Hi guys.
Today I will have a look at the new retropology
tool in Animation Master and what it can do for
you and of course how it is working.
Okay, so the first thing we have to do is
we need a model that is for example a polygon
model.
But it doesn’t have to be a polygon model.
You can also retropology an existing patch model, for example
that can be used as a template for our new
created model.
And for that I had a look at turbosquid and
I found a nice little girl character hat And I
will just import that as a prop now it’s of
course polygon based.
Okay, I import that to Animation Master.
As you can see, everything happened here was I imported
it, I click ok.
And you can see this is a model I will
use as a reference.
Okay, so the next thing we have to do is
to create a model that will hold our patch information.
So our new created model in it.
For that I just created this model, I give it
a name and that’s more or less what we want
to do in the modeling window here.
So close it down again.
I will save this, call it Test pre project.
Okay.
Yes.
And that’s more or less it for the things we
need.
With the exception of two things.
We need a geography.
The serography will only be used as the rotopology environment.
Because of that we don’t want anything in it.
And for that I just select everything that is created
with default geography and delete it.
And what we will need is.
You don’t need that.
But I think it is very useful create a new
material that is used for the new and the old
model or at least the old model that is used
to be drawn on.
So I call it retropology.
For example, I give it some kind of a color,
for example a blue one, doesn’t matter.
And I will give it a high.
Yeah, even higher.
A high transparency value.
Okay, so attach that to the prop you imported.
And now you just have to put the empty model
of Animation Master and the prop model or the prop
into the retropology geography.
Let’s save that.
Okay.
And here you can see this is the model we
are using as a template.
And this is the empty model we have imported here.
So both are there.
And what I now do is I make the prop
model not pickable so that I can do whatever I
want here.
And I will not for example move this model around
or this prop around by accident.
Okay, so and I will use different view options for
the models I’m Using here, that can be done in
the Hubrite mode or the default draw mode.
And by selecting one of these draw mode icons, for
example, we can give the girl character here a shaded
view and we can give our new model we are
creating a shaded wireframe view.
Okay, so click on our model here or empty model.
Go to the modeling mode in the geography of course.
And now we can have a look at this little
button, which is a new button that is called Snap
to Surface.
Activate this one.
And now we can start doing our retropology work here.
And as you can see, I don’t like it that
it is only shattered viewed because I can’t really see
what I’m doing there.
And because of that I’m going to use shaded wireframe
for that too.
Okay, so go to the Add mode, have a look
that the Snap to Surface button is on.
Go to the Add mode.
And now just put, put your points wherever you want
them to be.
So, and what you can see is that I will
define the position of a point by the two dimensions
I can on my viewport and the third dimension will
be determined by Animation Master by the underlying model.
And that is all that retopology is actually about.
So nothing very fancy here, but it is very useful
to create nice looking models on base of other models,
for example.
And as you can see, I can now just create
a new surface here, for example, like that.
Clicking there, clicking there, clicking there and so on.
And the good thing about it, you can define where
the points should be.
And because of that we can create a very nice
structure and nice continuity for our splines by very easily
just putting our points where we need them.
And of course if you have put enough points, you
will create a new geometry which is because of the
CP’s we pointed there or replaced there, looking more or
less like the underlying surface.
And that is all we want to do here.
This is all that Animation Master does and all you
will need if you ask me, because we now can
really easily create new models based on old models.
And everything is doable here like it is in the
modeling window.
So for example, we can create five pointers like that,
for example, click again and so on.
Very useful, very nice feature we are having here.
And keep in mind, if for example, a point is
not where you want it, you can always just move
it around and Animation Master will slide it over the
surface of the underlying geometry.
Okay.
And yeah, I don’t know what to say more.
I could show you how I’m working here, but I
have to say that’s more or less what you are
used to because Animation Master is always using such way
to model.
And you can create a nice little topology or topology
that you want here and create like that the new
character you want.
And that’s all I hope you have very much fun
with.
And I think it is a very simple tool, but
a very powerful tool and you will like it.
I am very sure about that.
So have a nice day and have fun explaining.