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FXPHD – ANI 102 Writing, Directing and Animating a Short Film

FXPHD – ANI 102 Writing, Directing and Animating a Short Film

FXPHD – ANI 102 Writing, Directing and Animating a Short Film

If you have ever wanted to create a short film or expand your animation and directing skills, this is the course for you. Instructor Lucas Martell takes you through the creation of a short film, with special emphasis on animation and character creation. The course will be software agnostic, allowing us to focus deeply on the creative aspects of animation and directing. We also cover the genesis of the idea, and follow the story as it evolves throughout the production process.

The course features an original short film created especially for fxphd. The 45-second short tells the tale of Larch, a cranky old tree whose branches seem to be a magnet for kites, balloons, and anything else that escapes the grasp of kids in the nearby park. But when one of those kids tries to reclaim his lost balloon, Larch does not want to give it up.

Lucas Martell is an animation director best known for his short film “Pigeon: Impossible” which has been shown in over 250 festivals in 43 countries, and won more than 20 awards including Best Short at the Oscar-qualifying Montreal World Film Festival. “Pigeon: Impossible” was also a viral hit, having passed 8 million views on YouTube. Lucas is currently working on his next animated film “The OceanMaker.”
course syllabus
Class 1: Story – This class discusses how to come up with ideas, choosing the best one, and the writing process. We also thumbnail some story ideas to start bringing the project into the visual space.
Class 2: Previs – In this class we create some rough temp models, figure out the camera angles, and get the story working in 3D. We also start to model Larch, our cranky old tree character.
Class 3: Asset creation – This session focuses primarily on rigging Larch and our boy character. We also build a basic environment to round out the frame.
Class 4: Blocking 1 – With our assets built and characters rigged, we now start blocking in the animation. We also decide on the final layout, lock down the camera, and add some temp SFX.
Class 5: Blocking 2 – The second half of the film focuses on what happens when the boy enters frame, and paying off the dilemma we have set up. This really expands our exploration of poses, as we now have two characters interacting with each other.
Class 6: Animation Act 1 – Here we refine the animation for the first act of the film. We also talk about animating a character who is basically just a head, as well as de-mystifying the black art of facial art.
Class 7: Animation Act 2a – Act 2 is more physical, allowing us to address animation principles like timing, overlap, squash and stretch… This class also gives some personality to the balloon.
Class 8: Animation Act 2b – The boy enters the scene, allowing us to apply our animation principles to a full-on biped character.
Class 9: Animation Act 3 -The action comes to a head as Larch finally rids himself of the pesky human. But just when you thought it was over… TWIST! Here we talk about timing, and some nuances that can really help land the big joke.
Class 10: Wrap-up – This final class allows time to tie up any loose ends, address outstanding questions, and put some final polish on our animation. There is also a fun end tag that will really take the story to the next level.

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Golaem Crowd Maya 4.1.2.1

Golaem Crowd Maya 4.1.2.1Golaem Crowd offers an intuitive interface, based on Maya workaday objects. It can be used by any artist, trained under 3 days. Reduce asset preparation time and start your production at once. Use our diversity ready characters & comprehensive range of motions. Built for performances, Golaem Crowd allows artists to find the right creative approach, whatever the number of characters.

http://www.nitroflare.com/view/81FAB97DA50A656/GolaemCrowd4.32.1.1.rar

FXPHD – MOG212 Production Tested Mograph: How to Work Fast and Flexible

FXPHD – MOG212 Production Tested Mograph: How to Work Fast and Flexible

FXPHD – MOG212 Production Tested Mograph: How to Work Fast and Flexible

Working at Imaginary Forces, prof Ryan Summers has completed an array of motion graphics jobs over the last 12 months. From main-on-end sequences for films like Pacific Rim to the opening titles of shows like Person of Interest, he found two constants: tight timelines that require you to work fast and clients that need you to stay flexible to the end.

Using After Effects and Cinema 4D, as well as leveraging the power of plugins like Trapcode Form and Particular, Summers will show you how he achieved both in real-world projects for a variety of clients. To be clear, this course isn’t a lightweight “making of” breakdown for these projects — but will be sharing hard core production-proven techniques for getting the job done.

Ryan Summers is a 3D artist that has recently completed projects such as Strife: Rook, Pacific Rim, and Person of Interest. He escaped a life of science after rewatching Jurassic Park and Toy Story back to back, quitting a promising career as a chemical engineer to go off and learn to animate. He’s worked on kids cartoons, slot machines, and short-form documentaries before finding a home at Imaginary Forces as a director.

