Thursday, December 13, 2012
( also, they talk about some tools that you may have missed in maya, like the legacy split tool )
I find I go back to the legacy split tool a bunch, as sometimes the new interactive split, won't split, or freaks out and i get "unexpected" results......
Monday, December 10, 2012
I've always avoided the "move skin joint" tool, as it tends to freak everything out.. now I have a way to take advantage of it!
Friday, December 7, 2012
Monday, December 3, 2012
Thursday, November 8, 2012
Autodesk presents 3December® – the annual worldwide celebration of 3D computer graphics and the artists who create them. 3December Online brings you a host of content including the live event from Montreal, MasterClasses, videos, interviews and much more. We'll add new content between December 3 to December 7 so check back, you won't want to miss a thing!
They'll be streaming from the Montreal Event!
and right now, Minnesota, Austin, and Raleigh are having events.
register and get more information here:
Wednesday, October 24, 2012
Friday, October 19, 2012
What is Mash? MASH is a suite of Maya nodes developed in-house at Mainframe aimed at enabling our artists to create versatile 'motion design' style animations. It offers a selection of effector nodes which can be daisy chained together to generate a wide variety of customisable effects. It's fully controllable from both Maya's Attribute and Node Editors.
Skip straight to the Examples page to get a flavour of what it's all about.
Installation details can be found on the Download page. MASH has been tested in Maya 2013 on both Mac and PC, however, it should work on all Maya versions back to 2010. Note: In Maya 2012, uncheck the 'Enable Points' checkbox on the Points node to get stop the errors (it's a Maya bug).
We'd love to here your thoughts so email us at firstname.lastname@example.org with any work produced, comments, bugs, requests, etc. and check out Ian's Posterous for more clever time saving Maya scripts. All the videos on here are also on Vimeo.
Tuesday, October 16, 2012
Be sure to watch the whole video, as the later options are really usefull
You can download the bonus tools here: http://area.autodesk.com/bonus_tools
Monday, October 15, 2012
Friday, October 5, 2012
Thursday, October 4, 2012
Friday, September 28, 2012
( or maybe you know someone looking to get an intro to maya animation)
Thursday, September 27, 2012
Wednesday, September 26, 2012
Tuesday, September 25, 2012
and whats updated/fixed
Wednesday, September 19, 2012
Please join us at the Center for Advanced Digital Applications (www.scps.nyu.edu/cada) for a demonstration of the Unity Game Engine. Unity (http://unity3d.com/) is revolutionizing the game industry with Unity, its breakthrough development platform for creating games and interactive 3D, like training simulations and medical and architectural visualizations, on the web, iOS, Android, consoles and beyond. Carl Callewaert will demonstrate how to create a FP game for mobile platforms. The presentation starts with prototyping the game, than importing 3D/2D art assets and using high-end optimization tools in Unity to create a first person game for multi-platform distribution.
Carl Callewaert has 10 years experience working in motion capture, 3d animation, game development, sales and education around the world. His professional experience includes working as a liaison between artists, programmers and sales department on software/hardware development, motion capture pipelines and (mobile) game development. As an Autodesk Certified Instructor and Unity expert, Carl has taught specialized courses and workshops on game engines, key framing, motion capture, photo-realistic rendering, visual effects, modelling, level editing at companies and education institutes. Currently, Carl is a Unity evangelist at the award winning company Unity Technologies. He also runs Fundi 3D where he is involved in the production of games. At The Gaming and Animation Institute of Fredericton Carl overviews the 3D gaming programs and runs the eMentorship program.
RSVP is required. If you would like to attend this event, please CLICK HERE.
