MPC Vancouver: Senior Crowd TD

Position Summary:

We are currently looking for experienced TDs with a background or interest in Crowd simulation, procedural animation or motion capture to join our Crowd team. The successful applicants will use ALICE, MPC’s proprietary Maya-based crowd layout and simulation toolset, to populate cities, choreograph battles, wrangle herds and generally inject multitudinous life into a number of exciting upcoming feature films.

Crowd TDs must be flexible and adapt to many different requirements within the same system, including bipedes or multipeds, winged or finned, humans, animals or fantastical creatures.

Duties and Responsibilities:

  • Produce realistic animation: ranging from several individuals to several thousand autonomous agents, using standard Maya techniques in conjunction with a sophisticated simulation framework
  • Have a solid understanding of the crowd pipeline from start to finish
  • Ability to help setup the basic pipeline needs for the show and address of other departments such as Lighting
  • Participate in dailies and desk rounds, and willingness to take direction as well as work independently to address feedback and problem solve
  • Deliver on schedule and meet deadlines, and work under pressure if required
  • Ability to communicate effectively with Leads, and work collaboratively as part of a team
  • Work alongside the HOD & Leads to define the needs for the show and identify any additions or modifications to our existing tool-set or pipeline
  • Write tools & workflows to automate new processes or to facilitate other departments/ more junior artists
  • Assist more junior artists with any issues they are having, offer advice as to how best interpret feedback and solve more complex problems
  • Provide in detail bug reports & feature requests to the HOD & RND when appropriate

Requirements:

  • Broad working knowledge of 3D and 2D generalist skills, including aspects of modelling, layout, animation, scripting, lighting, FX and compositing, and an ability to work closely with people in related disciplines
  • Previous CG production experience in feature films, broadcast or games
  • Intermediate-Advanced level user of Maya, or similar 3D package
  • Mel and/or Python scripting ability is invaluable, C++, Lua or similar programming experience advantageous
  • Good eye for realistic movement, behaviour and layout both in individuals and crowds
  • Familiarity with simulation techniques and technology, not just in crowds but also cloth, physics & fluids
  • Familiarity with at least one film compositing application (Shake and/or Nuke preferred), and a good understanding of the compositing process
  • Good computer skills, particularly with the UNIX/Linux command line
  • Familiarity with MASSIVE or other crowd simulation packages would be beneficial, but not essential
  • Experience with development of intelligent particle/crowd/flocking systems is an advantage
  • A general understanding of the whole visual effects pipeline and familiarity with standard 3D and 2D tools is also very beneficial
  • Completion of University and/or at least 5 years relevant experience

Details:

  • Location: Vancouver, Canada
  • Start Date: October 2011 onwards
  • Duration: Project Based

If this position sounds of interest then please apply via our website.

We look forward to hearing from you!

MPC Vancouver: Mid-level Crowd TD

Position Summary:

We are currently looking for experienced TDs with a background or interest in Crowd simulation, procedural animation or motion capture to join our Crowd team. The successful applicants will use ALICE, MPC’s proprietary Maya-based crowd layout and simulation toolset, to populate cities, choreograph battles, wrangle herds and generally inject multitudinous life into a number of exciting upcoming feature films.

Crowd TDs must be flexible and adapt to many different requirements within the same system, including bipedes or multipeds, winged or finned, humans, animals or fantastical creatures.

Duties and Responsibilities:

  • Produce realistic animation: ranging from several individuals to several thousand autonomous agents, using standard Maya techniques in conjunction with a sophisticated simulation framework
  • Have a solid understanding of the crowd pipeline from start to finish
  • Ability to help setup the basic pipeline needs for the show and address of other departments such as Lighting
  • Participate in dailies and desk rounds, and willingness to take direction as well as work independently to address feedback and problem solve
  • Deliver on schedule and meet deadlines, and work under pressure if required
  • Ability to communicate effectively with Leads, and work collaboratively as part of a team
  • Work alongside the HOD & Leads to define the needs for the show and identify any additions or modifications to our existing tool-set or pipeline
  • Write tools & workflows to automate new processes or to facilitate other departments/ more junior artists
  • Assist more junior artists with any issues they are having, offer advice as to how best interpret feedback and solve more complex problems
  • Provide in detail bug reports & feature requests to the HOD & RND when appropriate

Requirements:

  • Broad working knowledge of 3D and 2D generalist skills, including aspects of modelling, layout, animation, scripting, lighting, FX and compositing, and an ability to work closely with people in related disciplines
  • Previous CG production experience in feature films, broadcast or games
  • Intermediate-Advanced level user of Maya, or similar 3D package
  • Mel and/or Python scripting ability is invaluable, C++, Lua or similar programming experience advantageous
  • Good eye for realistic movement, behaviour and layout both in individuals and crowds
  • Familiarity with simulation techniques and technology, not just in crowds but also cloth, physics & fluids
  • Familiarity with at least one film compositing application (Shake and/or Nuke preferred), and a good understanding of the compositing process
  • Good computer skills, particularly with the UNIX/Linux command line
  • Familiarity with MASSIVE or other crowd simulation packages would be beneficial, but not essential
  • Experience with development of intelligent particle/crowd/flocking systems is an advantage
  • A general understanding of the whole visual effects pipeline and familiarity with standard 3D and 2D tools is also very beneficial
  • Completion of University and/or at least 3 years relevant experience

Details:

  • Location: Vancouver, Canada
  • Start Date: October 2011 onwards
  • Duration: Project Based

If this position sounds of interest then please apply via our website.

We look forward to hearing from you!

3DEqualizer4 R1b12 (the new release of the 3DE)

3DEqualizer4 R1b12

Dear Friends of 3DE!

Today we released a new beta version of 3DE4 (r1b12). It mainly contains the missing camera constraints "locked positional channels", as well as a large number of new python commands.

In addition, there are a few really cool new python scripts:

– "Track Homologous Stereo Points" allows you to track the second camera of a stereo project based on features tracked in the first one, more or less automatically. This can save an enormous amount of time.

– "Export Nuke CornerPin2D Node Stereo Stabilizing" exports a Nuke cornerpin node, for aligning both cameras of a stereo project to each other. Several parameters define precisely how camera A should be matched to camera B.

– "Triangulate Mocap Points From Sync’ed Cameras" allows to calculated individually animated (motion capturing) points from sync’ed cameras. This script even can be applied to (sync’ed) cameras of a stereo project.

Please see changelog below for more details!

http://www.sci-d-vis.com/index.html?site=devblog

McDonald’s Taps Kompost and DUCK for Unique Campaign

What does an advertising legend such as McDonald’s do when it decides to shift from the live-action world to a rendered wonderland to promote its famous Happy Meals

Digital Domain Plans $115 Million IPO

Quote:

Visual-effects giant Digital Domain (DD) is looking to raise up to $115 million in an IPO this summer. The company plans to use the money to help fund an ambitious expansion in scope of Digital Domain’s operations, including an aggressive move into production and marketing of feature films and an educational partnership with Florida State University (FSU).


Continued:
http://www.studiodaily.com/main/news…nes/13177.html

Join Views node Error

I have a simple stereo scene, where i am displacing a card to create a 2d to 3d conversion. All working except for when i try to preview using the anaglyph node.

I’ve connected up my left and right inputs into the JoinViews node but the right output is the same as the input for the read node, and not showing the displacement i have on it.

Left shows correct
Right shows input with none of the displacement on it.

I’ve double checked my workflow and its all working how it should the left and right streams are displaying correctly apart from if I connect it to the JoinViews node.

I have not had this problem before. Any ideas? my nuke file is set up for stereo.

Any help would be appreciated.

Cheers

Dendelion Blu celebrates its first birthday. Did it release a film you like??

Guys!

Check out this news announcement!

My little company Dendelion Blu became 1 year old today

It made a film called I Hate which you’re more than welcome to check out & comment – both harshly & favourably, depending on you

Maybe one day my company will be able to add vfx to its process, which I’d really like!

Happy there’s a new film making company working & making films??

Matte Amerstdam: Updates

Amsterdam based Matte is a brand communications boutique specialising in visual materials and strategic positioning of products and services targeting the emotions of consumers. Matte recently updated their site will several new projects. We had the chance to interview Matte back in 2009,

Nuke Compositors, BarXseven VFX Montreal

BarXseven VFX in Montreal, is in need of compositors to work on a Major Motion picture. We are looking for enthusiastic artists with an eye for detail to join our team.
Please send cv’s, and a link to your showreel, to jobs@barxseven.com

Interview with Sam Wang

Sam Wang is President at Eclipse Studio in Beijing. He has eight years experience in the film post-production industry.