Edit the axis on an obj?

Is there an easy way to edit the 3D access point of an obj? Like in Maya, you just hit the insert key, and can move it around and even snap it to a point.

Snapping seems to be the closest thing I can find in the manual (if I’m understanding it correctly), but I’m having trouble with it.

The ideal situation is to scale an object with the axis on a point generated with the nukeX camera track. That way I don’t have to keep moving my object every time I scale it.

Best Animated Television Commercial

Jamie Caliri nabbed the award for Best Animated Telev. Commercial at the 38th Annual Annie Awards for the Children\’s Medical Cent…

Rhythm & Hues Studio – Texture Supervisor

Two time Academy Award winner for Achievement in Visual Effects and three time recipient of the Scientific and Technical Achievement award, Rhythm & Hues is uniquely poised for the demands of the highly competitive visual effects and character animation industry.

At the heart of Rhythm & Hues’ success is its more than 20 year commitment to creating quality entertainment in a quality work environment.

A few current and upcoming feature projects include amongst others, "Hop", "X-Men: First Class" and "Life of Pi".


POSITION: TEXTURE SUPERVISOR

DEPARTMENT: Lighting

Description:

Responsible for the continual improvement of our texture painting workflow, tools and staff. Will be involved in the day-to-day Texture Department operations as well as identifying and recommending innovative, cutting edge techniques and processes. This person would texture paint on projects as needed. This position reports to the Lighting Department manager

Responsibilities:

· Maintain excellent communication with the Texture Department with focus on staff development and education.
· Collaborate with the Lighting and Modeling Departments to identify standards for the texture workflow.
· Work with Pipeline Department to implement innovative and efficient texture workflow and processes.
· Establish and maintain Department standards.
· Maintain high quality of work produced by Department.
· Organize and manage repository of Texture Department textures and data.
· Conduct R&D and evaluate new software and hardware technologies.
· Oversee creation of Texture Department related documentation.
· Direct and mentor Department Texture Painters.
· Continuous evaluation of software and hardware advances.
· Assist with education and training of new Texture Painters.
· Evaluate potential new texture artists (interviews/reel reviews).

Required Skills/Experience :

· 5 yrs of texture painting experience on feature films.
· Experience in large studio environments.
· Excellent verbal and written communication skills.
· Extremely proficient with commercial 2D and 3D paint packages.
· Familiarity with modeling and proper uvs.
· Familiarity with digital matte projection techniques and photogrammetry.
· Familiarity with expanded bit-depth images.
· Familiarity with film color management issues.
· Familiarity with 3D lighting.
· Comfortable in windows and unix environments.

Candidates should submit their cover letter, resume and website to recruitment@rhythm.com. Please reference the title of the position in your subject line.
Please note that due to the large amount of submissions, we are unable to respond to your submission. If there is an interest, we will contact you directly.

Vision Game Engine Goes Mobile

Trinigy to extend its modular, cross-platform Vision Game Engine to developers of mobile, handheld, and browser-based games

Eningen, Germany – Feb 10, 2010Trinigy, an industry leading 3D game engine provider with offices in Germany, Austin, TX and Seoul, Korea, today announced that it has launched a new corporate strategy called “Vision on the Go” to support the development of games that can be played on the go. The new strategy will drive Trinigy’s development of mobile- and handheld-specific versions of its Vision Game Engine, as well as advance its WebVision technology for browser-based gaming. Trinigy will officially put the strategy into action at GDC 2011, where it will publicly display browser-based games built with WebVision, as well as privately demonstrate prototypes of games built for iOS and another soon-to-be-announced handheld gaming device.

Engineered for modularity and cross-platform performance, the Vision Engine’s mature technology has already been used to create graphically immersive 3D games on most major gaming platforms, including Windows® (DX9-11), Xbox360®, PlayStation®3, Nintendo Wii™, XBLA™, PSN™ and WiiWare™.
The new strategy – which unofficially began with the launch of Trinigy’s WebVision technology for browser-based game development last summer – now extends that same mature, flexible technology to developers working on games for smartphones, tablets and handheld devices. Development has already begun on an iOS version of the Vision Game Engine, as well as a version that supports a soon-to-be-announced handheld device.

“We’ve always believed that technology should enhance, not hinder, creativity in game making, which is why we’ve built such a modular, cross-platform technology,” said Felix Roeken, general manager at Trinigy. “Our mobile strategy is designed to offer developers of browser-based, mobile and handheld games the same performance, the same flexibility – the same limitless freedom – our technology and support provide to PC game and console game developers.”

To check out Trinigy’s WebVision, including games created with the technology, stop by the Trinigy booth at GDC (booth 1810). To schedule a private demonstration of the Vision Game Engine for mobile and handheld devices at GDC 2011, or to find out more information, contact sales@trinigy.net.

About Trinigy
Based in Germany, Austin, TX and Seoul, Korea, Trinigy is a privately owned company committed to providing groundbreaking game engine technology and first-class support to video game and serious game development studios across the globe. Engineered to provide more creative and technical freedom, the company’s Vision Engine is currently in use in more than 150 commercial game productions by well-known companies such as Ubisoft, Take 2, Dreamcatcher, NeoWiz, Spellbound, TimeGate Studios, Robot Entertainment, Nitro Games and more.

The Vision Engine has proven its versatility in a multitude of game genres, including real-time strategy, racing, first-person shooters, role-playing games and massively multiplayer online (MMO) games. It is available and optimized for performance on Windows®(DX9, DX10, DX11), Xbox360®, PLAYSTATION®3, Nintendo Wii™, XBLA™, PSN™, WiiWare™, Windows-based browsers, and now, mobile devices.

