror cut, edge loop,
edge ring, slide edge, and pick-walk tools.
Streamlined workflow for creative texturing—including UV creation and editing,
auto-projection and relaxation, interactive
lattice and smudge tools, along with quick
access to commonly used tools via the UV
Texture Editor toolbar.
◆
Multiple UV sets allow separate texture
coordinates for separate texture channels.
◆
Per-instance UV sets allow a single mesh to
be used to represent multiple objects,
reducing scene overhead.
◆
Transfer Polygon attributes enable transfer
of UV, color-per-vertex, and vertex position
information between polygon meshes of differing topologies, even if they are separated
in space or of different proportion/scale.
Maya software delivers a broad range of specialized tools for keyframe and procedural animation.
Playback speed can be clamped to implement accurate frame rate.
◆ Fast and intuitive controls for keyframing,
including cut, copy, and paste, allow
animations to be created with ease.
◆ Animation of an object along a curve or
surface with automatic bank, roll, and yaw.
◆ Editing of motion path or other animation
parameters during playback.
◆ Choice of Euler and quaternion math options
provide accurate results in all situations.
◆ Animation curves can be templated—to
prevent accidental modification.
◆ Powerful, precise function curves to control
how animated attributes change over time.
◆ Rapid and intuitive global editing of
keyframe timing.
◆ Lattice and fall-off tools aid the manipulation
of dense keyframe data such as data from
motion capture devices.
◆ A comprehensive assortment of constraints,
including parent, point, aim, orient (with animatable offsets), as well as scale, geometry,
normal, tangent, and pole vector.
◆ Multiple animation channels can be mixed
with each other into a single result.
◆ MEL procedures and expressions can be used
to create complex animation as an alternative to traditional keyframing.
◆
Artists can use the paint tool to blend
between source and target deformations.
◆
Optimization tools include Polygon reduction, data cleanup, blind data tagging, and
level-of-detail tools enable artists to optimize scenes for interactive display.
trol over particle attributes, motion, and dynamics.
◆ Wizard enables easy particle sprite setup.
◆ Integrated texture painting of color, bump,
◆ Direct manipulators provide interactive con-
trol of particles, fields, and emitters.
◆ Particles can be controlled by texture values.
◆ Can be used with either image-based brush
profiles or any Maya Paint Effects brush.
◆ Brush modes include paint, smear, blur,
clone, and erase.
and PSD files.
◆ Geometry instancing allows for the place-
ment of individual objects, a sequence of objects, or an array of different objects onto any
particle system.
◆ Field forces—such as gravity, vortex, air, and
◆ Automatic conversion of procedural textures
◆ Trax Nonlinear Animation:
– Nondestructive mixing and editing of poses
and animation clips (including constraints
and expressions) with total control over all
aspects of motion blending.
– Libraries of performances can be stored and
edited.
– Muting and soloing capabilities provide
control over each animation sequence in
isolation or in the context of other animation.
– Multiple sound tracks can be matched up
visually with animation and played back to
facilitate character lip-synching and other
audio matching requirements.
◆ Animation on selected channels or key
frames may be temporarily disabled to focus
on a specific motion.
◆ Animation can be viewed prior to/after the
current frame so you can evaluate motion.
◆ Deformations on polygon, NURBS (including
curves), and subdivision surface geometry
can be cached for faster playback and rendering of scenes, as well as for transfer to other
3D packages such as 3ds Max. Caches can be
edited and blended together in Trax.
Particles and Fields
Paint color, bump, displacement, transparency,
and other textures directly on surfaces.
transparency, displacement, and other
effects directly onto polygon, NURBS, and
subdivision surfaces.
parameters can be keyframed . Multiple attributes can be controlled with a single slider.
Fully integrated particle effects can be controlled by forces based on real-world physics or
by deformers.
◆ Fully integrated, with expression-based con-
3D Paint
◆ Complex relationships between animated
turbulence—can be applied to rigid bodies,
soft bodies, or particle objects.
◆ Collision events can trigger multiple proce-
dural animation effects.
◆ Intuitive control of particles via geometric
shapes makes it easier to place particles
where and when you want them.
◆ Standard Maya deformers can be applied and
layered—including lattices, clusters, soft
modification, and nonlinears—for non-physically realistic effects.
◆ Custom fields may be added via the exten-
sive dynamics API.
◆ Library of ready-made effects such as fire,
curve and surface flow, shatter, fireworks, and
lightning.
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MAYA COMPLETE 2008
Deformation Tools
◆
Can be used statically for modeling and
sculpting.
◆ Animated deformers can add life to creatures
and other objects.
◆ Includes Lattices, Sculpt Objects, Skin Clus-
ters, Point on Curve Constraints, Blend
Shapes, Wires, Wrinkle Tool, Bind/Detach
Skin, Flow, Jiggle, and Wrap deformers.
◆ Soft Modification tool allows for controllable
falloff around vertices or points.
◆ Most deformations work on all supported
Character Animation
geometry types, including particles.
◆ Paintable weights on Clusters, Sculpt Ob-
jects, Blend Shapes, Jiggle, and Wires allow
you to control the region and extent of the
deformation.
Rigid and Soft Body Dynamics
Create effects through the dynamic interaction
of geometry, including collisions between rigid
and soft bodies.
◆ Realistic, high-speed simulation of multiple
rigid objects.
◆ Includes dynamic constraints such as nails,
hinges, barriers, pins, and springs.
◆ Accurate and rapid simulation of flexible ob-
Maya 2008 gives you the tools you need to animate sophisticated digital characters.
◆ Skeletons and Inverse Kinematics (IK)
◆ Full Body IK System
– Seven built-in IK solvers reduce the time it
takes to create high-quality character animation; attributes include joint limits, preferred
angles, joint mirroring, etc.
– Fast easy rigging and posing of characters.
– Spline IK solver allows for the easy animation
of skeletal chains, like a character’s spine or
tail, and includes easy-to-use twist and roll
controls.
– Single chain and lightweight 2-bone solvers
are optimized for real-time interactivity.
– Spring IK solver allows for precise control
over multi-jointed appendages such as insect
legs.
– Delivers natural articulation of biped and
quadruped models.
– Blendable IK/FK System
– Smooth blending between IK & FK animation
◆ Motion capture, or other animation data, ap-
plied to one character can be reapplied to an
entirely different character, even one with a
different skeletal hierarchy.
◆ Original direction of existing motion capture,
or other animation data, can be changed at
any point in time.
jects allows for the rapid creation of secondary motion effects such as muscle jiggle,
floppy hats, etc.
◆ Powerful spring architecture offers precise
control of any flexible surface down to the
individual spring.
Toon Shader
◆ Supports a wide range of non-photo-realistic
rendering styles for traditional 2D cartoons,
comic book-style imagery, Japanese manga /
anime, and more.
◆ Maya Paint Effects brushes can be used on an
outline with access to an extensive range of
painterly effects as well as line style, placement, and width.
◆ Near real-time interactive previews.
◆ Can be rendered in mental ray for Maya, or
the Maya software or hardware renderers.
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Maya Artisan
Maya gives you a suite of integrated, pressure-sensitive brush tools with built-in mirroring.
◆ Natural brush interface can be used to interactively sculpt polygon, NURBS, and subdivision sur-
faces.
◆ Complex selections of components, such as vertices, faces, edges, can be made without select-
ing through to the back of the model.
◆ Editing smooth skin or soft-body goal weights, painting per vertex color or blind data, adding
geometry to the scene, and other complex tasks can be quickly performed.
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Rendering Controls
and Effects
Skinning
Efficient tools help you set up and evaluate
your scene or create popular stylized effects.
◆ Instantaneous editing of color, texture,
lights, shadows, glows, motion blur, and
many other effects in final-rendered-quality
imagery.
Animators and animation technical directors usually find it necessary to work iteratively on their
rigged characters. Maya 2008 can streamline iterative skinning workflows by enabling you to
modify the skeleton of a bound character, without having to rebind it after, thus preserving any
work done after the skeleton was bound. This process is supported through new tools for
inserting, moving, deleting, connecting, and disconnecting joints on a bound skeleton, as well
as support for multiple bind poses.
◆ Precise control of skin behavior, even in the
most challenging areas such as shoulders.
