AREA Blogs Feed is an Autodesk online community for 2D and 3D artists -- with free tutorials and downloads, movie and image galleries, professional industry artist interviews and job posting boards. AREA members also have access to Product-specific discussion forums, and blogs by Autodesk Media & Entertainment Software Product Developers.Wed, 30 Jul 2014 13:09:37 UTCWitch Beam Assaults Indie Game Market | Autodesk Customer StoryCon_Nicholas<p><img src="/userdata/blogs/con/Screen_Shot_2014-07-24_at_1.54.00_PM.png" style="line-height: 1.5em;" /></p> <h2><span style="line-height: 1.5em;">Witch Beam Assaults Indie Game Market&nbsp;</span></h2> <h4><em><span style="line-height: 1.5em;">Desktop Subscription paves the way for PC Game Development</span></em></h4> <p><strong>Customer:&nbsp;</strong><span style="line-height: 1.5em;">Witch <strong>B</strong>eam</span><strong>&nbsp;&nbsp; &nbsp;</strong><strong style="line-height: 1.5em;">Location:&nbsp;</strong><span style="line-height: 1.5em;">Brisbane, Australia &nbsp; &nbsp;&nbsp;</span></p> <p><span style="line-height: 1.5em;"></span><strong style="line-height: 1.5em;"><span lang="EN-US">Software Used:&nbsp;</span></strong><span lang="EN-US">Autodesk&reg; 3ds Max&reg;&nbsp;</span></p> <p class="MsoNormal" style="margin-bottom: .0001pt;"><a href=""><span lang="EN-US"></span></a><span lang="EN-US">&nbsp;|&nbsp;</span><span lang="EN-US"><a href=""></a></span></p> <p class="MsoNormal" style="margin-bottom: .0001pt;"><span lang="EN-US" style="mso-ansi-language: EN-US;"><strong>Witch Beam was founded in 2013 as a three-person independent games team based in Brisbane, Australia.</strong> Tim Dawson, Sanatana Mishra and Jeff Van Dyck first worked together at Sega Studios Australia and later banded together with a dream to build polished arcade-style experiences and games they themselves want to play.</span></p> <p class="MsoNormal" style="margin-bottom: .0001pt;"><span lang="EN-US" style="mso-ansi-language: EN-US;">The team&rsquo;s first project, Assault Android Cactus, is a twin stick arena shooter game originally designed for PC. Players take the role of Cactus, an enthusiastic police android, who responds to a stranded space freighter only to discover it under siege by its malfunctioning robot workers. Cut off from the outside and in over her head, Cactus and the androids she recruits along the way battle through the crippled Genki Star to reach the brain of the ship and put things right before it's too late.</span></p> <p class="MsoNormal" style="margin-bottom: .0001pt;"><span lang="EN-US" style="mso-ansi-language: EN-US;">Assault Android Cactus is due for release in 2014 for PC, Mac and Linux operating systems as well as Playstation 4, Playstation Vita and Nintendo WiiU consoles. Its release is highly-anticipated with thousands having already pre-purchased the PC version through Steam Early Access and receiving glowing previews from the press.</span></p> <p class="MsoNormal" style="margin-bottom: .0001pt;"><span lang="EN-US" style="mso-ansi-language: EN-US;"><br /></span></p> <p class="MsoNormal" style="margin-bottom: .0001pt;"><span lang="EN-US" style="mso-ansi-language: EN-US;"><em style="line-height: 1.5em;"><span style="line-height: 1.5em;"><img src="/userdata/blogs/con/Witchbeam_pull2.jpg" width="255" height="302" /></span></em></span></p> <p class="MsoNormal" style="margin-bottom: .0001pt;"><span lang="EN-US" style="mso-ansi-language: EN-US;"><em style="line-height: 1.5em;"><span style="line-height: 1.5em;"><br /></span></em></span></p> <h5 class="MsoNormal" style="margin-bottom: .0001pt;"><b style="mso-bidi-font-weight: normal;"><span lang="EN-US" style="mso-ansi-language: EN-US;">The Challenge<o:p></o:p></span></b></h5> <p class="MsoNormal" style="margin-bottom: .0001pt;"><span lang="EN-US" style="mso-ansi-language: EN-US;">As a startup working on its first project, the Witch Beam team had limited resources to kick off the game&rsquo;s development. Designer and Developer Tim Dawson said the team needed robust software to further develop ideas for the project in its early stages.</span></p> <p class="MsoNormal" style="margin-bottom: .0001pt;"><span lang="EN-US" style="mso-ansi-language: EN-US;">&ldquo;We really needed to play around with our ideas and ultimately demonstrate the direction of the game to secure funding and support,&rdquo; said Tim. &ldquo;At the very beginning, we had the idea for the game but were very tentative &ndash; we weren&rsquo;t sure it was the direction we really wanted to go. What we needed was robust software, which could provide a g</span><span style="line-height: 1.5em;">reat visual result in a short space of time.</span></p> <p class="MsoNormal" style="margin-bottom: .0001pt;"><span lang="EN-US" style="mso-ansi-language: EN-US;">&ldquo;As an artist, I&rsquo;ve primarily used Autodesk 3ds Max for projects and I feel most capable using it. &ldquo;My biggest priority was to use tools I already knew how to use. The most expensive resource was my time, so I needed access to software I knew was going to deliver what we needed. Unfortunately, with limited budget, we weren&rsquo;t ready to commit to a full license.&rdquo;</span></p> <p class="MsoNormal" style="margin-bottom: .0001pt;"><span lang="EN-US" style="mso-ansi-language: EN-US;"><br /></span></p> <h5 class="MsoNormal" style="margin-bottom: .0001pt;"><b style="mso-bidi-font-weight: normal;"><span lang="EN-US" style="mso-ansi-language: EN-US;">The Solution<o:p></o:p></span></b></h5> <p class="MsoNormal" style="margin-bottom: .0001pt;"><span lang="EN-US" style="mso-ansi-language: EN-US;">Autodesk&rsquo;s short-term license offer, Desktop Subscription, allowed the Witch Beam team to get started with 3ds Max software for a short period of time, at a smaller upfront cost to develop the basic structure of the game.</span></p> <p class="MsoNormal" style="margin-bottom: .0001pt;"><span lang="EN-US" style="mso-ansi-language: EN-US;">&ldquo;Desktop Subscription was perfect for us,&rdquo; said Tim. &ldquo;We purchased a three-month license allowing us to use familiar, robust software for a short-term period to build assets straight for the game before we had to come to a decision about our ongoing direction. Requiring a smaller investment, we committed ourselves to a three-month &lsquo;play&rsquo; period to work through the structure, design and characters of the game. As we progressed, what started as a simple twinstick prototype with fun characters and lots of effects was refined and tightened until it became an intense skill-based game requiring aggressive strategies and fast reaction times. After three months, we were extremely happy with the result and keen to take a demo to market.&rdquo;</span></p> <p class="MsoNormal" style="margin-bottom: .0001pt;"><span lang="EN-US" style="mso-ansi-language: EN-US;"><br /></span></p> <h5 class="MsoNormal" style="margin-bottom: .0001pt;"><b style="mso-bidi-font-weight: normal;"><span lang="EN-US" style="mso-ansi-language: EN-US;"><img src="/userdata/blogs/con/Screen_Shot_2014-07-24_cactus.png" style="color: #707070; font-family: 'Lucida Grande', Lucida, Verdana, sans-serif; font-size: 14px; line-height: 1.5em;" /></span></b></h5> <h5 class="MsoNormal" style="margin-bottom: .0001pt;"><b style="mso-bidi-font-weight: normal;"><span lang="EN-US" style="mso-ansi-language: EN-US;"><br /></span></b></h5> <h5 class="MsoNormal" style="margin-bottom: .0001pt;"><b style="mso-bidi-font-weight: normal;"><span lang="EN-US" style="mso-ansi-language: EN-US;">The Re</span></b><b style="mso-bidi-font-weight: normal;"><span lang="EN-US">sults</span></b></h5> <p class="MsoNormal" style="margin-bottom: .0001pt;"><span lang="EN-US" style="mso-ansi-language: EN-US;">By the end of the three-month license, Assault Android Cactus was awarded &ldquo;Best Action Game&rdquo; in the 2013 Intel Level Up demo competition and secured a Screen Australia games development grant, projecting the game and its development team towards final delivery.