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Come learn from the best VFX artists in the world.

Come hear riveting talks from industry visionaries.

Come perfect your skills.

CAVE2013 Videos

CAVE + CAVE 2013

CAVE is an exciting, new conference hosted by Autodesk. CAVE Conference will bring together a spectrum of artists, designers, and storytellers. From exciting keynote speeches, seminars and networking sessions to world renowned artists & designers sharing their methods and sources of creativity, it's a not to be missed event.

For those in the Entertainment industry, CAVE offers 2 additional days of MasterClasses to learn techniques and tips & tricks to take your skills to the next level. Register now.

ADN 2013

Learn about new M&E releases and API changes from technical evangelists and product managers. Get programming advice and talk with M&E Experts. You must be a Standard or Professional member of the Autodesk Developer Network. The ADN Conference is not part of CAVE.

Syd Mead
Concept Artist and Designer

Syd Mead is widely known as one of the most influential Concept Artists and Designers of our time. After graduating with great distinction from Art Center School in Los Angeles (Now Art Center College of Design in Pasadena) in 1959, he joined the Ford Motor Company's Advanced Styling Studio before branching off to illustrate books and catalogues for several major corporate clients. In 1970, Syd Mead Inc. was officially launched in Detroit, Michigan, and throughout the 70s and 80s, provided interior and exterior architectural renderings for clients, such as Intercontinental Hotels, 3D International, Harwood Taylor & Associates, Don Ghia to name a few. Mead's Design career accelerated after moving west to California in 1975, where he started working with major studios on film projects such as Star Trek: The Motion Picture, Bladerunner, TRON, 2010, Short Circuit, Aliens, Time Cop, Johnny Mnemonic, and most recently, Mission Impossible-3. In the 80s and 90s, Syd Mead developed relationships with major Japanese corporate clients, including Sony, Honda, NHK, Bandai, Minolta for projects ranging from film to design. Syd Mead has developed a unique and distinct style blending of 'futurism and believability' in his design renderings. With a love for transportation design, he lends this style to vehicles of any type, from solar powered unicycles to show cars, luxury yachts, cruise ships, the interiors of private 747's, or interplanetary spacecraft. Between the vehicular focal point and environments, Mr. Mead provides unmatched attention to detail within a perfectly designed scenario. This combination has become a Syd Mead trademark and has been seen in everything from concept cars for Ford Motor Company to futuristic 'Hypervans' which have been the subject of his latest full color illustrations. In 1993, a digital gallery comprised of 50 examples of his art with interface screens designed by Syd Mead became one of the first CD ROM's released in Japan in 1992 and in 2004 in partnered with the Gnomon School of Visual Effects to produce a 4 volume, 'How To' DVD series titled, 'TECHNIQUES OF SYD MEAD' which continues to be sought after by designers around the world. Mead attributes success in an astonishing range of creative activities to the premise that imagination…the idea, supersedes technique. "There are more people in the world who make things than there are people who think of things to make."

The Future of Everything
CAV3580, 60 Minutes

Syd Mead takes the stage in this keynote, sharing his illustrious career that has bridged creative industries and inspired generations of artists & designers.

Lorne Lanning
Moving Brands Co-founder

For nearly three decades Lorne Lanning has been focused on the integration of high technology, global awareness, eco-literacy, and interactive myth making in effort to brew a unique blend of odd entertainment he refers to as "semi-conscious Trojan Horse pop". After co-founding Oddworld Inhabitants with his partner, Sherry McKenna, in 1994; his Oddworld games, based in a universe where the dark side of globalization meets the consumer funny bone, have sold nearly 7 million units and garnered dozens of awards not only from the game industry, but also from the music, television, film, and animation industries - as well as illustration & design annuals. In 2008 Oddworld reamerged as a self-published independent studio bringing its library of titles across various digitally distributed networks in over 20 languages. Their latest in-the-making title was showcased by Sony as an iconic representative of their support of the increasingly relevant self published indie development communities. Lorne holds a BFA in Motion Graphics & Visual Effects from the California Institute of the Arts, an Honorary Doctorate Degree from the San Francisco Academy of Art University, and was honored with a Lifetime Achievement Award from the Entertainment Consumers Association. His first love is fly fishing.

Opening Session
CAV3534, 45 Minutes

In this opening session, Chris Cheung welcomes attendees and officially kicks off the very first CAVE Conference. As the first keynote speaker, Lorne Lanning, creator of Oddworld, shares his insights on "The Soul of the Game."

John Cleese
Humour makes it all.

John Cleese is both a versatile comedic actor and a leading business motivator. With the legendary Monty Python's Flying Circus, Fawlty Towers and A Fish Called Wanda, he created a unique comedic style that has inspired countless writers and comedians. John Cleese's influence is also felt in the corporate world as the founder of Video Arts, the world's largest provider of business training programs. Established in 1972 with three fellow British actors, Video Arts gained an international reputation as the premier source for business know-how. Cleese attributes his success at making hit training programs to his fascination with psychology and his love for teaching and making people laugh. He believes that "humor in training increases retention and decreases anxiety. When the training point is surrounded with humor, it can be readily digested, remembered and applied." On the lecture stage, Cleese brings his award-winning series of videos to life. His boundless energy and inimitable sense of humor create a hilarious exploration of business basics, from corporate etiquette and customer service to creative thinking and problem solving. "The world's funniest man" first made his mark as a member of the legendary Monty Python troupe in the 1960s, and has gone on to write, produce, direct and star in some of the greatest comedic hits of the last forty years, even receiving an Oscar nomination for best screenplay for A Fish called Wanda. But John is far from your garden variety entertainer. From the beginning of his career he has continually parlayed his enormous talents into advancing the political causes he believes in (he is a vocal supporter of the UK's Labour Party); promoting education (a former Rector of the University of St. Andrews, he is presently Provost's Visiting Professor at Cornell University); and teaching business skills (the training videos created by his Video Arts production company are viewed by millions of people in the UK and abroad).Cleese enthralls packed audiences worldwide. Whether he's coaching novice comedians, discussing his liberal politics, or imparting his formulas for success in education, business and life, Cleese always leaves audiences clamoring for more.

Closing Party
CAV3586, 180 Minutes

Wrap up the day with style!

Join us for food, beverage, and quality social interaction. Special guest, John Cleese will take the stage to share his particular insight on creativity. More exciting activities about this party to come. Let's celebrate the creative life!

John Cleese is both a versatile comedic actor and a leading business motivator. With the legendary Monty Python's Flying Circus, Fawlty Towers and A Fish Called Wanda, he created a unique comedic style that has inspired countless writers and comedians. John Cleese's influence is also felt in the corporate world as the founder of Video Arts, the world's largest provider of business training programs. Established in 1972 with three fellow British actors, Video Arts gained an international reputation as the premier source for business know-how. Cleese attributes his success at making hit training programs to his fascination with psychology and his love for teaching and making people laugh. He believes that "humor in training increases retention and decreases anxiety. When the training point is surrounded with humor, it can be readily digested, remembered and applied." On the lecture stage, Cleese brings his award-winning series of videos to life. His boundless energy and inimitable sense of humor create a hilarious exploration of business basics, from corporate etiquette and customer service to creative thinking and problem solving. Cleese enthralls packed audiences worldwide. Whether he's coaching novice comedians, discussing his liberal politics, or imparting his formulas for success in education, business and life, Cleese always leaves audiences clamoring for more.

