Archive for Life
On location
Posted by: | CommentsWorking on location at Green Lantern for a bit, and having fun with ICE as a happy by product. I’ve been putting together some interesting deformation compounds which I’ll eventually put online, but currently too busy to do much besides this quick note. Back to work!
The 5 miserable VFX jobs that make movies possible.
Posted by: | CommentsThis is why I live in Florida…
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Good news for XSI is good news for the industry.
Posted by: | CommentsMark Shoennagel posted some good news on his blog on the Area a few days ago. XSI’s sales have been quite good of late and the dev team is likely to expand. Why is this a good thing for the industry as a whole? Because let’s face it… Maya is showing it’s age.
I have to admit, I’ve got a love/hate thing going on with Maya. It’s an industry standard. It changed the world. It broke new ground. And it… well, kinda sucks.
Look, before you get out the pitchforks and torches, Maya fans hear me out. You have gotten used to coping with things you shouldn’t have to worry about. Every dedicated maya user I know has a cornucopia of tricks, scripts, workarounds and fixes just to get the basics done. Want to constrain an object on a curve? Sure, you can. Kinda. If you know the trick, and are willing to think about it, or have a script handy. How about editing the animation curves on an animated texture? Visually? Make particles flow on a deforming surface? The answer is always the same – yes you can. But it’s not going to be straightforward….
Serendipity Reigns
Posted by: | CommentsThis is what I love about the net… serendipity reigns. A friend and colleague Jentsen Mooney posts a couple of videos of an (excellent) talk by Matt Ditton on vimeo on the need for artists to learn to program.
Matt has a bunch of neat videos of processing applications, which I check out. In one, he mentions an idea came from a computer scientist Jared Tarbel.
So I check out his site. And it’s wonderful. Another victory chalked up by ye olde world wide web.
Pixel Liberation Front
Posted by: | CommentsThe studio where I’m currently employed, Pixel Liberation Front (aka PLF) is situated in the heart of Venice, California. It’s in an interesting area with a lot of character(s).
Read more for a collection of images taken while walking around the area….
Pixel Liberation Front
Posted by: | CommentsI am now the lead TD at Pixel Liberation Front. My focus is Pipeline, rigging, effects, wrangling, compositing and TD problem solving using Nuke, XSI, Maya, ICE, MachStudio and nDynamics. Python scripting, mel. Work includes major motion pictures, game cinematics, previs, postvis and finishing work.




