Short Film: 8 Bits

8 bits, an animated short from Supinfocom students. Direct by Valere Amiraylt, Jean Delaunay, Sarah Laufer and Benjamin Matterndiv class=”feedflare”
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Interview With Jim Magill

Having been involved in the world of 3D for almost a decade and a half, Jim Magill has working in some of the worlds most premier …div class=”feedflare”
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Accessing points array in bezier node with python

Hi!
I’m trying to access array of points in bezier node with python in nuke.
Lets concider we have a bezeir node that is selected.
Now I want to know
1) the list of points with theirs positions
2) array of current selected in viewport points of bezier curve

So far i’ve got:

Code:

a= nuke.selectedNodes()[0].knob('points')
#and I can see only string version of the points
print a.toScript()
#this will be slow so I need array of points without strong -> array conversion
#and additional array of currently selected points


Thank you 🙂

Footages of birds flying for bg shots?

Is there anywhere I can find footages of birds flying for background shots as I need it for a project?

Nuke and Maya

Hi there!

Would you guys please be so kind to help with that:

1. What is the way to render(or maybe save as) a footage of a single file (.mov, .avi etc) in an image sequence (.png, expr etc) ? So as to get along without using other video-editing soft, chopping a single file, captured form video-camera into an image sequence…. Just to stay within Nuke…

2. Is there a way to export processed data (meaning tracking point cloud) into Maya? By default Maya doesn`t import .chan files… And i can`t find the working (vaild) plug-in for that..

Thanks in advance!

Hunter Gatherer: “REDU”

With a portfolio built on scavenged items and handmade craft, Hunter Gatherer has created what is the closest they may ever come to a public service announcement. In REDU, the humble studio assumes a civic role by lauding efforts toward American education reform. But more to the point, it’s a great piece — and the studio hasn’t touted a call-to-action since GreenNYC. As usual, they make it look easy, but think again. Looks can be deceiving.

While the informative, 2-minute production shows signs of simplicity, the reality was quite complex. With over 1,000 woodcut blocks, the labor intensive setup —staying true to Hunter Gatherer credo— remains rough and improvised. Through the mature, restrained nature of the work, the visuals are thoughtfully simple while its message is made to inform. And although the work of Hunter Gatherer has always been art school cool, never before has it been so candid on real issues. This is a good fit and allows them to do what they do best: keep it simple.

Amid all the big budget productions that have eclipsed the humble beginnings of motion graphics, the work of Hunter Gatherer, as they’ve proven in REDU, remains small by design; for all the expensive, flashy CG can’t hide their secondhand heart.

For more information on REDU, visit LetsRedu.com.


Client: Redu / Bing
Agency: CAA Marketing
Production Company: HunterGatherer

Posted on Motionographer

python – my script is not updating

Hi i have couple of problem/questions, try to find in doc but haven’t got a way to solve it.

1. i create simple nuke script like in my attachment , there are 3 nodes: merge, checkerboard(connect to merge input A) and reformat(connect to merge input B). i put this script on the merge.label :

Code:

size: [python nuke.thisNode().width()] x [python nuke.thisNode().height()]


but when updating the "reformat" node to change its size, the label of merge won’t update. i tried TCL also but got no luck. What’s wrong? I tested using other function like frame() etc which is works well, only this width/height things which raise the problem. The goal is to display the ‘merge’ current size, any other better way to do it?

2. How to create custom side toolbar on viewerwindow, the one like in rotopaint node. I couldn’t find a way to do it using nuke.menu(). is it possible using simple python ? or i have to go hardcore SDK scripting?

3. How to access panel’s of a knob? i create panel using PythonPanel class. There are couple of knobs i created on these panel and i want to be able to access it. Problem is : if i create it in nuke’s script editor , for example:
m=mypanel() … i can then use the variable ‘m’ to access the knob by using: m.myknob.value(). But what if i’m loosing the reference to the variable? Let say i created this panel using menu.py or toolbar or menu… then i got no variable to refer to coz i think the var will be only locally available only inside the definition(def). How can i access it, is using global variable the only way? or is there any other fancy way?

4. How to access the viewer parameter like : zoom factor etc using python. Some parameter are available through the knob (i can use nuke.toNode() ), but some are not. i want to be able : let say detecting the zoom and pan by user dragging on viewer. The idea is i want to reverse the transforming of any zoom/pan… this is just an experimental trick to make the screen stays still while user trying to pan/zoom. is it possible? any clue ?

That’s it for today 🙂

thanx,

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FX TD’s | Lighters | Riggers | Modelers | Compers

Fuel VFX is a visual effects studio based in the vibrant inner-city suburb of Newtown in Sydney, Australia.

Fuel has a number of fixed-term contract positions available on a number of high-profile film projects. Some of our positions are for immediate start while others will start in the next 6-8 weeks.

We are primarily seeking experienced FX TDs and Lighters, but would also like to hear from Modelers and mid-level Compositors.

Please read through the following requirements and if you feel you have the required experience please visit our website and complete the online Recruitment form: www.fuelvfx.com. You can also send your resume to recruitment@fuelvfx.com

Please remember to make a note of the position you are applying for and keep in mind the more information you can provide to us the better it is for us to gain a full understanding of your skills and experience.

FX TD
Requirements:

• Proven experience in creating realistic 3D effects with particular emphasis on particles and fluids
• Full knowledge of Maya and/or RealFlow
• Strong Mel scripting and/or Python of benefit but not essential
• Experience with NCloth and NParticles, Hair, Fluids etc.
• Experience in 3D lighting and surfacing of generated elements of benefit but not essential
• A detailed understanding of the visual effects process and pipeline
• Artistic and technical ability to meet briefs and deadlines
• Ability to work within a strong team environment and take direction from the VFX and CG Supervisors

LIGHTERS
Requirements:

• Lighting candidates need to have proven experience in shot lighting and rendering, demonstrating a keen ‘eye’ for good lighting, with attention to detail and subtleties in light that would be seen in real world lighting.
• Full knowledge of Maya and must be comfortable with final gather techniques in Maya using Mental Ray
• Ability to create lighting that is accurate to live action plates
• Systematically check integrity of renders prior to submission for supervisor review
• Able to set up lighting scenes to achieve high-end results while being reasonably efficient on the render farm
• A detailed understanding of the visual effects process and pipeline
• Artistic and technical ability to meet briefs and deadlines
• Ability to work within a strong team environment and take direction from the VFX and CG Supervisors

RIGGERS
Requirements:

• Proven experience in Maya in creating animation rigs for human characters, animals, vehicles and props.
• Experience rigging cloth, fur and/or hair is a plus
• Ability to work closely with the CG supervisor and other team members to ensure the rigging is suitable for animation, texturing, lighting and rendering
• Ability to understand the requirements of the rig to ensure the most efficient and flexible solution is employed
• A detailed understanding of the visual effects process and pipeline
• Artistic and technical ability to meet briefs and deadlines

We look forward to receiving your application soon.
Thank you

Boujou into AE

Hi, Great resources here! I’m still learning boujou to integrate live footage with some particle effects in AE. I’ve been getting solid solves in boujou (test objects stick, and flagged targets all stay in place during the solve) but when I export into AE (.ma) my flagged nulls (6 or so) all dance around a bit, as does the effects I parent to their position.

I imagine there is a setting I have clicked on or off? Any ideas what I am doing wrong?

Walls are dancing

Walls are dancing by artist MWM