Neil Gaiman

Neil Gaiman is the award winning author of Stardust, American Gods & Sandman. He has been among the top comic authors for more than two decades. He is the creator and writer of the cult DC Comics series Sandman, which won 12 Eisner Comic Industry Awards and a World Fantasy Award for best short story—making it the first comic ever to receive a literary award. Gaiman has also made quite a splash in film. He co-wrote the script for the 2007 motion pictures Beowulf, starring Anthony Hopkins and Angelina Jolie, and, Stardust, starring Robert DeNiro, Michelle Pfeiffer, and Claire Danes. An animated movie version of Gaiman's highly popular novel, Coraline, earned an Academy Award nomination for Best Animated Film. His novels include the best-selling 2008 release The Graveyard Book, which won the 2008 Newbery Award, the top prize for children's literature; his No. 1 New York Times best-seller, Anansi Boys; and best-selling novel, American Gods. These extraordinary novels showcase his storytelling brilliance and his terrifyingly entertaining dark sense of humor.

Keynote Session
CAV3536, 60 Minutes

This Keynote session welcomes two promiant speakers: Angelo Sotira, co-founder & CEO of deviantART, and award winning author, Neil Gaiman.

Neil Blevins
Sci-Fi 3D/2D Hybrid Artist

Neil Blevins started off painting and drawing traditionally, and then got into 3d graphics while still living in his home country of Canada. After getting a BFA in Design Art, he moved to Los Angeles where he worked for Blur Studio. He now lives in San Francisco working as a Technical Director for Pixar. In his spare time, he makes sci-fi 3d/2d hybrid artwork, author tools and writes art related lessons and tutorials for his website.

Shading and Texturing Environments, Props, and Robots
DG3488, 60 Minutes

In this intermediary class, Neil will show his pipeline for shading and texturing Environments, Props and Hard Surface Characters. Everything from Organic Plant Life to Buildings to Hard Surface Robots. These techniques can be used to texture any highres object, whether for vfx/animated films, video game cinematics, or even architectural work. Shaders will be discussed, as well as all of the available methods for applying textures to your models, and pattern creation methods from procedurals to hand painted textures to photo manipulation. Focus will be on efficiently shading thousands of individual objects without the need to spend a lot of time uv everything (although uving will get touched on). While the demo will be given using Autodesk 3dsmax / mudbox, Chaos Group's Vray and Adobe Photoshop, the principals discussed can be applied to your paint application and renderer of choice.

Shawn Hendriks
Concept Artist and Designer

Shawn Hendriks is the Technical Marketing and Video Production Manager for Autodesk and has worked in the 3D industry for 18 years. Shawn's first job with Autodesk was as 3ds Max demo artist for Canada. Over the years he has been responsible for everything from creating feature videos and customer video profiles to demos and presentations. He now manages the teams responsible for the demo content and videos such as the Autodesk entertainment showreels. Thanks to the nature of his job, Shawn has spent a lot of time visiting and talking with top Autodesk clients in many fields about their work, problems and successes.

Autodesk® 3ds Max® Power Tips
DG3518, 60 Minutes

No matter how long you've been using Autodesk 3ds Max software in production, you always have some portion of the software you've never explored or some unknown nugget of information that could save you a lot of time. This class is all about those quick tips and tricks that cover little-known tools or unusual uses for tools you already know in 3ds Max.

Alex Horst
Draw like a Boss

Alex's extensive experience with 3ds Max dates right the way back to high school where he gave his first demo of 3D Studio R3 in 1993. Since then, Alex has worked with a huge amount of customers mainly in the games and design visualisation industry. Today Alex focuses on the optimal use of the 3ds Max Entertainment Creation Suite products. He supports companies to optimize their creative processes and helps to get the best out of the Autodesk solutions.

Rapid Casual Game Prototyping in Unity3D with Autodesk® Maya LT™
DG3737, 60 Minutes

Games and interactive experiences help users to engage with many different topics and can be used for learning experiences, advertising, and problem solving. This process is called "gamification" and is becoming a major differentiator within manufacturing and architectural companies as well as advertising agencies and commercial post houses. In this class, we show how to easily create and pitch game concepts by using recent Autodesk Maya LT and Unity 3D software. We dive into modeling and texturing your assets and see how to bring them over into a real-time game engine. After introducing interactive mechanics and tweaking the real-time graphical output, the game prototype can be exported to a mobile platform such as an Apple® iOS or Android™ device. As part of this class, you learn how consumer peripherals, such as PlayStation® Eye, Microsoft® Kinect®, and other depth sensors can be used to create motion capture data for later use in your mobile game.

Fred Ruff
Creatures and characters Designer

Fred got his start in CG working for a digital post production facility 15 years ago. He has worked for the Autodesk Multimedia group as a Product Designer for 3ds Max, and also as the Design Lead for a team of engineers developing experimental 3D software for Autodesk. Fred's most recent work includes visual effects for the NBC TV show "Grimm" done through his studio, Refuge VFX

Class 1 - Getting the Best from Your Camera Animation
AV1705, 60 Minutes

In this class, you learn how to work with cameras to ensure you get the best results. You learn the benefits of free and targeted cameras and when to use them. You learn noise and handheld tricks to add realism to your 3D animations, and how to choose your lens wisely for the best dramatic effects for each shot. We also go over lens distortion and matching plate photography. Whether you're a game artist, a visual effects designer, or an architect, you can benefit from understanding more about camera animation.

Class 2 - Breaking Down for Compositing: Decomposing a Scene
DG2131, 60 Minutes

Breaking down your 3D renders for compositing is not as intuitive and easy as many people assume. This class explains why you break things into layers and shows you techniques for doing it well. Create final looks easily in your pipeline by breaking your renders into passes that will allow you to dial everything in. Understand render elements and what they bring to the table. We go over VFX shots incorporated into live action plates and also full CG shots where everything is rendered.

Lindy de Quattro
Visual Effects Supervisor at Industrial Light & Magic

Lindy De Quattro joined Industrial Light & Magic in 1997 as a Technical Director and swiftly rose to Sequence Supervisor and then Visual Effects Supervisor. De Quattro has contributed her technical expertise to a variety of projects such as the water in The Perfect Storm, the raining frogs in Magnolia, the magical snow in Jack Frost, and the Hall of Containment sequence in Minority Report. She served as Associate Visual Effects Supervisor on Evan Almighty, which further advanced ILM's photorealistic digital water toolset. Most recently she was Co-Visual Effects Supervisor on Guillermo del Toro's Pacific Rim, which was released in July 2013.

De Quattro is from Los Altos, California. She received a Bachelor of Arts degree in both Fine Arts and Computer Science from the University of California at Berkeley. De Quattro holds a Master of Fine Arts degree in Film, Video, and Computer Animation from the University of Southern California School of Cinema-Television as well as a Master of Science degree in Computer Science from the University Of Southern California School Of Electrical Engineering.

