lens distortion ?

how to solve lens distortion in boujou and pf track ?

parallax error ?

how to matchmove a parallax error shot in boujou or pf track and how to place a patch in that track ?

VFX and 3D demo reel

Hello!

It’s my 2010 VFX and 3D demo reel. I am currently looking for any kind of VFX Jobs. I would like get some feedback about what is good and bad in my reel. My demo reel include some scenes from intro and outro reel from the games, film “Ottorzhenie”, non-commercial animation project “Iron Buratina”, commercial and music video.

Thank you!

http://vimeo.com/15019170

Also you can look my gallery: http://andrewz.cgsociety.org/gallery/

parent in fusion

hi friends,

please tell me how to parent the scale value or rotation value of an image to another image in fusion. ?????
(In maya maya we can press P button OR combustion we can fix the target option)

SWAY Studio’s VFX for MINI Countryman spot

SWAY Studio’s VFX for MINI Countryman spot

FL090

For ‘Flow’, a spot promoting the 2011 MINI Countryman, SWAY Studio created hundreds of vehicles magically splitting, reforming and driving with precision through the streets of Milan. Here’s my interview at fxguide with visual effects supervisor Aaron Powell about the use of SWAY’s Drive-a-Tron driving simulation tool for the commercial.

Old Fangs – Adrien Merigeau & Alan Holly


I’m delighted that Old Fangs, which has been making the rounds on the film festival circuit, is available in its entirety online. The character designs and matte paintings are gorgeous, but what drew me to this film was that it made me nostalgic for watching short films in a theater setting – where the colors wash over your entire field of vision, the soundtrack completely envelopes you, and for an extended moment you are focused solely on the story of a young wolf gingerly seeking out his father. At over eleven minutes, it’s the type of film that might get scrubbed through amidst other internet windows, but I encourage setting aside a quiet moment to let the story unfold.

Old Fangs was directed by Adrien Merigeau and Alan Holly (who work together as Cartoon Saloon (of Secret of Kells fame). Adrien and Alan were gracious enough to take the time to answer a couple questions about Old Fangs… check it out after the jump.

How did the project come about?

Adrien: I was working for a couple of years on the feature “The Secret of Kells“. I had moved to Ireland for that. I stayed in Dublin before heading down to Kilkenny and met Alan there. A year or so later I got aware of a scheme that the Irish Film Board have for funding short animated films. It’s really great, perfect for 7-8 minute films. So I wrote a script based on an illustration idea I had, used some designs from my unfinished college film and applied for the funding with the help of Cartoon Saloon’s producer Ross Murray. We didn’t get the funding the first year, because the script i had written was too vague… I had left a big chunk of the film out because it was supposed to be experimental and spontaneous. So I tried to put it into words the next year and we got the money then. That was summer 2008.

I asked Alan if he’d do storyboards with me and we started in Berlin where I was living at the time. We both moved to Kilkenny again, and eventually we directed the whole film together there, in the Cartoon Saloon studio.

The Sundance description mentions “Merigeau and company set out to create a hierarchy free-environment, in which all creative forces are free to do what they feel is best. What results is a film that looks and sounds like all their friends.” Could you describe the creative process a little more? sounds like a lot of fun!

Alan: From the beginning we both really wanted the film to be spontaneous and for everyone involved to have an input in the project. There was a first-thought best-thought approach where almost everything that ended up in the final film came from someone’s first pass, there was very little reworking or labouring over things. I think everyone was really on the same page and so the whole production was really smooth. We worked really closely with a lot of friends on the film, from the animation to the music and acting. Everyone was encouraged to draw the characters or play the music their way or just to act as themselves, as opposed to doing things a specific prescribed way, so that the end result is a combination of everyones individual inputs and not something that could have been made anywhere.

Adrien: Yes we didn’t do model sheets for the characters or anything. The characters are pretty simple anyway so it was easy for the animators to draw them their way. It’s great to see animation bits looking and moving like their animator. For the voices too, Alan did a voice, our friend Rhob did another, and Paul Young, and John Morton. It won’t come across for most, but Old Fangs does move and look and sound like us, a lot. It’s like a memory of who we were and where we were at a specific time.

The layouts for a lot of the shots are so dramatic, almost like panels from a graphic novel. Was storyboarding a big part of the process?

Alan: We did the storyboards with a lot of live action films in mind, we were thinking quite realistically and just worked through the boards really quickly and what we did that week is what you see in the film.

