WEBVTT

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Hi guys.

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Today I will have a look at the new retropology

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tool in Animation Master and what it can do for

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you and of course how it is working.

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Okay, so the first thing we have to do is

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we need a model that is for example a polygon

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model.

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But it doesn’t have to be a polygon model.

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You can also retropology an existing patch model, for example

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that can be used as a template for our new

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created model.

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And for that I had a look at turbosquid and

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I found a nice little girl character hat And I

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will just import that as a prop now it’s of

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course polygon based.

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Okay, I import that to Animation Master.

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As you can see, everything happened here was I imported

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it, I click ok.

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And you can see this is a model I will

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use as a reference.

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Okay, so the next thing we have to do is

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to create a model that will hold our patch information.

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So our new created model in it.

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For that I just created this model, I give it

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a name and that’s more or less what we want

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to do in the modeling window here.

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So close it down again.

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I will save this, call it Test pre project.

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Okay.

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Yes.

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And that’s more or less it for the things we

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need.

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With the exception of two things.

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We need a geography.

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The serography will only be used as the rotopology environment.

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Because of that we don’t want anything in it.

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And for that I just select everything that is created

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with default geography and delete it.

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And what we will need is.

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You don’t need that.

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But I think it is very useful create a new

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material that is used for the new and the old

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model or at least the old model that is used

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to be drawn on.

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So I call it retropology.

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For example, I give it some kind of a color,

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for example a blue one, doesn’t matter.

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And I will give it a high.

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Yeah, even higher.

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A high transparency value.

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Okay, so attach that to the prop you imported.

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And now you just have to put the empty model

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of Animation Master and the prop model or the prop

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into the retropology geography.

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Let’s save that.

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Okay.

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And here you can see this is the model we

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are using as a template.

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And this is the empty model we have imported here.

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So both are there.

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And what I now do is I make the prop

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model not pickable so that I can do whatever I

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want here.

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And I will not for example move this model around

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or this prop around by accident.

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Okay, so and I will use different view options for

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the models I’m Using here, that can be done in

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the Hubrite mode or the default draw mode.

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And by selecting one of these draw mode icons, for

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example, we can give the girl character here a shaded

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view and we can give our new model we are

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creating a shaded wireframe view.

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Okay, so click on our model here or empty model.

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Go to the modeling mode in the geography of course.

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And now we can have a look at this little

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button, which is a new button that is called Snap

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to Surface.

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Activate this one.

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And now we can start doing our retropology work here.

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And as you can see, I don’t like it that

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it is only shattered viewed because I can’t really see

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what I’m doing there.

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And because of that I’m going to use shaded wireframe

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for that too.

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Okay, so go to the Add mode, have a look

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that the Snap to Surface button is on.

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Go to the Add mode.

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And now just put, put your points wherever you want

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them to be.

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So, and what you can see is that I will

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define the position of a point by the two dimensions

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I can on my viewport and the third dimension will

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be determined by Animation Master by the underlying model.

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And that is all that retopology is actually about.

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So nothing very fancy here, but it is very useful

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to create nice looking models on base of other models,

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for example.

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And as you can see, I can now just create

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a new surface here, for example, like that.

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Clicking there, clicking there, clicking there and so on.

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And the good thing about it, you can define where

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the points should be.

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And because of that we can create a very nice

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structure and nice continuity for our splines by very easily

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just putting our points where we need them.

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And of course if you have put enough points, you

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will create a new geometry which is because of the

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CP’s we pointed there or replaced there, looking more or

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less like the underlying surface.

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And that is all we want to do here.

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This is all that Animation Master does and all you

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will need if you ask me, because we now can

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really easily create new models based on old models.

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And everything is doable here like it is in the

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modeling window.

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So for example, we can create five pointers like that,

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for example, click again and so on.

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Very useful, very nice feature we are having here.

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And keep in mind, if for example, a point is

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not where you want it, you can always just move

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it around and Animation Master will slide it over the

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surface of the underlying geometry.

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Okay.

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And yeah, I don’t know what to say more.

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I could show you how I’m working here, but I

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have to say that’s more or less what you are

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used to because Animation Master is always using such way

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to model.

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And you can create a nice little topology or topology

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that you want here and create like that the new

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character you want.

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And that’s all I hope you have very much fun

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with.

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And I think it is a very simple tool, but

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a very powerful tool and you will like it.

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I am very sure about that.

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So have a nice day and have fun explaining.