FILM CREDITS:

FEATURE FILMS

  • 2013 PACIFIC RIM – Co-Visual Effects Supervisor
  • 2013 THE GREAT GATSBY – Visual Effects Supervisor
  • 2012 THE TWILIGHT SAGA: BREAKING DAWN – PART 2- Visual Effects Supervisor
  • 2011 MISSION: IMPOSSIBLE: GHOST PROTOCOL – Assoc. Visual Effects Supervisor
  • 2009 SURROGATES – Visual Effects Supervisor
  • 2007 RUSH HOUR 3 - Visual Effects Supervisor
  • 2007 EVAN ALMIGHTY– Associate Visual Effects Supervisor
  • 2006 POSEIDON– Computer Graphics Supervisor
  • 2005 THE CHRONICLES OF NARNIA: THE LION, THE WITCH AND THE WARDROBE – Associate Visual Effects Supervisor
  • 2005 THE ISLAND – Technical Director
  • 2005 XXX: STATE OF THE UNION – CG Supervisor
  • 2005 SON OF THE MASK – Lead Technical Director
  • 2004 VAN HELSING – Sequence Supervisor
  • 2003 PETER PAN – Sequence Supervisor
  • 2003 HULK – Lead Technical Director
  • 2002 MINORITY REPORT – Sequence Supervisor
  • 2002 STAR WARS: EPISODE II "Attack of the Clones" – Technical Director
  • 2001 A.I. – Technical Director
  • 2000 PERFECT STORM – Technical Director
  • 2000 MISSION TO MARS – Technical Director
  • 1999 MAGNOLIA – Technical Director
  • 1999 WILD WILD WEST – Technical Director
  • 1998 JACK FROST – Technical Director
  • 1998 DEEP IMPACT – Technical Director
Industrial Light & Magic Presents: Deconstructing the Visual Effects of "Pacific Rim"

From aliens that threaten Earth's very existence to massive human-piloted robots, Co-Visual Effects Supervisor, Lindy De Quattro, will discuss the wide-ranging scope of ILM's effects work on Guillermo del Toro's science fiction epic Pacific Rim. She will cover creative and technical challenges overcome in the areas of asset development, character animation, lighting, digital environments, advanced fluid simulation work and more.

Peter Muyzers
Visual Effects Supervisor & Partner at Image Engine

Peter Muyzers drives the development of creative and technical achievement at Image Engine. Muyzers began his career as a 3D artist working in television commercials and identifications in 1995, with experience also including large format Motion Ride and IMAX 2D and stereoscopic films.

He has since worked at The Moving Picture Company, UK as Computer Graphics Supervisor where he played a key part in building the visual effects pipeline for the MPC film division. His credits from this time encompass a variety of high-profile feature films including Tim Burton's Corpse Bride, the first three Harry Potter films and Wallace and Gromit: The Curse of the Were-Rabbit.

Since joining Image Engine in 2006, Muyzers has led the development of Image Engine's robust film visual effects pipeline and assembled its highly regarded visual effects R&D department. This technical and creative development has been instrumental to the success of District 9 and The Twilight Saga: Eclipse, where Muyzers also played a key role as Digital Production Supervisor. For his work on District 9, Muyzers was honored with nominations for the Academy Award®, the BAFTA, and the Visual Effects Society Award. Most recently, Peter has re-teamed with Director Neill Blomkamp for his film, Elysium (Sony Pictures Entertainment, 2013) as the production's overall Visual Effects Supervisor.

Behind the Scenes of Elysium

Academy Award-nominated Visual Effects Supervisor Peter Muyzers brings an exciting, behind-the-scenes look at the visual effects of Neill Blomkamp's Elysium to Autodesk University. He will give an in-depth presentation on the many challenges involved in bringing the dystopian vision of the future to life, from designing and building an epic man-made space station to creating the photo-realistic droids and spacecraft. Participants will be treated to a sneak peak at some of the behind-the-scenes bonus material included on the Blu-ray and DVD release, which becomes available on December 17 from Sony Pictures Home Entertainment.

ADN (DevDays) Conference General Session: M&E
Hear from Autodesk executives and engineers where Autodesk is taking M&E platform technology – from the desktop to cloud and mobile. Learn about upcoming Autodesk cloud, mobile and desktop technology platforms. Come to listen our partner API use cases. Understand how API and Autodesk solutions can help you build more effective pipelines, or address issues you may have.

M&E ADN DevDays Conference Keynote
Awesome stuff about M&E Cloud and Mobile directions, etc.

Maya (next release) feature set and road map
Learn about the next release of Maya feature set and hear about the direction and road map for the future.

3ds Max (next release) feature set and roadmap
Learn about the next release of 3ds Max feature set and hear about the direction and road map for the future.

Improve productivity, performance and how to design "anywhere, anytime" with NVIDIA
In this class you'll get a clear understanding of how to tune for the best design experience and also how to improve productivity with remoting. You'll learn how to optimize or upgrade your system to get the best out of the latest Autodesk applications and suites. Including tips and tricks from the pro's to improve image quality and performance. You'll also see the latest developments in remoting to give your business all the benefits of the cloud, but under your control. Bring your own pc or Mac and experience "hands on" virtualized graphics that can be set up and run without needing an IT department. Solve real problems with workstation class performance from any PC or Mac that enables you to continue work when you're at your client's office or at home to realize immediate productivity and lifestyle benefits

Deploying a 3ds Max and Maya plug-in as proper modules on Autodesk Exchange
This portion of the general session will describe the many advantages of deploying a 3ds Max and/or Maya plug-in as a proper Max/Maya module. Throughout the presentation we will build a simple module and exploit the different features it has to offer: single module entry point, conditional loading, environment variable expansion, recursive overrides. Deploying plug-ins as proper modules can greatly ease the deployment process of plug-ins in a studio environment

Qt Python UI Scripting in Maya 2014 with PySide: Tip and Tricks
If you develop any user interfaces inside Maya, this course is a must! This course focuses on scripting Qt user interfaces in Maya using python and the new PySide library shipping in Maya 2014. It will assess the benefits of Qt scripting in Maya compared with MEL, cover the common "gotchas" that hinder PySide development, provide useful example scripts, and give you hands-on experience to quickly develop your own interfaces in PySide. For existing PyQt4 developers, this class will also cover the differences between PyQt4 and Pyside and how to best migrated existing PyQt4 scripts to work with PySide. This course will be taught by Scot Brew who spearheaded the inclusion of PySide in Maya, developed the first PySide script shipped with Maya, and currently works in production to develop user interfaces with PySide.

The next release of Maya APIs
This class will update you on the new API coming with the next releases of Maya. It will be also a good place to discuss with the Maya API architect.

Integrating an offline renderer in Maya
This class will describe the different interfaces a renderer should implement to be integrated in Maya. The class will cover the MRenderView interface used to present pixels to a user, The MSceneMessage that a renderer may want to respond to (especially during an IPR session), and the different callbacks a renderer can register itself to.

Apps, Plug-ins, Extensions and Scripts for Autodesk® 3ds Max®
Autodesk 3ds Max software has one of the largest plug-in communities— hundreds of scripts and plug-ins that boost 3ds Max capabilities to suit your specific projects' most complex needs. In this class, Emmy-award winner and training specialist Laurent M. Abecassis will talk about the broad support of customization available in 3ds Max and the key elements to consider when developing internal custom tools versus publicly available tools. You will see how you can combine multiple development programming languages and methods to create a single tool, as well as how to manage 3ds Max extensive customization capabilities and how to prepare a plugin for submission to the Autodesk Apps Exchange.

Laurent M. Abecassis
Laurent M. Abecassis is an Emmy® Award-winning visual effects supervisor and CG character specialist. He is known for his work as a VFX sequence supervisor on the acclaimed TV series Lost, contributing to its breathtaking plane crash sequences. Having worked in the computer graphic field for more than 18 years, Abecassis has tackled many aspects of CG production and software development. He led CG character research efforts at Di-O-Matic, supervised visual effects, and designed numerous production pipelines.