</span></p> <p class="MsoNormal" style="margin-bottom: .0001pt;"><span lang="EN-US" style="mso-ansi-language: EN-US;">&ldquo;Working with our preferred software over a three month period meant we quickly progressed to a great place,&rdquo; said Tim. &ldquo;We developed a high quality demo that could be used to gather support for delivery of the game. Our win at the Intel &lsquo;Level Up demo&rsquo; competition not only provided extra funding, but also raised our profile and secured recognition for the game. It was critical in gaining access to Steam, which would become our publishing platform for the early access version and final delivery.&rdquo;</span></p> <p class="MsoNormal" style="margin-bottom: .0001pt;"><span lang="EN-US" style="mso-ansi-language: EN-US;">The Witch Beam team is now confident about Assault Android Cactus&rsquo; popularity and future success. &ldquo;After the initial three months, we knew the game was a winner and we were excited to continue its development,&rdquo; said Tim. &ldquo;We purchased a perpetual license for 3ds Max and committed to delivering the game by the end of 2014. We continued to refine the game and delivered an early access version on Steam in early 2014. As outstanding feedback rolls in, we&rsquo;ve moved to development for other platforms and consoles, which has been a smooth transition with Autodesk&rsquo;s software. We&rsquo;re thrilled about where Autodesk 3ds Max has taken us and can&rsquo;t wait to make more mind-blowing games.&rdquo;</span></p> <p class="MsoNormal" style="margin-bottom: .0001pt;"><span lang="EN-US" style="mso-ansi-language: EN-US;"><br /></span></p> <p><img src="/userdata/blogs/con/Witchbeam_pull1.jpg" width="261" height="282" style="line-height: 1.5em;" /></p> <p></p> <p class="MsoNormal" style="margin-bottom: .0001pt;">Learn more about <a href="">Witchbeam</a> and <a href="">Assault Android Cactus</a></p> <p class="MsoNormal" style="margin-bottom: .0001pt;">Get the PDF verson of this story <a href="">here</a></p> <p class="MsoNormal" style="margin-bottom: .0001pt;"><span lang="EN-US" style="mso-ansi-language: EN-US;"><span lang="EN-US">_______________________________________________________________________________________________________________________________________</span></span></p> <h5 class="MsoNormal" style="margin-bottom: .0001pt;"><a href="" target="_blank"><span lang="EN-US" style="mso-ansi-language: EN-US;"><span lang="EN-US">Start Smart Desktop Subscription</span></span></a></h5> <p class="MsoNormal" style="margin-bottom: .0001pt;"><span lang="EN-US" style="mso-ansi-language: EN-US;"><span lang="EN-US">Learn more about starting a Start Smart Desktop Subscription with 3ds Max &amp; Maya&nbsp;<a href="">here</a>.</span></span></p> <p class="MsoNormal" style="margin-bottom: .0001pt;"><a href="" target="_blank"><span lang="EN-US" style="mso-ansi-language: EN-US;"><img src="/userdata/blogs/con/2_3D_Heroes_728x90.jpg" /></span></a></p> <p></p> <p><span lang="EN-US">To learn more about Autodesk 3ds Max visit&nbsp;</span><a href=""><span lang="EN-US"></span></a><span lang="EN-US">.</span></p>Wed, 30 Jul 2014 02:21:11 UTC million hitsMaxStation<p><span style="font-size: 14px; line-height: 1.5em;">2 million hits, wow!&nbsp;</span></p> <p><span style="font-size: 14px; line-height: 1.5em;"></span>Thanks everybody for reading this blog, for those adding comments: an even bigger thank you!</p> <p></p> <p><img src="/userdata/blogs/maxstation/nicolas/maxstation-2m-render.jpg" width="800" height="480" /></p> <p>Also thanks to the two bipeds (not that you can see them well in the render: one drives and the other pushes the cab and the trailer :) )</p>Tue, 29 Jul 2014 07:37:18 UTC Mondays - Ocean Shaders is Maya 2015dobert<iframe width="640" height="360" src="//" frameborder="0" allowfullscreen></iframe>Mon, 28 Jul 2014 21:39:46 UTC a cab with a trailer along a pathMaxStation<p>The focus is on simple: the trailer is going to follow the cab but it's rear wheels are stuck to the path, so it's one of those modern ones with a steering rear axle :)</p> <p>As this started out as a simple proof of concept the cab and trailer are simply extruded lines:</p> <p><img src="/userdata/blogs/maxstation/nicolas/cab-trailer1.png" width="400" height="300" /></p> <p>Change the pivot point for the trailer to the point where it rotates behind the cab. And make sure the pivot is at z=0 otherwise we'll get problems when we use the lookat controller later on.</p> <p><img src="/userdata/blogs/maxstation/nicolas/cab-trailer2.png" width="400" height="300" /></p> <p>Parent the trailer to the cab</p> <p>Use a path controller to make the cab follow the path (in the Motion panel select the position and use the assign controller button to select the path controller, then add the path)</p> <p><img src="/userdata/blogs/maxstation/nicolas/cab-trailer3.png" width="400" height="300" /></p> <p>When you now play the animation the cab follows the path with the trailer rigidly attached. Not really what we want!</p> <p>To make the trailer follow the path we use a dummy that's slightly behind on the path and use a lookat controller on the trailer that points at this dummy. You can tweak how the trailer follows the path by adjusting how far the dummy is behind the cab.</p> <p><img src="/userdata/blogs/maxstation/nicolas/cab-trailer4.png" width="400" height="300" /></p> <p>And <a href="/userdata/blogs/maxstation/nicolas/">here is the file</a> if you want to play with it yourself</p>Fri, 25 Jul 2014 14:23:01 UTC Happenings..Fianna<p>Hey there - it&rsquo;s been busy here the last little while&hellip;I was redesigning and putting together our <a target="_blank" href=";id=820db99b47&amp;e=[UNIQID]">new AREA newsletter</a>, talking to <a target="_blank" href="/inhouse/bts/nick_gaul_hairiest_of_details">Nick Gaul at Weta</a>, and most recently, the cool guys over at Warhorse Studios. If you haven&rsquo;t heard of them, they are a <span style="text-decoration: line-through;">smallish (but quickly growing)</span> game studio in the Czech Republic who are working on their own IP, a single-player RPG titled &ldquo;Kingdom Come: Deliverance&rdquo;.&nbsp; Back in February, they launched their Kickstarter campaign for &ldquo;Kingdom Come: Deliverance&rdquo;, hoping to get &pound;300,000 in game development funding. <strong><br />THEY GOT OVER $1.8 million USD</strong> (it is close to <a target="_blank" href="">$1,933,463 USD</a> now)<strong>!</strong> <br />Check out their KS launch video below to get an idea of Warhorse Studios and their game:</p> <p><iframe src="" allowfullscreen="" frameborder="0" height="360" width="640"></iframe></p> <p>If you want to know more about Warhorse Studios, check out their <a target="_blank" href="/inhouse/bts/prague_game_devs_warhorse_studios">recent interview</a> where I chatted with co-founder Dan V&aacute;vra, 3D Art Lead Roman Zawada and Lead Character Artist Jiř&iacute; Bartoněk. In the meantime, here are some bonus images of one of their ingame models of a hand glove from their clothing system, created in 3ds Max and then 3D printed+painted.</p> <p><img src="/userdata/blogs/pointsnap/warhorse/gauntlet_shade.jpg" height="353" width="640" /><br /><br /><img src="/userdata/blogs/pointsnap/warhorse/rukavice_1.jpg" height="480" width="640" /><br /><br /><img src="/userdata/blogs/pointsnap/warhorse/rukavice_2.jpg" height="480" width="640" /><br /><br /><img src="/userdata/blogs/pointsnap/warhorse/rukavice_6.jpg" height="857" width="640" /><br /><br />Big thanks to Dan V&aacute;vra, Roman Zawada, Jiř&iacute; Bartoněk and Jiř&iacute; R&yacute;dl at Warhorse for the opportunity to interview them. I hope to chat again with them when Act I of their game comes out next year!