◆ Multi-threaded to maximize productivity
◆ Smooth Bind Skinning allows geometry to be
and creativity.
◆ Supported by mental ray for Maya and the
Maya software renderer.
connected to skeletons so that the character
deforms smoothly as joints are moved.
◆ Substitute Geometry tool allows for easy ed-
◆ Can be used to design and edit simple to
iting and transferring of skinning information
between models.
complex shading networks.
◆ Visual outliner (Visor) displays libraries of
textures and images, or image swatches for
easy management and selection.
◆ Bins allow for sorting and organization of
rendering nodes such as materials, textures,
and lights.
◆ Able to render on an unlimited number of
networked machines of the same operating
system (mental ray excepted).
◆ Artists can transfer normal, displacement,
◆ Rigid Bind Skinning provides direct manipu-
lation of geometry by individual joints.
◆ Nondestructive workflow for skin editing
capabilities include the ability to insert,
move, delete, connect, and disconnect joints
on a bound skeleton (no need to rebind after
changes have been made).
◆Support for multiple bind poses.
Maya Paint Effects
Ground breaking paint technology for creating amazing natural detail on 2D images (including
textures) or 3D objects attached to polygonal and NURBS surfaces.
Powerful Painting Techniques:
• Can be used to create animatable effects,
such as plants growing, unfurling, or swaying
in the wind.
• Game-content artists can paint repeating
textures for levels that update right on the
model.
• Artists can define a logotype in oil paint and watch it draw on the screen.
diffuse, shaded, ambient occlusion, and
custom mental ray shader information
between models of differing topologies.
Maya Paint Effects Brushes:
• Special effects like lightning, clouds, rain, star
preset brushes completely integrated within
fields, fireworks, fire, and sparks.
the Maya application.
• Mesh brush type creates organic or hard-
• More than 500 editable, pressure-sensitive,
◆ An HDR image can be baked from the
Transfer Map feature.
• Extensive range of traditional painterly
The OpenMaya API/SDK
brushes, including airbrushes, oil paint, chalk,
pastels, pencils, watercolors, wet brushes, and
markers.
This key unlocks the power of the Maya
software architecture for programmers and
technical directors.
• Options for a vast range of realistic effects
• Maya plug-ins and standalone applications
that run from the Maya command line can be
written using C++.
• Maya scene hierarchy can be traversed with
iterators.
• Maya plug-ins can be registered to receive a
including trees, grass and flowers, realistic
hair, eyebrows, and beards.
edged geometry that is convincing even close
up. Used with environment reflections it can
create looks such as chrome, glass and shiny
paint or displacement/ bump mapping.
• Thin Line brush can be used to quickly paint
on high-quality hair that can be efficiently
rendered.
Paint Effects Rendering:
• Strokes can be drawn fully rendered during
interactive painting, providing immediate
feedback.
• Features fast, resolution-independent final
rendering that can include 3D cast shadows,
depth-of-field, fog effects, and motion blur.
comprehensive range of Maya messages.
• Manipulators and locators can be created.
• New types of Maya objects can be devel-
Brush Attributes:
oped, including file translators, hardware
shaders, surface shapes and MEL commands.
• Existing Maya objects, such as geometry,
lights, shaders, transforms, scene hierarchy,
and dependency graph nodes can be
queried and modified.
• All brushes can be used in true 3D space (to
• Brushes can be blended together to make
paint on or between 3D objects in a scene),
on a 2D canvas (to create images and textures), or within the 3D Paint tool (to create
textures by painting directly on the model).
an infinite range of new, user-customized
presets.
• Brush growth attributes include bend, curl,
and twirl.
• Brushes are fully animatable and have built-in preset dynamics such as turbulence and gravity.
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MAYA COMPLETE 2008
Multiple Rendering Options
Multiple renderers, tightly integrated through a consistent rendering interface, let you create any
look from photo-realistic imagery to a simple vector graphic.
Maya Software Renderer
◆ Hybrid design uses fast, selective ray-tracing
for maximum efficiency.
◆ Multi-threaded, multiprocessor support with
built-in memory handling maximizes productivity and provides large scene rendering capabilities.
◆ Full range of effects, including depth of field,
motion blur, soft shadows, and lens flares.
◆ Volumetric materials, such as noise and fog,
aid in the creation of environmental effects.
◆ Advanced attributes, such as light ab-
sorbance and chromatic aberration, provide
sophisticated, creative options.
◆ Ramp Shader effects include glass, stone, car-
toon-like shading, X-ray, etc.
◆ Anisotropic and diffraction shaders available.
◆ High-quality software particle rendering with
a comprehensive assortment of effects—including blob, tube, and cloud rendering—for
gas clouds, fire, liquids, etc.
mental ray (3.6 core) for Maya
Maya 2008 uses the latest mental ray 3.6 core, which boasts dramatic performance improvements
in the translation of polygon meshes and instances for rendering, as well as for IPR (Interactive
Photorealistic Rendering) start-up. Additionally, particle types previously supported only in the
Maya Hardware renderer can now be rendered in mental ray, eliminating the need to combine outputs from multiple renderers.
◆ User-friendly UI and workflow
◆ Light baking of shadows and lights, including
◆ Advanced photo-realistic lighting features,
such as global illumination, caustics, ambient
occlusion, blurry reflections and refractions,
and motion-blurred particles.
◆ Custom mental ray® shaders can be used.
◆ Ships with
shader presets, including physically accurate sun and sky shaders, a set of architectural shaders for hard-to-realize
materials, a round corner shader (softens
geometrically precise corners), and more.
◆ Photometric lighting support allows for the
use of real-world lighting profiles.
global illumination and final gather, can be
converted to file textures or to color-per-vertex data. Image-based lighting allows for the
emission of photons, caustics, or direct illumination lights from spherical image maps.
◆ HDR images can be baked from the mental
ray batch bake option.
◆ Ability to directly render Maya Fur, Maya Hair,
Maya Fluid Effects and shader glow.
you immediately see the results to changes,
no need for a separate rendering calculation.
MEL:
• Offers full scripting of any Maya software
feature—everything can be accessed.
• Artists and technical directors can easily
create custom windows and scripts or
reconfigure the Maya user interface to make
a completely custom application.
• Commands can be issued from an HTML
page—scripts can be recognized by an
external web browser via the Maya web
browser plug-in.
• A Python command allows MEL scripts to call
Python code. This gives MEL users the option
to mix Python scripts with their MEL scripts, a
good way to transition into using Python.
◆ Photon visualization lets you preview the
placement of photons and final gather points
in the 3D scene.
Hardware Renderer
◆ Generates near-software-quality images at
◆ Support for color-per-vertex in both offline
significantly faster render times for broadcast
rendering and the interactive viewport.
or pre-visualization needs.
◆ Support for DirectX HLSL, CgFX, and ASHLI
◆ High-quality rendering in the viewport lets
Integrated Scripting
Two fully integrated scripting languages let
script writers and programmers customize,
extend, or manipulate Maya software.
shaders—includes a user-friendly UI and
workflow. Hardware shader API accessible
through the OpenMaya API.
Python:
• Integrated into Maya at the same level as
MEL.
• Higher-level language constructs allow for
increased developer productivity and easier
maintenance of code.
• Readily available scripting resources and
knowledgeable community of users.
• Highly extensible, with a collection of
third-party tools and modules available.
Vector Renderer
◆ Windows 32-bit and Mac OS X on PowerPC
systems only.
Illustrator (.ai), SVG, EPS, or bitmap formats.
◆ Can be used to turn 3D content into 2D con-
tent for the web or print.
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◆ Output to Macromedia Flash (SWF or SWFT),
◆ Provides a range of non-photo-realistic looks,
including hidden-line rendering.
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• Bindings to the OpenMaya API give
programmers an alternative language for
plug-in development.
• The Maya Python modules can be imported
into an external stand-alone Python
interpreter for batch processing.
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Connectivity and Integration
Supported Vector Formats*
Adobe Photoshop Integration
◆ Artists can create shading networks with connections to layers sets in a
PSD file and include procedural or 3D painted textures as starting
points and UV layouts for reference.
◆ Render layers can now be rendered to layered PSD files.
