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Rigid and Soft-Body Simulations
Any object can become part of a rigid body simulation by making it a collision object with real world properties such as mass, weight and restitution. After simulation parameters are set for an object or group of objects, they use real world physical calculations to simulate motion sequences. All simulation parameters are easily set through property editors and all parameters are animatable in the non-linear timeline editor. Soft body simulations include both rope and gelatin.
Object-Based Particle System
Miraiís particle system lets you emit particles from any element, collection of elements or object. Particles can be points, faces, segments or objects. Mirai also gives you control over particle opacity, size, color wave and material assignment. Particle animations can be influenced by real world forces and flows including gravity, turbulence, vortexes and more. Particles can also interact with deforming mesh surfaces and objects with gelatin properties.
Animatable particle parameters include birth rate, initial speed, mass, initial angle, deviations and life span. All are controllable in separate curve channels of an animation script. And you can easily add behaviors such as obstacle avoidance, groupmate avoidance, target seeking, follow path and velocity matching, singly or in combination.
Fully-Integrated for More Power
Miraiís effects and physical simulation tools are fully integrated so you can easily create complex effects animations using familiar tools and controllers. Taking advantage of Miraiís channel-based animation system, you can also create procedural structures to control all aspects of effects animations. Combine this with an integrated 2D animation system for applying post-process filters and inks to rendered frames, and extremely complex and compelling effects are easily achievable.