</p>Thu, 17 Jul 2014 22:19:46 UTC wins big at 2014 Develop Awards!WarpZone_Team<p><img src="/userdata/blogs/warpzone/Top-Banner-Develp-and-Maya-LT.jpg" width="681" height="113" /></p> <p>The games industry honored Maya LT as the best Design &amp; Creativity tool for indie game makers at the 2014 Develop Awards on July 9th in Brighton, UK. Maya LT beat out 5 other strong contenders to capture the category! You can see the full list of Develop 2014 winners <a href="" title="here" target="_blank">here</a>.</p> <p><img src="/userdata/blogs/warpzone/Markus_Accepts_Award_at_Develop.png" alt="Autodesk's Markus Schwaiger accepts Develop Award in Brighton" width="500" height="325" /></p> <address><sup>Autodesk's Markus Schwaiger accepts Develop Award in Brighton</sup></address> <p><strong><br /></strong></p> <p><strong>Seen Maya LT lately?</strong></p> <p>We're really happy with the award, since our team has been working hard to add great new features and enhancements since it first launched last year. You might be surprised at just how many tools it offers to help you make your next game:&nbsp;</p> <p><strong><br /></strong></p> <p><strong>Maya LT 2015</strong></p> <p style="padding-left: 30px;">&bull;<span class="Apple-tab-span" style="white-space: pre;"> </span>3D animation and modeling</p> <p style="padding-left: 30px;">&bull;<span class="Apple-tab-span" style="white-space: pre;"> </span>Lighting and texture baking</p> <p style="padding-left: 30px;">&bull;<span class="Apple-tab-span" style="white-space: pre;"> </span>UV unwrapping tools</p> <p style="padding-left: 30px;">&bull;<span class="Apple-tab-span" style="white-space: pre;"> </span>Cloud-enabled collaboration</p> <p style="padding-left: 30px;">&bull;<span class="Apple-tab-span" style="white-space: pre;"> </span>No poly cap when using Send to Unity&nbsp;</p> <p style="padding-left: 30px;">&bull;<span class="Apple-tab-span" style="white-space: pre;"> </span>MEL scripting</p> <p style="padding-left: 30px;">&bull;<span class="Apple-tab-span" style="white-space: pre;"> </span>Game Exporter tool</p> <p style="padding-left: 30px;">&bull;<span class="Apple-tab-span" style="white-space: pre;"> </span>Rigging utility nodes</p> <p style="padding-left: 30px;">&bull;<span class="Apple-tab-span" style="white-space: pre;"> </span>Set Driven Key</p> <p>We&rsquo;ve also made Maya LT more affordable than ever with low-cost monthly, quarterly, and annual subscription plans. You can find out more about Maya LT and rental plans by visiting <a href="/" title="" target="_blank"></a></p> <p><a href="" target="_blank"><img src="/userdata/blogs/warpzone/Bottom-Banner-Heart-Indies.jpg" width="900" height="192" /></a></p>Wed, 16 Jul 2014 14:37:09 UTC Digital-Tutors webinar~WarpZone_Team<p>Autodesk is hosting a free Master Class webinar presented by Justin Marshall from Digital Tutors. The session will cover how to create a 3D game character using Maya LT, our new 3D tool for indie game makers. He&rsquo;s also going to go over some stuff like making sure the model is efficient enough that it doesn&rsquo;t ruin the framerate of your game.</p> <p>&nbsp;If you want to sign up for the webinar, go <a href=";siteID=452932&amp;mktvar004=481316" title="here" target="_blank">here</a>.</p> <p><img src="/userdata/blogs/warpzone/digital_tutors_2.jpg" width="1280" height="720" /></p> <p></p> <p>MORE FREE STUFF!</p> <p>And, if you missed it, Digital Tutors have made a LOT of really great learning content for people interested in learning how to make games. And they've made a significant portion of the videos <a href="" title="FREE" target="_blank">FREE</a> when you sign up for an account. Their series is really comprehensive and covers everything from concept art and prototyping, all the way through creating game-ready 3D assets and gameplay in the engine. The series covers all these tools: Photoshop, Maya LT, ZBrush, Mudbox, and Unity. So you&rsquo;re really going to cover everything you need.</p> <p><span style="font-size: 14px; line-height: 1.5em;"><iframe width="560" height="315" src="" frameborder="0" allowfullscreen=""></iframe></span></p>Tue, 15 Jul 2014 14:05:52 UTC Mondays - IBL improvement in Maya 2015dobert<p><iframe width="640" height="360" src="" frameborder="0" allowfullscreen=""></iframe></p> <p>MEL command to make rayswitch node: <strong>createNode mip_rayswitch</strong></p> <p>MEL command to turn on all the mip_shaders<em>(you have to restart maya to see them)</em>:&nbsp;<strong>optionVar -intValue MIP_SHD_EXPOSE 1;</strong></p>Mon, 14 Jul 2014 19:24:09 UTC Now - Flame Award 2014!Caitlin Troughton<p><img style="vertical-align: top;" src="/userdata/blogs/flame/Flame_Awardd_2014/Flame-Award-Twitter-1024x512.jpg" width="1024" height="512" /></p> <p>We are very excited to unveil the impressive list of nominees for this year's Flame Award! &nbsp;</p> <p>To vote, simply go to the <a href="/flameaward" target="_blank">Flame Award site</a>, log-in to AREA, and vote! You can vote for as many Flame artists as you like, but you can only cast a vote for each artist once. And, you can share your favorites on facebook simply by liking the artist.</p> <p>If you don't yet have an AREA login, you can quickly make one by clicking on the log in or register link at the top right of the page.</p> <p>Voting will remain open until August 4, 2014. &nbsp;Following this community vote, the Flame Award committee will review the nominees and make their recommendations.&nbsp;</p> <p>Who will win this year's Flame Award? &nbsp;Cast your vote now!</p> <p></p>Thu, 10 Jul 2014 16:02:43 UTC lots of custom attributes in one go with MaxScript - part 2MaxStation<p>Yesterday's script would remove all custom attributes, looking at a sample file i got hold of many of the customer attributes didn't have a definition (and could therefore be safely removed), but some did hold definitions (and most likely you'd like to keep those). So here is a script that does just that: instead of repeating the code we define a function that will remove the custom attributes. First we loop forwards through the custom attributes to figure out how many there are and then we go backwards and delete those that have no definition.&nbsp;</p> <p></p> <p class="code">fn clean_ca x =</p> <p class="code"><span style="line-height: 1em; font-size: 14px;">(</span></p> <p class="code">&nbsp;-- first we count up and display</p> <p class="code">&nbsp;z=1</p> <p class="code">&nbsp;c=1 &nbsp;</p> <p class="code">&nbsp;while z !=undefined do</p> <p class="code">&nbsp;(</p> <p class="code">&nbsp; z = custattributes.getdef x c</p> <p class="code">&nbsp; if z != undefined then</p> <p class="code">&nbsp; (</p> <p class="code">&nbsp; &nbsp;format "% %\n" (custattributes.getdefdata z)</p> <p class="code"><span style="line-height: 1em; font-size: 14px;">&nbsp; &nbsp;c=c+1</span></p> <p class="code">&nbsp; )</p> <p class="code">&nbsp;)</p> <p class="code">&nbsp;-- then we count down and delete the ones that are undefined&nbsp;</p> <p class="code">&nbsp;while (c!=0) do</p> <p class="code">&nbsp;(</p> <p class="code">&nbsp; z = custattributes.getdef x c</p> <p class="code">&nbsp; if z != undefined then</p> <p class="code">&nbsp; (</p> <p class="code">&nbsp; &nbsp;if &nbsp;(custattributes.getdefdata z)==undefined then</p> <p class="code">&nbsp; &nbsp;(</p> <p class="code">&nbsp; &nbsp; custAttributes.delete x z</p> <p class="code">&nbsp; &nbsp;)</p> <p class="code">&nbsp; )</p> <p class="code">&nbsp; c=c-1</p> <p class="code">&nbsp;)</p> <p class="code">)</p> <p class="code"></p> <p class="code">clean_ca(rootscene)</p> <p class="code">clean_ca(meditmaterials)</p> <p class="code">clean_ca(rootscene.Anim_Layer_Control_Manager)</p> <p class="code"></p> <p class="code">You can <a href="/userdata/blogs/maxstation/nicolas/">download the file here</a>.