If you have any questions, please send an email to: email@example.com
Thursday, September 13, 2012
Friday, September 7, 2012
available here :
auto unwrap UVs
autoMap multiple meshes
align uv shells
flip / rotate Uvs
uv editor display
Tuesday, September 4, 2012
FLEX: General purpose feather system for Maya – Plugin Development
Technology: C++, Maya API, MEL
• Non-Destructive workflow
• Interactive modification
• Applying animation using key frames and dynamics
• Styling using control curves
• Pipeline friendly; Saves and Exports feather data to attribute maps and Maya’s geometry cache
Stage (1) – Sample distributing
• [ Particle Repulsion ]: Distributing samples using particle repulsion algorithm
• [ Uniform ]: Distributing samples using uniform methods including grid and padded grid
• [ Paint Samples ]: Painting samples using Artisan for greater control over samples distribution
• [ Randomizing Samples ]: Adding chaos to samples using various methods including noise and randomization
• [ Cut and Density Maps ]: Applying Cut map to remove samples; Applying density map to alter density of samples
Stage (2) – Flex geos scattering
• [ Spine ID Editor ]: Defining Edge Spine ID for flex geometries
• [ Flex Scattering ]: Scattering flex geometries over samples using various options including Instancing, initial
Stage (3) – Tweaking and Editing Flex geos
• [ Flex Replacing ]: Non-destructive flex geometry replacement using various options including map, range and deep mode
• [ Flex Attributes Mapping ]: Setting flex geometries attributes by mapping to files and textures
• [ Randomizing Flex Attributes ]: Adding randomization to flex geometries attributes
• [ Flex Initial State Editor ]: Setting flex geometries initial states after tweaking and editing
Stage (4) – Flex Partitioning
• [ Flex System ]: Defining various flex system for greater control over flex geometries (Wing, Body, Chest, …)
• [ Flex Active Mode Editor ]: Setting active flex mode including Guided (Control Curves), Passive (Interpolated), Static
Stage (5) – Styling
• [ Guided Flex Styling ]: Styling passive flex geometries using active guided flex geometries
Stage (6) – Dynamics / Animation
• [ Set Collision ]: Attaching geometries to flex systems as collision objects
• [ Connect to Field ]: Connecting Maya’s fields to flex systems
Stage (7) – Exporting Cache
• [ Flex Attributes Exporter ]: Exporting flex geometries attributes using texture maps
• [ Flex Cache Exporter ]: Exporting flex geometries animation to Maya’s native geometry cache format
Please visit my website for breakdown and detail: cgdna.com/web
Thursday, August 30, 2012
Tuesday, August 28, 2012
if an idea gets voted on enough, they will look into fixing it. Its been pretty interesting on the Maya side so far.
"Small Annoying Things"
"Ideas for Mudbox"
Wednesday, August 22, 2012
Tuesday, August 14, 2012
Friday, August 10, 2012
Wednesday, August 8, 2012
The extension for Maya 2013 software help users' complex data and creative ideas flow more smoothly through the sophisticated pipelines required to tackle today's challenging productions. The new Maya DX11Shader helps artists take advantage of the power of Microsoft DirectX 11 to create and edit high-quality assets and images in less time. Also, building on the Open Data platform, Alembic, and File Referencing, Scene Assembly tools provide users with a mechanism for representing production assets in Maya as discrete elements, each with complete support for multiple representations.
The extensions will be available by late-September 2012.
Extension for Autodesk Maya 2013
With the extension for Autodesk® Maya® 2013 software, complex data and creative ideas flow more smoothly through the sophisticated pipelines required to tackle today’s challenging productions.
Next-Gen Viewport Display and Shading*—Take advantage of Microsoft® DirectX® 11 technology with the new Maya DX11Shader. Offering you real-time, centralized, easy-to-control shader effects such as crack-free tessellation, vector displacement maps, translucence, reflections, and shadows, the DX11Shader is built with a new API (application programming interface) that exposes DirectX 11 natively in Maya with HLSL (High Level Shading Language) support.
Scene Assembly Tools for Smarter Data—Creating large, complex worlds is now easier. Scene Assembly tools provide a mechanism for representing production assets in Maya as discrete elements. Each has complete support for multiple representations. You can easily swap between different representations—for example, various levels of detail—selecting the most appropriate balance between fidelity and performance for the task at hand.
*Only available on the Microsoft® Windows® 64-bit operating system.
This Maya 2013 extension is expected to be available in September 2012
Tuesday, August 7, 2012
usually they repeat things, but this year, looks like every moment has something new!
go here to watch on "area tv"
Friday, August 3, 2012
This video focuses on working with two new tools we added in Maya and Mudbox 2013; nHair and Mudbox Curves. The curves in Mudbox makes it simple to get great guides for use in sculpting nHair. Check out the video and let me know how it works for you.