For more than a decade, Abecassis has pushed Autodesk software to the extreme in countless productions in a wide range of media—games, television, visual effects, CG feature films, commercials, and innovative interactive kiosks. For the past thirteen years, Abecassis has shared his expertise by providing customized training to companies such as Cirque du Soleil, Kodak and Ubisoft as well as the University of Baltimore and Red River College in Winnipeg.

Abecassis has been designing and actively developing CG character animations plug-ins since 2000. His technologies are in use today at leading 3ds Max production houses such as Activision, Blur Studio, Digital Dimension, Sega, and Rockstar. Well-known CG characters Mickey Mouse, Sonic the Hedgehog, Spider-man, Batman, Superman, Crash Bandicoot, and Spongebob Squarepants rely on 3ds Max and technologies designed by Abecassis to entertain audiences worldwide.

Scot Brew
Scot Brew has over 15 years of experience in the game and film industries focusing on raising the bar for content pipelines at studios including Pixar, LucasArts, Indusrial Light & Magic, and SquareUSA.  He has spoken at a number of events and conferences including FMX and GDC on the topics of game/film pipelines, technologies, and directions.  In 2003 he was presented with the Maya Master award.  He spearheaded the shipping of PySide in Maya 2014 and developed the first PySide tool shipped with Maya.  He is currently the embedded Autodesk Consultant at Pixar where he continues to develop Maya features and advance PySide/PyQt4 studio tools.

Dean Edmonds
Dean Edmonds heads up the team responsible for Maya's APIs and scripting languages. With a B.Math from the University of Waterloo, Dean has worked in software development for over 30 years. In 1996 Dean joined what was then Alias Research to work on their PowerAnimator product. A few years later he left to found Gooroos Software, which for over a decade provided Maya plugin consultation and services to Maya users ranging from small architectural firms to major Hollywood animation studios. In 2008 Dean joined Autodesk to take charge of Maya's API development. He currently lives on Vancouver Island with his paramour and seven semi-feral cats.

Jean-Philippe Grenier (Maya Engineer)
Jean-Philippe Grenier studied Computer Science and Math at the University of Otago and have been working at Autodesk in various rendering teams (Consistent materials effort, 3ds Max, Maya). Throughout his time at Autodesk, he has become quite familiar with the mental ray renderer. Lately, he has been involved in the Open Rendering team which focuses on providing the different interfaces our clients need to register their renderers in Maya.

Mike Jutan

Mike Jutan is an Animation & Creature R&D Engineer at Industrial Light & Magic in San Francisco, California. A graduate of the University of Waterloo's Computer Science Co-op Program, Mike first worked as a Software Developer for Maya at Alias|Wavefront in Toronto, Canada. He worked at Pixar Animation Studios as both a Production Engineer and a Modeling/Shading TD before moving to ILM's R&D Department in 2007. Mike has taught a Maya MasterClass for the AREA, and has spoken at a variety of prestigious locales: TEDx, Facebook, the San Francisco Film Society, and SIGGRAPH. He has taught technical classes for Lucasfilm in San Francisco, Marin County, and Singapore. http://www.mikejutan.com


John Doublestein
John Doublestein is a Senior Creature TD at Industrial Light & Magic in San Francisco, California. John has an MFA from Savannah College of Art and Design, and acted as lead creature technical director for Marvel's The Avengers, where he was the lead for rigging, simulation and deformations on the Hulk. John has presented multiple times at SIGGRAPH and holds an impressive knowledge of both the art and science of visual effects.

The next release of 3ds Max APIs
This class will update you on the new API coming with the next releases of 3ds Max. It will be also a good place to discuss with the 3ds Max API experts.

Kevin Vandecar
Kevin Vandecar has been with Autodesk for nearly 20 year now. He started by working in developer support for AutoCAD and the first 3DStudio version. He left Autodesk for 3 years doing consulting work, and then returned in a software engineering role for AutoCAD Architecture APIs and eventually working on the Revit APIs. For the past 3 years he has been working in the Autodesk Developer Network team supporting the 3ds Max plugin APIs.

Introduction to Python in 3ds Max
3ds Max 2014 Extension 1 introduces the ability to execute Python scripts and code from MAXScript and the command-line. This class will provide an introduction to using Python in 3ds Max comparing and contrasting it with C# and MAXScript. The main use cases for Python will be shown along with best practices. We will also cover techniques to get Python to work with existing 3ds Max scripts and plug-ins.

Christopher Diggins (3ds Max software engineer)
Christopher Diggins is a software developer on the Autodesk 3ds Max team with a passion for programming languages, APIs, and software engineering. Christopher has 20 years of professional software development experience in many different programming languages, including a couple he designed himself.

Code Injection: Filling in the Python Gaps
Do you ever have those development days when you cannot finish your work nor do exactly what you need with Python? If so, then this is the class for you! In this class we will explore the programming technique called Code Injection and how it can solve some of the various Python API limitations you may encounter along the way. Such limitations might be functionality that proves impossible, code that is too expensive to use, or code that is just too painful to work with. Python Code Injection can expose functionality to your tools that might not have been possible with Autodesk Python "out of the box". Specifically we will look at how Python Code Injection can be applied to Autodesk MotionBuilder and Maya. Throughout this class we will explore what exactly Code Injection is; getting started with Python Code Injection and most importantly looking at some real world examples of exposing MotionBuilder OR SDK code and Maya API C++ code to Python, then injecting it into a Python class. All while examining the tips and tricks needed for success along the way.

Kristine Middlemiss
For the past year, Kristine Middlemiss has been actively working in the video game industry as an Animation Technical Artist exploring and developing tools and pipelines using Autodesk technologies. Previously, Kristine worked at Alias/Autodesk as a Senior Developer Consultant where she provided technical consulting and educational services to the Autodesk Developer Network (ADN) partners for Autodesk Media & Entertainment products who were developers of third-party applications and in-house production tools for the film and games industry. Additionally, Kristine was a contributing author for the book, Maya Python for Games and Film, A Complete Guide to Maya Python and the Maya Python API, published in 2011. Kristine has an Honours Bachelor of Computing Degree with a Major in Computer Science and a Minor in Fine Art from the University of Guelph, Canada.

3ds Max Nitrous Viewport API evolution and enhancements
The Nitrous viewport was introduced in the 2012 release and then significantly enhanced for plugin developers in the 2013 release. This class will cover the various aspects of the Nitrous viewport APIs, including the Nitrous Object SDK, and also working with materials. We will also show the evolution of the Nitrous APIs by talking about the 2014 release's new IDisplayObject2 interface and other enhancements. Then we will preview the Nitrous changes planned for the next release. We will wrap up with some tips/tricks and discuss the benefits of supporting Nitrous over the legacy D3D behavior. Even if your plugin is not an object or material style, this presentation will be interesting to see how Nitrous has improved the viewport experience and how it may affect you as a plugin developer.

Neil Hazzard (3ds Max software engineer)
Neil Hazzard is the rendering manager for Autodesk 3ds Max. This is fairly wide ranging and incorporates Nitrous and mental ray. Before ending up in the rendering team Neil joined Autodesk as a member of ADN team and later the discreet Sparks team supporting 3ds Max developers. During this time Neil wrote some of the first real time shaders for 3ds Max and talked about this at many conferences around the world. This experience helped build the current Nitrous team responsible for the new viewport architecture and Quicksilver renderer. Oh and he lives in a little village on the south coast of England.