◆ Any PSD file can be used as a texture map and rendered directly in the
Maya software and hardware renderers and in mental ray for Maya.
◆ PSD files containing layer sets can be converted into a layered texture
within Maya.
PostScript, EPS, Macromedia SWF, Swfit3D, Adobe Illustrator, SVG.
Compositing Integration via Render Layers Functionality
◆ Allows multiple passes from any of the four Maya renderers, as well as
post processes, such as Maya Fur and Maya Paint Effects, to be managed in a single scene.
◆ A system of per-layer and per-object overrides means that objects can
have different shading and rendering attributes on different layers.
◆ A multi-layered PSD file can be automatically connected to multiple
material attributes.
◆ Workflow streamlines rendering by preparing renders for optimal out-
put to the compositor of choice—or Photoshop (PSD) or Flash (SWFT)
output—with objects and elements isolated in individual layers.
Adobe Illustrator Object Nodes
◆ Depth and motion vector data can be stored separately and used in
post processes.
◆ Supports both beveling and curves.
◆ Maintain Construction History enables Illustrator files to be substituted
or edited while maintaining the bevel history.
◆ Artists can generate an Autodesk Toxik software composition from
within Maya based on the render layers in the scene, streamlining the
workflow and allowing for multiple iterations.
MAYA UNLIMITED 2008
The ultimate version of Maya software—Autodesk Maya Unlimited—is the choice of digital
artists who are looking to make their 3D projects stand out. Maya Unlimited includes all the
functionality found in Autodesk Maya Complete and provides professional artists and
animators with additional industry-leading innovations such as Maya Fluid Effects, Maya
nCloth, Maya Hair, Maya Fur, and Maya Live for the creation of superior digital content.
Autodesk Maya Unlimited contains everything in Autodesk Maya Complete, plus:
Maya Fluid Effects:
Maya Live:
Simulate and render a huge variety of atmospheric, pyrotechnic, viscous
liquid, and open ocean effects. Maya Fluid Effects overcomes one of the
greatest barriers in computer animation.
Combine 2D live-action with 3D elements. Maya Live provides greater
flexibility, a fast-integrated 2D Tracker, and an interactive Root Frame
Solver. Maya Live also allows you to reconstruct live-action elements as
3D geometry as well as output to external applications.
Maya Fur:
Easily create realistic fur, short hair, wool and grass on NURBS, subdivision
surfaces, or polygonal models. Incredibly realistic styling and rendering
of short hair and fur, with Maya Artisan Brush Interface for painting fur
attributes.
Maya Hair:
Create, style, and render fully dynamic long hair on NURBS or polygon
objects. Make any NURBS curve dynamic for use in advanced character
rigging and effects. Maya Hair can also be used to create a wide range of
non-hair effects.
Maya nCloth:
As the first Maya module built on the Autodesk new Nucleus technology,
Maya nCloth functionality lets you quickly direct and control cloth and
other material simulations in entirely new ways. Maya nCloth objects can
be as stiff, viscous, or flowing, and as tightly or loosely woven as you
desire. Rapidly create cloth-on-cloth simulations—such as a shirt over
pants—with believable influences and collisions. Bend, stretch, shear,
dent, or even tear your Maya nCloth fabrics with ease. Beyond cloth,
Maya nCloth lets you create deformable plastic and metal simulations,
inflatable objects, as well as rigid-body and fluidic-type effects.
(212) 444-6601• 1-800-947-9901• Quick Dial 831
PHOTO - VIDEO - PRO AUDIO
1160
ANIMATION SOFT WARE
AUTO D E S K
MAYA 2008
Maya Complete 2008 Commercial New SLM
(Mfr # 72202-059062-9000) .....................................................................................1995.00
Maya Complete 2008 Commercial Upgrade from Maya Complete 8
(Mfr # 72202-059062-9305) .....................................................................................1795.00
Maya Complete 2008 Commercial New SLM Gold Bundle
Maya Complete 2008 Commercial Upgrade from Maya Complete 8
Additional Seat (Mfr # 72202-050000-9305) ....................................................1795.00
(Mfr # 72202-05BNDL-9000) ....................................................................................2995.00
Maya Complete 2008 Commercial New SLM Flexible Bundle
(Mfr # 72202-059062-9012) .....................................................................................1700.00
Maya Complete Network License Activation Fee
(Mfr # 72200-000000-0001) .....................................................................................1000.00
Maya Complete 2008 Commercial New SLM Additional Seat
Maya Unlimited 2008 Commercial New SLM
(Mfr # 72202-050000-9000) .....................................................................................1995.00
(Mfr # 72402-059062-9000) .....................................................................................4995.00
Maya Complete 2008 Commercial New SLM Subscription Bundle
Maya Unlimited 2008 Commercial New SLM Gold Bundle
(Mfr # 72202-05BNDL-1111) ....................................................................................2590.00
(Mfr # 72402-05BNDL-9000) ....................................................................................6490.00
Maya Complete 2008 Commercial New SLM Gold Bundle Additional Sea
Maya Unlimited 2008 Commercial New SLM Additional Seat
(Mfr # 72202-05BNDL-9001) ....................................................................................2995.00
(Mfr # 72402-050000-9000) .....................................................................................4995.00
Maya Complete 2008 Commercial New SLM Flexible Bundle Additional
Seat (Mfr # 72202-050000-9012) ..........................................................................1700.00
Maya Unlimited 2008 Commercial New SLM Gold Bundle Additional
Seat (Mfr # 72402-05BNDL-9001) ..........................................................................6490.00
Maya Complete 2008 Commercial New SLM Subscription Bundle
Additional Seat (Mfr # 72202-05BNDL-1114) ...................................................2590.00
(Mfr # 72402-059062-9100) .....................................................................................6245.00
Maya Unlimited 2008 Commercial New NLM
Maya Complete 2008 Commercial New NLM
Maya Unlimited 2008 Commercial New NLM Gold Bundle
(Mfr # 72202-05BNDL-9100) ....................................................................................2995.00
(Mfr # 72402-05BNDL-9100) ....................................................................................7740.00
Maya Complete 2008 Commercial New NLM Gold Bundle
Maya Unlimited 2008 Commercial New NLM Additional Seat
(Mfr # 72202-05BNDL-9100) ....................................................................................3995.00
(Mfr # 72402-050000-9100) .....................................................................................6245.00
Maya Complete 2008 Commercial New NLM Flexible Bundle
Maya Unlimited 2008 Commercial New NLM Gold Bundle Additional
Seat (Mfr # 72402-05BNDL-9103) ..........................................................................7740.00
(Mfr # 72202-059062-9111) .....................................................................................2700.00
Maya Complete 2008 Commercial New NLM Additional Seat
Maya Unlimited Commercial Subscription Gold Support (1 year)
(Mfr # 72202-050000-9100) .....................................................................................2995.00
(Mfr # 72400-0000SA-G861) ....................................................................................1495.00
Maya Complete 2008 Commercial New NLM Subscription Bundle
Maya Unlimited Commercial Subscription Gold Support (1 year)
(Renewal) (Mfr # 72400-0000SA-G880) ...............................................................1495.00
(Mfr # 72202-05BNDL-1112) ....................................................................................3590.00
(Mfr # 72202-05BNDL-9102) ....................................................................................3995.00
Maya Complete 2008 Commercial New NLM Gold Bundle Additional Seat
Maya Unlimited 2008 Commercial Crossgrade from 3ds Max 2009
(Mfr # 72402-05A711-1004) .....................................................................................1495.00
Maya Complete 2008 Commercial New NLM Flexible Bundle Additional
Seat (Mfr # 72202-050000-9111) ..........................................................................2700.00
Maya Unlimited 2008 Commercial Crossgrade from 3ds Max 2009
Additional Seat (Mfr # 72402-050711-10I4) .....................................................1495.00
Maya Complete 2008 Commercial New NLM Subscription Bundle
Additional Seat (Mfr # 72202-05BNDL-1113) ...................................................3590.00
Maya Unlimited 2008 Commercial Crossgrade from Maya Complete 2008
(Mfr # 72402-059062-9320) .....................................................................................2995.00
Maya Complete Commercial Subscription (1 year)