</p> <p><strong>To be safe: please always keep a backup copy of the file.</strong></p>Thu, 10 Jul 2014 12:02:35 UTC lots of custom attributes in one go with MaxScriptMaxStation<p>To get rid of global custom attributes you can use the MaxScript function custattributes.delete, that takes two parameters the first an object and the second the attribute definition.</p> <p></p> <p>So to delete attributes from the current selection you run something like:</p> <p><span style="font-size: 14px; line-height: 1.5em;">a=$</span></p> <div class="code"> <p>b=custattributes.getdef a 1</p> <p>custAttributes.delete a b</p> <p>In the first line we store the current selected object in variable a, in the section line we get the first custom attribute definition and in the third line we delete that custom attribute on the object.</p> <p></p> <p>If the custom attributes are global they're not assigned to a specific object, instead they're part of the scene. We can access the scene 'object' itself using rootscene.&nbsp;</p> <p>And if there are lots of them you want to delete them all in one go, so you get something like:</p> <p><span style="font-size: 14px; line-height: 1.5em;">z=1</span></p> <p>while z !=undefined do</p> <p>(</p> <p>&nbsp;x = rootscene</p> <p>&nbsp;z = custattributes.getdef x 1</p> <p>&nbsp;custAttributes.delete x z</p> <p>)</p> <p></p> <p>If there are additional custom attributes in the material editor slots or in the animation layer control manager you can remove those using the meditmaterials and&nbsp;<span style="font-size: 14px; line-height: 1.5em;">rootscene.Anim_Layer_Control_Manager objects respectively.</span></p> <p><a href="/userdata/blogs/maxstation/nicolas/">Here is a little script</a> that removes all custom attributes from the rootscene, meditmaterials and the animation layer control manager.</p> <p><strong>To be safe: please always keep a backup copy of the file.</strong></p> </div>Wed, 09 Jul 2014 13:38:42 UTC the Modeling Toolkit in Maya LTp1ut0nium<p>Hey everyone. If you are intested in learning the ins and outs (and even a few tips and tricks) on using Maya LT's Modeling Toolkit (and this also applies to Maya), I'll be live streaming from Twitch today:<br /><br />1 PM CST - 3 PM CST<br /><a href=""></a></p> <p>EDIT: Here's the recored version of the show: <a href=""></a><br /><br />The first part of my show will cover the Modeling Toolkit from top to bottom. Don't miss it!</p> <p>Topics I'll be covering include:</p> <ul> <li>Symmetry</li> <li>Marking Menus</li> <li>Keyboard Shortcuts</li> <li>Mesh Tools Rundown</li> <li>And more...</li> </ul> <p>After that, I'll be showing a 3D paint over workflow for adding new design elements to a Mudbox character in progress using Sketchbook Pro.<br /><br />But don't worry. If you can't make it, I will post the recorded footage link later today.</p>Tue, 08 Jul 2014 16:31:08 UTC in Autodesk Smoke Videos Series - Set 1Ultimate_Smoker*<p></p> <p>Hi All,</p> <p></p> <p>I know its been a while since I posted a blog but I am sure you noticed that I did not stop making videos ;)</p> <p></p> <p>This trend still continues and I have just released the first 3 videos in a NEW Masking series. &nbsp; This series has been a long time request and I finally managed to get it. &nbsp;More videos will follow as the weeks progress.</p> <p></p> <p>Let's get started!</p> <p></p> <p></p> <p></p> <p></p> <h1 style="text-align: center;">Working with Masks</h1> <h1 style="text-align: center;">SET 1&nbsp;</h1> <p></p> <p>This video series will ultimately cover everything to do with Masking in Autodesk Smoke using Gmasks. &nbsp;</p> <p></p> <p>The first three videos cover the ins and outs of creating, editing and softening Gmasks.</p> <p></p> <p>PART 1 - Introduction to the Gmask Tool. &nbsp;We look at the application and location of the Gmask in Autodesk Smoke. &nbsp;We also look at every way to create a Gmask and the various settings which will affect the creation process.</p> <p></p> <p>PART 2 - Editing the Gmasks. &nbsp; We look at all the available tools in the Tools pull down menu to manipulate your masks and get them into shape.</p> <p></p> <p>PART 3 - Softening or Feathering Gmasks. &nbsp;We look at the two types of softening available to apply to the Gmask. &nbsp; We example the general offset softness as well as the advanced edge gradients for localised feathering.</p> <div></div> <div></div> <div>Enjoy!</div> <p></p> <p></p> <p></p> <h2 style="text-align: center;">Working with Masks<br />Recorded using Smoke 2015</h2> <p style="text-align: center;"><a href="" target="_blank"><strong>Click this link to go to the Masking Playlist</strong></a></p> <h2 style="text-align: center;"><strong><br /></strong></h2> <h2 style="text-align: center;"><strong><br /></strong></h2> <h2 style="text-align: center;"></h2> <p></p> <p>As a reminder, the videos are available on the Smoke Learning Channel&nbsp;on&nbsp;<a href="" style="border-style: initial; border-color: initial; font-size: 14px; font: inherit; vertical-align: baseline; color: #5d9013; text-decoration: none; border-width: 0px; padding: 0px; margin: 0px;">YouTube</a>&nbsp;or as podcasts on&nbsp;<a href="" title="itunes" target="_blank" style="border-style: initial; border-color: initial; font-size: 14px; font: inherit; vertical-align: baseline; color: #5d9013; text-decoration: none; border-width: 0px; padding: 0px; margin: 0px;">iTunes</a>.</p> <p></p> <p>Comments, requests and feedback always welcome.</p> <p></p> <p>Have a great weekend and see you soon!</p> <p></p> <p>Regards</p> <p>Grant</p>Tue, 08 Jul 2014 09:14:37 UTC Extension Releases for the Flame 2015 Family!Caitlin Troughton<p><span style="line-height: 1.5em;"><img src="/userdata/blogs/flame/flame_2015_ext_1/Flame-Extension1-FB-851x315-03A.jpg" alt="extension 1 now available" width="851" height="315" /></span></p> <p><span style="line-height: 1.5em;">Extension 1 for the Flame</span><span style="line-height: 1.5em;">&nbsp;2015 family of products are now available for download by Autodesk</span><sup style="line-height: 1.5em;"><span style="line-height: 1.5em;">&reg;</span></sup><span style="line-height: 1.5em;">&nbsp;Subscription customers.&nbsp;</span><span style="line-height: 1.5em;">If you aren't on subscription and want access to the new features in the extension,</span><span style="line-height: 1.5em;">&nbsp;</span><a href="" target="_blank" style="line-height: 1.5em;">contact your sales representative</a><span style="line-height: 1.5em;">.&nbsp;</span></p> <p style="margin: 0in; margin-bottom: .0001pt; line-height: 15.75pt;"><span style="font-style: italic;">All images are courtesy of MPC - thank-you!&nbsp;</span></p> <p style="margin: 0in; margin-bottom: .0001pt; mso-line-height-alt: 15.75pt;"><b><span style="font-size: 16.0pt; mso-bidi-font-size: 14.0pt; font-family: 'Calibri','sans-serif'; mso-bidi-font-family: 'Lucida Grande'; color: #578d2f;">What's New in Extension 1<u1:p></u1:p></span></b><span style="font-size: 11.5pt; font-family: 'Lucida Grande';"><o:p></o:p></span></p> <p>The new features in Extension 1 continue to focus on supporting artistic expression and collaboration, with a particular emphasis on supporting the high-end post production workflow in Flame Premium.&nbsp;</p> <p style="margin: 0in; margin-bottom: .0001pt; line-height: 15.75pt;"><span style="font-size: 14.5pt; font-family: 'Calibri','sans-serif'; mso-bidi-font-family: 'Lucida Grande'; color: #578d2f;">New Multi Monitor Support&nbsp;</span><span style="font-size: 14.5pt; font-family: 'Lucida Grande';"><o:p></o:p></span></p> <p>We often refer to this feature as the one that gives you more screen, and thus, more Flame. Flame, Flare, and Flame Assist all include multi-monitor support, where, with two screens, artists can display full-screen or dual-view library, or use one as a broadcast monitor. The display choice can be configured on the fly, and the artist decides how to set their second screen - either left or right of the main display.