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Angelo Sotira
Short Bio
Angelo Sotira is the CEO of deviantART, the world's largest online community for artists and art enthusiasts. In 2000, at only 19 years old, Angelo co-founded deviantART as the ultimate destination online for digital artists to share feedback on "skins," artwork created for media players. It has since swelled to become one of the most trafficked sites in the world with over 27 million registered members contributing close to 260 million works of art -- or "deviations" -- to the site.
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Ben Wolstenholme
Short Bio
Ben's passion is storytelling. In 1998 Ben co-founded Moving Brands, a leading branding and digital agency. At Moving Brands Ben pioneered the companies approach to branding which is built around cross-platform storytelling. Now in it's 14th year, Moving Brands currently employs a multidisciplinary team across creative studios in London, Zurich, Tokyo and San Francisco.
Ben has creatively led award-winning work for clients including: Apple, BBC, Coca-Cola, Flipboard, HP, Jamie Oliver, Keane, Ness, Nokia, Norton & Sons, Paul Smith, Showyou, Swisscom, Vodafone and Yahoo!
Ben speaks regularly on the subject of 'Creativity for a Moving World' and is regularly featured in the national, trade and broadcast media.
Ben also advises on policy setting for the UK Technology Strategy Board.
In 2009, Ben moved with his family to San Francisco to open Moving Brands' fourth international studio, he continues to act as CEO to Moving Brands globally.
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Chris Cheung
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C.B. Cebulski
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Daniel Simon
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Jay Shuster
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John Cleese
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Liam Sharp
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Louis Gonzales
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Lorne Lanning
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Maria Konnikova
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Nathan Fowkes
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Neil Gaiman
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Ramón K Pérez
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Ron Martino
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Scott Robertson
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Skottie Young
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Syd Mead
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Terryl Whitlatch
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Skylar Tibbits
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Fred Chapman
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Craig Barr
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Pierre-Felix Breton
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Chris Robson
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Remi McGill
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Shawn Hendriks
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Daryl Obert
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Ian Hooper
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Chip Weatherman
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Fred Ruff
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Alex Horst
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Roland Reyer
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Paul Neale
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Matthew Doyle
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Paul Hormis
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Chris Landreth
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Anselm V. Seherr
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Kenny Roy
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Wayne Robson
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Joy Gunn
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Eddie Perlberg
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John Higgs
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Darren Brooker
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Neil Blevins
CAVE Exhibit Hall Preview
Come join us as we open the doors to the CAVE Exhibit Hall. Check it out before heading to the Welcome Mixer at TAO Nightclub!

Welcome Mixer
Welcome to CAVE! Join us for appetizers & beverages at the TAO Nightclub. This will be the perfect atmosphere to connect with peers and set the tone for the rest of the conference.

Opening Session
In this opening session, Chris Cheung welcomes attendees and officially kicks off the very first CAVE Conference. As the first keynote speaker, Lorne Lanning, creator of Oddworld, shares his insights on "The Soul of the Game."

Outside the Box
Walking the line between what a client, art director or editor wants commercially while keeping your own 'voice' is always a challenge. This session looks into the art of finding the rules, breaking them, exploring who you are creatively and how to apply all of this to maintaining a freelance career as an artist (while keeping your sanity). Skottie is a 4 time Eisner Award winner and New Times Bestselling cartoonist.

A Culmination of Art Forms
Graphic storytelling brings together design, illustration, typography, along with the theatre of directing, acting, and emotion. Working in unison, within the canvas of the page, all these elements coalesce to strengthen a story without overpowering it. They are the strong underpinnings of a successful story, visualizing it's voice, and making it stand the test of time. Highlighting such projects as Jim Henson's Tale Of Sand to set the stage, Ramon Perez discusses the challenges of taking a master storyteller's lost screenplay, translating it, and redefining into another more static art form while at the same time remaining remaining true to the creators voice.

Drawing on Communication
Drawing goes far beyond creating beautiful artwork. In this talk, Louis Gonzales explores the fundamental skill, drawing, an how it is key to communication and storytelling. Louis is an industry veteran, having worked on such titles as Iron Giant, Monsters Inc., and Ratatouille.

Hyperspace Madness
Ever wonder what a software company does when it isn't making software? Hyperspace Madness is a fully animated short being produced by Autodesk. It is a collaborative effort between internal talent such as Remi McGill (director) and J. Warren Trevezant (Finding Nemo, Incredibles, Brave) paired with external teams such as Storyboardart.com and Game On Audio.

Story is King
"Story is King" has been the motto that has guided Pixar Animation Studios to creative and financial success over the last 25 years. This talk takes a brief look at what this statement means philosophically, what this statement means practically, and finally, why the studio believes Story is King.

Exhibitions & Lunch
Regroup in the CAVE Exhibition Hall to digest the morning sessions, share knowledge, and join us for lunch.

Keynote Session
This Keynote session welcomes two promiant speakers: Angelo Sotira, co-founder & CEO of deviantART, and award winning author, Neil Gaiman.

Angelo Sotira is the CEO of deviantART, the world's largest online community for artists and art enthusiasts. In 2000, at only 19 years old, Angelo co-founded deviantART as the ultimate destination online for digital artists to share feedback on "skins," artwork created for media players. It has since swelled to become one of the most trafficked sites in the world with over 27 million registered members contributing close to 260 million works of art -- or "deviations" -- to the site.

Neil Gaiman is the award winning author of Stardust, American Gods & Sandman. He has been among the top comic authors for more than two decades. He is the creator and writer of the cult DC Comics series Sandman, which won 12 Eisner Comic Industry Awards and a World Fantasy Award for best short story—making it the first comic ever to receive a literary award. Gaiman has also made quite a splash in film. He co-wrote the script for the 2007 motion pictures Beowulf, starring Anthony Hopkins and Angelina Jolie, and, Stardust, starring Robert DeNiro, Michelle Pfeiffer, and Claire Danes. An animated movie version of Gaiman's highly popular novel, Coraline, earned an Academy Award nomination for Best Animated Film. His novels include the best-selling 2008 release The Graveyard Book, which won the 2008 Newbery Award, the top prize for children's literature; his No. 1 New York Times best-seller, Anansi Boys; and best-selling novel, American Gods. These extraordinary novels showcase his storytelling brilliance and his terrifyingly entertaining dark sense of humor.

Techniques to Aid Creative Process
From various sketching and rendering techniques to the use of photography, 3D modeling and rendering, Scott Robertson will share his most advanced techniques and insights into the modern tools available for designers, and where things might go in the future. Through a little demonstration and a lot of eye candy his techniques will get you thinking in a new way about the tools you already use and the ones you should.

OPPOSITES ATTRACT: The Art of Modern Collaboration
Explore the process of collaboration; finding creative partners, respecting each other's opinions, the pitfalls, the pros & cons, and how things can work out swimmingly or fall apart spectacularly Especially in these crazy days of online encounters and social media. C.B. draws upon years of experience working with creative and business teams filling this session with practical insight and endless fun anecdotes.

