Create Film-Like Animations with Autodesk Maya and Adobe After Effects Step 1: Create Your Composition Before you do anything else, it’s extremely important to plan out your scene. First, make sure you’re happy with the overall composition. This will give you a better idea of the scene and will keep you on track toward your goal. It will also make it easier to flesh things out later on.
Amazingly Creative Drawing Vs Photography This wonderful work has done by a very talented Belgian painter, illustrator, portraitist, caricaturist and photographer Ben Heine. This creative artist was born in Abidjan, Ivory Coast. He Studied graphic arts and sculpture and I also have a degree in journalism. Evan E. Richards The Cinematography of “Gravity” (2013) Cinematographer: Emmanuel Lubezki Nominated for the 2014 Academy Award for Best Cinematography Nominated for the 2014 Academy Award for Best Picture Read More» The Cinematography of “L.A. Confidential” (1997) Cinematographer: Dante Spinotti Nominated for the 1998 Academy Award for Best Cinematography Nominated for the 1998 Academy Award for Best Picture The Cinematography of “Before the Devil Knows You’re Dead” (2007) Cinematographer: Ron Fortunato The Cinematography of “Killing Them Softly” (2012) Cinematographer: Greig Fraser Nominated for the Palme d’Or at the 2012 Cannes Film Festival
meaning of Ines Rate Ines: Do you like this name? Get creative with Ines | Add to list (0) Ines meaning and name origin Ines \i-nes\ as a girl's name is a variant of Agnes (Greek), Inez (Spanish) and Ynez (French, Spanish), and the meaning of Ines is "pure, holy; chaste". The baby name Ines sounds like Ynes and Innes. Tech Art and Stuff: How To : Animate Cranks and Pistons in Maya A recent project I worked on required the modelling of an animating crank and a piston similar to those used by steam locomotives. Engines that use pistons as a power source need a way of converting the back and forth (reciprocating) linear piston motion into rotational motion. Cranks are used to do this and these are connected to points that are offset from the main rotational axis on what is called the crankshaft, and these in turn are connected to the pistons. The crankshaft is the part that receives the rotational energy. The system will also work in reverse, turning the rotational movement into linear. So that's how it works in the real world, so how do we translate this into Maya?
Each Line One Breath: Morphogenetic Freehand Drawings By John Franzen In his series of drawings titled Each Line One Breath, Netherlands-based artist John Franzen creates textured drawings remeniscent of wrinkled fabric or waves of water by drawing tediously placed rows of lines with black ink. The artist begins by drawing a single vertical line on the far side of a canvas but on subsequent lines allows for various imperfections to become amplified or suppressed as he continues, line after line. The process, which might look maddening, actually appears to be a sort of meditative effort for Franzen who works with almost robotic precision. Watch the two videos above to see how he works.
Comedy for Animators - Part 5 A note about “Gravity” Here is an interesting quote about the new film “Gravity” In an interview with Rene Rodriquez of the Miami Herald, director Alphonso Cuaron referred to a silent film comedian. I was channeling Buster Keaton when we made Gravity — the single through-line story in which there is a lot of humanity and emotion, but everything is conveyed through physical action. We just wanted to put on a really good show. I haven’t seen Gravity yet, but the more I hear about it the more interesting it becomes.
GakAttack's Channel Are you still a Child at Heart? 29,225 views 3 months ago Facebook it: | Tweet it: I feel like I'm slowly leveling up on my journey as a filmmaker so I wanted to use this #inamustang opportunity to give you guys an idea of what inspired me to keep doing what I do. Also, I wanted to show everyone some concepts of what I'd like to achieve in the near future for my own original films. After dwelling in action for a while now, I'm eager to tell stories about incredible people doing inspiring things with their lives.
Game Rigging - maya rigging wiki basically the principles are the same but games are more restricted in what you can use to create the deformations you require. basically we use joints for everything as the engine can build joints cheaply (sometimes we use blendshapes (morph targets) but in some of our engines were limited n the number we can use, and how many can be used simultaneously, so we avoid these if we can). but unless the programmers have coded in support an particular deformer, or setup an in game real time deformer, you cant use things like lattices, clusters, wraps, dynamics.... ect also one of the main things we do is keep the joint hierarchy separate and clean, as in a joint can only be parented to another joint (not a group under another joint with an offset position) well that's how Ive found it although there are some people who stick to anatomy, but when it boils down to it all if it deforms better that's the right position. (andylt1)
Emptied Gestures: Physical Movement Translated into Symmetrical Charcoal Drawings by Heather Hansen Photo by Bryan Tarnowski Photo by Spencer Hansen at Ochi Gallery Splayed across a giant paper canvas with pieces of charcoal firmly grasped in each hand, Heather Hansen begins a grueling physical routine atop a sizeable paper canvas.