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3D-Design with CyberMotion |
Wherever we look, we encounter virtual worlds. Whether in Hollywood or daily
advertisements, the world that is presented to the viewer will be a mainly
artificial creation. At last, you too can create these surreal worlds at
home, practice inside or outside architecture, design products or promotional
logos and films or build your own virtual worlds using the build in landscape
designer and atmospheric background models. All the modules that you need
to generate, model and manipulate, animate and represent the three-dimensional
world are integral parts of the CyberMotion 3d-software. CyberMotion
provides a high quality rendering output using raytracing and up-to-date
global illumination algorithms like Ambient Occlusion and Photon Mapping.
The possibilities to define object surfaces, light conditions and backgrounds
are almost inexhaustible - visual libraries and fast preview windows in the
main dialogs invite to experiment and play around with this vast functionality.
Complex 3D animations can be set up very easily - you can animate all objects,
camera and light settings, backgrounds, fire, water and even clouds and fog
in the atmosphere. You can arrange objects in hierarchies to animate jointed
models or robots and easily position joints with the help of Inverse Kinematics.
And with the up to date Skin and Bones technology even character animation
is available with CyberMotion. Call your own heros and monsters into being,
CyberMotion gives you all the tools you need to do it. |
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User Interface |
The graphical user interface allows you to design complex 3D scenes while
working in multiple windows simultaneously. Just select an object and drag
it with your mouse to move, scale, rotate or deform it in the corresponding
work modes. Clearly arranged dialogs containing visual libraries make it
easy to load prefabricated files and to modify them to your own needs.
Big preview windows in the main dialogs provide a quick overview of the scene,
so just play around and test everything. With the multiple Undo/Redo-functions
almost everything can be undone or redone, respectively. |
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Program Help and Printable Manual |
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Along with CyberMotion 3D-Designer comes a rich illustrated context-sensitive
help manual with lots of tutorials and examples. Context sensitive help can
be obtained at any time pressing the F1-key. In addition, registered users
can download a revised printable version of the help file on our
download section (PDF document, about
450 pages). |
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Modeling 3D-Objects |
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Design your own objects, fast and easy with the built in modelling tools
like:
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Extrusion Editor with B-Spline-curves (a drawing in the editor is provided
with a depth - e.g. for logos - with bevels, twisted or as a spiral object...)
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Sweep Editor (a drawing is turned about a vertical axis to create a symmetrical
rotary object such as a glass, torus, cone, cylinder...)
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Subdivision Surfaces - is a real time process which transforms a low resolution
object to a higher resolution model with organic curved shape
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NURBS (a special type of deformable 3D surfaces and cylinders. By manipulating
control points on the surface you can model very easily smooth and organic
shapes.)
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Boolean Operations (e.g. 'Box' minus 'Cylinder' results in a box with a hole)
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3D-Text (select any TrueTypeFont to create 3D-Text objects with or without
bevels...)
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Simple or analytical based primitives, such as boxes, spheres, ellipsoids,
cylinders and so forth...)
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3D-Function Generator
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Landscape Editor for complex terrain design
After creating an object you still can add further detail by adding or deleting
points or faces, dragging out new segments from the objects surface with
the mouse (Facet Extrude), deforming or detaching parts of it, and so on.
The multiple UNDO-function makes it easy to test all kind of operations,
since everything can be undone or repeated again.
Of course you can also import objects in common file formats like OBJ, 3DS,
DXF or RAW. CyberMotion exports projects in it's own CMO-format and in OBJ,
DirectX, VRML 2.0, 3DS, DXF or RAW-file formats
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Landscape design |
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With the integrated landscape designer you can create special terrain objects.
The landscape editor provides a preview window with a shaded plan view and
many functions and filters (crater, terrace, etc.) for the basic generation
and the editing of height fields. By means of special painting tools you
can directly "draw" in the preview window to elevate or lower the ground
or to smooth eroded slopes, for instance. But elaborate landscape objects
are only one side of the coin. By applying special landscape textures
the terrain will become its versatile appearance, from barren deserts to
snowy mountains. And with help of particle systems you can populate deserted
plains with plants in no time at all. Then simply load an atmosphere
from the visual background library and start a first animation flight above
your own private world. |

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Atmospheres |
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The background-dialog is another highlight of the CyberMotion software. With
it you can put a simple color range or a picture in the background or rather
generate a complex atmosphere with multi layered cloud formations, atmospheric
and ground fog, rain or snow, rainbows and stars. All effects can be freely
combined or switched off, just as you like. For instance, if you choose to
add the starfield to a cloudy atmosphere, it will be automatically filtered
by the clouds and the fog. Furthermore almost all parameters can be easily
animated - wether moving clouds, flowing fog banks, rain or snowfall or even
stars passing by, everything can be realized at the touch of a button. |

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Materials |
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Create your own surfaces in the powerful material editor or just load
and adjust one out of the materials visual library. The material editor provides
basic settings for the object's color, reflection, transparency, optical
density, object glow and surface waves as well as an extensive
choice of procedural textures. Procedural textures based on mathematical
three dimensional structures can simulate simple patterns, for instance a
checkerboard or brick structure, but also complex and intricate patterns
to generate marble, wood, rock or even multi layered terrain textures. Then,
of course, you can apply bitmaps to texture your object or to control particular
object properties like reflection or trancparency. With help of height maps
you can even control a deformation of an object, thus creating real elevated
structures on the surface. Finally you can mix all types of materials,
even bitmaps with procedural textures, and animate a smooth blending between
different sets of materials. |