Maya Unlimited 2008 Commercial Crossgrade from Maya Complete 2008
Additional Seat (Mfr # 72402-050000-9320) .....................................................2995.00
(Mfr # 72200-000110-S001) ........................................................................................595.00
Maya Complete Commercial Subscription (1 year) (Renewal)
(Mfr # 72200-000110-S003) ........................................................................................595.00
Maya Complete Commercial Subscription Late Processing Fee (Renewal)
(Mfr # 72200-000000-9580) ........................................................................................100.00
Maya Complete Commercial Subscription Gold Support (1 year)
Maya Unlimited 2008 Commercial Crossgrade from MotionBuilder 7.5
(Mfr # 72402-05A711-1002) .......................................................................................995.00
Maya Unlimited 2008 Commercial Crossgrade from MotionBuilder 7.5
Additional Sea (Mfr # 72402-050711-10I2) ..........................................................995.00
(Mfr # 72200-0000SA-G861) ....................................................................................1295.00
Maya Unlimited 2008 Commercial Upgrade from Maya Unlimited 8.5
(Mfr # 72402-059062-9303) .....................................................................................1795.00
Maya Complete Commercial Subscription Gold Support (1 year)
(Renewal) (Mfr # 72200-0000SA-G880) ..............................................................1295.00
Maya Unlimited 2008 Commercial Upgrade from Maya Unlimited 8.5
Additional Seat (Mfr # 72402-050000-9303) ....................................................1795.00
Maya Complete Commercial Subscription Gold Support Uplift (1 year)
Maya Unlimited 2008 Commercial Upgrade from Maya Unlimited 8
(Mfr # 72402-059062-9305) .....................................................................................2795.00
(Mfr # 72200-000110-S009) ........................................................................................700.00
(Mfr # 72202-059062-9303) ........................................................................................895.00
Maya Complete 2008 Commercial Upgrade from Maya Complete 8.5
Maya Unlimited 2008 Commercial Upgrade from Maya Unlimited 8
Additional Seat (Mfr # 72402-050000-9305) .....................................................2795.00
Maya Complete 2008 Commercial Upgrade from Maya Complete 8.5
Additional Seat (Mfr # 72202-050000-9303) .......................................................895.00
Maya Unlimited Network License Activation Fee
(Mfr # 72400-000000-0001) .....................................................................................1250.00
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ANIMATION SOFT WARE
1161
AU TO D ES K
MOTIONBUILDER
Take on the most demanding, high-volume animation projects with confidence. Create state-of-the-art animations in record time. MotionBuilder
is the foremost 3D character animation productivity suite for game, film,
broadcast, and multimedia production. This award-winning software
combines a unique real-time architecture, animation layering, and Story
Timeline non-linear editing environment with an intuitive workflow and
tools that streamline the character animation pipeline. With a strong
focus on workflow efficiency, MotionBuilder enables traditional
animators and technical directors alike to take on the most demanding,
high-volume animation projects. Available for Windows and Macintosh,
MotionBuilder natively supports the platform-independent Autodesk
FBX 3D authoring and interchange format that allows Autodesk
MotionBuilder to integrate with any application in a production pipeline that supports FBX.
F E AT UR E S
◆ MotionBuilder software is built on a
unique,
real-time architecture that enables you to
work unhindered by the need to create
previews of your work. What you see is
what you get.
◆ Provides a comprehensive suite of real-time
animation tools for advanced key frame
animation, animation layering, and motion
capture editing—so you can quickly
generate unsurpassed animation.
◆ A comprehensive suite of specialized charac-
ter performance tools and workflows that
address the need to quickly create and edit
unsurpassed character performances and
scene previews/ pre-visualizations.
◆ Create a wider variety of character setups
◆ Using tools designed to maximize speed and
efficiency, you’ll get instant playback of
character performances, alleviating the need
to preview or render your work.
◆ MotionBuilder delivers key productivity-
enhancing features such as file batching
tools, support for multiple animation takes in
a single scene, and a streamlined method for
loading and saving character animation.
◆ In addition to support for external motion
capture systems, MotionBuilder supports an
unlimited number of built-in or third-party
devices, allowing each to be online and live
simultaneously in the scene.
◆ MotionBuilder functionality can easily be ex-
tended via Python scripting, as well through
the software’s C++ Open Reality SDK.
with inverse bending knees or elbows—
dogs, birds, or unique creatures of your
imagination. Support for inverse bending
joints includes the ability to retarget
animation from one character to another.
◆ MotionBuilder integrates easily into new and
◆ The unique MotionBuilder Story Timeline
provides an integrated non-linear editor in
which to combine audio, video, 3D elements,
and camera shot decisions, all in real time.
◆ Simplifies the process of working with mo-
tion capture data and other dense datasets
through an integrated suite of tools for solving, editing, and blending. Add to that the
ability to stream and record live data from
popular motion capture hardware into MotionBuilder and view the results on a full resolution, fully textured character in real time.
existing production environments with
support for third-party asset management
systems, hardware rendering and support,
as well as support for a wide variety of
industry-standard file formats, including
native support of Autodesk FBX format.
◆ Natively supports Autodesk FBX, an OS-inde-
pendent, high-end 3D interchange format.
Widely used in the digital entertainment
industry, the FBX file format—and free
Software Development Kit (SDK)—lets you
readily acquire and exchange 3D assets and
media from a wide variety of sources.
◆ Beyond the MotionBuilder animation specific
tools, other general 3D functionality is
supported, such as lights, cameras, materials,
textures, and shaders.
◆ With real-time, language-independent
phoneme extraction technology, MotionBuilder allows you to rapidly generate
realistic lip-sync and facial animation.
◆ MotionBuilder offers a task-based,
productivity-enhancing user interface that
makes the software easy to learn and use—
even for non-technical animators.
◆ MotionBuilder gives users the flexibility to
customize the software’s interface with a
layout manager, keyboard shortcut selector,
and many in-context menus and options to
streamline the animation process.
MotionBuilder 7.5 Commercial New SLM (Mfr # 72701-051452-9000)......................................................3995.00
MotionBuilder 7.5 Commercial New SLM Additional Seat (Mfr # 72701-050000-9000) ......................3995.00
MotionBuilder 7.5 Commercial New NLM (Mfr # 72701-051452-9100) .....................................................4995.00
MotionBuilder 7.5 Commercial New NLM Additional Seat (Mfr # 72701-050000-9100) ......................4995.00
MotionBuilder Commercial Subscription Gold Support (1 year) (Mfr # 72700-0000SA-G861) ............795.00
MotionBuilder Commercial Subscription Gold Support (1 year) (Renewal)
(Mfr # 72700-0000SA-G880) ..........................................................................................................................................795.00
(212) 444-6601• 1-800-947-9901• Quick Dial 831
PHOTO - VIDEO - PRO AUDIO
1162
ANIMATION SOFT WARE
AUTO D E S K
COMBUSTION
Desktop Paint, Color Correction,
Compositing and Visual Effects Program
Combustion is the all-in-one professional compositing application designed to enable the full
creative potential of digital video artists. With its easy-to-use interface, nondestructive workflow,
and extensive toolset, Combustion delivers incredible power at an economical price and instantly
augments the creative potential of any serious desktop video artist. A single integrated
application for vector paint, motion graphics design, animation, and compositing.
Advanced visual effects tools include keying, color correction, tracking, grain management, and
masking tools. Comprehensive paint and rotoscoping tools, including fully customizable
brushes. Comprehensive animation tools, animation curve editor, keyframing, and expressions. Intuitive schematic view to
simplify visualization and organization of complex effects. OpenGL application programming interface acceleration, multiprocessor support, and extensive caching for improved system performance. Multiple simultaneous viewports with real-time
RAM looped playback. Resolution-independence with 8-, 10-, 12-, 16-, and 32-bit (float) per component image processing.
