Autodesk Softimage – Frequently Asked Questions (FAQ)
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John Bachofer Graphic Designer
JOHN BACHOFER GRAPHIC DESIGNER Animation/Graphic Design/3D Modelling Marketing/Freelancer [email protected] | (760)-518-0145 http://johnkathrynjanewayba.wixsite.com/johnbachoferartist https://www.linkedin.com/in/johnny-bachofer-32888ab8/ Education Summary B.S. in Graphic Design with Meticulous and knowledgeable Graphic Design graduate known for skill in 3D modeling, rigging Emphasis on Animation and texturing. Deadline driven and results oriented artist who has exhibited exceptional talent in Grand Canyon University building highly detailed products yielding customer satisfaction. Graduated 2018 Key Skills include: graphic design, illustration, modeling/texturing, rigging and animation Software Work Experience Autodesk MAYA Source FilmMaker Real Art Daily Productions - Los Angeles, CA (Online) 11/2019 - Present Blender 3D Adobe Creative Lightwave 3D Suite: Character Animator DAZ Studio Photoshop • Mastered the use of Unreal Engine 4. Unreal Engine 4 Illustrator • Developed comprehensive 3D modelling and rigging skills. MakeHuman InDesign • Completed the company’s first animation of a quadruped character. Autodesk 3DS MAX After Effects • Met project milestones for writing, storyboard development and comencement of production. Unity Lightroom • Successful team member in a diverse and inclusive workplace. ZBrush Microsoft Office Sketchup Suite: Mogul Mommies Inc - New York, NY (Online) Feb 2017 - May 2018 AutoCAD Excel Game Development Artist Mixamo Fuse Word • Developed and released the “Toss That!” mobile app game. Poser Powerpoint -
A Procedural Interface Wrapper for Houdini Engine in Autodesk Maya
A PROCEDURAL INTERFACE WRAPPER FOR HOUDINI ENGINE IN AUTODESK MAYA A Thesis by BENJAMIN ROBERT HOUSE Submitted to the Office of Graduate and Professional Studies of Texas A&M University in partial fulfillment of the requirements for the degree of MASTER OF SCIENCE Chair of Committee, André Thomas Committee Members, John Keyser Ergun Akleman Head of Department, Tim McLaughlin May 2019 Major Subject: Visualization Copyright 2019 Benjamin Robert House ABSTRACT Game development studios are facing an ever-growing pressure to deliver quality content in greater quantities, making the automation of as many tasks as possible an important aspect of modern video game development. This has led to the growing popularity of integrating procedural workflows such as those offered by SideFX Software’s Houdini FX into the already established de- velopment pipelines. However, the current limitations of the Houdini Engine plugin for Autodesk Maya often require developers to take extra steps when creating tools to speed up development using Houdini. This hinders the workflow for developers, who have to design their Houdini Digi- tal Asset (HDA) tools around the limitations of the Houdini Engine plugin. Furthermore, because of the implementation of the HDA’s parameter display in Maya’s Attribute Editor when using the Houdini Engine Plugin, artists can easily be overloaded with too much information which can in turn hinder the workflow of any artists who are using the HDA. The limitations of an HDA used in the Houdini Engine Plugin in Maya as a tool that is intended to improve workflow can actually frustrate and confuse the user, ultimately causing more harm than good. -
Easy Facial Rigging and Animation Approaches
Pedro Tavares Barata Bastos EASY FACIAL RIGGING AND ANIMATION APPROACHES A dissertation in Computer Graphics and Human-Computer Interaction Presented to the Faculty of Engineering of the University of Porto in Partial Fulfillment of the Requirements for the Degree of Doctor of Philosophy in Digital Media Supervisor: Prof. Verónica Costa Orvalho April 2015 ii This work is financially supported by Fundação para a Ciência e a Tecnologia (FCT) via grant SFRH/BD/69878/2010, by Fundo Social Europeu (FSE), by Ministério da Educação e Ciência (MEC), by Programa Operacional Potencial Humano (POPH), by the European Union (EU) and partially by the UT Austin | Portugal program. Abstract Digital artists working in character production pipelines need optimized facial animation solutions to more easily create appealing character facial expressions for off-line and real- time applications (e.g. films and videogames). But the complexity of facial animation has grown exponentially since it first emerged during the production of Toy Story (Pixar, 1995), due to the increasing demand of audiences for better quality character facial animation. Over the last 15 to 20 years, companies and artists developed various character facial animation techniques in terms of deformation and control, which represent a fragmented state of the art in character facial rigging. Facial rigging is the act of planning and building the mechanical and control structures to animate a character's face. These structures are the articulations built by riggers and used by animators to bring life to a character. Due to the increasing demand of audiences for better quality facial animation in films and videogames, rigging faces became a complex field of expertise within character production pipelines. -
Lighting a 3D Model
International Journal For Technological Research In Engineering Volume 8, Issue 5, January-2021 ISSN (Online): 2347 - 4718 LIGHTING A 3D MODEL 1Jatin Bal, 2Prof. Indu Khatri 1Student, 2Assistant Professor Department of Computer Science Bhagwan Mahaveer College of Engineering and Management, Sonipat, Harayana Abstract: This paper describes detailed lighting procedure 1. Lights of 3D scene using blender software package. The aim is to define and describe all procedure, step by step, that provide Light or visible light is an electromagnetic radiation. When the final result. Two different scenes have been lit in this light falls on an object that object reflects the light and when paper: one with proper instructions and other for showing that light enters our eye, we “humans” are able to see that the extent of technique. Since it is possible to make a objects. The more object reflects the light the more clearly, theoretically unlimited number of light sources in virtual we are able to see the object. That’s why we are able to see 3D studio, the theoretical part of the paper outlines the our hands and we can see through glass as hands reflects basic guidelines for understanding the nature of the light in more amount of light than glass (glass refracts the light). computer-generated environment and for its more quality Computer graphics cannot faithfully simulate the complex and more realistic implementation. nature of light, we are forced to use various additional lights to enrich computer graphics and skillfully, artistically Key words: blender, lights, 3-point lighting, eevee render simulate real-world phenomena. -
2D Animation Software You’Ll Ever Need
The 5 Types of Animation – A Beginner’s Guide What Is This Guide About? The purpose of this guide is to, well, guide you through the intricacies of becoming an animator. This guide is not about leaning how to animate, but only to breakdown the five different types (or genres) of animation available to you, and what you’ll need to start animating. Best software, best schools, and more. Styles covered: 1. Traditional animation 2. 2D Vector based animation 3. 3D computer animation 4. Motion graphics 5. Stop motion I hope that reading this will push you to take the first step in pursuing your dream of making animation. No more excuses. All you need to know is right here. Traditional Animator (2D, Cel, Hand Drawn) Traditional animation, sometimes referred to as cel animation, is one of the older forms of animation, in it the animator draws every frame to create the animation sequence. Just like they used to do in the old days of Disney. If you’ve ever had one of those flip-books when you were a kid, you’ll know what I mean. Sequential drawings screened quickly one after another create the illusion of movement. “There’s always room out there for the hand-drawn image. I personally like the imperfection of hand drawing as opposed to the slick look of computer animation.”Matt Groening About Traditional Animation In traditional animation, animators will draw images on a transparent piece of paper fitted on a peg using a colored pencil, one frame at the time. Animators will usually do test animations with very rough characters to see how many frames they would need to draw for the action to be properly perceived. -
Softimage|Xsi
Installation Guide For Windows® Systems Copyright and Disclaimer © 2009 Autodesk, Inc. All rights reserved. Except as otherwise permitted by Autodesk, Inc., this publication, or parts thereof, may not be reproduced in any form, by any method, for any purpose. Certain materials included in this publication are reprinted with the permission of the copyright holder. The following are registered trademarks or trademarks of Autodesk, Inc., in the USA and other countries: 3DEC (design/logo), 3December, 3December.com, 3ds Max, ADI, Alias, Alias (swirl design/logo), AliasStudio, Alias|Wavefront (design/logo), ATC, AUGI, AutoCAD, AutoCAD Learning Assistance, AutoCAD LT, AutoCAD Simulator, AutoCAD SQL Extension, AutoCAD SQL Interface, Autodesk, Autodesk Envision, Autodesk Insight, Autodesk Intent, Autodesk Inventor, Autodesk Map, Autodesk MapGuide, Autodesk Streamline, AutoLISP, AutoSnap, AutoSketch, AutoTrack, Backdraft, Built with ObjectARX (logo), Burn, Buzzsaw, CAiCE, Can You Imagine, Character Studio, Cinestream, Civil 3D, Cleaner, Cleaner Central, ClearScale, Colour Warper, Combustion, Communication Specification, Constructware, Content Explorer, Create>what's>Next> (design/logo), Dancing Baby (image), DesignCenter, Design Doctor, Designer's Toolkit, DesignKids, DesignProf, DesignServer, DesignStudio, Design|Studio (design/logo), Design Web Format, Discreet, DWF, DWG, DWG (logo), DWG Extreme, DWG TrueConvert, DWG TrueView, DXF, Ecotect, Exposure, Extending the Design Team, Face Robot, FBX, Filmbox, Fire, Flame, Flint, FMDesktop, Freewheel, -
HP and Autodesk Create Stunning Digital Media and Entertainment with HP Workstations