Adrien: Yes we worked through them quite roughly and spontaneously, but our influences were a lot about strong compositions, like the works of Gus Van Sant, Yuri Norstein, Klimt… not to be pretentious, ha, but low key timing and framing were really important to us when we did old fangs. Also the work we did on the Secret of Kells naturally influenced us towards flat and graphic compositions.

How did the character design and style come about?

Adrien: I never got to finish this college film which was terribly frustrating. But the main theme and designs i really cared for, so a lot of that went into Old Fangs. The characters shapes are simple, but the animation is very quiet which gives them somewhat of a realistic feel I think which is nice. The choice of having animal characters made sense for the story, especially the theme about growing up away from your roots. For the backgrounds, we did everything on paper with coloured inks, and it was really great not to do much computer work on them. Overall, the style came naturally from how we like drawing.

How was working with your parents on the sound? I love the contrast between the voice acting in the boys vs. the father.

Adrien: Ha. Working with my parents was great, both very natural and very strange. We couldn’t really tell them what to do, because well, its hard to tell your parents what to do. And we also wanted them to work like everyone on the film, just for them to do what they felt was best. So we gave them simple directions at the start and they gave us the finished track at the end of the production. They had a lovely approach to the writing, they made the sound effects a part of the musical composition, and they were quite good at it because they come from contemporary music, so sounds are what they do best.

Alan: Paul Young did a really nice job for the father, he brought some experience and drama to it, which was a nice contrast to everyone else’s low key performances, we treated his voice a little too.

Obligatory nerd questions: what tools did you use? how long was the entire production process?

Alan: basic stuff, pencil, paper, inks, then Photoshop, After Effects and Avid, thats pretty much it.

Adrien: and it took about 10 months from storyboards to the end of the edit. We were a bit tight with time though because the film ended up being 11 minutes instead of the production budget’s 8 minute plan. But it was pretty smooth overall.

What are you guys up to now?

Alan: We’re working on a new short now which is great to be doing again. It’s over a year now since we finished Old Fangs so it’s going to be really nice to work with the same team again. We’ve just set up our own studio, a music video for a friend of ours Jennifer Evans. We’d been chipping away at that on the side for a while so it’s going to be great all work full time on a properly funded production again.

Adrien: Alan’s film is funded by the same scheme, only the tables are turned now and the film is his story and script. It’ll be really cool, I can’t wait to start production. I’m also working on Tomm Moore’s next film called Song of the Sea as art director which is really interesting.

Upcoming screenings of Old Fangs are available here, including Toronto, London, and Sweden. Big Thanks again to Adrien and Alan for giving us a peek into their process!

made by
Adrien Merigeau
Alan Holly
Ross Murray
Rory Byrne
Martine Altenburger
Lê Quan Ninh
Laurent Sassi
Alan Slattery
Jonas Hoffman
John Morton
Paul Young
Rhob Cunningham

Robbie Byrne
Sean Mc Carron
Tomm Moore
Fabian Erlinghäuser

Posted on Motionographer

python script button

Hi Guys,

I’m just finding my way around python scripting and cant get this simple problem solved. any help would be great.

I have made a group, and I am adding some custom control knobs and buttons to later create a distributed gizmo – pretty simple stuff.

I have made a user python script button (on the group) to create a couple of nodes (write nodes).

eg.
proxywriter = nuke.createNode("Write") proxywriter.knob("name").setValue("ProxyWriter")
etc. etc. etc

when i run the script from the script editor it works fine, but when i run it from a custom python button, it creates the node within the group – NOT in the main node graph.

how do i specify that the nodes are made in the main node graph, not the group the buttons are attached to?

Thanks in advance
Matt

Point cloud from FBX – positions?

You can import an fbx that contains a point cloud via the "ReadGeo" node. But when I try to double click on a point to get the actual 3d position, nothing happens. This works when working with tracked scenes from PF Track and Nukes own Camera Tracker. Is there a way to find the positions of the points, or do I have to line it up manually? Gizmo that converts the points to axis?

cmiVFX Releases New Houdini Building Generation Video

HOUDINI | Building Generation
High Definition Training Videos for the Visual Effects Industry

Princeton, NJ (October 11th, 2010) – cmiVFX launches its latest training video in HOUDINI, called Building Generation.

HOUDINI – Building Generation
http://www.cmivfx.com/productpages/p…ing_Generation

Introduction
Buying expensive software to generate cities? Well now you can create buildings right inside of Houdini. Do this interactively and customize the buildings via Assets for new and unique structures. This video will teach you how to create a PROCEDURAL and CUSTOMIZABLE building. Not only you will have the option to change the pre-existing set of parameters, but most importantly you can yourself create, remove or modify the assets which are the actual bricks that constitute the building, ranging from doors to balconies to anything you can think of, they will be directly taken into account and parameters automatically created for them… So that you will be able to modify the general building parameters and the parameters for YOUR assets as well to customize even more the result you have. You can even build asset libraries and with a few clicks switch from one library to another to get a whole new result. If you’re going to be in this industry…. this is the video that you want in your library.