Wednesday, July 18, 2012
Its a one hour long webinar with Jamie Gwilliam and Saddington Baynes from "Digital Agency" a London Based studio http://www.agencyspace.co.uk/
Some of the work they are hoping to showcase are campaigns for the "new honda civic" and "Best Friends Animal Society"
New Honda Civic 2012 - YouTube Channel Animations from Saddington Baynes on Vimeo.
Best Friend Animal Society - Furry 4 - Dog from Saddington Baynes on Vimeo.
sign up here:
Monday, July 16, 2012
Thursday, July 12, 2012
I won't be able to make it this year, but skitten has patiently uploaded and made google calendars
for all the siggraph events...
be sure to buy him a beer, or smoothie if you meet up with him at Sigg....
Tuesday, July 10, 2012
Monday, July 9, 2012
Monday, July 2, 2012
well, some of that is true, there are some show stopped bugs in there.
however, it has been released that atdsk will be putting out a patch fix .... soon.
I'll keep my ears on and post the moment I hear its available
Friday, June 29, 2012
As you complete a quest around the world in eight (8) adventure-filled Missions you can learn about the features in Autodesk® 3ds Max® 2013 software. Each Mission corresponds to a step in a guided tutorial to create a 3d Data Pad in 3ds Max. This reflects the kind of work that video game asset designers do as part of an overall game design workflow. When all 8 Missions are successfully completed, you will have created a fully rendered 3d video game asset that could be handed off to the next step in a video game production pipeline.
With each task to be completed in each Mission with the trial software, you will be provided with video tutorials to aid you in your creation. You upload your completed Mission Data Pad for approval/rejection at the end of each Mission, unlocking the next destination in your journey.
You compete to be the first to find the hidden city, and earn the most points to win the grand prize: an Autodesk Entertainment Creation Suite Ultimate 2013 license
follow link here:
Thursday, June 28, 2012
Leverage production-proven creative tools, open data workflows, and industry standards to realize your creative vision faster and more efficiently.
See how the new 2013 Autodesk Digital Entertainment Creation (DEC) solutions can help you take your most innovative ideas to a new level. Register now to hear from industry experts and leading Autodesk customers Sony Pictures Imageworks and Blitz Games Studio to see how Autodesk solutions can help you produce entertainment content that pushes creative boundaries and overcome complex production challenges—all while staying within budget and meeting ever-tightening deadlines.
In addition, check out the all new Autodesk® Smoke® 2013 which was recently announced at NAB 2012. Register for this event to find out how you can take a project from start to finish in the all-in-one solution that connects editing and effects like never before.
It looks like almost all of these are "on demand" so you can watch them at your leisure
Monday, June 25, 2012
- MAYA-126 Set key on many components is slow
- MAYA-142 Crash when attaching a Checker texture to Frequency ratio of the Noise node
- MAYA-146 Stereo cam viewport breaks when tearing off and saving display state
- MAYA-155 Undo sometimes creates keyframe where timeline indicator is
- MAYA-890 DWG_DCE export from command line causes crash
- MAYA-1975 Marking menus slower with fast gestures
- MAYA-2172 Load default settings reference option doesn't work on load reference
- MAYA-3199 Preserve load states when importing a file with references
- MAYA-4502 Use object’s full DAG path when applying reference edits
- MAYA-5115 Extension consistency for JPEG images
- MAYA-6155 Playblast in Sequencer: imagePlane is off by 1 frame
- MAYA-6350 Quotes and backslashes in render or animation layers causing issues
- MAYA-7444 mental ray adds multiple scriptJobs for every render
- MAYA-7897 Context tool with custom cursor doesn't work
- MAYA-8247 Integrate python confirmDialog fails silently when invalid flag used
- MAYA-8615 Make Hue value floating point for the new Color Chooser