</p> <p><span style="color: #578d2f; font-family: Calibri, sans-serif; font-size: 19px; line-height: 21.466665267944336px;">New Features in Flame Assist</span></p> <p>When finishing artists work together, creative collaboration needs to be as efficient as possible, especially when those deadlines are looming. To enable an even more fluid exchange of creative assets between artists, and to enhance the integrated workflow in Flame Premium, Extension 1 includes several&nbsp;<span style="line-height: 1.5em;">new features in Flame Assist that were introduced in the Flame 2015 release.&nbsp;</span></p> <p style="margin: 0in; margin-bottom: .0001pt; line-height: 15.75pt;"><span style="font-size: 13.0pt; font-family: 'Calibri','sans-serif'; mso-bidi-font-family: 'Lucida Grande'; color: #578d2f;">Consistent Media Management Capabilities</span><span style="font-size: 13pt; font-family: 'Lucida Grande';"><o:p></o:p></span></p> <p><img style="float: left;" src="/userdata/blogs/flame/flame_2015_ext_1/Flame_Assist_EXT1_002.png" alt="New single and dual library view with scrubbable proxies (and the new Save button)" width="960" height="600" /></p> <p></p> <p><span style="line-height: 1.5em;"><br /></span></p> <p style="text-align: right;"></p> <p><span style="line-height: 1.5em;">Just like Flame, Flame Assist now has resizable scrubbable proxies, full-screen and dual-view library in the Media Panel,&nbsp;and that small but mighty user-requested feature that enables artists to save all their creative work with a single click.</span></p> <p style="margin: 0in; margin-bottom: .0001pt; line-height: 15.75pt;"><span style="font-size: 13.0pt; font-family: 'Calibri','sans-serif'; mso-bidi-font-family: 'Lucida Grande'; color: #578d2f;">Matchbox on the timeline</span><u1:p></u1:p><span style="font-size: 13pt; font-family: 'Lucida Grande';"><o:p></o:p></span></p> <p><span style="line-height: 1.5em;"><img style="float: left;" src="/userdata/blogs/flame/flame_2015_ext_1/Flame_Assist_EXT1_001.png" alt="Matchbox on the timeline" width="960" height="600" /></span></p> <p><span style="line-height: 1.5em;"><br /></span></p> <p><span style="line-height: 1.5em;"><br /></span></p> <p style="text-align: right;"></p> <p>With Matchbox on the timeline, Flame Assist can be used to build and apply custom effects and transitions while artists on Flame can focus on other creative aspects of the project. This feature also supports temporal sampling (with previous and next frame interpolation), for processes such as motion analysis and flicker removal.</p> <p style="margin: 0in; margin-bottom: .0001pt; line-height: 15.75pt;"><span style="font-size: 13.0pt; font-family: 'Calibri','sans-serif'; mso-bidi-font-family: 'Lucida Grande'; color: #578d2f;">LUT editor on the timeline</span><span style="font-size: 13pt; font-family: 'Lucida Grande';"><o:p></o:p></span></p> <p><img style="float: left;" src="/userdata/blogs/flame/flame_2015_ext_1/Flame_Assist_EXT1_003.png" alt="LUT editor on the timeline" width="960" height="600" /></p> <p></p> <p style="text-align: right;"></p> <p>Artists working on Flame Assist can now apply LUTs, color transforms, or color space conversions to individual segments or entire timelines. They can use this tool to create consistent looks across timeline clips by a<span style="line-height: 1.5em;">pplying LUTs directly to timeline segments, a</span><span style="line-height: 1.5em;">dding LUTs to Gaps, (where they automatically affect the tracks below and are stackable for more creative color effects), and by&nbsp;</span><span style="line-height: 1.5em;">enabling artists to transition color transforms from one segment to the next with full support for transitions.</span></p> <p style="margin: 0in; margin-bottom: .0001pt; line-height: 15.75pt;"><span style="font-size: 14.5pt; font-family: 'Calibri','sans-serif'; mso-bidi-font-family: 'Lucida Grande'; color: #578d2f;">Extended Format Support for Flame Family&nbsp;</span><span style="font-size: 10.5pt; font-family: 'Lucida Grande';"><o:p></o:p></span></p> <p><span style="color: #578d2f; font-family: Calibri, sans-serif; font-size: 19px; line-height: 21.466665267944336px;"></span>Additional format are supported in the extension releases for all Flame family products. Supported formats include RED SDK 5.0 with ACES support, SONYRAW SDK 2.3 with new S-Gamut-3 color management options,&nbsp;ARRIRAW 4.5 with new Alexa options, and more.</p> <p style="margin: 0in; margin-bottom: .0001pt; mso-line-height-alt: 15.75pt;"><b><span style="font-size: 16.0pt; mso-bidi-font-size: 14.0pt; font-family: 'Calibri','sans-serif'; mso-bidi-font-family: 'Lucida Grande'; color: #578d2f;">Final Note: Home Use of Flare and Flame Assist</span></b><span style="font-size: 11.5pt; font-family: 'Lucida Grande';"><o:p></o:p></span></p> <p>While this is not a new feature - it was introduced in Flame and Flame Premium 2015 - I'll just &nbsp;take a moment to mention that Maintenance Subscription and Desktop Subscription customers who own licenses of Flare or Flame Assist can now access home use licenses for these products. Home use can provide Flame-based businesses with more flexibility as they can use Flare and Flame Assist where they want - at home or from another location outside of the facility.&nbsp;</p> <p style="margin: 0in; margin-bottom: .0001pt; line-height: 15.75pt;"><i><span style="font-size: 10.5pt; font-family: 'Lucida Grande';">Extension 1 releases are available for Subscription customers who own Autodesk&reg; Flame&reg; Premium 2015, Autodesk&reg; Flame&reg; 2015, Autodesk&reg; Lustre&reg; 2015, Autodesk&reg; Flare&trade; 2015, or Autodesk&reg; Flame&reg; Assist 2015 software. These customers are receiving an email&nbsp;with instructions on how to download their software.&nbsp;<o:p></o:p></span></i></p>Mon, 07 Jul 2014 16:19:48 UTC, Swearing &amp; TearsWarpZone_Team<p><img src="/userdata/blogs/warpzone/Capture.PNG" /></p> <p>I'm super excited to share a new project of ours with all of you! Back at GDC in March, we got to talking with our friend and filmmaker, Patrick Haynes from <a href="">Fatbelly Productions</a>, about all of the unique stories we&rsquo;d heard from indie game makers about the hurdles and successes they experienced while building their games. Each and every one of these stories is unique in its own way &ndash; but, in many cases, they share a common theme: Indie game developers are an incredibly passionate species and oftentimes their games and how those games are realized &ndash; in terms of game play and design &ndash; come from an emotional time or experience in their lives. It&rsquo;s incredible that once you dig up these stories, you start to see these games in an entirely different light.</p> <p>It was these great stories that inspired us to embark on a new documentary series with the help of Patrick and team. We&rsquo;ve just premiered the first of four chapters featuring <a href="">Barking Mouse Studio</a>. Barking Mouse is a two-person indie studio founded by Danielle Swank and Jim Fleming. They just released their first 3D game &lsquo;Lost Toys&rsquo; last year to industry acclaim (they&rsquo;ve won several awards for the game and it was featured on iTunes). Building &lsquo;Lost Toys&rsquo; was an emotional journey for Jim and Danielle, and it ended up being a major turning point in their lives. Now, they&rsquo;re dedicating themselves to careers as indie game devs and they&rsquo;ve started working on their second game.</p> <p><img src="/userdata/blogs/warpzone/rabbit.png" /></p> <p>Check out chapter one of the Barking Mouse story <a href="">here</a>.</p> <p>After the Barking Mouse story, we&rsquo;re going to move on to document the stories of other indie game devs &ndash; more to come soon!