HP and Autodesk Create stunning digital media and entertainment with HP Workstations. Does your workstation meet your digital Performance: Advanced compute and visualization power help speed your work, beat deadlines, and meet expectations. At the heart of media challenges? HP Z Workstations are the new Intel® processors with advanced processor performance technologies and NVIDIA Quadro professional It’s no secret that the media and entertainment industry is constantly graphics cards with the NVIDIA CUDA parallel processing architecture; evolving, and the push to deliver better content faster is an everyday delivering real-time previewing and editing of native, high-resolution challenge. To meet those demands, technology matters—a lot. You footage, including multiple layers of 4K video. Intel® Turbo Boost1 need innovative, high-performing, reliable hardware and software tools is designed to enhance the base operating frequency of processor tuned to your applications so your team can create captivating content, cores, providing more processing speed for single and multi-threaded meet tight production schedules, and stay on budget. HP offers an applications. The HP Z Workstation cooling design enhances this expansive portfolio of integrated workstation hardware and software performance. solutions designed to maximize the creative capabilities of Autodesk® software. Together, HP and Autodesk help you create stunning digital Reliability: HP product testing includes application performance, media. graphics and comprehensive ISV certification for maximum productivity. All HP Workstations come with a limited 3-year parts, 3-year labor and The HP Difference 3-year onsite service (3/3/3) standard warranty that is extendable up to 5 years.2 You can be confident in your HP and Autodesk solution. -
Tutorial a Quick Introduction to the Exhibition Construction Software Con Vince Intro Vince
OCTA DESIGN TUTORIAL A QUICK INTRODUCTION TO THE EXHIBITION CONSTRUCTION SOFTWARE CON VINCE INTRO VINCE The way an idea is presented often determines whether the customer decides to buy a product or work with a company. OCTAdesign is the ideal tool for effective visualization - a versatile plug-in for Autodesk 3ds Max. Designed for exhibition designers and architects, the software is constantly evolving. The program offers tailor-made functions for photorealistic renderings of exhibition stands and complete room situations. This tutorial explains the most important OCTAdesign functions and shows you how to successfully develop, design and visualize your booth. Simply explained step-by-step: from drawing walls to optimum illumination and meaningful renderings. PRE SENT CONTENT BASICS 6 Workspace 8 OCTAdesign Ribbon 10 Light and Render Settings 16 Material Editor 18 EXERCISES 20 Booth No. 1 22 Booth No. 2 28 Booth No. 3 34 DESIGN EXAMPLES 42 SENT THE BASICS OF OCTADESIGN 3DS MAX PRESENTING WITH A SYSTEM Learning targets Getting to know various commands of the 3ds Max Workspace Understanding the functions of the OCTAdesign Ribbon Mastering the light and Render Settings Applying the basics of the Material Editor 6 OCTADESIGN Basics 7 Workspace The workspace consists of four graphical viewports. At the start of it is highlighted by a yellow frame. Right click on another window to the program the following four views are already set: top left the top activate it. The active window can be enlarged using the Alt + W key view, top right the front view, bottom left the side view from left and combination or the Maximize Viewport button. -
Critical Review of Open Source Tools for 3D Animation
IJRECE VOL. 6 ISSUE 2 APR.-JUNE 2018 ISSN: 2393-9028 (PRINT) | ISSN: 2348-2281 (ONLINE) Critical Review of Open Source Tools for 3D Animation Shilpa Sharma1, Navjot Singh Kohli2 1PG Department of Computer Science and IT, 2Department of Bollywood Department 1Lyallpur Khalsa College, Jalandhar, India, 2 Senior Video Editor at Punjab Kesari, Jalandhar, India ABSTRACT- the most popular and powerful open source is 3d Blender is a 3D computer graphics software program for and animation tools. blender is not a free software its a developing animated movies, visual effects, 3D games, and professional tool software used in animated shorts, tv adds software It’s a very easy and simple software you can use. It's show, and movies, as well as in production for films like also easy to download. Blender is an open source program, spiderman, beginning blender covers the latest blender 2.5 that's free software anybody can use it. Its offers with many release in depth. we also suggest to improve and possible features included in 3D modeling, texturing, rigging, skinning, additions to better the process. animation is an effective way of smoke simulation, animation, and rendering. Camera videos more suitable for the students. For e.g. litmus augmenting the learning of lab experiments. 3d animation is paper changing color, a video would be more convincing not only continues to have the advantages offered by 2d, like instead of animated clip, On the other hand, camera video is interactivity but also advertisement are new dimension of not adequate in certain work e.g. like separating hydrogen from vision probability. -
Deree College Syllabus For: Itc 3129 3D Modeling Methodologies 2/1/2