F EAT UR ES
Composite
◆ Composite two inputs using any one of a
variety of transfer modes
◆ 3D perspective positioning and animation
◆ 3D animatable camera with real-world
camera attributes
◆ Unlimited color light sources, with attributes
like spot, point, and distant light
◆ Realistic ray-traced shadows and reflections
◆ Layer projection to create stained glass–type
lighting effects
◆ High-quality motion blur with multiple
transfer modes
◆ Multiple object parenting, hinging, and path
alignment
◆ Nest multiple layers inside a composite for
greater efficiency
Paint
◆ B-splines with edge softness for greater
control when defining shapes
◆ Control point grouping to facilitate roto
work and shape animation
◆ Corner Radius specifies corner curvature
when creating rectangles
◆ Integrated pivot point adjustment and
rotation directly in vector object
◆ Real-Time Roto—paint in one viewport while
watching the result loop playback in another
◆ All paint strokes and objects are resolution-
independent vectors and fully editable
◆ 30+ real-time draw modes, including
smooth, brightness, blur, emboss, and more
◆ Cloning and reveal controls for interactive
painting between video clips and frames
Particle System
◆ Real-time particle system for creating smoke,
fire, explosions, water, and other effects.
◆ Includes a library of hundreds of preset
effects, each one fully customizable.
◆ Create your own particle effects using sprites
created from custom bitmaps, or use any
element in the Combustion workspace—
such as text or paint objects—as a particle.
◆ Use deflectors to bounce particles during
animations.
◆ Motion-track emitters to lock particle effects
to moving objects in an image sequence.
◆ Control the color, emission, and behavior
properties of the particles, including
direction, life, number, spin, bounce, velocity,
randomness, and more.
◆ Custom brushes help you create unique
Color Correction
tools for advanced effects and textures
◆ Four-corner pinning and image stabilization
◆ Comprehensive color correction tools,
including Color Balance, Brightness/Contrast,
Levels, Gamma, Equalize, Tint, Curves,
Shadow/Midtone/Highlight adjustment, and
more
◆ NTSC and PAL color limiting and RGB and
HSV color space models
◆ Precise and automatic color matching of
footage from different sources
PHOTO - VIDEO - PRO AUDIO
Motion Tracking
Timewarp
◆ Time-remapping operator for creating
slow-motion and speed-up effects
◆ Timing, speed, and duration controls for
advanced manipulation of speed changes
◆ User-definable between-frame interpolation
to create smooth blends or trails
www.bhphotovideo.com
to remove unwanted camera roll, shake, and
jitter.
◆ Unlimited number of track points for com-
plex changes in position, scale, and rotation
◆ Animate any keyframeable parameter using
the tracker in context.
◆ Export tracking data to other compositing
systems as ASCII data.
ANIMATION SOFT WARE
1163
AU TO D ES K
COMBUSTION
Color Warper
CG/ Text Effects
◆ Performs primary and selective color correc-
tion allowing for precise fine-tuning with
multiple levels of adjustment in a single pass
◆ Interactive adjustment of gamma, gain, off-
set, hue, saturation, and contrast; apply
animatable settings to all channels or independently to R, G, and B
◆ Intuitive hue shift and tint color wheel for
Advanced Film Tools
◆ Export OpenEXR file sequences for easy inte-
dependent, nondestructive text animation
◆ Direct WYSIWYG manipulation of text within
gration into film pipelines
◆ Look-up Tables (LUTs) enable artists to accu-
the context of the overall composite
rately display digital film scans on computer
monitors
◆ Font attributes (face, outline, shadow) have
individual color, gradient, texture controls
◆ Add Grain and Remove Grain filters include
automatic grain matching with presets for
popular film stocks
◆ Control of phrases, words, and even single
characters for precise editing and animation
fast, accurate color balancing; visual color
sampling palette for precise color matching
◆ Interactive Histogram and Curves editing
modes for subtle, precision tweaking of color
components
◆
◆ Fast, interactive text editor for resolution-in-
Independent controls for color correcting
shadow, midtone, and highlight regions—
features user-definable luminance ranges
◆ “Match” feature for fast scene-to-scene color
correction
◆ “Selective” feature for sampling up to three
different color regions for isolated correction
◆ High-quality RGB vector scope, and a 3D
histogram for precise color monitoring
◆ Animate text along a path, with full onscreen
◆ Native 10-bit Cineon support—paint or roto-
scope directly in 10-bit log without conversion
editing of path control points
◆ Support for Adobe PostScript and TrueType
fonts; international right-left, vertical text
entry; double-byte (Asian, Arabic fonts)
Filters and Plug-Ins
◆ Fast GBlur, an optimized, high-quality blur
filter with constant-speed rendering
independent of blur radius
◆ Generators for creating frame counters, time-
code burn-in, sequential and random numbers
◆ GBuffer Builder can custom-combine your
image bitmaps into RPF files for use with
Combustion software’s 3D Post operators
Selections and Masks
◆ B-spline shapes for smoother control of
edges when creating masks. Create animatable, trackable shapes using Bézier, B-Spline,
Freehand, Rectangle, and Ellipse tools
◆ Animatable magic wand—keyframe or track
◆ 3D Post effects for RPF/RLA images, including
3D depth of field, 3D fog, 3D glow, 3D lens
flare, and 3D motion blur
◆ De- and re-interlace, 3:2 pull-down re-
moval/addition, reverse dominance, and
broadcast-safe
the magic wand selection point
Edit Operator
◆ Keyer-based selection for advanced color-
based extraction and rotoscoping
◆ Simultaneously trim head and tail
(maintains duration)
◆ Edge gradient—a powerful three-spline roto-
◆ Current and total duration displayed in the
timeline segment
◆ Assemble clips, and render them or use
scoping technology for variable-edge softness; inner and outer mask or selection
softness for motion blur compensation
◆ Save effect operator presets to create a
library and share effects
◆ Compatible with most Adobe Photoshop and
Adobe After Effects plug-ins
◆ Boolean operations for combining masks and
them as layers in a composite
selections, including add, subtract, intersect,
and replace
◆ Trim, slip, slide, and ripple clips with
transitions
◆ In-context editing between the edit operator
and your composites
◆ Use multiple edit operators to easily create
complex effects
◆ Create multiple and articulated shapes in a
single pass for faster rotoscoping
Audio
◆ Supports QuickTime, AVI, WAV, and AIFF files
◆ Full support for multiple resolutions—mix
Keyframe and Timeline Controls
◆
Customizable channel filtering in the
timeline
◆
Layer-based timeline and animation curve
editor
◆ Markers provide ability to add notes and
visual cues to your timeline
◆ Clip trimming, advanced keyframe, and
◆ Synchronize audio to operator in the process
and match clips as needed
tree, or use as a global reference track
◆ Display the audio waveform over the timeline
Keying
for accurate synchronization
◆ Professional bluescreen/greenscreen keying
with advanced matte control tools
◆ Simultaneously play audio in real time with
cached animation
◆ Intuitive Keyer—RGB, YUV, HLS, Channel,
◆ Volume controls and VU/Peak meters
Luminance, RGB-CMYL, and custom
object control
◆
Perform copy/paste and math operations on
channels or groups of keyframes
◆ Automatic ease in/out control over single or
multiple keyframes
◆ Define curve interpolation per keyframe, and
define extrapolation per channel
◆ Matte edge and softness controls, including
levels, shrink and erode, and Gaussian blur
◆ Advanced spill and color-suppression controls
Combustion 4.0 Compositing Software for Windows
(Mfr # 622040914089000 • B&H # AUC4W) ............................................................................................................889.95
(212) 444-6601• 1-800-947-9901• Quick Dial 831
PHOTO - VIDEO - PRO AUDIO
1164
ANIMATION SOFT WARE
N E W TE K
LIGHTWAVE 3D
Model/Animate/Render
LightWave is the most complete and robust 3D system
right out of the box anywhere at any price. It is a thriving,
dynamic system, ever evolving to meet the user needs.
Newtek works closely on a day-to-day basis with LightWave artists so they know exactly what you are trying to
accomplish. The LightWave renderer is first class, best in
show and infinitely easier to set up and use than any
other. It serves as the centerpiece in the production
pipeling of many facilities both large and small. Render
nodes are free and set up is quite straightforward.
LightWave Modeler excels both as a subdivision surface
and a polygonal modeler, fast, efficient and again, straightforward in functionality. In addition, an industry leading
node-based texturing and shading system allows you to create any look you desire - quickly and easily.