</p> <p>Cheers,<br />Jocelyn</p> <p>Follow me on <a href="">Twitter</a>!</p>Mon, 07 Jul 2014 14:53:54 UTC Monday - XGen - Stray Hairdobert<p><iframe width="640" height="360" src="" frameborder="0" allowfullscreen=""></iframe>'</p> <p>The two expressions I used are</p> <p>Frequency: &nbsp;<strong><span style="line-height: 1.5em;">stray() ? 1 : 10</span></strong></p> <p>Magnitude: &nbsp;<strong>stray() ? 1.5 : .1</strong></p>Tue, 01 Jul 2014 01:01:01 UTC for running 3ds Max 2015 render jobs as a service - UPDATEDMaxStation<div>This is the same information as my previous post to make it easier to find:&nbsp;<a href="/blogs/maxstation/n242-how-to-resolve-the-backburner-error-3dsmax-adapter-error-3dsmaxexe-process-no-response">how to resolve the backburner error 3dsmax adapter error 3dsmaxexe process no response</a>.</div> <div><strong><br /></strong></div> <div><strong><br /></strong></div> <div>3ds Max 2015 render jobs that run as a service (through Backburner but also through 3rd party render managers) will fail, running those same jobs as executables will be fine.</div> <div></div> <div>The workaround is to make sure the Scene Explorer is not docked in the profile for the user you run the service as, there are two approaches:</div> <div><ol> <li><span style="line-height: 1.5em; font-size: 14px;">run 3ds Max as the backburner service user,&nbsp;</span><span style="line-height: 1.5em; font-size: 14px;">undock the Scene Explorer window and close it,&nbsp;</span><span style="line-height: 1.5em; font-size: 14px;">close 3ds Max</span></li> <li><span style="line-height: 1.5em; font-size: 14px;">edit the&nbsp;</span><span style="font-size: 14px; line-height: 1.5em;"> file (C:\\Users\\USERNAME\\AppData\\Local\\Autodesk\\3dsMax\\2015 - 64bit\\ENU\\en-US\\UI\\Workspaces\\ with a text editor and change the last entry in the [Explorer] section from "Visible=True" to "Visible=False".&nbsp;</span></li> </ol></div> <div><span style="font-size: 14px; line-height: 1.5em;">Once you've done this on a machine you can copy the&nbsp;</span><span style="font-size: 14px; line-height: 1.5em;"> file</span><span style="font-size: 14px; line-height: 1.5em;">&nbsp;to all the other machines.</span></div> <div><span style="font-size: 14px; line-height: 1.5em;"><br /></span></div> <div><strong><span style="font-size: 14px; line-height: 1.5em;"><br /></span></strong></div> <div><strong><span style="font-size: 14px; line-height: 1.5em;">Additional information (thanks to NCViz for pointing this out): please also make sure that the scene explorer is closed when you submit the job otherwise the render will still fail.</span></strong></div>Fri, 27 Jun 2014 10:34:55 UTC the Road Againeperlberg<p><span style="line-height: 1.5em;">Well, it&rsquo;s been a while since I&rsquo;ve had a chance to post here. I&rsquo;ve been on the road meeting customers since NAB in Las Vegas in April. I know what you&rsquo;re wondering and the answer is yes, the plants all survived.</span></p> <p>Now that I am in my new office in San Francisco, I wanted to update you on the people I&rsquo;ve been seeing and the things we&rsquo;ve been talking about.&nbsp;</p> <p><img src="/userdata/blogs/max/photo1SF.jpg" width="300" height="400" />&nbsp; &nbsp;<img src="/userdata/blogs/max/photo.JPG" width="300" height="400" />&nbsp;&nbsp;</p> <p>Here's some of the views out my windows.</p> <p>At NAB, I had the chance to watch Chris Murray give a nice overview of &ldquo;<a href="/ooyala/show/kzZ28xbTp5J_7rOAc6wbLzC0XcVgujRZ/600/337#ooid=kzZ28xbTp5J_7rOAc6wbLzC0XcVgujRZ">What&rsquo;s New In the Autodesk 3ds Max 2015 Entertainment Creation Suite</a>&rdquo; and watch presentations from users like <a href="/ooyala/show/ZiM3AxbTpbZlSHZuPepiRRvc3vdWJc8O/600/337#ooid=ZiM3AxbTpbZlSHZuPepiRRvc3vdWJc8O">Fred Ruff, Owner and Founder of Refuge</a>. &nbsp;They really showed 3ds Max&rsquo;s success in production and what a great release 2015 is.</p> <p>From there, <a href="/blogs/max/the-3ds-max-team-is-growing">Martin Coven</a> and I did a tour of some key customers along the west coast of the US. I probably shouldn&rsquo;t share who they were as many studios see 3ds Max as one of their secret tools to getting work done quickly. What I can share with you is their excitement for some of the behind- the- curtain info I was able to share. We also had some great discussions as to what the future of 3ds Max is and how they could participate.&nbsp;</p> <p>We also had the opportunity to hear a lot of great ideas for 3ds Max moving forward.</p> <p>Then it was off to the Reseller Tech Academy in Denver. Here, many of the Technical Specialist and Technical Sales partners from the Americas team up for an entire week of demonstrations of the newest releases and new ideas for solving customer needs. I gave a bit of insight as to the directions and decisions being made for 3ds Max and participated in a number of discussions. All good stuff.</p> <p>From there, it was off to New York City where <a href="/blogs/garyd">Gary Davis</a> and I presented to the <a href="">New York User Group</a>. &nbsp;Here, some of the top users in the city came to see examples of the tech we&rsquo;ve been working on, ask the tough questions and provide the tough comments. Hey, it&rsquo;s New York, what did you expect?</p> <p><img src="/userdata/blogs/max/photo_2.JPG" width="480" height="360" /></p> <p>While in NYC, Gary and I decided to visit a few customers as long as we were in town. It is truly fascinating to see what you guys do with 3ds Max. It really makes our job that much more exciting. We often talk about film or games or design visualizations and animations, but I met customer doing medical illustrations, motion graphics and web content as well.</p> <p>From there, I flew across the pond to met up with <a href="">Alex Horst</a> for a tour across Europe. Along the way, we would meet up with some of 3ds Max&rsquo;s biggest clients; speak at the <a href="">London User Group</a> and present some classes at <a href="">EUE, the End User Event</a>.&nbsp;</p> <p><img src="/userdata/blogs/max/photo1.jpg" width="240" height="427" /></p> <p>Alex:&nbsp;<span style="line-height: 1.5em;">&ldquo;Having seen the new agenda for 3ds Max resonating that well with so many artists out there was a blessing. Being passionate about 3ds Max since DOS-times myself, I&rsquo;m happy to see the magic between users and developers working again. Getting the feedback from Paris, London and Utrecht was just the beginning of the re-flourishing partnership with our amazing customers all over Europe!&rdquo;</span></p> <p><span style="line-height: 1.5em;"><img src="/userdata/blogs/max/Diagon_Alley.jpg" width="400" height="377" /></span></p> <p><span style="line-height: 1.5em;">Me and Alex in Diagon Alley?</span></p> <p><span style="line-height: 1.5em;"></span><img src="/userdata/blogs/max/3dsLondon.jpg" width="400" height="296" style="line-height: 1.5em;" /></p> <p><a href="">Jamie Gwilliam</a>&nbsp;and Nick Manning at 3ds London</p> <p>Martin Coven joined us for the London and Utrecht stops to add his insights and to show tech videos of some of the areas that he and his team are working on.</p> <p><img src="/userdata/blogs/max/photo2a.jpg" width="240" height="320" /></p> <p>Martin, Alex and me in front of Big Ben</p> <p><img src="/userdata/blogs/max/photo3.jpg" width="320" height="240" /></p> <p>Martiin, Joep and me at EUE</p> <p><img src="/userdata/blogs/max/photo4.jpg" width="320" height="240" /></p> <p>Ted Boardman and myself (Why so serious?)</p> <p>Neil Hazzard, Principal Engineer for 3ds Max did a few classes at the EUE event showing the current state of the Nitrous viewports and rendering and some of the research his team is performing in this area.