Messiah FAQ

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  02 February 2004
Messiah FAQ

If you have anything you would like to see added to an FAQ that would answer questions to those who don't know about Messiah, please share.

I'll start. . . don't laugh. . . this is only a first draft. I'll add more when people start helping me out. :-)

1. What the heck is Messiah?!?

2. So which Messiah do I want?

3. Is there a modeler?

4. When I am using Messiah, how do I delete an object, null, effect, etc... ?

5. Is messiah:animate used extensively in the film industry as a post production tool?

6. What makes messiah:animate different than other animation software packages?

7. What are messiah:animate's weaknesses?

8. On a scale of 1-10 where 1 is crashing all the time and 10 is never crashes, how stable is messiah:animate?

9. Is there a place I can read testimonials?

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1. What the heck is Messiah?!?

1. When people refer to messiah they are usually speaking of one of three packages sold by pMG. a. The Lightwave Plugin, b. Animate and c.Studio.

a. The Plugin has been around for quite a while. It is what started it all. It is a plugin to Lightwave 5.5 -> 7.5 that allows for a considerably superior animation interface while still allowing you to use Lightwave's proven rendering and shading. It is a little bit out dated but still holds many of the same "power" features of its bigger newer brothers, Animate and Studio.

b. Messiah Animate is the next generation up from the old plugin. It is a stand alone application that empowers animators with a very advanced rigging and animation toolset geared towards the animation of complex organic characters and shapes. Its strengths lie in its ability to integrate into a variety of packages including Cinema4D, Lightwave, 3D Studio Max and Maya.

c. Messiah Stuidio is basicly the same as Animate, in its feature set and ability to integrate into other packages only it includes its own powerful rendering and shading system that frees you from the need to render in a host application.

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2. So which Messiah do I want?

That all depends on what you are already familiar with. If you already know and are happy with the way your current software renders and just want to add on a very powerful animation system, then you probably want to go with Animate.

If you are new to 3D or are more interested in a complete solution then Studio is your baby.

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3. Is there a modeler?

No not currently. You will still need a modeling package to create your own characters. Fortunetly there are a lot to chose from and a lot more in the works. Wings3D, Modo, Silo etc. Messiah also reads in most major formats so your current 3D modeling package you are already familiar with should be all you need.

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4. When I am using Messiah, how do I delete an object, null, effect, etc... ?

Use the minus key "-" on the numeric kepad.

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5. Is messiah:animate used extensively in the film industry as a post production tool?

Yes. It was used as the main character animation tool for Jimmey Neutron. And a few effects shots for the first X-Men movie. And I'm sure as it matures it will be used more and more.

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6. What makes messiah:animate different than other animation software packages?

A lot of packages pack in features one on top of another without really thinking through how an animator would actually use those features. Messiah is unique in that it was built for animators. Animation isn't just bolted on as a plugin. . . its the whole package. That combined with some crazy fast OpenGL, uber powerful expression editor and a development team eager to listen to it's customers make it pretty unique. Oh. . . and it provides a unified animation interface to almost EVERY FRIGGEN RENDERER ON THE MARKET!

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7. What are messiah:animate's weaknesses?

Well it doesn't have a renderer. Or a modeler. But it isn't supposed too so they aren't really weaknesses. Man I really don't think it has any. It used to gimble a lot but. . . they fixed that. It used to take a long time for scenes to load with the plugin attatched but they have fixed that. Armatures don't easily provide access to the curves of the bones they controll. . . but I'm sure by the time I hit send on this post they will have fixed that. . . <They fixed it>

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8. On a scale of 1-10 where 1 is crashing all the time and 10 is never crashes, how stable is messiah:animate?

All software crashes eventually when you push it too hard. But I have found it to be the most stable 3D animation package I have ever used. I'd give it a 9.

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9. Is there a place I can read testimonials?

I don't think so.

Last edited by Wegg : 06 June 2004 at 06:48 PM.
 
  02 February 2004
Hey. . . I added your questions and answered them in the FAQ above.

I'll delete yer post now. . .
 
  11 November 2006
What happens in Lightwave if the computer you're loading the scene on does not have Messiah? Do you see the animation still? And for that matter, how does it deal with Lightwave network rendering when presumably LW needs the Messiah data?

Thanks.
 
  11 November 2006
you would need to bake your animation for that.
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  05 May 2007
Originally Posted by Wegg: ...

7. What are messiah:animate's weaknesses?

Well it doesn't have a renderer. Or a modeler. .


it have a renderer!
 
  04 April 2010
Muscle System

Does Messiah have available, or are there any plans to offer a Muscle System Pluggin or feature similar to that which Maya has?
 
  04 April 2010
Messiah already has muscle bones. They are pretty powerful. Especially when combined with displacement maps.
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  05 May 2010
Originally Posted by wancow: Does Messiah have available, or are there any plans to offer a Muscle System Pluggin or feature similar to that which Maya has?


Muacle bones gives you a fantastic and easy starting point for your muscle system. If you want additional secomdary on the musclea you can use sbds, but frankly, muscles have such a short secondary that I think you're better off creating time independent secondaries using expressions rather than simulation.
__________________
Character Modeller/Rigger/Animator/Programmer.
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  03 March 2011
Node Problems

Hi. I am trying to follow the tutorial about "rigging" the character "Butch".
Everything works fine, untill I try to do this: (Next, select the Hand_Left bone and turn on Calculate IK for it, then select IK_Goal_Hand_Left for its Goal. You should notice that the arm will jerk over to the null as soon as you do that.)

When I try this, nothing happens, no arm movement, nothing.

(The IK_ Goal_Hand_Left) does not seem to work.

Please, what am I doing wrong?

Thank you, Ed.
 
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