Features
(December 2000)
- 3D models
- Material
- Color material
- Transparence(8bit)
- Texture(32bit RGBA )
- Movie texture(32bit RGBA )
- Reflection map
- Reflecting material / color material
- Reflecting movie texture(32bit RGBA)
- Hierarchy structure of models
- Hierarchy structure of animation
- Motion
- Basic motion playback
- Computed operation of the basic motion
- Motion topping
- Motion graduation
- Motion mixing
- Motion mirroring
- Motion exaggeration
- Direct mode(motion)
- 3D Morphing
- Real time target morphing
- Real time target morphing with weights
- Real time (weight included) target morphing by vertex group
- Direct mode(geomotry)
- Viewpoint operation with the mouse or keyboard
- Lighting
- Overlaid controlls using C++ programming
- Custom-made GUI in OpenGL
- Sound output using DirectSound and WAV files
- Speech recognition using AmiVoice
- Future developements
- Real time shape-deformation using bones or skeltons
- Fog
- Shadows
Details of each feature
- 3D models
- Material These are specifications for ordinary ambient, diffuse, and specular colors.
- Color material Colors are specified for each polygon.
- Transparence Transparence can be specified object by object. (No refracting)
- Texture It has a 256 grade alpha channel (32 bit RGBA color) based on the original Anima3D format.
It can also render hair texture without jaggedness, fireworks-like flames, texture for flares and the like.
- Movie texture It can move the texture. For example, it can reduce geometry data by representing eyes with texture. Moreover, since a 256 grade alpha channel (32 bit RGBA color) is used it, is able to depict such things as flickering flames, fluttering hair, and fireworks fireballs that sparkle then go out.
- Reflection map This is a regular spherical reflection map that enables metallic representation.
- Reflecting material / color This is an original Anima3D material that changes in real time.
The colors change depending on the orientation of the respective objects and polygons.
You can specify three types of coloring, for the entire object, polygon groups and the respective polygons.
- Reflecting movie texture This is an original Anima3D texture that changes in real time.
The textureIDs change depending on the orientation of the respective objects and polygons. You can specify three types of texture pasting for the entire object, polygon groups and the respective polygons.
This function makes it possible to represent birds’ wings or lame stitched clothing with lusters that vary complexly depending on the direction from which they are seen.
- Hierarchy structure of models
You can construct it by affixing a parent and child (hierarchy structure) relationships to complex object parts.
- Hierarchy structure of animation This allows you to add rotation, translation and/or scaling animation to the respective nodes.
- Motion
- Basic motion playback It plays back previously created animation with hierarchy sturcture (motion).
- Computed operation of the basic motion This is an original Anima3D function. You can increase the basic actions by applying computed operation to motions created and prepared in advance.
- Motion topping (A * B) Add together or substitute animation onto masked nodes. For example, you can add together the fluttering wings or the beak movement of a bird with optional timing to the basic motions.
- Motion Graduation (A >> B) You can link an animation from an optional point in time for a certain motion to an optional point in time for another motion.
Motions can be smoothly linked, even when an instruction for performing another motion has interrupted, while playing back a certain motion.
- Motion Mixing (A + B) You can create a new motion by adding together two motions in an optional proportion.
- Motion Mirroring (!A) You can create symmetrical motion for certain motions.
- Motion Exaggeration
(A * a) You can amplify or reduce movements by applying coefficients in real time to the respective rotational values of certain motions.
- Direct mode(motion) You can also directly access the animation parameters (rotation, translation, scaling) of nodes specified by masks.
Using this mode for example, you could do simulations in real time, such as the simulated pupil motion accompanying movement of the focus , or dynamic simulations of bounding balls.
- 3D Morphing
- Real time target morphing Anima3D supports animation of each vertex of the respective objects (3D morphs) . If a number of target objects are prepared in advance, you can morph your model into the specified target in real time.
- Real time target morphing with weights For example, target models for crying, laughing and angry faces have been provided. These can thus be morphed into 30% crying, 40% laughing and 30% angly expressions specified in real time.
- Real time (weight included) target morphing by vertex group You can subdivide morphed models into vertex groups.
This makes it possible, for example, to have morphed animation of blinking and mouth movements with separate timing, by separately specifying vertices around the eyes and vertices around the mouth.
- Direct mode (geometry)
The geometry (vertices, normals), material and texture ID of the respective objects can also be accessed directly.
As an example, this would allow you to simulate a slimy object that runs into a wall and squishily deforms.
- Custom-made GUI in OpenGL
It is possible to attach custom-made GUI (graphic user interface) in the OpenGL crient window. buttons, radio buttons, sliders, and the text display are complete.
- Sound output using DirectSound and WAV files
Two or more sound outputs can be carried out using Microsoft DirectX/DirectSound and WAV files.
- Speech recognition (Japanese only)
It is also possible to incorporate speech-recognition engine AmiVoice. For example, you can talk with a virtual character interactively.
Input data formats(October 2000)
- Models: expanded VRML97 or BESW (an original Anima3D binary format)
- Hierarchy structure of models and animation: BGOM(an original Anima3D binary format)
- MotionSet : MOS (an original Anima3D text format)
- 2D images: RGBA(an original Anima3D format)
COPYRIGHT©2000 Ryoichiro Debuchi / atom co., Ltd.
