Friday, September 28, 2012

Animating an Assembly line in Maya..... (intro tutorials)

You never know what nugget of information you might pick up from a tutorial, even a very basic beginner one....

( or maybe you know someone looking to get an intro to maya animation)



Thursday, September 27, 2012

bhGhost.... ghosting tool for Maya

Interesting take on ghosting for animation in maya

 it basically looks like he's making 'outlines' at chosen frames

downloadable here:

he also has some other interesting tools on his site...

Wednesday, September 19, 2012


NYU CADA: unity Demo

Center for Advanced Digital Applications
Friday 6:00 pm | September 21, 2012
11 West 42nd Street (Between 5th and 6th Avenue)
10th Floor
New York, NY 10036

Please join us at the Center for Advanced Digital Applications ( for a demonstration of the Unity Game Engine. Unity ( 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:

Thursday, September 13, 2012

Surface Mimic

Surface mimic turns high res scans into textures to be used for Mudbox and Zbrush.
this is pretty cool stuff!!

Friday, September 7, 2012

Bonus Tools 2013 - UV Tools

Steve over at atdsk recently blogged about the UV tools available in Bonus Tools 2013

available here :

auto unwrap UVs

autoMap multiple meshes

align uv shells

clamp UVs

flip / rotate Uvs

uv editor display

Tuesday, September 4, 2012

Flex - feather system for maya

very cool.....

FLEX: General purpose feather system for Maya – Plugin Development
Technology: C++, Maya API, MEL
Main Features:
• 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
Flex Pipeline:
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
orientation, etc.
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: