3D Maya Generalist

An award-winning Print & Interactive Post-Production studio, with an international client base, are searching for talented artists that are team-oriented and self-motivated, that can handle any general 3D tasks required and manage their own projects.

You will have the opportunity to learn & develop your skills within their team, and to work on creating exceptional high-resolution imagery for print & interactive advertising. We would expect a broad knowledge that covers as many basic areas of 3D as possible with an emphasis on lighting and rendering, and a thorough knowledge of modeling, texturing, lighting and rendering.

If you are creative, hard working and interested in joining a fast-paced, dynamic studio that’s going places, then get in touch!

3D Maya Generalist
Genre(s): Print & Interactive
Software Utilized: Maya, Zbrush, Fusion
Salary: Dependent on experience
Start Date: Immediately
Work Basis: Full Time
Required Work Authority: United kingdom

http://www.smoothdevil.com/index.php?page=job&job_id=1002

closes: 19 Aug 2011

Basefount announcing Miarmy Maya Plugin AI, crowd, physX, Render

Hi, everyone, thanks for reading this,

After 9 months development, Miarmy(called My Army or Miami) is coming.
Miarmy is a brand new Autodesk Maya plug-in set, focus on behavioral animation, crowd sims, physical sims, and Renderman render.

Watch the HD teaser demo on Youtube HD:
http://www.youtube.com/watch?v=cyEHE_LIIvM&hd=1
Hope you enjoy it!

The reason of our development is that we want to provide another solution which simpler and faster way to create crowd effect just inside of Maya itself.

Miarmy Engine is a tree-structural hierarchical priority decision node system, it can defuzz and create neural network automatically underground without user defining and knowing it.
Decision node, which contains inner priority ranking and fuzzy logic condition, is the unit in tree structure.
Decision node can make decision through condition.

So, no programming and node connection needed!!

Miarmy is not a particle system, we re-write all bone and animation nodes.
Miarmy take PhysX 3.0 integrated. It is diversity, extensible, efficient and promising.
Miarmy support FBIK, Human IK, and any one-bone-chain setup system.
Miarmy uses one-click rendering pipeline, get rid of advanced render setup, support Maya light and shader, etc. Based on 3delight API
Miarmy is based on Maya API, it’s easy for upgrading.

Massive Prime is better than Miarmy in:
Massive has more mature system channels and many presets.
Massive is more flexible in brain building
Massive has action and brain layer (Miarmy 1.5 will provide sub-agent to achieve this)
Massive has IK and RC curve
Massive can re-target to Motion Tree after physical sims turning on
Massive support fur rendering
Massive has parenting channel
Massive can spawn agents.
More!!

We have a long journey to go !!

Features List Detail:
http://basefount.tech.officelive.com…atureList.aspx

Follow us:
http://facebook.com/basefount
http://twitter.com/basefount

Basefount Technology (Hong Kong) Limited
www.basefount.com
(C) 2011 Basefount

Roto Help

Hello
I am currently doing lots of roto practice and am struggling with some of my methodology when it comes to motion blur. Do you draw and key frame the hard edge you can see first ( or at least a best guess ) then animate the feather after? Or both at the same time. Be good just to hear how different people tackle motion blur when doing roto.
Thanks

need FX guy for car explosion for 1 SHOT

Hey Guys,

friends and me shoot a short movie a while back. It ends with a locked off shot of a porsche exploding. We shot this live action on a Canon 5D mark II in 1080p HD. the shot is about 3-5 seconds long if memory serves.

We had our CG supe do the explosion but unfortunately the company went bankrupt and so this chance went away. Now I need somebody to finish this one shot for me.

Its a NON commercial product. Just some artists having fun. because of this there is NO budget to this. Its literally just a shot for your reel and a favor in my book. So yes, I am asking for free work on this one peace. I realize hor hypocritical this is as I normally deam work for free wrong. At least for a product that makes other people money.

details:
software: you can use whatever software you want.
format: HD 1080p
schedule: asap but really no deadline. I just want to get this done.
fee: none
bonus: demoreel shot, connections with PROFESSIONAL artist working on features and commercials in Los Angeles. We are not students.
quality:
The car is a porsche 911 S convertible (my baby). a model for the car can surely be found somewhere on the internet as obj. its carrera white so a shader should be easy. We did shoot a clean plate (haha how often do you ever read that??) for reflections but no HDRI. the explosions can be simple fireball with some debris pieces, smoke etc. you dont need to be able to composite this. I will do that. of course you can try if you like and if its good enough its done!

this is a good opportunity for a student to impress some already established artist. pros welcome of course.

andreas.jablonka@gmail.com or PM me here.
caosvfx on AIm/ICQ 😀

Motion Controller – Scaling for a giant person scene settings¿?