LightWave has long been a mainstay in production and TV studios, creating fantastic effects for blockbuster movies, such
as 300, The Guardian, The Da Vinci Code, Pan’s Labyrinth and The Aviator, as well as shows such as CSI: Miami, CSI: NY,
Battlestar Galactica, Drive and many others. LightWave works along side other 3D applications and compositing
programs to help produce results in the studio pipeline. LightWave's open formats make integration into the pipeline a
straightforward process. Lightwave works the way you do. Smart and efficient. A program that’s intuitive and responsive.
Powerful enough to tackle any job, yet simple enough to be mastered by a single artist. Everything you need is in the box,
no “unlimited” this or “advanced” that, no up sell and no extras.
F EAT UR E S
General Controls
◆ Support fractional frames at make key for IK
Booster
◆ Tool for moving an object on or by an offset
distance across the surface of a target mesh.
◆ A new rotation controller offers quaternion
rotations to minimize gimbal lock.
◆ Tool which modifies a channel based on
closest distance between an object and a
mesh or other items.
◆ Align to Path command now offers a robust
new align-to-path algorithm, unaffected by
very slow or no motion. The original Align is
renamed to more accurately describe its
function, “Align to Velocity.”
◆ Squash and stretch tool
◆ Free-form and locked IK goals
◆ Separate animated channels
◆ Animatable UV coordinates
PHOTO - VIDEO - PRO AUDIO
Motion Mixer
◆ Non-linear animation system for blending
any curve track inside of LightWave 3D; Perfect for blending motions, endomorphs or
any animatable parameter in LightWave
◆ Load and save Hierarchical Motion (HMOT)
data containing all relevant components, motions and channels for a character group
◆ Position and scale motions and groups of
channels in track view
◆ Quickly blend multiple motion tracks to-
gether with user definable curve
◆ Channel editor enables/disables independent
items or channels from each HMOT behavior
◆ Absolute and Relative Offset motions settings
◆ Animation baking for full scene or defined
range
◆ Select by Descendants, Hierarchy, Actor or
Motion
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Graph Editor
◆ Completely new Channel Editing System
◆ OpenGL interface allows editing hundreds of
realtime curves and thousands of key frames
◆ Multiple curve types (Linear, Bezier, Stepped,
Hermite Spline, TCB) allows for multi-select
and editing of heterogeneous curve types includes key roll option, interactive key copy,
and much more
◆ Track Layout's selection option, automatically
updates current selection of editable curves
to match selected item
◆ Curve View allows collapsible curve list and
options sections to provide optimized space
for curve editing
◆ Lock Motion Keys in Time provides quick
method for locking channels for ‘5.6 style’
curve editing
◆ Customizable key editing behaviors and
interface
ANIMATION SOFT WARE
1165
N E W T EK
LIGHTWAVE 3D
Motion & Displacement
Controllers
Modeler
◆ Phantom subpatch point selector
◆ Modified bones deformation algorithm
reduces cross talk between bones, providing
a more natural deformation of skin surfaces
without any point assignment required
◆ Spline-based motion and deformation
◆ New bones system with support for direct
vertex assignment and soft influence as
defined by user-created weight maps
allows users to click directly on the
subpatch curve intersection for editing
◆ Translate Plus allows you to use a
point's normal, a segment, or a
segment’s normal to define how to
move, rotate, scale a selection. You
can even just use global X, Y, or Z.
◆ Move Plus adds translation along local
◆ Facial animation tool with Endomorphs and
Motion Mixer.
normal or averaged normal using the
right mouse button.
◆ Segment Scale allows users to move
◆ Follower channel modifier to link any items
channel to another
◆ Oscillator channel modifier allows sinusoidal
motions to be automatically generated with
control of phase, time offset and damping
◆ Texture motion provides a method for
points along an edge.
◆ Point Normal Move allows you to select the
points you want to move on their normals,
then click and drag on the screen to move
them in and out.
◆ Divide will divide edges into two segments
adding a texture to a motion path
◆ Displacement of geometry along normals, in
3D space or along a specific axis - multiple
layers allow combinations
◆ Integrated Sub-division Bump Displacement
creates an accurate displacement of vertices
on the surface at the time of subdivision
creating very natural, high definition
geometric bumping
◆ Integrated expressions engine and channel
repository allowing all animated items in a
scene to be referenced, link, or drive one
another; also allows surfaces to be modified
based on various input parameters or even
linked to motions or any other envelope in
the scene
◆ New Bone Editing Tools will make character
rigging a snap.
based on point selection. Also has polygon
mode for splitting polygons.
◆ Make Pole triangulates all selected polygons
with a pole at the center. Can be used with
the Fix Pole tool to open up geometry for
manipulation.
◆ SuperShift is an interactive tool to smooth
shift and bevel polygons. Can work with
averaged normals when shifting or scaling.
◆ Bridge Tool easily joins selected sets of
polygons to reshape a mesh with bridges or
tunnels, or join meshes.
◆ Edge Tools split and modify polygon edges.
When tools are activated, handles appear on
polygon edges that can be drawn between
and moved to create a set of polygon splits.
◆ Fix Poles will take a group of connected
triangles which share a point, and create a
bevel which will help smoothing.
◆ Import/Export RIG functions give you the
ability to reuse and share rigs from object to
object, via the new .rig file format.
◆ Bone Edit Mode allows you to edit your
character rigs quickly and easily within the
scene you are creating.
◆ Rotate Skelegons allows you to quickly
adjust the bank handles of skelegons as well
as preview rotational deformations (this
includes the deformation of sub-patches).
◆ Create JointMorph works a lot like Rotate
Skelegons but is helpful when creating
endomorphs for joints.
◆ Enhanced “Make Polygon” tool that works in
Symmetry mode and will also close holes in
geometry.
◆ Convert between polygons and subdivision
surfaces at any time during the modeling
and animation process
◆ Intelligentities with Endomorphs, Skelegons
and MultiMeshes
◆ Endomorphs allow morph data to be stored
in the object file so changes can be made to
the base model without disturbing targets
◆Segment Scale allows users to move points
along an edge.
◆ Point Normal Move allows you to select the
points you want to move on their normals,
then click and drag on the screen to move
them in and out.
LightWave 3D v9 for Mac and Windows (Mfr # LW040000-0901 • B&H # NELW3D9M) ...............................Call
itive tools to help with setup of constraints
3D Arsenal Creation Theatre for LightWave 3D
Lets you easily create 3D logos, text effects and 3D special effects with virtually no learning
curve. Works with your copy of LightWave 3D utilizing its rendering engine and features a
custom interface to facilitate easy graphic creation. Additionally, you’ll get 11 plug-ins that will
function in LightWave 7.5 and 8.x. You’ll also get 750 templates to get you started. For Windows
(Mfr # AR00090-4010 • B&H # NE3DAW), for Mac (Mfr # AR040030-4010 • B&H # NE3DALWM) ...........................295.00
◆ Morph Mixer offers faster performance and
Class on Demand Training: Lightwave “KICK ASS” LOGOS (Mfr # 96007 • B&H # CLTLKL) ...............59.95
◆ Bones On/Off activates/deactivates all bones
in all loaded objects.
◆ IK Booster offers one-click IK setup and intu-
an incredible range of control for object
morphing, including character animation, in
an intuitive interface.
Class on Demand Training: What’s new in Lightwave 9.2 (Mfr # 98030 • B&H # CLTWN9) ..............59.95
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SOFTIMAGE|XSI 6.5
3D Animation and Visual-Effects Software
SOFTIMAGE|XSI 6.5 is an advanced 3D animation and visual-effects software that features a
complete toolset for everything from 3D modeling and animation, to rendering and compositing. With XSI 6.5, artists can create
compelling 3D character performances, immersive 3D worlds and mindblowing visual-effects that push the
boundaries of art and technology.
SOFTIMAGE|XSI 6.5 is the most advanced 3D animation software for
games, film and television. Now you
can model, animate and render with
unparalleled performance. The XSI Gigapolygon core, capable of
handling massively detailed models with millions of polygons, is the
number one reason why leading entertainment companies are switching their next generation projects to XSI. Built on the
newest code base and designed for the way the artist thinks, XSI empowers you to bring your creative vision to life.