</p> <p>Neil: &ldquo;This was my 6th visit to Utrecht and I can safely say I never felt such a good buzz about the future of 3ds Max. &nbsp;The excitement around the team growing, the excitement that people who left had come back because they see the new revitalized passion now. &nbsp;Being as open as we could be was met with smiles and again very appreciated.&rdquo;</p> <p>I think there needs to be a big &ldquo;up&rdquo; for Joep for putting on this event and being able to attract the standard of speakers he does each year &ndash; that shouldn&rsquo;t go understated.</p> <p>Oh, and the open bar just means you can&rsquo;t not relax and start talking to your neighbor with a pint who you have never met before about ice sculpting &ndash; only in Utrecht &nbsp;(and yes that did happen !)</p> <p><img src="/userdata/blogs/max/092011.jpg" width="640" height="348" /></p> <p>Oh did I mention the awesome homemade food for the after event party? &nbsp;Take a bow Michiel !!!&rdquo;</p> <p></p> <p>More pic's from EUE</p> <p><img src="/userdata/blogs/max/photo6.jpg" width="480" height="360" /></p> <p>Ted Boardman</p> <p><img src="/userdata/blogs/max/photo5.jpg" width="480" height="360" /></p> <p>JP Van Gastel and Alex Horst</p> <p><img src="/userdata/blogs/max/IMG_20140606_063528-SMILE.jpg" width="400" height="296" /></p> <p><img src="/userdata/blogs/max/210656.jpg" width="400" height="225" /></p> <p><img src="/userdata/blogs/max/215310.jpg" width="400" height="225" /></p> <p>Of course, we went to talk to you, the 3ds Max Community. Here&rsquo;s some of the feedback.&nbsp;</p> <p>"It was a great opportunity for everyone at the London 3ds Max User Group to meet Eddie and Martin, I'm glad they made the trip over! Their enthusiasm was infectious and it was brilliant to get a glimpse at future developments- it feels like the development team have got their mojo back." -&nbsp;<span style="line-height: 1.5em;">Simon Moir&nbsp;</span><span style="line-height: 1.5em;">3ds London</span></p> <p>&ldquo;It was great meeting you guys! &nbsp;Closed session was very encouraging too, even got to see things that aren&rsquo;t shown on beta yet but I don&rsquo;t think I&rsquo;m allowed to make a *reference* to those? &nbsp;;)&rdquo; -&nbsp;<span style="line-height: 1.5em;">Jonathan de Blok</span></p> <p>"&hellip; I&rsquo;m already planning on upgrading our pipeline!" - Dave Wortley</p> <p>"It was great to hear what you had to say on Wednesday (3ds London)... Since I've been using max professionally since v1, that is very welcome news... It's refreshing and energising to hear." -&nbsp;Pete Addington</p> <p>As for me...</p> <p>This was my first trip to EUE and I have since made it a permanent fixture on my calendar. I will make sure to attend from this year on.</p> <p>It has always been clear to me that 3ds Max is important to many people on a number of different levels. There are casual users who open 3ds Max for a few hours a month. There are the power users that live and breathe 3ds Max (it was fun showing off my 3ds Max tattoo). I also do not forget the development community that builds their tools on 3ds Max as well. We are all strong together.</p> <p>To hear your stories, to hear your passions, to hear your ideas for 3ds Max is what I live for. To see your creations, to see your successes and to see your commitment is something I will never tire from. I am confident the community will grow stronger.</p> <p>Now if you&rsquo;ll excuse me, I&rsquo;m about to board a plane headed to Japan and Korea. I have more good news to share.</p> <p>&nbsp;</p>Thu, 26 Jun 2014 15:33:43 UTC Screencast is a New Tool for Creating and Sharing TutorialsCory Mogk<p>Autodesk Screencast is a cool new tool for recording and sharing video based tutorials. There is something unique about Screencast that I will get to after covering the basics. You can download the app from the <a href="">Autodesk Screencast</a> site and you will see an easy to use interface once you start it up.</p> <p><img src="/userdata/blogs/cory/screencast.png" width="446" height="429" /></p> <p>A number of people have already posted tutorials for some of the M&amp;E products. Here is a sample og projection painting in Mudbox:</p> <p><iframe width="640" height="400" src="" frameborder="0" allowfullscreen="" webkitallowfullscreen=""></iframe></p> <p>Here is a sample of Revit and 3ds Max to do clay renderings:</p> <p><iframe width="640" height="400" src="" frameborder="0" allowfullscreen="" webkitallowfullscreen=""></iframe></p> <p>Now that we've covered the basics, we can look at a couple of the more unique features of Screencast. If you're watching the tutorials on the Screencast site, you'll have access to a thumbnail viewer on the left hand side that helps you find parts of the video more easily.</p> <p><img src="/userdata/blogs/cory/screencastThumbnails.png" width="436" height="573" /></p> <p>With some Autodesk products, you will also get an enhanced timeline that shows what commands were executed, what dialog boxes were used, when files are saved and when someone switched between products. This image is from Inventor. A user can click on anyone of the events in the timeline to jump to that portion of the tutorial - very handy for repeating a certain part of the tutorial or finding advice on a specific tool.</p> <p><img src="/userdata/blogs/cory/screencastTimeline.png" width="970" height="633" /></p> <p>You can also see the hotkeys that were used along the bottom of the screen and a running list of recent commands on the left hand side of the screen.</p>Mon, 23 Jun 2014 18:39:01 UTC Animation Event In Melbourne 29 -31 May | Review by Guest Blogger Jess WatsonCon_Nicholas<p style="text-align: left;"><img src="/userdata/blogs/con/FindingAnimation_MELB1.png" width="940" height="223" /></p> <p class="MsoNormal" style="text-align: left;">It isn&rsquo;t every day that you get to chance to speak directly to the people responsible for some of the most iconic stories and characters of a generation. Yet this is exactly what happened in the last week of May, as some of the big names in animation descended upon Sydney and Melbourne to share their knowledge through the <b style="mso-bidi-font-weight: normal;"><i style="mso-bidi-font-style: normal;">Finding Animation</i></b> masterclasses. The 3-day series, coordinated by <a href="">Epiphany</a>, gave a sea of eager attendees the chance to learn directly from the people of <b style="mso-bidi-font-weight: normal;">Pixar</b> and gain insight into the story and animation processes behind the studio&rsquo;s success. Among the audience were animators from the film, television and gaming industries, as well as a bevy of educators, students, hobbyists and even writers. Thanks to <a href="">Autodesk Media &amp; Entertainment</a>, one of the event&rsquo;s major sponsors, I (an aspiring animator from the Western side of Australia) was also given the opportunity to attend and share in the phenomenal experience.</p> <p class="MsoNormal" style="text-align: left;"><o:p>&nbsp;<img src="/userdata/blogs/con/FindingAnimation_MELB2.jpg" /></o:p></p> <p class="MsoNormal" align="center" style="text-align: left;"><i style="mso-bidi-font-style: normal;">[Eager attendees at the Melbourne Convention &amp; Exhibition Center]</i></p> <p class="MsoNormal" style="text-align: left;">While we may not be able to blog about the specific content of classes, I would like to share a bit about the experience so that you know what to expect the next time such an event rolls around. It is also worth noting that for our friends overseas, the Pixar&nbsp;<a href="" style="line-height: 1.5em;">Story, Character and Animation Tour</a><span style="line-height: 1.5em;">&nbsp;is already planning to work its way around the world. Paris, London, Chicago, Vancouver, Montreal and Austin, you are next in line so here&rsquo;s a sneak peek of what you have to look forward to!