- MAYA-9381 Image plane attributes not always accessible
- MAYA-9689 Unnecessary attrCtx created on right-click to marking menu
- MAYA-10338 Maya Fluids Auto Resize Bounding performance lag
- MAYA-10420 Unable to create constraints when hairs or CVs are deleted
- MAYA-10611 Assigning new hair system to nHair system with Paint Effects output causes crash
- MAYA-10675 nHair collision display may not draw if node is out of view
- MAYA-10679 Maya scene with corrupt UVs causes mental ray renderer crash
- MAYA-10689 Constraint creation fails when connecting input hair and an existing constraint
- MAYA-10719 Adding custom passes causes a ray explosion and performance issue
- MAYA-10736 Incorrect particle motion blur at emission with mental ray
- MAYA-10773 Some EXR files no longer load properly
- MAYA-10820 mental ray batch render produces incorrect results with animated node connections
- MAYA-10854 TobjImport::cleanupMesh() needs optimization
- MAYA-10916 Hotbox gestures with right mouse button causes crash
- MAYA-10932 Problems on non-interactive nParticle creation
- MAYA-11154 Problem with mental ray shadow shader
- MAYA-11230 follicleShape simulation method turned to static after simulation causes crash
- MAYA-11245 Fields are no longer working with nHair
- MAYA-11267 Changing area light shape after duplicating causes an error
- MAYA-11428 HIK: Offset on Hips effector offsets other body parts on manipulation
- MAYA-11430 Delete key resets values to zero when Show Buffer Curves is enabled
- MAYA-11452 Hair may move even when no forces (internal or external) are applied
- MAYA-11537 Manipulation rotation glitches on aligned rig
- MAYA-11603 Spacebar used to switch views while moving components causes conflicts with Undo
- MAYA-11607 Mac: problem with One Click Maya-Mudbox
- MAYA-11750 Playback of hair after file load without rewinding causes crash
- MAYA-11787 Merge UV doesn't work on non-default UV set
- MAYA-12093 Fluid emission direction incorrect when fluid is rotated
- MAYA-12128 Reposition using middle mouse button doesn't work with Rotate Tool
- MAYA-12151 Character set interferes with getAttr -t command
- MAYA-12176 Referenced object on animLayer cannot be removed from AnimLayer
- MAYA-12209 Field Width cannot be changed in the Channel Box
- MAYA-12384 Close (‘x’ button) and Save/Cancel scene causes crash
- MAYA-12409 Alpha value of float texture image is changed by HDR Image Preview Options
- MAYA-12513 Increase Camera Sequencer frame limits
- MAYA-12663 Animation on locators doesn't update when playing or scrubbing the Timeline
- MAYA-12802 Unloading DirectConnect causes crash
- MAYA-12812 itemFilter as read-only node causes crash
- MAYA-12819 Numerical errors in Camera Sequencer and Trax Editor at ~ 100 000 frames or more
- MAYA-12833 Middle mouse button during Create Polygon Tool or Append Polygon Tool causes crash in Japanese and Simplified Chinese versions
- MAYA-12885 Tearing off a stereo panel a second time causes crash
- MAYA-12943 Add rig sync on set key in full body/body part modes
- MAYA-12951 HIK: In Selection mode, make “Align Control Rig” on by default
- MAYA-12958 Make it possible to detect render requests from Playblast renders or Viewport draw
- MAYA-13026 MCommandResult always returns resultType 0
- MAYA-13109 Using blastCmd with devkit plug-ins causes crash
- MAYA-13141 Pressing '3' for polygon mesh causes custom viewport crash
- MAYA-13207 HLSL plug-in does not support the standard set of annotations and semantics
- MAYA-13270 Attaching existing cache file attaches hair cache as a geometry cache
- MAYA-13271 Failure when deleting frames with nHair cache
- MAYA-13273 Add and blend new nHair and the cache connects subsequent nodes incorrectly
- MAYA-13274 Rewinding with appendCache for hair causes ‘off by one frame’ error
- MAYA-13309 HIK: Rotating FK shoulder effector in body part repositions the rig in full body
- MAYA-13518 HUD buttons broken Viewport 2.0
There have been a number of forums and sites out there with "requests" and "updates" and "fixes" for maya, but I think this is the first time AutoDesk has officially created one.
