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3D animated filmmaking in free software and the commons

3D animated filmmaking in free software and the commons
Related:  CGI General3D

Free Blender tutorial! Blender supports importing mocap data in the BVH format. Importing is accomplished through a script: go to File>Import>Motion Capture (.bvh). When you select a BVH file, the script automatically generates an Armature object (bone rig) with the bone names and hierarchical relationships in the BVH file. The animation is stored independently as an Action (block of animation keyframe data) that is automatically assigned to the rig. In order for retargeting to work well, the new target rig should have the same relationships as in the BVH rig. In Blender I have found that the fastest and easiest way to do this is to simply use a copy of the same rig. What I have found works well is to edit the character mesh into a T-pose that matches the BVH rig rest pose. Once this is done, we can take advantage of Blender’s data system to quickly and easily retarget any new Action data from an imported BVH file to the Armature of a character. Step 1 Step 2 Step 3

100 Creative Packages for 2010 | NewEvolution Details April 18, 2010 by Tom McCracken It seems that design and branding are finally being taken more seriously in today's business world. Having professional design elements in your product is absolutely crucial for success, and packaging is no exception. A poorly designed package can easily cause a company to fail.

Sintel Votre design 3D devient réalité avec l'impression 3D Conférence Blender à Paris le 12 Mai 2012 A peine rentré de mes pérégrinations Belges avec ma conférence sur After Effects, j'aurai l'honneur de donner une nouvelle conférence sur Blender à Paris, le 12 Mai 2012, dans l’amphithéâtre (pouvant contenir environ 200 personnes) jouxtant la librairie Eyrolles, dans le 5ème arrondissement de Paris. Cette conférence est organisée par l'éditeur Pearson, à l'occasion de la parution du livre communautaire Créer avec Blender que j'ai quo-écris avec 5 autres personnes. Je vous renvoie sur un de mes posts précédents pour en savoir plus sur ce livre. L'entrée de l'amphithéâtre se trouve entre les deux Librairies Eyrolles, encadrée par deux grands poteaux noirs au 55, bd St-Germain 75005 Paris (Métro Maubert - Mutualité sur la ligne 10). Cette conférence gratuite et à l'entrée libre sera d'une durée de 2h30... de 14h30 à 17h00. J'espère vous y voir nombreux ... toujours dans une ambiance détendue est conviviale !

Blender: Introduction to Character Rigging In this video tutorial for Blender 2.60 we introduce you to the basics of character rigging. This tutorial covers the initial armature creation, working with Inverse Kinematics (IK), various constraints, defining deform and control bones, and setting up basic drivers for extra control. The character model used comes from BlendSwap by Blork: Creating Ambient Occlusion with transparency texture– Tutorial | PixelCG Tips & Tricks In my previous post Dissecting the mib_amb_occlusion node. I talked about using transparency in Ambient occlusion, but I didn’t really cover the subject of using texture with alpha and having that casing AO on the nearby object. In this simple scene we have a texture file with alpha assigned to a separate geometry. If we would to render, we get this result. A regular AO pass would look something like so This in theory is accurate, since ambient occlusion doesn’t recognize alpha in texture files. Note: The mib_fg_occlusion node requires having Final Gather to be turned on. Create a surface Shader and assign the mib_fg_occlusion to it’s out color. Create another surface Shader that will be assigned to the transparency object. Open the SG node of that new shader, under mental ray > custom shader and add mib_transparency node (found under mental ray Sample Compositing) To get the AO to appear, we just need to add the same mib_fg_occlusion node to the Input of the mib_transparency.

Elephants Dream

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