Interface •
Speed - Messiah has
OpenGL playback and real-time previewing of fully
subdivided models, particle systems and dynamics objects. •
Flexibility - Messiah offers modular interoperability with many major packages, allowing users to make animation modifications in either messiah:studio or a host program and see instant feedback and updates in the other package.
Animation Messiah:studio offers a realtime full motion and deformation-based character animation toolset. Features include: •
Setup - Messiah's setup mode allows for non-destructive animated character modifications. This means a character's rigging setup can be edited even after it has been fully animated. •
Skeleton and deformation - Creating bones is a "point and click" operation and the bones can be modified interactively. Weighting eliminating the need for direct weighting. Muscle Bones are possible in Messiah with a single click, providing squash and stretch on arms, legs, bodies, tails and tentacles. •
Hierarchical expressions - Messiah offers a mathematical expression system. Messiah's expressions system allow automation of existing animation, control over morphs, dynamic parenting and more. •
Armatures - Messiah's Armature system provides a visual method for creating character and program control. Armatures can be used for anything from stick figure animation and facial animation controls, to character selection sheets and command interfaces. •
Animate immediate - Messiah's Animate Immediate mode allows feedback and manipulation during object selection and transformation by combining individual mouse clicks for selection and then movement into one fluid motion.
Rendering Messiah:studio includes messiah:render, a hybrid
scanline/
raytracing render engine. Messiah also allows for the output of .rib files for use with
RenderMan and offers network rendering via the ButterflyNetRender (BNR). Features of messiah render include: • Nodal-based shader editor system for applying shaders and texture maps to models. Animation control of parameters is available through messiah's expression system. • Multithreaded 64 bit rendering, supporting multiple core processors. • Subpoly displacement, allowing for high detail
displacement mapping of models using data from programs such as
Zbrush. With field weighting tools, displacement effects can be animated. • Particle rendering •
Subsurface scattering, for skin and fluid effects. •
Global illumination, using Monte Carlo, Photon and hybrid systems. •
HDRI lighting •
Translucency • Per-surface light exclusion • Light materials, making it possible for models to be used for diffusion and emission of light • Soft shadows, with full control of samples. • Area lights •
Volumetric lighting • Shadow mapping •
Caustics Import and export Whilst messiah:studio offers no native modelling tools it is capable of exporting and importing many common 3d filetypes, such as .3ds, .lwo, and .obj. Messiah can import and export
motion capture, via .bvh files, and can transfer datasets using the host API suite. It also provides native support for .mdd files, for use with the Point Oven program. On 17 April 2008, pmG released the
source code and
SDK for the Host Connections plugins, so that users could update and adapt the connections software and plugin files for external programs. ==Uses==