They've created Two, actually.
Ideas for Maya Forumsuggest and vote for ideas to improve Maya
Wednesday, June 20, 2012
Thursday, June 28th from 10am - 4pm!
On Thursday, June 28th, Lee Fraser, Autodesk Technical Specialist, Maya Guru, Suites Guy - will be presenting a full day, hands-on Test Drive of the 2013 Entertainment Creation Suite.
|Time||10am - 4pm|
|Where||Autodesk M&E Office, 38 W 21st Street, NYC|
|When||Thursday, June 28th|
|PreRequisites||Registration is MANDATORY call 800-875-0025 or email Heidi|
|Prior to the test drive date, registrants will download the 30-day trial of the Entertainment Creation Suite so you can follow along, hands-on, on your own laptop!|
|10-11||Introduction and Overview of Major New Features|
|11-12||Mudbox Intro and Workflows|
|1-1:30||ICE Crowds Overview|
|1:30 -2:30||Motionbuilder Intro & Workflow|
|2:45-3:30||Motion Capture with Consumer Devices|
|3:30-4||Tying Mocap Back to ICE Crowds and Q&A|
Lee Fraser : Autodesk Technical Specialist
Lee Fraser has worked in 3D for well over a decade. He has worked at Autodesk focusing on many aspects of Maya, particularly for use in Film and Video production. During that time he's enjoyed working with many film and video production houses including Turner Studios, Cartoon Network, Fathom Studios, ILM, ESC, Tippett and Giant Killer Robots.
Lee Fraser has worked in 3D for well over a decade. He has worked at Autodesk focusing on many aspects of Maya, particularly for use in Film and Video production. During that time he's enjoyed working with many film and video production houses including Turner Studios, Cartoon Network, Fathom Studios, ILM, ESC, Tippett a
Thursday, June 14, 2012
LipService is a powerful multi-resolution subdivision surface sculpting, rigging and animation system built into a friendly and intuitively organized Maya plugin.
LipService's sculpting tools are comparable to ZBrush** and Mudbox*. Its animation tools extend this multi-resoltion editing philosophy through to motion and rigging.
This is the first time we've ever seen this kind of tool. Utilizing tools like PSD, Corrective Sculpt, and Blendshapes at the subpoly level allows you to increase the amount of animated detail in your scene by orders of magnitude.
Even inhouse tools at the largest studios in the industry do not do this yet, which is why they've been eager to test it during beta and track its progress.
This is now a released commercial product, yay!
user group is here : http://joealterinc.zendesk.com
BlendShapes+BlendShapes have been around for decades, LipServices LBrush tool now has blendshapes, the idea is you attatch a slider to mix in pre-sculpted delta shapes that you've sculpted pre-rig. We've updated the concept a bit - thanks to stuff we've learned on our other animation modules, you no longer have to sculpt pre-rig - you can sculpt/animate them post-rig, or even one at a time - you can sculpt and animate them right ontop of each other.
You can even import your maya blendshapes/animation.
3D TEXTURE PAINTLipServices LBrush tool now has a high quality texture painting tool. You can paint very highres textures inside maya directly in your viewport, hit render and the texture's already there (regardless of what render you're using). We do patterns, projectsions, clone, erase, blur smudge, move, rotate, falloff and more. We also have support for tiled texture workflows where you have lots and lots of 2k textures.
Integral to all of it's animation and rigging features, is LipService's LBrush sculpting tool. LBrush is a state of the art multi-resolution subdivision surface sculpting tool. Similar to Pixologic's ZBrush and Autodesk's Mudbox, the sculpting tool has features like stencil brushes, texture brushes, smooth, push, pull, stretch, blendshape, etc running at speeds that blow artisan's doors off . You can also go back and fourth between LBrush and other Maya sculpting tools while you work with it and even import/export displacements between LBrush and ZBrush and Mudbox.
It's icing on the cake, but we also include real time shaders for shadows, screen space ambient occlusion which you can toggle on and off in our display panel.