Building the outline shape
The first step in the process is to get the outer outline shape of the building. That can be done in many ways. You’re going to learn in this part how to do that the direct way and then how to replace that with syntax based system to make the outline shape generation the best and most flexible it can be. For the syntax based method a mix between python coding and basic workflow will allow us to get the desired result. While a human can control the result, when the process is automated undesired results may happen, unless some special conditions are added to the input parameters, which will be discussed as well.

Façade creation
After creating the outline shape of the building, the dummy grid facades that were used, have to be replaced with real facades. To build the real facades there is a lot of possibilities. Some of those possibilities will be explored, among which some are simpler than others and can serve to be used in simple situations where not much complexity is needed, and the last one on which the choice is set for the final building is more complex than all the other methods but is far more flexible and controllable. Here as well python code will be used to participate as a part in a hole in the façade creation. A very important aspect of the building is defined here, which is the customizability of the components of the building, so you’re going to see how the assets system works and how much power, control and flexibility it gives to our building. And at the end you will see how all that adds up to replace the grid facades with the real facades and approach the final shape.

Floor separators, roof and colors
At this point the building is a hollow shape without a roof, so this part will walk you through the creation of the floors separators which will form the ground for each one of the floors, and using almost the same techniques the roof is going to be created. Sometimes getting the desired result becomes a little tricky, and colors can help you greatly while debugging, this is why you’re going to see how to add some colors to your building based on many parameters such as colorizing per floor, per façade or per wall.

Building parameters
Now that the building is all done, comes the parameters turn. The parameters are a very important aspect of the building, and they can be divided into two big families, the first is the standard building parameters that are there all the time, and the second family is the parameters that are generated or removed on the fly whenever you create or remove an asset of your building assets folder. Some of the parameters need to generate an event that calls a callback script that will update the building and depending on the scenario this can be tricky so you’re going to see a couple of methods of how to do that and how to implement conditions into that as well. And of course using python code you’re going to see how to generate the corresponding assets parameters on the fly.

Practice
The last part of our journey will be more like an exercise, where you will be trying to use the building, by seeing how to add assets, how to use their parameters to control their use throughout the building. Like any other system, this system has some Dos and Donts that will be discussed here. And at the end we’re going to talk briefly about creating multiple different copies of our building using a copy node and stamp functions.

About the cmiMentor
Georges Nakhle is 26 years old, Lebanese, and has a master’s degree in mechanical engineering. He has a wide artistic and scientific knowledge, he began his art steps with traditional painting and sculpting then gained a diploma in dramatic monologue (acting -singing), he has worked as a writer and performer in radio and TV. Combining arts and science led him to CG, so he mastered many 3D tools such as Maya and Houdini, he’s also a programmer so he’s currently working for Dassault-Systemes in Paris-France and he had also worked in combination between Dassault-Systemes and mental images the makers of mental-ray. He is very picky about the details and he believes that every small detail contributes to the finished product.

Subscriptions – ACT NOW!
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About cmiVFX
cmiVFX is the leader in High Definition Video Training for the Visual Effects Community. Register for FREE and receive hours of FREE content at the cmiVFX Video-on-Demand Player. For additional information about cmiVFX, visit www.cmivfx.com . © 2010 cmiVFX | cmiStudios. All rights reserved.

Broadcast Designer Needed Immediately!

The broadcast designer/ animator will be responsible for on-air design projects for LXTV, and report directly to the creative director.

Essential Responsibilities – Conceptualize, design, develop, execute and animate broadcast design projects

Develop on-air motion design for promo campaigns, original movies, original and acquired series, opening titles, special events, franchise packaging and all network and branding initiatives

Qualifications/Requirements – Internal Basic Qualifications:

Bachelors Degree

Minimum 2 years experience working at a network or broadcast design agency

Expertise in broadcast design software such as After Effects, Photoshop, Illustrator, on the Mac platform

Ability to work under tight deadlines and as a team player

Ability to work with writers and producers to develop on-brand design concepts

Great sense of typography and motion

Ability to conceptualize and execute entire projects

Excellent communication skills

Self-directed with excellent organizational abilities

Knowledge and passion for entertainment and pop culture

Ability to thrive in a fast-paced, innovative, and high energy environment

Knowledge of 3D applications a plus
jobs@lxtvn.com