F EAT UR ES
Gigapolygon Core
The gigapolygon core in XSI is the engine that
moves millions of polygons in real-time and allows you to non-destructively sculpt them
without losing UVs, shapes, weight maps and
skinning information. It offers a built-in advantage for next generation games and film
pipelines that increasingly require finely
sculpted, massively detailed characters and
environments. The gigapolygon core allows
XSI to load this dense information into memory, reducing it in a way that retains definition
so you can edit it in a manageable way.
Animation Tools
◆ Fast, flexible animation is the heart of XSI.
Streamlined workflows make it easy to pose
and keyframe highly detailed characters. You
get more keying done while watching your
character in the viewports, without having to
open another editor. Real-time playback
means you can see what you’re doing
without waiting for animation previews.
◆ A clean, responsive curve editor and
dopesheet make it easy to manipulate animation. Easy animation layering and mixing
simplify the process of breaking animation
into parts and moving it around.
Iterative Workflow
◆ Animation layers give you an interactive and
XSI offers the best iterative workflow of any 3D
package. Non-destructive tools let you add
new details to rigged or shape-animated characters whenever you want, without tedious
hours of rework. Full mental ray integration
means you can generate full-quality previews
directly in an XSI viewport for hassle-free
client-attended review and approval sessions.
And with XSI’s built-in compositor you can preview the results of multi-pass renders without
switching environments. .
non-destructive way to add keyframes on
top of existing animation, so you can work
with motion capture data without wading
through highly dense FCurves.
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◆ New Character Key Sets let you easily set
keyframes on predefined sets of parameters
for a faster animation workflow. Updates and
enhancements to the dopesheet and Fcurve
editor, improve the artist’s workflow across
the board. Fast, flexible and intuitive, XSI is
the leading character animation solution.
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Paint and Composite
Can your 3D software edit textures and imagebased lighting in real time? XSI’s built-in
compositor is designed to do just that. Based
on Avid’s Matador, Media Illusion, and Elastic
Reality, XSI Illusion is a fully integrated, resolution-independent 2D paint and compositing
module. With over 130 film-quality effects and
more than 60 programmable brushes for 2D
raster and vector painting, you can use XSI
Illusion to rough out final shots, touch up your
textures, morph, warp and rig images, create
custom mattes and tweak the results of a
multi-pass render – all without switching apps.
Film-Quality
Normal Map Generation
Going far beyond normal maps, XSI
“Ultimapper” tool can generate all kinds of
cinematic-quality maps from arbitrarily
complex models in just a few clicks, while
taking full advantage of the sophisticated
rendering possibilities of mental ray.
Ultimapper can generate normal, ambient
occlusion, difference, light, and albedo maps
with an instant mental ray, DirectX, or OpenGL
preview directly in the XSI viewports.
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SOFTIMAGE|XSI 6.5
Shade and Texture
Completely Non-Destructive Character Set-up & Rigging
From scales and skin, to metal and stone, to
cartoon ink and paint, XSI’s Quick Shade technology and texturing tools help you get the
look you want—fast. An interactive texture editor lets you unfold UVs and place texture maps
precisely. The powerful render tree and texture
layer editor make it easy to build complex materials. A fully integrated customizable shaderball engine renders preview thumbnails
wherever you need them.
Softimage believes that you should be able to change whatever you want, whenever you want, so
they built XSI with innovative character rigging and animation tools that allow you to make
changes at any time without destroying any work.
A generalized shaderball engine, gives you
step-by-step previews of your materials wherever you need them, while the new material
manager offers a dedicated view to create, assign, edit, and manage the materials that bring
your scenes to life. XSI’s shaderball is completely customizable and fully integrated; from
the render tree, to the texture layer editor, the
new material manager and material panel, to
the separate shaderball windows.
Model
With a complete modeling toolkit
that takes full
advantage of
the Gigapolygon core architecture,
XSI lets you work with unprecedented levels of
detail. Push millions of polygons interactively,
using tools that make 3D modeling feel like
sculpting. No more waiting for your 3D software to catch up to your imagination!
◆ A Gigapolygon core architecture that can
push millions of subdivided polygons interactively lets you scale your creations to unprecedented levels of detail. With XSI, you’ll
never have to wait for your 3D software to
catch up to your imagination.
◆ The world’s fastest subdivision surface mod-
eler is powered by the Gigapolygon core so
you can work in real time at any mesh resolution. You can continue to use all polygon
mesh modeling tools on subdivided meshes
- even animated characters - and move
points directly on the subdivision surface.
◆ Enjoy working without speed, editing or
geometry restrictions—XSI can subdivide triangles, quads and n-sided polygons with all
subdivision types, including mixed subdivision types for triangulated meshes.
XSI makes life easier by allowing modeling, texturing, and even rigging changes to take place on
rigged & animated characters without re-construction of bones, bone weights or shape animation.
Easily add new details to rigged or shape-animated characters without the hours of tedious
rework, even in mixed pipelines.
Powerful Animation Mixing
XSI was the first application to feature true, non-linear character animation. With its unique clipbased interface, the XSI Animation Mixer gives you the high-level control and low-level precision
you need to create compelling 3D character performances. The mixer is the heart of XSI’s animation power, offering both high-level control and low-level precision. Mix anything — animation
clips, composite clips, constraints, expressions, shapes, textures, etc — and even sync audio using
the mixer’s intuitive clip-based editing interface. Easily handle motion capture sequences using
motion matching, marker placement, offsets and frequency-based transitions. Transition a walk to
a run without slipping feet, or link one character’s animation to another’s in just a few clicks. Only
XSI can non-destructively animate, blend, offset and re-use any motion source.
SOFTIMAGE|XSI FOUNDATION
Powerful Personal 3D Suite
XSI Foundation is hands-down the most complete entry-level 3D animation package
available. It's packed with professional-grade features and powered by the XSI
Gigapolygon core so it doesn't slow you down. Whether you're new to 3D, a longtime enthusiast or a freelance artist looking for an affordable solution, XSI Foundation is ideal for you. Boasting the world’s fastest subdivision surface modeler,
intuitive tools that make 3D modeling feel like sculpting, and a unique non-destructive environment, XSI Foundation keeps you focused on the art. With the XSI
Gigapolygon core under the hood, you can push millions of subdivided polygons interactively, and scale your creations to unprecedented levels of detail. With XSI, you
never have to wait for your 3D software to catch up to your imagination.
◆ Fast, flexible animation is the heart of XSI. Streamlined workflows make it easy to pose and
keyframe highly detailed characters. You get more keying done while watching your character in the viewports, without having to open another editor. Real-time playback means you
can see what you’re doing without waiting for animation previews. A clean, responsive curve
editor and dopesheet make it easy to manipulate animation.
◆ From scales and skin, to metal and stone, to cartoon ink and paint, XSI's Quick Shade tech-
nology and texturing tools help you get the look you want. A fast, interactive texture editor
lets you unfold UVs and place texture maps precisely, while the powerful render tree and
texture layer editor make it easy to build complex materials. A fully integrated customizable
shaderball engine renders preview thumbnails wherever you need them, so you can see
what your materials look like, and how they're built.
◆ A shared-memory architecture with the award-winning mental ray renderer built right in
makes XSI the best 3D animation package for cinematic-quality multi-pass rendering. You
can delve into powerful shaders in the render tree and set up breathtaking photorealistic
lighting with just a few clicks. The Gigapolygon core and shared-memory architecture mean
that you can render more detail using less memory than in any other package.
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SOFTIMAGE|XSI 6.5
Tweak Component Tool
Featuring optional component manipulators
and quick manipulation planes, the Tweak
Component Tool makes it easy for you to work
at your own artistic rhythm. This all-in-one
manipulation tool for fast freeform modeling
allows you to move, rotate, scale or translate
points, edges and polygons - all with a single
key. You can also loop and range select any
component or even slide your selection to
exactly match its neighbor’s position.
XSI Hair and Fur
Collaborate
A successful production is a team effort, so XSI features the industry’s best collaborative
environment. Delta Referencing technology allows multiple artists to work on the same 3D assets
without getting in each other’s way. Crosswalk import/export tools let you move XSI content in
and out of other major 3D applications such as Autodesk 3ds Max and Maya.