One of the least satisfying things to deal with in character/creature animation these days is rigging. Studios like ILM, Weta, Sony Imageworks, and Dreamworks have all invested a great deal of effort (see links at bottom) in creating software to help riggers make models still look good in all poses, the reason for this is that the commercial tools have not filled this void in any kind of useful way.
Using PSD, you actually 'train' the engine to correct your geometry by stopping in the middle of a sequence and sculpting corrections, at the highres subdiv level. The engine will the recognize those joint configurations in the future and blend corrections in and out as they are approached. (fat guy by scott wells)
CORRECTIVE SCULPT ANIMATION
A common wish or people who've ever dealt with skinned characters or simulations like cloth, is that after the all the animation or simulation has been done, they wish they could just go in with their sculpting tools and 'fix' or 'embellish' things. Now they can.
Without disturbing the underlying animation with morphs and blends, you can layer sculpts on top of it with tangent space sculpting.
The correctional sculpt animation can also be used to embellish things like cartoony exaggerations. You can use this tool in conjunction with PSD and any other animation method. (arm sculpt and rig by Scott Wells)
FACIAL ANIMATION (Phonemes)
LipService actually started out 15 years ago as a facial animation system. One of the key benefits is non-linear interpolations, there's actually a spline motion path for every vertex. This means that your facial animations will require far fewer targets and will actually hit them without coming to a stop. With blendshapes, you have to over sculpt several targets around where you are keyframing just to get it to come close. As our sculpting tools are fully integrated, there are tons of sculpting tools to help animators/modelers create fast shape libraries, and animate high quality face with unprecedented speed. You can also rig facial motion capture with the above pose space deformation tools.
Inquire : firstname.lastname@example.org
LipService Node Locked License $300
LipService Base License Pack (floating) - includes 1 workstation and 6 render/batch nodes $799
Additional Workstation Licenses (floating) $500
Walt Disney Animation Studios in New York!
Friday, June 15
Aloft New York Brooklyn
216 Duffield Street, Brooklyn, NY 11201
We are headed to New York in June! If you are interested to meet with Walt Disney Animation Studios to hear about our upcoming projects, drop by Aloft where we will be accepting reels, resumes, and portfolios.
No appointments needed - drop by anytime between 4:00-7:00 PM. You can "apply" below and create/update your profile to let us know you’ll be there. Download our application form to provide with your materials. For more information about this and other upcoming projects and events, visit our Events Page
Wednesday, June 13, 2012
June 16, 2012 - New YorkNew York Marriott at the Brooklyn Bridge
333 Adams Street
Brooklyn NY, 11201
|VES Members (with ID)||Free|
|Students, PGA, DGA, and FXPHD members (with ID)||$15 USD|
|General Admission||$25 USD|
View Larger Map
(these are posted as the Los Angeles workshops, I don't know whats happening here....)
10.00 - 10.45 am - NUKE Tips and Tricks
11:30am - 12:15pm - MARI Best Bits, including the NUKE<>MARI Bridge
2.00pm - 2.45pm - Advanced NUKE with HIERO Workflow
3.30pm - 4.15pm - NUKE for Beginners
NUKE is the industry standard Swiss army knife for film, battle tested on the most ambitious visual effects projects ever attempted and proven to deliver a robust pipeline able to adapt and scale to any production demand. NUKE's film heritage and raw speed allows the delivery of shots that wouldn't have been possible in a commercials schedule before, merging seamlessly with the 3D CG pipeline and enabling artists to share workloads and take on an array of client-focused work, in a more creative and efficient manner.
Designed from the ground up to meet the needs of the most demanding VFX texture and matte painting artists, MARI is a 3D digital paint tool that will revolutionise your workflow. Capable of handling vast numbers of pixels, MARI out performs all other paint tools in speed, flexibility and processing capabilities. MARI allows artists to concentrate on painting detailed, multi-layered textures directly onto 3D models in a fluid and natural way.
MARI 1.4 introduces Adobe® Photoshop® layered PSD import and export functionality, OpenColorIO, triplanar projection and masked filters.
Designed to speed up workflows, standardise colour management,
and be even easier to use and more flexible than ever before,
MARI 1.4 is an ideal tool for every artist in your pipeline.