The Scientific Method of the Mind
When we think of the scientific method, we imagine an experimenter in his laboratory following a series of steps that runs something like this: make some observations about a phenomenon; create a hypothesis to explain those observations; design an experiment to test the hypothesis; run the experiment; see if the results match your expectations; rework your hypothesis if you must; lather, rinse, and repeat. Simple seeming enough. But how can we go beyond that? Can we train our minds to work like that automatically, all the time, through a mindful, present approach to our everyday thinking and decision making? Drawing on neuroscience and psychology, Maria teaches how anyone, with some self-awareness and a little practice, can employ these same methods to sharpen their perceptions, solve difficult problems, and enhance their creative powers.

The Visual Language of Production Design
Artists find success when they learn how to connect with their audience through an understanding of visual communication. In this presentation, concept designer and animation artist Nathan Fowkes takes you on a behind-the-scenes look at the the visual language of production design. Nathan shows how storytelling is brought to life through the design of color, light, shape, and space. He has been a popular teacher of drawing, painting, color, and design for the past decade. Nathan is currently a visual development artist with notable clients such as DreamWorks, Disney, Blue Sky, Activision, and Ubisoft. Selections of his work can be seen at nathanfowkes.blogspot.com.

Creator + Audience
Today, you can build audience and proactively engaging your community from 'moment one' of the creative process; and new models in creating multmedia content are emerging: the FULL SPECTRUM NARRATIVE. Ron Martino explores the sea-change in the creator/audience relationship and what it means for artists and content creators. Ron brings his experience to this session as Producer and Director of the deviantART Network.

  1. Building audience and proactively engaging target community from Moment One of creative process. Essential for artists, OC creators, world builders, and visual storytellers of all media.
  2. Sustaining an ongoing dynamic conversation with your community through each evolution and iteration of a project or narrative.
  3. Facilitating the participatory aspirations of your growing fan base, with an emphasis on highest level artistic achievers and the most highly emotionally identifying and attached fan/participants.
  4. What the Internet-driven sea-change in the creator/audience relationship means for artists and content creators. (For example: innovations in mining RVP (reader/viewer/player) feedback and data.)
  5. The rise of the FULL SPECTRUM NARRATIVE in creating multimedia content, the replacement for the obsolete transmedia hub & spoke model.
  6. Essentials of how to attract, layer, involve and create loyalty in audiences while building a creative team of artists, writers, and visionaries for your projects.
  7. Building extraordinary value for third party subsidiary rights through relationship with Audience.
  8. Creating a correct conversation on a grand scale around your IP.

Think Inside the Box
The use of the expression "thinking outside the box" is thankfully on the decline, but if I hear 1 more person suggest thinking this way, I'm going to lose it! Constraints that yield smart, simple, and elegant problem-solving is the take away of this class. We take an introspective look at an artist's current employer, Pixar, and a document of the physical and perceived walls that surround and inspire us to do our best work. Let's think inside the box.

Looking Back into the Future
Fascinated with both the history and future of vehicles, renowned designer Daniel Simon enjoys seeing the bigger picture of time when approaching his projects. Accompanied by images and clips of his highly detailed vehicle work on films such as Tron: Legacy, Captain America, Oblivion and upcoming book The Timeless Racer, Simon will share his thought process when creating some of the most detailed and believable concepts in transportation & entertainment.

Read More about Daniel Simon.

The Romance and Science of Creature Design
Creature design is more than coming up with lots of big, scary, pointy monsters. It embraces the whole animal kingdom, both existing and prehistoric, as well as the imaginary beings inspired by them. What indeed is the "why" of any creature? How does story and script drive its behavior, anatomy, and acting? In this session, we explore what is perhaps the greatest challenge of all: the duality of creatures, where animals act out human fables, that is, the merging of two natures animal and human in an animal body. In this illuminating presentation, creature designer, paleoartist, and animal anatomist Terryl Whitlatch demonstrates her methods, tips, and insights, and shares her images from over 30 years in the entertainment industry, including rarely seen concept art from Star Wars, Brave, Brother Bear, and many others, as well as tantalizing glimpses of her current projects. You'll never look at animals the same way again.

Dynamic Storytelling with Madefire Motion Books
Join Madefire co-founders Ben Wolstenholm and Liam Sharp for a firsthand look into the philosophy and vision behind the dynamic new storytelling company, Madefire. Also, prepare to gain insight into the essential steps for creating dynamic Motion Books, which will soon be a new tool on deviantART. Special guests to be announced.

A 4D Future
3D printing has grown in sophistication since the late 1970s. TED Fellow Skylar Tibbits is shaping the next development, which he calls 4D printing: where the fourth dimension is time. This emerging technology will allow us to print objects that then reshape themselves or self-assemble over time. Think: a printed cube that folds before your eyes, or a printed pipe able to sense the need to expand or contract. In this talk Tibbits explains how we are now able to program nearly everything from products, artwork, architecture; to bits of DNA, proteins, cells, and proto-cells. Programmability and computing are becoming ubiquitous across disciplines. Tibbits shows us how soon these small-scale technologies will translate into solutions and what it means for creativity.

The Future of Everything
Syd Mead takes the stage in this keynote, sharing his illustrious career that has bridged creative industries and inspired generations of artists & designers.

Closing Party
Wrap up the day with style!
Join us for food, beverage, and quality social interaction. Special guest, John Cleese will take the stage to share his particular insight on creativity. More exciting activities about this party to come. Let's celebrate the creative life!

John Cleese is both a versatile comedic actor and a leading business motivator. With the legendary Monty Python's Flying Circus, Fawlty Towers and A Fish Called Wanda, he created a unique comedic style that has inspired countless writers and comedians. John Cleese's influence is also felt in the corporate world as the founder of Video Arts, the world's largest provider of business training programs. Established in 1972 with three fellow British actors, Video Arts gained an international reputation as the premier source for business know-how. Cleese attributes his success at making hit training programs to his fascination with psychology and his love for teaching and making people laugh. He believes that "humor in training increases retention and decreases anxiety. When the training point is surrounded with humor, it can be readily digested, remembered and applied." On the lecture stage, Cleese brings his award-winning series of videos to life. His boundless energy and inimitable sense of humor create a hilarious exploration of business basics, from corporate etiquette and customer service to creative thinking and problem solving. Cleese enthralls packed audiences worldwide. Whether he's coaching novice comedians, discussing his liberal politics, or imparting his formulas for success in education, business and life, Cleese always leaves audiences clamoring for more.

Between the Thought & the Thing is a Sketch
Spencer Nugent is a professional industrial designer and a founder of Sketch-a-day.com and idsketching.com. In this class, he talks about how sketching is one of the most universal ways of communication. He covers how to capture an idea and express it in a visual form. Furthermore, he explores ways to be better at communicating through sketching and lays out ways to go beyond a plateau to improve your skills.

Dynamic Anatomy for 3D Artists
This class is about understanding human and animal anatomy and how that internal structure relates to external movement. Increasing demands for realism place a greater emphasis on accurately recreating the subtle details of motion and skin deformation. To recreate anything accurately, we first need to understand it. In this class, we explore foundation concepts of movement from an anatomical perspective. What are the different tissue types that are involved in movement and what are their properties? What forces are involved in moving and how do anatomical structures relate to these forces? What are the limitations of different parts of the body and how does all of this relate to what the viewer accepts as feeling real? Though mainly conceptual, this class also goes into specifics about creature design, topology layout, joint placement, and more. This class is not specific to any software package but is designed to be directly relevant to those who have an interest in animation, modeling, and rigging.

