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Robbie Williams - Candy

https://vimeo.com/49425717

Windows 8 - It's Universal

https://vimeo.com/70578252

What's with this Bachelor's Degree?

Well gang, this is it. Demo Reel day has come and gone, Graduation has passed, and everyone is celebrating with family and friends. Among all this craziness, I know all my classmates will do wonderful things to excel in the future, with whatever they do. I hope they don't forget that, while they focused in Computer Animation as one particular thing, that they can do a multitude of different things. It's a Bachelors of Science, man.

Do you know what you can do with that?

Network Administrator
Software Developer
Information Technology Coordinator
Applications Developer
Technical Consultant
CAD Engineer


Where can you find jobs like this?


Aerospace Industry
Public School System
Automotive Industry
Prototyping Industry


Don't think that because it's got a Computer Animation name tacked onto it limit your choices. I went to a Technical High School and focused in CAD for four years, and went to college for Computer Animation. A similar field, nonetheless, but one I still enjoyed.


Now don't get me wrong, I will be trying my hardest for getting into the field and working on some amazing films and stuff, but I always know if it's just not working out for me, there are many other things I can do and pick up well because I've proven my worth and dedication to a specialty, just like my fellow classmates.


In other news, I'm enjoying a good little break from schoolwork and having fun with my family. I'm also looking forward to seeing my friends in a few days, hoping that this won't be the last goodbye I tell them when I head out west.


In the meantime, enjoy what you've got and what you're getting. Enjoy the little things, enjoy the big things. And keep in touch. I'll post back in a bit to tell you when I start heading westbound.

Helicopter Nuke Gizmo


Hey gang!

So this week was quite a hassle in DRC, getting content ready for Rough Render turnin. Not like I wasn't done, however, I felt like I needed something to do. So on Monday and Tuesday I worked on another digimatte. I'll explain more about it and each other my assets at another time, but for now I'll mention the fact that when I completed the camera move, it still felt dead. So I decided to add a helicopter into the shot, and it felt a lot better, feeling more like there was movement and life in the overall shot.

After finishing the setup for the helicopter I thought, "Wow, that was tedious, I'd hate to do that again" Not that it was difficult, but it kind of took long to do while I could have done something else. So here's version one of my Nuke Gizmo, which allows the user to create a 2D Helicopter on two cards with controllers for the speed of the blades, scale of the helicopter, and what kind of helicopter. Included with the Gizmo is a PSD file that it references to use the helicopters. If you'd like, you can drag the gizmo into a text editor and find where the Read1 part is and change the file directory to change your directory to the image to anywhere you like, but you have the option to locate it by hand when you load the Gizmo. If you don't do this the node will be presented to and Error and you will have to relocate the file anyway.

Other than that, it's pretty straight-forward. Just add this to a Scene node or a basic 3D setup in Nuke and you're good to go! If you need to change any helicopters or blades or add more,be my guest, this is for you to speed up your workflow!

Enjoy!


Render2Cell for Terminal use

Hey Gang!
It's been a while, and I know you're probably starving for some new stuff. Sadly, I haven't got much, but I do have something awesome for you to check out. After realizing how difficult it is to implement the render2Cell script into each file each time, instead to incorporate it into the terminal render. So, if you're unaware, you can download the render2Cell script from my website in the downloads section at www.endyarts.com.

And for that little tidbit, make sure the render2Cell script is located in the scripts section of the Autodesk architecture, then mimic a line similar to this:

render -r mr -rt 16 -v 5 -preRender 'python("import render2Cell"); python("render2Cell.timer()");' -postRender 'python("render2Cell.sendSMS()");' insert/filedirectory/mayafile/untitled.mb

APR - Full Sail

APR - Full Sail

APR was a step towards a class that I was quite scared for... Animation Production. What a class, eh? Basically, the whole month (well, we did have an online class, but really, that was terrible) was dedicated to animating a character, whether the pitcher or the batter (HEY! Keep those jokes to yourself) and make a whole working animation of the characters interacting (Once again, no jokes :P )

CSF - Full Sail

CSF - Full Sail


Hey guys! I know it's been a real long time since I've posted something new and exciting, but I assure you I've been super busy. I'm in APR this month, so I'm obviously behind on a few posts, and my 1am-5am lab schedule doesn't necessarily help. Anyway...

VEF - Full Sail

VEF - Full Sail

Here's another class I've been looking forward to! Visual Effects was an interesting class, certainly a tough one... A little far stretched for the rubric. However...

STE - Full Sail

STE - Full Sail

Learning a new 3D package is certainly difficult. Learning it in a month is just as hard. Luckily though, if you already know what you're going to do in a package, you can focus just on that area, and learn more about it later. That's the concept that I learned with my class in Software Technology.

ACG - Full Sail

ACG - Full Sail

Art Creation for Games... What started out as something that was going to be a joke to me (as being a Computer Animation student) turned out to give me a major insight to tricks of the trade. I entered the class thinking all it was was making lower resolution geometry and putting textures on for real-time graphics, but I found that I can use many of these tricks for compositing. (Hint hint, I used a lot of the things I learned in ACG for the MOC final.)
So, getting straight to it, out first project was to recreate a scene from God of War for the PSP. Nothing too fancy, and not to match perfectly, but just to show that the content of the class was understood. We had to create the geometry for the scene, lay out UVs, and create custom 128x128 pixel textures.



MOC - Full Sail

MOC - Full Sail

Motion Capture was a class that I certainly underestimated. Not in the fact of content, but that I didn't realize how intuitive and dense the material was that we would be learning. The idea of capturing data through infared sensors and retro-reflective tape to transfer into 3D motion on a computer is just so amazing that it's mind-boggling this technology isn't in every institution that offers a CG major.
So, let me break this one down for you: This month was awesome! Besides learning a few really difficult programs that involve MoCap data (Cortex and MotionBuilder) it was really great to see a sequence of animation play out so easily, instead of having to set keys and breakdowns and in-betweens and all that other traditional stuff. Welcome to the new way of animation!

CAN -Full Sail

CAN - Full Sail

CAN was quite a crazy class to jump into. It was accelerated compared to FOA, but also having the basics down, was easy to get a grasp on. The class was very critique-heavy, and almost felt hard for that alone. Not saying any names, but there was one Studio Artist that was particularly rough on all of us. Yeah, we all know they critique the work, not you, but there was particular moments of feeling attacked. But hey, it's the real world. Buckle up and maybe bring a spare tissue.

CRI - Full Sail

CRI - Full Sail

This should be a fairly short explaination about this class. Not because there wasn't anything learned, but because I feel like there should be some mystery left behind what is done in the world of a Setup Artist. Their work is so.... Unseen, that nothing would be possible in the CG world without them! Yeah, it's that intense.

PRM - Full Sail


PRM - Full Sail

PRM was definitely a change of pace as far as the modeling environment is concerned. We pretty much had to dedicate ourselves to proper edgeflow, sillouette, and knowing when and where to add geometry. Pretty much a piece of cake for me, as I'd hope by know I'm quite familiar in the case of modeling. Hardsurface anyway. In this class we started out with a hard surface object, ranging from cameras to a computer mouse... Basically anything with "ergonomic" in the description. We had to emphasis the use of three types of surfaces; SubD, Poly, and NURBs. So, after analyzing my options, and what I had on me at the time, I decided to use my Nikon L2 Coolpix as the best opportunity to get the ball rolling.

FOA - Full Sail

FOA - Full Sail

FOA is the beginning Maya animation class that really tests how you did in 2DA. FOA, or Fundamentals of Animation, takes the 12 Principles of Animation and applies it to a Maya environment.