Innovation in Motion: What's new in After Effects CS6
The release of Adobe After Effects CS6 holds exciting new features for the visual effects artist. This class will expose you to all that's new so you can jump in and get things done.
Perfect Pixels: What's new in Photoshop CS6
Learn what's new in Photoshop CS6 with a particular emphasis on tools that benefit the visual effects artist. Take advantage of new blurring and color correction options as well as support for enhanced text layout and 3D objects.
Maximum Power: Configuring Adobe Creative Suite CS6
Set up CS6 Production Premium for speed and efficiency. Learn how to extend the capabilities of Adobe Premiere Pro CS6 & After Effects CS6 with powerful hardware add-ons and useful software tools.
Tech Talk Sessions:
10:00 - 10:45am
Virtual Production Your Way
Ron Fischer- Technical Director
Universal Virtual Stage 1
How Universal's Virtual Stage facility deploys customized, vendor neutral
virtual production services which reduce client cost and improve quality
across feature, cable, television and industrial production. We begin with a
brief overview of how virtual production has evolved, and it's relationship to virtual sets, motion capture and previsualization techniques. Next we outline the evolution of Universal's Virtual Stage capabilities, from initial concept to today's focus on global services for visual effects companies.
11:00 - 11:45am
Interacting with Huge Particle Simulations in
Maya with the GPU
Wil Braithwaite - Senior Applied Engineer, NVIDIA
We present a plug-in for Maya which enables an artist to simulate huge particle counts in real-time by leveraging the NVIDIA GPU. Being able to interact with the simulation opens up new possibilities for modifying the workflow. We will demonstrate the plug-in, and provide insight into the algorithms used.
12:00 - 12:45pm
David Johnson has 14 years experience as a professional CG artist,
ranging from games to film, broadcast, web design and digital ink and paint. Over 12 Years of professional experience in game development, with a focus on effects, environments, lighting, characters and cars. David has been published on game effects and modeling as a co-author for the book “Introduction to Game Development” for the publisher Charles River Media. He has experience leading teams of overseas outsourced artists and have shipped over 11 games including some of the industries biggest blockbusters like Halo 3 and Call of Duty: Modern Warfare 2 and 3.
1:00 - 1:45pm
Danny Ho - 3D Scheduler
On many levels making commercials is no different to feature films, our deadlines are also governed by a launch date and a 'budget'. But in a world where the average job lasts only 8 weeks, where every job is totally different to the last one, where there is little or no time available for any research and development, and when we can barely afford to have enough artists to get through the weight of work, it's safe to say it's a slightly different beast
2:00 - 2:45pm
Patrick Bradley - President, Filter Foundry
FilterFoundry.com, is a fast growing social platform for creative artists with groundbreaking HTML5 content delivery. Members working in Visual Effects, Animation and Game Design and other fields, showcase visual creative work, discover job opportunities, collaborate, teach, and learn. Filter Foundry’s new “cloud linked” iPad app enables creatives worldwide to upload and manage their content. VES members can visit filterfoundry.com/ves to access their free premium account.
3:00 - 3:45pm
TNG Visual Effects
Nick Tesi - President, TNG Visual Effects
TNG Visual Effects is a 3D scanning company in the entertainment industry that specializes in the creation of photorealistic digital assets. Many characters, vehicles, cars, sets, props, animals, sculptures and other items have been added to TNG's scope of work since the company's inception in 2009. They have worked on commercials, TV shows, and films such as The Twilight Saga: Breaking Dawn - Part 2; GI Joe 2: Retaliation; Vamps; Knight & Day; Spy Kids: All the Time in the World in 4D and Underworld: Awakening, to name a few.
Tuesday, June 12, 2012
We are proud to have the awesome people at Great Eastern Tech - THE reps for Unity, Autodesk, Pixologic, etc. on the east coast - as the sponsor for this event, bring pizza and beer to your finger tips!