Creature Modeling and Sculpting Techniques
In this class, we examine a creature modeling and detailing workflow using Autodesk® Mudbox® and Autodesk® Maya® software. Topics covered include concept techniques in Autodesk® SketchBook® Pro software, creating freely in Autodesk® Mudbox® without the worry of the underlying topology, and new retopology techniques that allow for the creation of an animation and rig-ready mesh. The class also takes an in-depth look at the processes of sculpting, detailing, and painting to bring our creature look and style to life.

Stunning Materials and Finishes: From Good to Great
This class touches on various topics around materials and finishes that are defined for high-quality visualizations and renderings. You learn tips and techniques to define materials in Autodesk(r) 3ds Max(r) software by using accurate acquisition techniques while dealing with color calibration issues. Also, we demonstrate the use of procedural textures to introduce subtle, but important variations that bring images to life. Learn how to make wood look like wood, paint look like paint, and so on. No more cartoon looks!

Autodesk University Keynote

Hyperspace Madness Sven: From Concept to Production
This class is a case study following the Autodesk internal production team as we explored the latest production techniques to create the hero character for the upcoming short based on the game created by the Autodesk Gameware group for GDC last year. We walk the audience through all the pros and cons of the techniques we explored and the fine balance we had to keep to ensure that the asset could work in both the film and games pipelines. All users will receive a USB stick with all the concepts and a collectible surprise.

Autodesk® 3ds Max® Power Tips
No matter how long you've been using Autodesk 3ds Max software in production, you always have some portion of the software you've never explored or some unknown nugget of information that could save you a lot of time. This class is all about those quick tips and tricks that cover little-known tools or unusual uses for tools you already know in 3ds Max.

Autodesk® Maya® Power Tips
Learn techniques that can speed up your day when you are working in Autodesk Maya software to help you make better-looking art. It covers all aspects of Maya, including hidden hot keys, working with motion capture, getting faster renders, speeding up playback, and old school tips and tricks.

From Digital to Physical: Making of the Hyperspace Madness Trilobot
In this class Kim Lee presents an in-depth case study of the creation of the Hyperspace Madness Trilobot. Lee demonstrates its start as a robotic chassis in Autodesk® Inventor® software, through 2D concept art, and modeling in Autodesk® 3ds Max® software to fabrication using CNC milling, vacuum forming, and fused deposition modeling (FDM) 3D printing. Attendees get a behind-the-scenes view of all the processes that are involved in bringing the bot from digital concept to physical reality.

Using Storytelling to Create Compelling Experiences with Autodesk 3ds Max
Autodesk 3ds Max Design software is a great tool for generating high quality visuals, but today's audience expects more. This class introduces the art of storytelling as a means to create compelling experiences that communicate (and sell) design intent and meaning. In our increasingly competitive and visually-oriented society, sophisticated presentations are more important than ever before. Learn how to reconcile the persuasive goals of a presentation with the indulgent demands of the modern audience. Starting with an understanding of the language and repertoire of storytelling techniques, this class guides you through a basic knowledge of rendering and animation features to more complex workflows with characters and real-time ready assets within a narrative framework. Discover the storytelling secrets of Hollywood and Madison Avenue to sell your designs using 3ds Max Design.

Is It Going to Look Like That? Using Storyboarding and Previsualization Before Final Rendering
This class covers how to use storyboarding and previsualization tools to help convey ideas before final rendering. We show you some successful and not-so-successful examples.

Industrial Light & Magic Presents: Deconstructing the Visual Effects of Pacific Rim

From aliens that threaten Earth's very existence to massive human-piloted robots, Co-Visual Effects Supervisor, Lindy De Quattro, will discuss the wide-ranging scope of ILM's effects work on Guillermo del Toro's science fiction epic "Pacific Rim." She will cover creative and technical challenges overcome in the areas of asset development, character animation, lighting, digital environments, advanced fluid simulation work and more.





Storytelling Roundtable: Creating Compelling Experiences with Autodesk® 3ds Max and Autodesk 3ds Max Design
Engage with two principal designers of Autodesk 3ds Max and Autodesk 3ds Max Design software in a roundtable discussion about the art of storytelling as a means to create compelling presentations. Ian Hooper and Kelcey Simpson will show how to use the language and repertoire of storytelling techniques with the capabilities available today in 3ds Max and 3ds Max Design. Come exchange experiences in crafting a narrative framework and learn how to bring your designs to life.

Inspiring New Ideas Through Drawing and Visual Techniques
Join Russell Paul, award-winning visual effects artist, as he shares some of his experiences with design, visual effects (VFX), and visual communications. During this class, you will learn about techniques to lay down ideas and create stunning visuals. Learn about visual communication techniques and how the the process of design has been impacted by modern technology.

Mechanical Beasts of Burden
Learn methods and best practices for setting up and rigging mechanical rigs of all types. Rigging systems are not just for characters but also for handling complex systems with mechanical parts. Multi-jointed systems and systems that need to operate within constrained parameters are explored along with many of the typical problems that are faced when dealing with mechanical setups.

Breaking Down for Compositing: Decomposing a Scene
Breaking down your 3D renders for compositing is not as intuitive and easy as many people assume. This class explains why you break things into layers and shows you techniques for doing it well. Create final looks easily in your pipeline by breaking your renders into passes that will allow you to dial everything in. Understand render elements and what they bring to the table. We go over VFX shots incorporated into live action plates and also full CG shots where everything is rendered.

Rapid Casual Game Prototyping in Unity3D with Autodesk® Maya LT™
Games and interactive experiences help users to engage with many different topics and can be used for learning experiences, advertising, and problem solving. This process is called "gamification" and is becoming a major differentiator within manufacturing and architectural companies as well as advertising agencies and commercial post houses. In this class, we show how to easily create and pitch game concepts by using recent Autodesk Maya LT and Unity 3D software. We dive into modeling and texturing your assets and see how to bring them over into a real-time game engine. After introducing interactive mechanics and tweaking the real-time graphical output, the game prototype can be exported to a mobile platform such as an Apple® iOS or Android™ device. As part of this class, you learn how consumer peripherals, such as PlayStation® Eye, Microsoft® Kinect®, and other depth sensors can be used to create motion capture data for later use in your mobile game.

Lets Talk: The Art of Facial Setup
Facial setup can be a complex task, but when it is done right, it can be done quickly with flexible results. This class explores methods for setting up faces using a blend of bones and morph targets with the goal of having production-ready controls and flexibility for animators to do their jobs. When morph targets are blended with bone systems and compound targets, the result can be very organic and produce a natural system. Building targets that blend together can be time consuming, but with a few tricks it can be fast and easy to blend compound targets.

Building Interactive Customer Experiences with Autodesk Scaleform, Autodesk Maya, and Autodesk Mudbox
Learn about the power and ease of use of the Autodesk Scaleform, Maya, and Mudbox software workflows as Matthew Doyle walks you through the creation of a touch-based, animated user experience that incorporates 2D and 3D elements, designed to run on high-definition 4K television kiosks in movie theaters. See how that same content can be easily translated to run on a mobile device. Matthew also demonstrates how Scaleform can be used to enhance the user experience of everything from digital displays on consumer electronics, such as smart TVs and home appliances, to in-car digital displays and CAD software applications

Sketching on an Apple® iPad® 101
In this lecture discover the joy of sketching and painting on your iPad. Reconnect with your inner artist. This class is intended for the true beginner. A range of tools, concepts and ideas will be explored. Susan Murtaugh is a digital artist with her roots in graphic design.