Prof Frederick Ross concludes the final 3 classes of this course.
course syllabus
Class 1: Trapcode Particular, Fast and Furious. One of the things that you get asked to do as a motion graphics artist is end tags. There will always be another end tag to complete and there is rarely enough time to do something cool. For the introductory class, we discuss how I used Trapcode Particular to generate a transition that is both fast to create and flexible for multiple uses. And then I show you how to link it to data from Cinema 4D so you can integrate it with your CG renders. Examples will include a National Geographic spot as well as a teaser for Elder Scrolls Online.
Class 2: Lightning in a Bottle. Building on the techniques learned in Class 01, we learn how to iterate our Particular effects quickly and cumulatively. Initially designed for a long-form pharmaceutical commercial, we work through how to use standard AE effects like Turbulent Displace, Beam, CC Vector Blur, and Echo to rapidly look dev for clients.
Class 3: Stage Five Project Breakdown, Part 01. After a few weeks in After Effects, we start to spend some more time in Cinema 4D. For this we break down the Stage Five ID project. We learn how to deconstruct text, build it back together, and elaborate on the earlier example on how to send and manipulate 3D data in After Effects.
Class 4: Stage Five Project Breakdown, Part 02. Once we’ve got our basic structure for the Stage Five ID project down in Cinema 4D, it’s now time to make it sing. We’ll look at using our old friend Trapcode Particular along with Trapcode Form to enhance the environment we built in the previous class.
Class 5: Person of Interest Project Breakdown, Part 01. For a project that was initially only supposed to be type over image, Person of Interest sure did get pretty complicated. This week will be about creating systems that can do lots of work for you, freeing you up to spend more time designing the bigger challenges. We will go through how to create a self-animating UI grid, as well as some tracking techniques.
Class 6: Person of Interest Project Breakdown, Part 02. We never were going to move the camera in Person Of Interest, nor were we going to have many 3D elements. If you’ve seen the opening, you’ll note that we did plenty of the opposite. See how we were able to leverage client assets along with Trapcode Form and some simple camera moves to add enough production value to a project to actually here the client say the word “bitching” for the first time ever.
Class 7: Failure. The Big F. We’ll take a look at a pitch project and look at where we went wrong and the lessons learned along the way
Class 8: Prof Frederick Ross: Amazon Whispersync: In the superhero world of Steelheart we go from reading the ebook to listening to the audiobook on a mobile device seamlessly. Were going to take a look at using custom particles to add complexity while staying within our short deadline. I’ll also show you how we use the animatic to break out all our actual AE projects to keep the team working smoothly and in the same structure, which is really critical to turning around projects quickly.
Class 9: Prof Frederick Ross: Tesla OpenSource: Imagining a world where anyone can make and drive an electric car without barriers. Were going to look at setting up, using, and syncing scripts to accelerate our mograph animation, and with everyone able to reuse the animation pieces across the entire spot, we essentially cut our amount of animation in half.
Class 10: Prof Frederick Ross: Covered California: The most common thing we end up doing day to day is roto and keying. Were going to take a look at some advanced luma keying we came up with for working with a wide variety of off white backgrounds while maintaining high standards with a short turn around.

http://www.nitroflare.com/view/C5466271707E2B4/FXPHDMOG212ProdTestedMograph.part4.rar
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http://www.nitroflare.com/view/12D9A4F2E7C9651/FXPHDMOG212ProdTestedMograph.part7.rar

Gumroad – How to get faster in Modo by Tor Frick

Gumroad – How to get faster in Modo by Tor Frick

Gumroad – How to get faster in Modo

In this tutorial I go through some of my processes and thoughts on how to get faster at modelling in Modo. I go through in detail how to set up hotkeys, how to set up hotkeys within specific tools, how to create Macros and piemenus aswell as editing config files and creating your own self-contained configsetups. I also talk a bit about what I do to find new ways of getting faster, and ironing out slow parts of my modelling process.

support the artist:
https://gumroad.com/snefer#

http://www.nitroflare.com/view/7ACDA8C8D9433E1/GRGetFastModo.part3.rar
http://www.nitroflare.com/view/AAEA9D5858B53EE/GRGetFastModo.part2.rar
http://www.nitroflare.com/view/B8B3D59B008653B/GRGetFastModo.part1.rar

Digital Tutors – Developing Python Tools in NUKE

Digital Tutors – Developing Python Tools in NUKE

Duration 2h 42m Project Files Included MP4

http://www.nitroflare.com/view/30EC9C78FDC6F8F/DTDevToolNUKE.part4.rar
http://www.nitroflare.com/view/D6D0C9D10D9E65E/DTDevToolNUKE.part1.rar
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