Tuesday, May 29, 2012
Thursday, May 24, 2012
What’s New in Maya 2013 Bonus Tools:
- Modify: Drag Move Tool
- Modify: Mirror Translate/Rotate
- Modify: Copy Pivot from Last Selected
- Modify: Align Pivot(s) to Bounding Box
- Window: Attribute Editor Template Builder
- Animation: Pose Blend Shape Editor
- Modeling: Flatten Components
- Modeling: Slide Components
- Modeling: Delete Edge Tool
- Modeling: Delete Vertex Edges Tool
- Modeling: N-Sided to Quad Tool
- Rendering: Refresh Texture Swatches
- Rendering: Auto Layer Texture(s)What has been fixed or updated:
- Modify: Proportional Transform
- Modify: Store Transform Values
- Create: Create Menu from Shelf
- Display: Toggle Single/Double Sided
- Display: Toggle Poly Surface Area HUD
- Display: Toggle Poly Volume Area HUD
- Animation: Store Pose
- Animation: Time Warp Animation
- Modeling: Merge All Verts/Edges by Distance
- UV Editing: Auto Map Multiple Meshes
- Rendering: Change Texture Paths
Thank you Chris Devito and Danica Parry !
Thank you Lee Fraser!
thank you to Peter of Autodesk
and special thanks to Heidi of Great Eastern Technology
Wednesday, May 9, 2012
Monday, May 7, 2012
Mark your calendars!
May 23rd 7:00 to 9:30 users group meeting
Featuring Whats New in 2013 !
And Chris Devito & Danica Parry will be presenting their award winning short
Lee Fraser of autodesk will be showing us a bunch of new and cool stuff in the latest release of Maya 2013!
Chris Devito and Danica Parry recent graduates of SVA will present and talk about their award winning short
- "RAMUS" -
Food and refreshments sponsored by Brad Porter of Great Eastern Technology
See you all there! click here to RSVP
Wednesday, May 23rd , 2012
7:00 PM - 9:30 pm
38W 21st Street, 9th Floor
Thursday, March 29, 2012
Monday, March 26, 2012
Meet Digital Heroes and their culture of creativity that produce the Movies, Video Games, and Products that have revolutionized the past decade and will continue to shape the vision of our future.
AAUGA will meet Digital Heroes from Architecture, Medicine, and Emergency Simulation. They will show us some amazing uses of computer modeling to design the tallest skyscrapers, help train surgeons with medical animation, and the team that helped visually solve the oil spill in the gulf.
Many people want to create special FX for movies, create the latest video game, or want to be in a career of computer modeling and animation, but how? We will show you how several individuals followed their dream and made it to the top of their field. We will discuss with them their tools and techniques and what it takes to work in the computer graphics industry.
Traveling North America in a high tech digitally outfitted super van in order to meet the greatest digital artist of our time. AAUGA discuss hosts sessions featuring inside techniques, computer programs, artist backgrounds, and where the industry headed visually in the future.
Along the way, meet Academy Award winning artist behind Golem of Lord of the Rings, and the technical lead behind Star Wars Yoda, and Davey Jones from Pirates of the Caribbean.
Attendees will also meet the makers of games such as Doom, World of Warcraft, and Unreal. There will be sneak peaks inside studios like Sony and FX Studios.
Borislav “Bobo” Petrov of Thinkbox Software showing various Thinkbox software tools and some examples of their use in high profile film and video projects
Joe Gunn showing how to create fast liquids with glu3d GPU by 3D Aliens
for more info / RSVP please visit: http://digitalheroes.aauga.net/
Wednesday, March 21, 2012
Be sure to check out this great Lecture Series at Society of Illustrators, featuring Artists from BlueSky Studios!
Thursday, March 15, 2012
Nominations are now open for the 2012 autodesk Masters and Junior Masters awards.
The Master Awards are handed out yearly to exceptional Maya, Softimage, 3Ds Max and Mudbox professionals who have been nominated and voted for by their peers. The 4 award winners are announced at the Autodesk 3December event every year and their bios and work are showcased on the 3December web page.
The Junior Master Award is a new progam that is now in its second year. This award recognized exceptional students in the 3D community and the winner is also announced at the Autodesk 3December event and their bio and work is showcased on the 3December web page.
If you would like more information on submitting nominations please visit: http://area.autodesk.com/masters
check the 2011 winners here: : http://area.autodesk.com/3dec