Making Faces
This is an intensive class about animating a human face. You learn how to see a face: its form and structure and its features when a person talks, feels, and expresses. We cover anatomy and muscle behavior, and we explore what's really going on underneath a face when that face is showing emotion. We show examples of great facial acting and the psychology behind this acting in making human characters come alive. Although this is a class that specializes in faces, the subject matter is a very large part of how a CG artist can become a master animator and actor. This class is also "software agnostic." Although we demonstrate with Autodesk® Maya® software, we are focusing on the art and techniques of character facial animation that work whether your platform is Maya, Autodesk® 3ds Max®, or Autodesk® Softimage® software.

Using Autodesk® 3ds Max® Cloth with Characters and for Other Off-Label Applications
Autodesk 3ds Max Cloth is a versatile tool that creates more than billowy shirt sleeves and flowing dresses. In this hands-on lab, we explore alternative uses for Cloth that go well beyond garments and fabrics. Discover new ways to accomplish different types of secondary motion and subtle cues that drive home convincing onscreen imagery. Cloth is more than a simulation tool—it's a VFX staple.

Particle Flow, the Motion Graphics and VFX Toolkit
With the new particle additions to the Autodesk® 3ds Max® tool roster, you now have the best ever control over particle flow. In this hands-on lab, learn to write custom operators, build breakable structures, and tear objects apart.

Copy and Paste Your Universe: Creating and Implementing Modular 3D Environments
In this class, we present tried and tested methods for creating large-scale environments out of modular pieces. These tricks can help you populate your scenes with geometry and dress your shots quickly. Our case study is a 4-minute short film that used a single12 foot x 12 foot modular set to bring an entire story to life.

Creating Film-Quality Digital Doubles
In this class, we cover the creation of a full film-quality digital double including modeling, texturing, setting up shaders and lighting, and creating a facial system for use with either motion capture data or a more traditional key-frame approach. The class uses a tried and tested workflow of Wayne's that cuts down on asset development time and has been used for many digital doubles he has created for film, TV, and live sporting events.

Unleashing MassFX: Art of Destruction

In this class, you learn to use MassFX in Autodesk® 3ds Max® for rigid body simulations in a destructive environment. Discover techniques for breaking things dynamically while maintaining artistic control. Learn about joint setups and art direction techniques to get MassFX to do what you want it to do rather than just what physics wants to do. There is nothing more satisfying than blowing stuff up in CG. Now, learn to do it better.

 


The Making of a Big VFX movie 2
In this class, we go behind the scenes on one of this year's visual effects blockbuster movies. Come and see just what went into creating the awe-inspiring visuals that make today's movies so incredible. Movie to be announced shortly.

Cheap Tricks: Animation Shortcuts for Storytelling
This class covers several techniques for shortening the amount of time needed to produce architectural animations. The class demonstrates the impact of planning during the layout and animatic phase of an animation project and how camera decisions can save time and money.

Gain an Advantage Through Drawing
Kyle Runciman is a industrial designer & illustrator. Drawing is an essential way of communicating universally and can be leveraged in numerous design, storytelling & business functions. In this session, Kyle will walk though several live drawing examples, from ideation to design drawing techniques that can be broadly applied.

Behind the Scenes of Elysium

Academy Award-nominated Visual Effects Supervisor Peter Muyzers brings an exciting, behind-the-scenes look at the visual effects of Neill Blomkamp's "Elysium" to Autodesk University. He will give an in-depth presentation on the many challenges involved in bring the dystopian vision of the future to life, from designing and building an epic man-made space station to creating the photo-realistic droids and spacecraft. Participants will be treated to a sneak peak at some of the behind-the-scenes bonus material included on the Blu-ray and DVD release, which becomes available on December 17 from Sony Pictures Home Entertainment.





Adopting Game Engine Technology for Rapid Virtual Store Visualization
The process of designing for retail can be both expensive and time-consuming. This class shows how building stores in a virtual environment reduces the risks associated with physical store mockups, helping to drive both efficient problem-solving and the rapid design iteration required that together can help your customer meet the requirements of the rapidly-changing retail landscape. By taking full advantage of a workflow for moving large-scale architectural projects from Autodesk® Revit® software into a game engine environment using a streamlined approach, this class aims to demonstrate how Unity 3D can act as an efficient design tool for store and space layout planning.

Shading and Texturing Environments, Props, and Robots
In this intermediary class, Neil will show his pipeline for shading and texturing Environments, Props and Hard Surface Characters. Everything from Organic Plant Life to Buildings to Hard Surface Robots. These techniques can be used to texture any highres object, whether for vfx/animated films, video game cinematics, or even architectural work. Shaders will be discussed, as well as all of the available methods for applying textures to your models, and pattern creation methods from procedurals to hand painted textures to photo manipulation. Focus will be on efficiently shading thousands of individual objects without the need to spend a lot of time uv everything (although uving will get touched on). While the demo will be given using Autodesk 3dsmax / mudbox, Chaos Group's Vray and Adobe Photoshop, the principals discussed can be applied to your paint application and renderer of choice.

Super-Cycle Walkthrough 101: Use the Best Methods and Avoid the Biggest Pitfalls When Creating Cycles
Everything from walking and running to quadrupeds and bipeds relies on a few basic principles. Many artists get these principles wrong! In this class, I speed through the different cycle types and demonstrate the proper use of timing, posing, and space to get your cycles pixel-perfect and frame accurate.

Getting the Best from Your Camera Animation
In this class, you learn how to work with cameras to ensure you get the best results. You learn the benefits of free and targeted cameras and when to use them. You learn noise and handheld tricks to add realism to your 3D animations, and how to choose your lens wisely for the best dramatic effects for each shot. We also go over lens distortion and matching plate photography. Whether you're a game artist, a visual effects designer, or an architect, you can benefit from understanding more about camera animation.

Interactive Stories: A Discussion About Using Interactive Technologies on Mobile Devices.
Join us for an exciting discussion about some of the latest interactive technologies for architectural visualization and their use on mobile devices. This roundtable discussion covers a variety of topics, including interactive animations and augmented reality applications. We examine their pros and cons and discuss workflow to get your 3D data into these programs. Contribute your knowledge and experience with these applications and hear from other users about their challenges and success stories. View samples of some of the types of work that we discuss at https://vimeo.com/56765447 http://www.youtube.com/watch?v=WzMc-IR6aHg http://www.steelbluellc.com/web/2012_holiday_card/

Digital Painting in Autodesk® SketchBook® Pro
Renee Busse is a trained animator and multi-media artist. In this class, she covers provides an overview of SketchBook Pro. You will learn how use the application to create painterly effects that mimic real mediums and textures. These techniques will be taught through the lens of character and creature designer.


Press Event "Behind the scenes of Elysium "

Love futuristic sci-fi movies? Matt Damon? Jodie Foster? Elysium and District 9? Want to learn more about how to create a realistic dystopian world of the future? Join the talented Visual Effects Supervisor, Peter Muyzers from Image Engine and a couple great folks from Autodesk to hear how the amazing effects were made. Now's your chance to hear the experts talk about the technology and the artistry that went into the making of Elysium.

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