&nbsp;</span></p> <p class="MsoNormal" style="text-align: left;">So first of all who were these particular Pixar people, and what kind of content was in their classes? Well, day one saw Matthew Luhn take to the stage for &lsquo;The Art of Storytelling&rsquo;. The purpose of this session was to look into the process of taking an idea and building layers of stories and characters upon it, each with whom the audience can relate and grow. Luhn has over 20 years of experience in the movie industry, and in his time at Pixar he has worked as a Storyboard Artist for Toy Story 2, Monsters Inc., Finding Nemo, Cars, Ratatouille, UP!, Toy Story 3 and Monsters University. In this first day alone we were introduced to the concept of stories as a discovery process, and Luhn took us through all aspects of development; from the formation of the characters and exploration of their journey, through to the storyboarding, gags and cinematography considerations. <o:p></o:p></p> <p class="MsoNormal" style="text-align: left;"><o:p>&nbsp;<img src="/userdata/blogs/con/FindingAnimation_MELB3.png" /></o:p></p> <p class="MsoNormal" align="center" style="text-align: left;"><i style="mso-bidi-font-style: normal;">[One example by Luhn of a &lsquo;beat&rsquo; which developed into a part of ToyStory 2.]</i></p> <p class="MsoNormal" style="text-align: left;">Day Two saw Andrew Gordon take to the stage and turn the event&rsquo;s focus toward everything animation. Having worked at Pixar for 16 years, Gordon has been behind the scenes on a wealth of movies including A Bug's Life, Toy Story 2, Monsters Inc., Finding Nemo, The Incredibles, Ratatouille and Toy Story 3. He was also a founding member of <a href="">Spline Doctors</a>, is a contributing lecturer at <a href="">Animation Mentor</a>, and has a leadership role with The Pixar Animation Internship. With this wealth of knowledge to draw upon, Gordon introduced the concept of &lsquo;finding the entertainment value of a character&rsquo; and lay down the foundations of conveying quality character &lsquo;acting&rsquo;. As the day went on the audience gained insight into some of the processes employed by individual animators at Pixar through behind-the-scene videos, after which the discussion moved on to the finer details of creating fluid, believable motions.</p> <p class="MsoNormal" style="text-align: left;">Then last, but by no means least, for the third and final day the event shifted to Deakin University for two separate classes. The first was an up close and personal workshop with Andrew Gordon on the subject of animation; this session challenged groups to create story and character concepts, then animate walk cycles under the watchful eyes of the Pixar pros. In the other class we were introduced to Bobette Buster, author of &lsquo;Do Story: How To Tell Your Story So The World Listens&rsquo; and a guest faculty member of a huge range of studios including Pixar, Disney Animation, Sony Animation, Twentieth Century Fox and more. In her lecture Buster not only went into greater depth on the subject of telling your story (illustrating key techniques and timing through viewings of Toy Story 3 and Finding Nemo), but she also managed the impressive feat of coordinating a morning tea coffee order for the entire audience.</p> <p class="MsoNormal" style="text-align: left;">To top off the intense amount of Pixar-fuelled learnings, opportunities were also available to get a behind-the-scenes look at aspects of the Australian animation industry with Toons After Dark, plus a chance to check out Maya 2015&rsquo;s latest features with Autodesk&rsquo;s day two presentation. These additional <i style="mso-bidi-font-style: normal;">Finding Animation</i> elements were a nice change of pace, giving attendees both content to ponder and creators to be inspired by, not to mention news of tools with which their ideas (no doubt bubbling to the surface after the masterclasses) may be harnessed. The benefits that result from connecting with others in the animation industry through events such as this cannot be understated. Being the creative craft that it is, it can be easy to put the blinkers on and tune out the world as we focus on our own animations; opportunities like this - through which you can connect with other animators and get to know their work - helps give a new perspective and drive in your own endeavours.</p> <p class="MsoNormal" style="text-align: left;">Although it was only three short days, the amount of information conveyed and networking opportunities presented at <i style="mso-bidi-font-style: normal;">Finding Animation </i>were phenomenal. It was an experience I will not soon forget, which is good considering I have one book, two workbooks, and 100+ pages of handwritten notes to mull over. It is not often you gain a new perspective on a medium you appreciate both as a viewer and as a creator. Many of the people I spoke to expressed an eagerness to get back to their studios, teams and/or classmates to share their insight and look at their projects with new eyes - something which I plan on doing myself.<o:p></o:p></p> <p class="MsoNormal" style="text-align: left;"><o:p>&nbsp;<img src="/userdata/blogs/con/FindingAnimation_MELB4.jpg" /></o:p></p> <p class="MsoNormal" align="center" style="text-align: left;"><i style="mso-bidi-font-style: normal;">[The final masterclass haul.]</i></p> <p class="MsoNormal" style="text-align: left;">I hope that this post has given you a glimpse into the nature of a Pixar masterclass. As I mentioned earlier, the Pixar<span style="line-height: 1.5em;">&nbsp;</span><a href="" style="line-height: 1.5em;">Story, Character and Animation Tour</a><span style="line-height: 1.5em;">&nbsp;is heading to Paris, London, Chicago, Vancouver, Montreal and Austin next. So if you are in or around those areas you should definitely check out the classes! If however you are not able to, or it&rsquo;s just not your thing, there are of course other avenue such as <a href="/masterclasses">Autodesk's own Masterclasses</a></span><span style="line-height: 1.5em;">, or even&nbsp;<a href="">Pixar Interships</a>.&nbsp;</span></p> <p class="MsoNormal" style="text-align: left;">And once again, I would like to thank&nbsp;<a href="">Epiphany</a>&nbsp;and&nbsp;<a href="">Autodesk Media &amp; Entertainment</a>&nbsp;for giving me the opportunity to attend <i style="mso-bidi-font-style: normal;">Finding Animation</i>, and of course for allowing me to share my experience with here.<o:p></o:p></p> <p class="MsoNormal" align="center" style="text-align: left;"><i style="mso-bidi-font-style: normal;"><o:p>&nbsp;<img src="/userdata/blogs/con/FindingAnimation_MELB5.jpg" width="806" height="456" /></o:p></i></p> <p class="MsoNormal" align="center" style="text-align: left;"><i style="mso-bidi-font-style: normal;">[The Melbourne Masterclass that was.]</i></p> <p class="MsoNormal" align="center" style="text-align: left;"><i style="mso-bidi-font-style: normal;"><br /></i></p> <p class="MsoNormal" align="center" style="text-align: left;"><i style="mso-bidi-font-style: normal;"><img src="/userdata/blogs/con/JessWatson_ProfilePicture.jpg" width="286" height="286" /></i></p> <p class="MsoNormal" align="center" style="text-align: left;"><em>Jess Watson is a health worker that decided to mix things up by going back to university to study Animation and Game Design. She is ranked in the top 100 students at Edith Cowan University, and is a volunteer assistant with the school&rsquo;s Motion Capture studio. Jess is also a web writer for <a href="">Let&rsquo;s Make Games</a>, a community group for game developers in Western Australia.</em></p> <p class="MsoNormal" align="center" style="text-align: left;">Follow Jess on Twitter @<a href=""><span style="line-height: 1.5em;">ninjeska</span></a></p> <p class="MsoNormal" style="text-align: left;"><o:p>&nbsp;</o:p></p>Fri, 20 Jun 2014 03:52:18 UTC