Hey can any one pls review my movie

MarkerRemoval ???

Hi buddy’s how this node working pls explain me…

(i try to figure out but i cant..)

Typography On My Mind

Roto Splines

Hi, im currently working on my 1st composting showreel in shake. I want to show the moving roto-splines and shapes on the shot breakdown, but i don’t know how to do this… Can anyone out there please let me know how this is done

Thanks

Projection not following a moving object

I have textured a sailing boat and then floated it on an ocean. I had trouble laying out the UVs on the hull, so decided to project the texture using planar projection.
It looks great, but unfortunately when I animate the scene and render it, the projected texture does not move with the boat- it stays stationary.
I have tried setting the projection in a bounding box, and then selecting "local" under the projection "Effects" tab in the attribute editor. This does work, but only using the "Hardware Rendering". However, when I select Hardware rendering, the projection seems to follow the pattern of the UVs, which are all over the place so the whole thing looks like something a student has vomited on the pavement next to a kebab van at 3 am… If I select software rendering, the texture looks perfect, but it doesn’t move with the boat.
Any help / suggestions would be greatly appreciated!

Thanks

Looking for Talented Artists

Hey All

I’ve created a brand new website for VFX, Audio and Multimedia producers for all competence levels. It’s at www.projuice.org

Pro Juice is a weekly presenter driven online portal and television series about music, video and multimedia for ‘guerrilla producers’ that want to make, distribute and market their media. An ever expanding demographic, ranging from industry professionals to the legions of creative types who dabble in all forms of digital media.

We’re looking for up and coming as well as established artists to feature on the spotlight section. If you think you’ve got the chops or you think you know someone that does… copy the questions below into a word document, fill it in and send it to us at pro.juice.tv@gmail.com

——-

Spotlight

Please fill in the following information and we’ll format it and upload it to the website. Hopefully people will view your profile, be influenced by your work or get in contact with you to produce work for them! It would also be great if you could provide us with a picture of yourself (or something to represent you) to include on the web page.

1. Name

2. Age

3. Education

4. Occupation

5. Creative Influences

6. Software/Hardware of Choice

7. Awards/Grants/Achievements

8. Tell us about a piece of work you are particularly proud of and why? (500 words max)

9. Link to Work

10. Contact Details (Optional)
a. URL:
b. Email:

Pro Juice TV – After Effects Tuts

Hey All

I’ve created a brand new website for VFX, Audio and Multimedia producers for all competence levels. It’s at www.projuice.org

Pro Juice is a weekly presenter driven online portal and television series about music, video and multimedia for ‘guerrilla producers’ that want to make, distribute and market their media. An ever expanding demographic, ranging from industry professionals to the legions of creative types who dabble in all forms of digital media.

There’s a bunch of cool stuff up there now and more to come weekly from now on… Look out for a cool tutorial on creating mortal combat style weapons, colour grade techniques, twitch style effects and more!!

I’ll keep this thread posted as new tutorials are posted!!

Cheers

Nick

Nathan Rocks

nathanlove_rocky_post01

“Rocky” is the second of the two spot Chips Ahoy campaign by Nathan Love. If you missed “Oz”, check it.

Unlike “Oz”, Rocky is character heavy, which is the life water for these guys. It also sports some artful 3D- lighting and shading. Straight up dandy.

“We’ve been in love with the Chips Ahoy campaign since we saw the first spot back in school. It was a huge honor when Kraft and DraftFCB approached us for the project,” says captain of the Nathan ship, Joe Burrascano. “They came to us because of our passion for bringing great characters to life.”


CLIENT
Client: Kraft

AGENCY
Agency: DraftFCB
EVP Head of Production: Paddy Giordano
Producer: Michelle Carman
SVP / Managing Director: Patricia Messeroux
EVP Executive Creative Director: Sandy Greenberg
EVP Executive Creative Director: Terri Meyer
SVP / Creative Director: Gerald Cuesta
SVP / Creative Director: Howard Ronay

Senior Business Manager: Jennifer Rubin

Account Supervisor: Kelly Megel
Assistant Account Executive: April Blackmon
Music Producer: Gregory Grene


DIRECTOR
Director: Nathan Love
Executive Producer: Mike Harry
Producer: Derrick Huang
Creative Directors: Joe & Kate Burrascano
Character Design / Storyboards: Brad Johansen
Editing / After Effects Lead: Chase Massingill
After Effects: Mike Milyavsky
Animation Leads: Jeff Lopez, Dan Vislocky
Animators: Kevin Phelps, Ryan Moran, David Han
Character TD’s: Sean Kealey, Ylli Orana

Lighting & Rendering Lead: Mats Andersson
Texture / Lighting / Composite Artists: Sylvia Apostol, Denis Kozyrev, Anca Risca
Modeling: Tony Jung, B.F. Tsang, Luis E Perez
FX: Mothana Hussein
Pipeline TD’s: Sarah Elizabeth Clemens, Jesse Clemens, Jessica Monteiro
Scratch-Track Foley Artists: Nicholas “the Biggant” Dratch, Michael Impollonia, Chase Massingill, Fayna Sanchez, Kate Burrascano


SOUND
Voice-Over Talent
Chip: Max Casella
AVO: Paul Spencer
Witch (Oz): Harriet Carmichael

Reporter (Rocky): Brad Abelle
Adrian (Rocky): Talia Shire
Music Composer: Mark Isham
Sound Lounge: Tom Jucarone
Manic: Producer- Becca Smith
Flame Artist: Johnny Starace
Pirate Toronto: Engineer- Chris Tate

Posted on Motionographer

Nathan Rocks

The Graveyard

graveyard

And now for something completely different. I’m not sure how I stumbled upon The Graveyard, but I’m glad I did. Calling it a video game doesn’t seem right; it’s an immersive, lightly-interactive audio-visual experience, the kind that gets exponentially better with the lights off and your headphones on.

Once you pilot the game’s character to the park bench at the far end of the graveyard, she sits down and a kind of music video (again, not the right term) starts. You can interrupt it whenever you choose, walk back to the graveyard’s entrance and end the game.

That’s it. That’s the whole game. (Well, that’s the whole demo.) But the experience is much greater than the sum of its parts. The game’s developer, Tale of Tales, helps explain the “point” of the game:

The purpose of Tale of Tales is to create elegant and emotionally rich interactive entertainment. We explicitly want to cater to people who are not enchanted by most contemporary computer games, or who wouldn’t mind more variety in their gameplay experiences. For this purpose, all of our products feature innovative forms of interaction, engaging poetic narratives and simple controls.

I really, really like the idea of using gameplay as a mode of presentation. The full-screen experience of gaming both literally and figuratively envelopes you, blurring the line between viewer and player. I think motion designers could do pretty amazing things within the expanding framework of video games.

In fact, now that I think of it, that’s precisely what Rex Crowle did with Media Molecule and LittleBigPlanet. He took his motion design (and character animation) background and fused it with a brilliant but simple concept for a video game. For anyone who’s played LBP, you know how Rex’s design sensibility infuses the entire game with a sense of beauty and friendliness that’s not found in most video games.

By the way, Media Molecule will be speaking at F5.


Credits

The Graveyard
a Tale of Tales
by Auriea Harvey & Michael Samyn
March 2008

Animations by Laura Raines Smith
Music by Gerry De Mol
Sound effects by Kris Force

Posted on Motionographer

The Graveyard

RTP1 : Idents

Unique idents for Portugal’s oldest television network RTP1;
Watch : ident 01 | ident 02