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Raytracing and Global Illumination |
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The raytrace renderer lets you create photorealistic images and animations
with real refraction, reflection and shadows. The physically based simulation
of all light distribution in a virtual 3D-model is called global illumination.
A global illumination algorithm should take into account all interactions
of light with the different surface materials in a scene. In CyberMotion
you can choose between ordinary raytracing and up-to-date global illumination
shaders like ambient occlusion or photon mapping. With photon mapping
you can also simulate color bleeding, e.g., when a green wall casts greenish
reflections on a neighbouring white wall. Even the light refracted and
transmitted through transparent objects is traced in the photon mapping process
- resulting in so called caustic light reflections, e.g, the light gathered
in a focal point after transmission through a glass lense. Furthermore
CyberMotion supports HDRI-rendering. Photographic panoramas in high definition
range format not only provide the picture information used to rendern the
background, but also carry the whole light information required to transfer
the light atmosphere of the photograph into your virtual scene.
Other special effects can also be incorporated in the rendering, such as
motion blur, depth-sharpness, atmospheres, real particle systems with shadows,
reflections and transparencies, volumetric lightning and lens and luminosity
flares. You can save your piece of work then as a picture file (jpg, tga,
bmp, png, pcx,tif) or as an AVI- video file. |
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Light |
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Apart from standard light sources such as parallel sunlight, point- or spotlights
in CyberMotion almost every ordinary object can be converted to a real light
source, for instance, to fit area-lights into wall panellings. With
HDRI-Rendering you can use photographic panoramas that carry additional light
information used to illuminate the scene. In addition you can make use
of the volumetric fire object. With the volumetric fire object almost all
kinds of fire can be simulated, beginning with smooth burning candle flames
up to vividly burning torches, camp fires or blazing seas of flames.
Furthermore, you can add lens flare effects and animate them in various
ways.
With additional Light-Mapping you can combine light sources with bitmaps
used as light filters. This allows you to simulate the most complex shadows
by fast bitmap operations - imagine the horizontal strips of a window screen,
complex window frames, coloured shadows of tiffany lamps or windows and so
on. |
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Animation |
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The integrated animation modul of CyberMotion offers a wide range of
possibilities combined with an intuitive interface that will allow even beginners
to master their first steps into animation films successfully. For instance,
simple animations can be set up with a few mouse actions, moving or rotating
objects on different time positions to their destinations, while the program
automatically records the keypositions and interpolates the steps between
these keyframes. Furthermore, almost all parameters can be animated, for
instance the settings for lights, materials or the background, just by moving
to the corresponding position in time and changing a parameter. With these
simple parameter animations you can bring life to volumetric fires, running
water, moving clouds and volumetric fog or add rain and snow to your animations.
Then there are the possibilities for hierarchical object animation - child
objects inherit movements from their parents and follow these movements
automatically, while still retaining their freedom of movement, and therefore
can still execute additional movements independent of their parent objects.
Take for example a moving robot, that takes all his subordinated arms and
joints along with its movement - while at the same time the joints still
perform further rotations about their different joints, or gripping tongs
open and close again. For the animation of the robot arms Inverse- or
Forward Kinematics can be applied, a technique that allows you too pull at
the joints of an object hierarchy in the same way, as if you would pull at
the arms of a jointed doll. Hierarchical object animation is also the basis
for the animation of characters (see below). |
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Character-Animation |
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Without skeletal deformation the production of modern animation films and
especially the animation of characters would be impossible. The skin and
bones technique uses a skeleton which is subordinated to a corresponding
skin object enveloping the skeleton. Now, every time you move a bone of the
skeleton, the particular part of the skin previously assigned to that bone
will be deformed and move with the bone - the character awakes to life. What
was usually left to awfully expensive animation studios before, you can do
now as well at home with the CyberMotion 3D-Designer. |
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Particle systems |
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Particle systems are used in situations, where many objects have to be randomly
distributed in the scenery or even moved at the same time. To create them
one by one and then to animate each single object would be much to costly.
With particle systems you can let CyberMotion create up to thousands of copies
of an object and distribute them at random in the scene or animate them
automatically by means of physical laws or just let them copy the reference
object movements. The pictures on the right show some exmaples for the
application of particle systems. At the top you see a set of islands populated
with dense vegetation. The plants were dropped onto the terrain with help
of a particle system using only a few reference objects for the generation
of thousands of copies, each copy slightly rotated and resized by the particle
generator so that the vegetation appears richly diversified. The picture
in the middel shows exhaustion smoke created by a particle system that constantly
emits billboard projections of a smoke image. The bottom picture
demonstrates a particle generated swarm of meteors.
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CyberMotion 3D-Designer © 1995-2008
Reinhard Epp Software, Germany
All logos and trademarks in this site are property of their respective owner,
all the rest © 2008 by Reinhard Epp Software. |
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