DEREE COLLEGE SYLLABUS FOR: ITC 3129 3D MODELING METHODOLOGIES 2/1/2 (Updated Spring 2016 ) UK LEVEL 5 UK CREDITS: 10 PREREQUISITES: ITC1070 LE Information Technology Fundamentals –or- CS1070 Introduction to Information Systems CATALOG 3D object manipulation. Modelling methodologies. Lighting and DESCRIPTION: rendering effects. Camera manipulation. Textures creation and use. Dynamic animation. Characters creation and manipulation. RATIONALE: The course is intended for students of the Digital Media Technologies of the IT major. It aims to provide in-depth experience of 3D modelling practices and applications. Object manipulation, lighting and rendering techniques, and specialized components, such as characters, are addressed at various levels. LEARNING OUTCOMES: As a result of taking this course, the student should be able to: 1. Demonstrate knowledge of object manipulation 2. Analyse modelling techniques. 3. Construct 3D models with animation capabilities and use them to compose 3D scenes. METHOD OF TEACHING AND In congruence with the teaching and learning strategy of the LEARNING: college, the following tools are used: Classroom lectures, class discussions. Laboratory sessions, involving training and practice in the creation of 3D scenes. Office hours: Students are encouraged to make full use of the office hours of their instructor, where they can ask questions and go over lecture material. Use of the Blackboard Learning platform, where instructors post lecture notes, assignment instructions, timely announcements, as well as additional resources. ASSESSMENT: Summative: Midterm Examination: combination of short essay 40% questions and case problems Project: Model creation/ development of a 3D 60% scene/animation Formative: In-class, 1-hour, “diagnostic” test: short essays 0 Coursework: practical exercises / creation of 3D 0 scenes/ case problems The formative assessments aim to shape teaching along the semester and prepare students for the summative assessments. -
Poser Pro 2014 Quickly & Easily Design with 3D Figures!
Poser Pro 2014 Quickly & Easily Design with 3D Figures! Poser Pro 2014 is the fully featured choice for creating new poser content and adding 3D characters to Max, Maya, Lightwave and C4D projects. Poser Pro 2014 provides the fastest way for professionals to create content and render 3D character images and animations from Poser scenes. COLLADA support enables Poser content integration with game engines and other 2D/3D tools. Fully 64-bit native and optimised for multi-core systems, Poser Pro 2014 saves time by efficiently using system memory and processing resources. This is the ideal 3D program for the professional artist and 3D production teams. RRP: £299.99 Product Code: AVQ-SPP14-DVD Barcode: 5 016488 126854 Poser Pro 2014 Uses:- • Supports pro-production workflow – ideal for motion graphics on TV • Medical/forensic reconstruction – crime scene animation • Architectural design – 3D building animation/concept design work • Computer game character design/ flash design for online games • Car/engineering concept construction • Can be used as a standalone or plug-in to other pro graphics packages Poser Pro 2014 Exclusive New Features:- New Fitting Room Interactively fit clothing and props to any Poser figure and create conforming clothing using five intelligent modes that automatically loosen, tighten, smooth and preserve soft and rigid features. Paint maps on the mesh to control the exact areas that you want to modify. Use pre-fit tools to direct the mesh around the goal figure’s shape. With a single button generate a new conforming item using the goal figure’s rig, complete with full morph transfer. New Powerful Parameter Controls Hidden parameters can be displayed so they can be modified automatically, allowing Poser content developers greater power. -
Trabajo De Fin De Grado
Trabajo de Fin de Grado Grado en Ingeniería Informática Diseño y modelado de personajes para la reconstrucción histórica virtual de La Laguna en el Siglo XVI Design and modeling of characters for the virtual historical reconstruction of La Laguna in the 16th century Miguel Aurelio García González La Laguna, 08 de Junio de 2020 D. Isabel Sánchez Berriel, con N.I.F. 42.885.838-S profesora Contratada Doctora adscrita al Departamento de Ingeniería Informática y de Sistemas de la Universidad de La Laguna, como tutora D. Fernando Pérez Nava, con N.I.F. 42.091.420-V profesor Titular de Universidad adscrito al Departamento de Ingeniería Informática y de Sistemas de la Universidad de La Laguna, como cotutor C E R T I F I C A (N) Que la presente memoria titulada: “Diseño y modelado de personajes para la reconstrucción histórica virtual de La Laguna en el Siglo XVI” ha sido realizada bajo su dirección por D. Miguel Aurelio García González, con N.I.F. 78.727.326-M. Y para que así conste, en cumplimiento de la legislación vigente y a los efectos oportunos firman la presente en La Laguna a 08 de Junio de 2020 2 Agradecimientos Quiero agradecer especialmente a mi tutora Isabel por haberme apoyado en todo momento, estar siempre pendiente a pesar de los meses que hemos pasado y ayudarme constantemente en todo lo que hiciera falta. También quiero agradecer a mi cotutor Fernando por su colaboración para sacar adelante este proyecto. Agradecer también a Cecile Meier y Germán Pescador Barreto por su ayuda inestimable en el desarrollo de este Trabajo de Fin de Grado, gracias a ellos ha sido mucho más llevadero el desarrollo de este proyecto.