Tuesday, November 13, 2018

FUSE FX NY Open House

FUSE FX NY is having an OPEN HOUSE !





It looks like they are looking to fill a few positions and add people to their talent roster.  

They want you to also add your area of expertise and any openings you'd be interested in 


On their site they have the following openings listed:

  • FX Artist
  • General Inquiry
  • Nuke Compositors
  • Office Coordinator
  • VFX Coordinator
  • VFX Supervisor


RSVP here for the event :

https://docs.google.com/forms/d/e/1FAIpQLSe01l3i4MlxTWpT_N1DRv6HP2i2BLqTgmIgPkY136u1xbdWzw/viewform

Monday, November 12, 2018

Siggraph now: Bringing Coco's skeletons to life

This is a great look into the technical and artistic decisions made developing the looks and movements of the characters in Coco.  


Wednesday, November 7, 2018

Synthesizing human dressing Motion via deep reinforcement learning:

Good reference for the next time you are dealing with nCloth or Marvelous Designer for your character.. 




Thursday, November 1, 2018

Autodesk's intro to Render Setup

  I've yet to meet an artist who is thrilled with the new render setup. Which to me is a little strange. As they all seem to like the legacy render setup more, even with it's quirks and reference issues, and lost links, and all the things that everyone has complained about for the last ... well since Maya was created.

   I think it mostly comes from the devil you know. We've all had those late nights of trying to fix a broken layer , until we finally said, "screw it" ,  and just deleted all the layers and started over.. or decided that that pass wasn't all that important and just fixed it in comp. 

   It also comes from simplicity. The legacy render layers couldn't be simpler. Put things in a layer, add some lights, change some textures and shader settings, and 7 times out of 10, you get what you expected with no hassle. Also a lot of studios have developed simple tools to make most of the issues go away. 

   While autodesk was listening to everyone complain, they decided to roll out an entirely new render setup to replace render layers. And in doing so, came up with something super powerful and flexible, and generally easy to debug. But also, a lot more daunting than the three or maybe even four steps that are needed to work with legacy layers. 

I think Autodesk may have been listening again. As they've just release a 7 part series for "Intro to Render Setup for Autodesk Maya 2018 update 4" 
(by the way,, if you are not on update 4, please do so. there are some nasty bugs that appeared in update 3) 








And here are the links to the rest of the parts.
part 2
https://www.youtube.com/watch?v=gu_cd6U-zCw 
part 3
https://www.youtube.com/watch?v=Mc7PnS9Fp-w
part 4
https://www.youtube.com/watch?v=9j9kkZptEww
part 5
https://www.youtube.com/watch?v=UGW_RY_4nsg
part 6
https://www.youtube.com/watch?v=1FZJbjqqNRU
part 7 
https://www.youtube.com/watch?v=MiGN4erCXNE



In all honesty , I haven't watched them yet. but I will.



























Wednesday, October 31, 2018

Richard Lico's Animation Workflow : Siggraph 2018

Been following Richard Lico's work for a little while now, and I really love his approach to rigging, pipeline, and animation.. 

Friday, October 26, 2018

Unreal Engine : Virtual Production

Unreal Engine ( EPIC) has created a new site and podcast to discuss all the news and latest with podcasts, articles , and tutorials . 

Go check out the latest podCast with Mike Seymore on "What is Virtual Production?" 






https://www.unrealengine.com/en-US/programs/virtual-production/what-is-virtual-production

Wednesday, October 10, 2018

Node Calculator add-on


Mischa Koibe has released his second release of the node calculator. Which basically is like an expression converter from script to nodes. Nodal networks vs expresssions can not only run in parallel ,but also tend to play a lot nicer with references, and with in-evitable name changes of controls and geo etc, ( which expressions tend not to ) 

 I really like his way of building on previous code and making modules that cna be re-used in the nodeCalculator.. I have tried writing a converter before and it does get pretty hectic quick, dealing with order of operations especially, so I can only imagine the amount of time it took to build this all out. 
 I haven't tried it out yet, but I definitely like the idea. 

NodeCalculator Script: github.com/mischakolbe/node_calculator

NodeCalculator Documentation: node-calculator.readthedocs.io



NodeCalculator - Introduction from Mischa Kolbe on Vimeo.


This is a great use case of using the nodeCalculator to set up soft IK


NodeCalculator - Example: Soft Approach from Mischa Kolbe on Vimeo.