For more information about Trinigy, its Vision Engine or its technology partners, please visit: www.trinigy.net.
© 2011 by Trinigy and its affiliates. “Trinigy” is a registered trademark. All other products, company names, and logos are trademarks or registered trademarks of their respective owners.

Phython keyer

Does anybody know what python commands I need to be able to read in an image and perform an operation on each pixel. say I have an image then want this script to go through each pixel and if it has a r (or g or b) value greater than 0.5 (for example) then it would assign that pixel as having an alpha value of 1 or 0

I’m experimenting with creating a basic python based keyer but am not fluent enough in python just yet to figure out how to do this…

any help would be super helpful 😀

Production Systems Developer @ Double Negative

Double Negative is a full-service VFX facility capable of handling projects from initial design through on-set supervision and production to post-production. All key post-production technologies are available in-house to allow for maximum flexibility. Our R&D Department is constantly developing groundbreaking software to ensure we remain at the cutting edge of global VFX.

We are currently in production on John Carter Of Mars, Harry Potter and the Deathly Hallows, Paul, Captain America: The First Avenger and Attack The Block.

* Job Title: Production Systems Developer
* Department: Production
* Reports To: Resource Production Manager

Key Purpose of the Job

Double Negative is one of the largest visual effects companies in the world specializing in live action feature film such as The Bourne Identity trilogy, Quantum of Solace and The Dark Night and many others. The Company’s rapid growth over the past 11 years has led to an opportunity for us to implement new systems and develop new tools internally.

Needs To Do

* Your key role will be to work within our scheduling and database systems creating tools to further automate the production pipeline. You will work on developing the overall reporting capability of our systems to make information more readily accessible and to improve the flow of information between disparate departments.

Needs To Know

* VBA/MS Project
* MySQL
* FileMaker Pro
* MS Project
* Experience of Visual Effects Industry would be an advantage but is not essential

Needs To Be

* Pro-active
* Passionate about Film
* Technically adept
* Team oriented
* Adaptable
* Able to take direction

This is a fantastic opportunity for a junior or mid level developer with a passion for film. You will be involved in some of the most exciting film projects within the industry and take a direct role in shaping how we move forward as a leading VFX house.

If you are interested please apply online at http://www.dneg.com/jobs

We look forward to hearing from you!

Julien Vallée for MTV

Julien Vallée goes pink with his opening sequence for MTV Hits.

Digital-Tutors New Training – February 2011

[NEWS=”http://www.cgnews.com/wp-content/uploads/digital_tutors_thumb.jpg”]30218[/NEWS]Digital-Tutors new training for February 2011 has arrived! This month’s release is jam packed with 15 courses and reveals the very first structured training for Lagoa, unique ZBrush courses, a variety of tutorials for Autodesk DEC software and Adobe’s Creation Suite as well as V-Ray, HDR Light Studio and Nuke training.

Since 2001, Digital-Tutors has been an innovator and leader in creating and releasing project-based training that provides artists around the world with award-winning educational solutions and services developed by a high-qualified team of experienced educators and industry professionals. Digital-Tutors is dedicated to providing students, professionals, universities, studios, production companies and many other organizations with an online, all-access training library and a new, full-featured educational platform.


Digital-Tutors Partners

Digital-Tutors have been privileged to create and maintain strong partnerships with leading software developers including Autodesk, Pixologic, Houdini, Luxology, Next Limit, Adobe, Pixar, eyeon, Lighmap, MAXON and Microsoft in the development and production of certified training material.

Through these strategic relationships, Digital-Tutors been able to ensure that artists of all skill levels learn the most current tools, tips, and techniques to effectively creating the next-generation of feature films, commercials, video games, visual effects, and new media.

The full list of new courses is as follows:
Using Lagoa in Softimage 2011 SAP
Image-Based Keyer in Nuke 6.2
Utilizing Render Elements in V-Ray for Maya 2011
New Features in HDR Light Studio 2.0
Creating Game Weapons in CINEMA 4D and ZBrush 4
Projection Painting with Spotlight in ZBrush 4
Creating Game Characters with 3ds Max 2011 and ZBrush 4
Rendering Enhancements in ZBrush 4
Working with Anchored Objects in InDesign CS5
Using Photoshop CS5 to Alter the Lighting of an Image
Creating Billboard Artwork in Photoshop CS5
Multi-Part Greenscreen Keying in Composite 2011
Animating Game Characters in Maya 2011
Rigging Game Characters in Maya 2011
Exploring Animation Principles in 3ds Max 2011: Anticipation

And check out the new, very cool course release video: www.digitaltutors.com/09/training.php

RELATED LINKS
Login to your account: www.digitaltutors.com/09/my_account.php
Learn about subscriptions: www.digitaltutors.com/09/pricing.php

what does merge overlay in nuke

what does merge overlay in nuke?

both matematic and normal talk.

Thx in regard
aezz

keylight : How to make matte information in to alpha channel?

Inorder to decrease my cpu comsumption i decided to export my keyed footages as .tiff sequence with the alpha channel

( which coming from Keying matte + Rotopaint matte)

But i cant find the way to make the ‘Keyed’ information
(from Keylight node) to the alphachannel .

can someone help me how to Copy Keying Matte information into Alpha channel.:confused:

THe composition result look fine.

but in the Alpha channel its all dark.