Hi, I need to shoot a giant person in the middle of the city. My question is : what things I need to consider to compensate the scaling on the motion controller camera to correctly frame my shots?

Thanks.

OFFF Barcelona 2011 Main Titles : Mischa Rozema and PostPanic

Director Mischa Rozema says of this piece, “We knew we wanted to make something that would unsettle and menace the audience.” Mission accomplished, Mischa.

Not only is the ambitious undertaking of this year’s OFFF Barcelona main titles beautifully crafted, and quite obviously a labor of love, but it is equally as captivating as it is intense and powerful. On the narrative front, we are instantly sucked into a post-apocalyptic world of darkness, and it seems no idea was left unturned.  Around every corner lies an unexpected twist for the awesome that might not be suitable for the squeamish.

PostPanic’s execution of the VFX is flawless on every front, elevating the piece as a whole to legendary status among main titles, but don’t take my word for it. Full screen it, grab your headphones, and see for yourself.

Posted on Motionographer

3Ds max – extract texture from footage

Dear vfxTalk people,

first of all, sorry if I posted this thread in the wrong (sub)forum.

Currently, I work with 3Ds max as 3D program, and i’m planning on using rayfire to make the ground collape in footage.

However, I’m wondering how I could use the real ground’s footage as texture for the 3D plane, acting as ground. I don’t know if I made this clear, I want to know if there is something in max, where you can say to the 3D mesh; "hello mesh, I want you to use a projection of the footage (as viewport’s background) so that the mesh is textured with the footage"

While reading my text, i can understand that this is pretty confusing :p
Maybe i can make my point clear by this movie by corridor digital;
http://www.youtube.com/watch?v=y8KDMoL3mzY

where you can see at the beginning, when he jumps at the wall, the wall crumbles, but it has got a texture from the real wall in footage.

thanks in advance!

Jonas

Tracking a Bicubic grid onto a face

I would like to deform a smile of the actress face with a bilinear grid subdivided twice. It´s all setup with front and back source, copied their axis and scaled to match the position (size) of the next-to-be-deformed layer.

But the face moves and also the camera. I tracked the axis of the bilinear image onto the face. Also I stabilized it. I created a mask to affect only a region of the video and this is also tracked to the face. I assigned a new axis over to the bilinear node to create an offset an positioned it where I would like this effect.

So when I try to animate the bilinear grid on my scaled image, the picture in the video moves (actress rotates head) and I would like the bilinear grid to follow it.

What´s a good approach for this?

Thanks.

Trouble tracking scene

Hi,
I’m having huge problems tracking what I think to be a pretty straight forward scene. My fears are that it may be down to lack of camera info on my behalf. I’m not sure of the focal length or the film back parameters. Although I’ve tracked successfully without them before, I’m aware that this is my first attempt in an enclose space.
I’ve provided a link to the clean plate as below:
http://www.youtube.com/watch?v=UGeZqHWeD34

I’ve tried tracking it in PFTrack 2011 and in Nuke with the CameraTracker node. I’ve tried it after fixing rolling shutter and lens distortion, and also (just to see), without fixing either. In Nuke I basically tweaked an auto track several times, whereas in PFTrack I tried 6-7 times with an array of different user tracks, auto tracks, target tracks.

No matter what I try in either program, the track is always solid, but once solved the ground plane is anything but solid. Also, the closest I came to a half decent solve one time in PFTrack 2011, the focal distance was bizarre. The ground plane would be stretch way off into the ‘distance’ when in actual fact it was barely more than 15 feet away!!

If anyone could shed any light on this or offer any advice, I’d be eternally grateful.

By the way, my cam is a very modest Sony Handycam – HDR-CX106e.

Huge thanks in advance.
Chaz

how to get an adaptive grid in Houdini pyro fx

hi, I found this tut and found it really useful. check it out;

http://www.tutlib.org/tutorials/houd…i-s-pyro-fx_8/