◆ Reliable interoperability is the most important part of a mixed-tool pipeline—and that’s exactly
why Softimage developed Crosswalk. Crosswalk is an ongoing initiative to help seamlessly
transfer XSI content into and out of any previously established 3D pipeline. You can transfer
assets using the latest dotXSI and COLLADA standards, and take advantage of enhanced
import/export tools to get assets in and out of Autodesk 3ds Max and Maya pipelines. Artists
can modify assets and then update them non-destructively, for true collaborative workflow.
Spend less time moving your characters and more time animating them.
◆ Delta Referencing technology allows multiple artists to work on the same 3D assets without
getting in each other’s way. Delta referencing technology is a breakthrough approach to
collaborative 3D animation, offering studios the first core architecture for production-level
referencing. This lightweight referencing system allows production teams to store 3D assets,
and the changes made to those assets, in external files that can be assembled dynamically to
produce characters, props and environments.
Reuse
Create long, luxurious, and truly realistic hair
and fur with dynamic effects—all rendered
using mental ray. XSI hair offers a range of
specialized tools for creating hair, including the
innovative proportional grooming tool. Use any
native XSI deformers, including lattices and
curves, for precise, natural hair styling with
complete control over the animation.
Working with multiple characters often involves tedious manual tasks that you need to repeat for
each character. XSI saves you time where it matters most with tools to transfer character setups
and animation across rigs. Using the XSI Generalized Attribute Transfer Operator (“GATOR”), you
can easily transfer any surface properties between models, regardless of complexity or topology.
You can transfer any surface attribute—including materials, UV’s textures, weight maps, skinning,
and shape animation—even between rigged character models. Gator can also be used to
combine models, allowing completed, textured, animated models to be merged without losing
important characteristics.
MOTOR is the world’s first system for moving keyframe animation across characters, regardless of
their proportions or control structures. MOTOR is an intelligent and dependable solution for
transferring motion from one character rig to another—think GATOR for character animation.
Now you can transfer motion between character rigs of all sizes and proportions, all while
preserving keyframe timing. Build reusable libraries of animation by importing and retargeting
motion capture data onto arbitrary XSI character rigs.
Integrated Syflex Cloth
Syflex is an incredibly fast and stable simulation
engine that lets you create a broad range of
cloth and flesh effects directly within the XSI
interface. Extremely simple to learn and use,
Syflex makes it easy to create digital cloth.
Programmable realtime shaders
Be ready for the massive power of next-generation GPUs. The sophisticated, completely
programmable display architechture integrated in XSI ensures precise visual correspondence
between your work-in-progress and your target platform, eliminating unnecessary revision
cycles. The dedicated XGS display SDK allows nearly any custom drawing process to be added to
geometry views. XSI also features comprehensive support for .FX shaders, with real-time previewing, enabling artists to work with the exact same shaders that run in the game engine.
Powerful mental ray rendering
With the award-winning mental ray renderer
deeply integrated in XSI, you can render
production-quality previews, create detailed
shaders and materials, and set up
cinematic-quality multi-pass rendering all
from within the XSI interface. And with the
Gigapolygon core under the hood, you can
render more detail using less memory than in
any other 3D package.
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Render
A shared-memory architecture with the award-winning mental ray renderer built right in makes
XSI the best 3D animation package for cinematic-quality multi-pass rendering. You can delve into
powerful shaders in the render tree and set up breathtaking photorealistic lighting with just a few
clicks. The Gigapolygon core and shared-memory architecture mean that you can render more
detail using less memory than in any other package. And integrated frame buffers allow you to
render a single default pass that outputs many common channels to separate files.
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SOFTIMAGE|XSI 6.5
SOFTIMAGE|XSI 6.5 is Available in Two Versions:
Built-in Illusion Compositor
XSI is the only 3D package that comes with a
built-in compositor. You can touch up textures,
morph and warp images, create custom
mattes, tweak the results of a multi-pass
render, or even finish your 3D visual-effects
shots using over 130 film-quality effects and
over 60 programmable brushes for 2D raster
and vector painting.
Scripting and Development
◆ Dedicated Tools Development Environment
(TDE) for customization and plug-in development makes XSI a developer’s dream
come true. While other packages force you
to learn obscure and limited programming
languages, XSI offers flexibility to use the
best language for the job. You can create,
manage and deploy all of your tools, plugins, and workgroups from a single interface,
and develop using industry standard languages like C# an object-oriented programming language popular with next-gen 3D
game developers, Python, Jscript, and C++.
◆ The TDE contains multiple script editors,
each with syntax help, breakpoints, and external debugging links. Its tree-based AddOn manager can create self-installing
shaders, events, and plug-ins from development wizards, using standard scripting
languages or directly in C++. Develop in the
TDE and enjoy the refined workflow that XSI
artists have enjoyed for years.
◆ With a completely programmable realtime
shader pipeline, a dedicated framework to
host custom applications, and a rendering
SDK that makes it possible to integrate 3rd
party renderers, XSI is simply the most
customizable 3D package available.
◆ Supports leading game engines and development frameworks for next-generation
games, casual games, mods for existing titles
and even Flash-based 3D games, including:
• Microsoft XNA
• Valve Source
• Crytek CryEngine 2 – in development
• Epic Unreal Technology 3
• Anark Gameface
• COLLADA-enabled engines
• Papervision 3D
• OC3 Entertainment FaceFX
SOFTIMAGE|XSI 6.5 Essentials — All features as described on pages 1166-1168. Equips artists
with everything they need to create compelling 3D characters and content for games, film and
television. Comes standard with XSI Hair and Fur and Syflex Cloth Simulation.
SOFTIMAGE|XSI 6.5 XSI Advanced — Includes everything technical directors and studio IT
managers need to set up and run a creative animation facility. Like a studio in a box, XSI Advanced
includes everything in XSI Essentials plus:
• 36 Nodes of mental ray Rendering Power: XSI Advanced comes with 5 licenses of XSI Batch
rendering ($7475 MSRP value). It's a massive boost for your render farm, giving you 12-cpus of
mental ray rendering, and an additional 24-nodes of Satellite rendering.
• Behavior Crowd Simulation: Behavior is a powerful framework for choreographing tens, or even
hundreds of thousands of XSI-created characters. It includes tools for everything from populating
scenes to character dynamics to flocking.
SOFTIMAGE|CAT
Character Animation Plug-in for Autodesk 3ds Max
SOFTIMAGE|CAT is a character animation plug-in for Autodesk 3ds Max. CAT is
designed by animators, for animators to take the tedious technicalities out of
3D character animation. Its complete toolset enables easy character rigging,
non-linear animation, animation layering, motion capture import, muscle simulation, and more. CAT is fast, stable, simple, and packed with cutting-edge features that give artists an easier way to animate characters in 3ds Max.
◆ CAT makes it easy to create any kind of character rig. Build custom rigs lightning-quick,
or use presets to create everything from humans and horses, to lizards and dragons, to
spiders, crabs, and creepy-crawlies of all kinds. Include as many spines, heads, bones,
fingers and toes as you want. CAT even supports highly complex rigs like centipedes,
which are impossible to create using standard 3ds Max tools!
◆ Animating with CAT is easy. In just a few clicks, you can create walk cycles using CAT's
procedural animation tools and drive your character by attaching it to a path. The CAT
rig automatically calculates foot placement, even on undulating terrain! Test and tweak
'til your heart's content—CAT will display the results instantly!
◆ CAT makes it easy to achieve high quality character animation quickly, reliably, and re-
peatably. Animation layering and clip editing allow you to create clips and reuse animations non-destructively. You can blend between distinct animations or add
additional detail and secondary motion without sacrificing the base animation. Intuitive procedural systems like the CAT spine let you animate extremely complex character movements in a matter of clicks.
◆ The all new CATMuscle adds incredible realism to your character animations by simu-
lating muscle movements under the skin! CATMuscle is a fully scaleable solution for
solving skin deformation problems. Provides you with the tools you need to achieve a
smooth, organic skin deformation across a wide range of motion. It's easy to learn, and
requires no understanding of anatomy.
◆ Layers can now have a setup controller rather than just a setup value. Any complex
procedural animation can be configured onto the "Setup" or "Base" controller. Bones
can also contain a setup controller, which is used to drive animation. These controllers
can contain procedural animation such as constraints, and script controllers. Setup
controllers for layers and bones are are saved, and loaded with rig presets.
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