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<?xml-stylesheet type="text/xsl" media="screen" href="/~d/styles/atom10full.xsl"?><?xml-stylesheet type="text/css" media="screen" href="http://feeds.feedburner.com/~d/styles/itemcontent.css"?><feed xmlns="http://www.w3.org/2005/Atom" xmlns:openSearch="http://a9.com/-/spec/opensearch/1.1/" xmlns:georss="http://www.georss.org/georss" xmlns:gd="http://schemas.google.com/g/2005" xmlns:thr="http://purl.org/syndication/thread/1.0" xmlns:feedburner="http://rssnamespace.org/feedburner/ext/1.0" gd:etag="W/&quot;DEIBQn8yfip7ImA9WhRRFE4.&quot;"><id>tag:blogger.com,1999:blog-2411618039365157169</id><updated>2011-11-28T04:59:13.196+05:30</updated><category term="3d Animation" /><category term="Plugins" /><category term="Lighting" /><category term="3d Tutorials" /><category term="Autodesk Alias Maya" /><category term="Making Of" /><category term="Character Rigs" /><category term="brushes" /><category term="Rigging" /><category term="Matte Painting" /><category term="CG Academy" /><category term="Modeling" /><category term="Maya" /><category term="2d Tutorials" /><category term="Gnomonology" /><category term="Total Training" /><category term="Tutorials" /><category term="Photoshop" /><category term="E-books" /><category term="Jason Ryan" /><category term="Lynda.com" /><category term="Simply Maya" /><category term="Rendering" /><category term="Texturing" /><category term="Digitat Tutors" /><category term="Dynamics" /><category term="Premiere Pro" /><category term="Scripts" /><category term="Software" /><category term="Animation Tips and Tricks" /><category term="Compositing" /><category term="Animation" /><category term="Gnomon Workshop" /><title>GFXtutor offers Animation Tutorials, Character Rigs, 3d Models, Texture, Scripts and More!</title><subtitle type="html">gfxtutor.blogspot.com provides tutorials for animation, rigging tutorials, texturing tutorials, lighting tutorials, modeling tutorials, maya tutorials,  3dx max tutorials, photoshop tutorials, 3d character rigs, 3d maya shaders, 3d maya scripts, 3d plugins, ebooks,tips and tricks Animation tutorials, maya tutorials,</subtitle><link rel="http://schemas.google.com/g/2005#feed" type="application/atom+xml" href="http://gfxtutor.blogspot.com/feeds/posts/default" /><link rel="alternate" type="text/html" href="http://gfxtutor.blogspot.com/" /><link rel="next" type="application/atom+xml" href="http://www.blogger.com/feeds/2411618039365157169/posts/default?start-index=26&amp;max-results=25&amp;redirect=false&amp;v=2" /><author><name>Sabal</name><uri>http://www.blogger.com/profile/02930265954582147109</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="23" height="32" src="http://2.bp.blogspot.com/_wmL8bHmr2P8/S_Lhvqpz1sI/AAAAAAAAANQ/2xj_1gTnMdk/S220/OgAAAEwvaKRd0YmujmxsbXxBKFdk7jZls8e2HpdVF3ULvGzkyZXp_89SL5FrMa-1P7c3QZkymRZrc7SQUvsh-NV0fqMAm1T1UBv75QnB8n5EZFpHIS7ciBY6B1KF%5B1%5D.jpg" /></author><generator version="7.00" uri="http://www.blogger.com">Blogger</generator><openSearch:totalResults>91</openSearch:totalResults><openSearch:startIndex>1</openSearch:startIndex><openSearch:itemsPerPage>25</openSearch:itemsPerPage><atom10:link xmlns:atom10="http://www.w3.org/2005/Atom" rel="self" type="application/atom+xml" href="http://feeds.feedburner.com/blogspot/vbcF" /><feedburner:info uri="blogspot/vbcf" /><atom10:link xmlns:atom10="http://www.w3.org/2005/Atom" rel="hub" href="http://pubsubhubbub.appspot.com/" /><entry gd:etag="W/&quot;CkQGQno7fyp7ImA9WxFXEkw.&quot;"><id>tag:blogger.com,1999:blog-2411618039365157169.post-2741270028758202239</id><published>2010-05-18T00:21:00.004+05:30</published><updated>2010-05-19T00:48:43.407+05:30</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2010-05-19T00:48:43.407+05:30</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="Animation" /><category scheme="http://www.blogger.com/atom/ns#" term="Animation Tips and Tricks" /><title>What Would You Suggest Are the Top 3 Types of Scenes to Include at the Start of a Demo Reel?</title><content type="html">&lt;span style="font-style: italic;"&gt;What would you suggest are the top 3  types of scenes to include at the start of a demo reel to catch the eye  of the viewer? ( e.g. dialogue, walks, acting, etc.)&lt;br /&gt;
&lt;/span&gt;Your  first shot on your demo reel should really grab your audience.  It  should be the shot that best represents your talents -- the one you are  most proud of.  If the viewer does not like your first shot, chances  are, they are going to turn it off and put in the next demo reel.&lt;br /&gt;
&lt;br /&gt;
I  would suggest starting with a strong acting piece -- a line that shows a  character's emotion change over the shot: sad to happy, worried to  relief, anger to acceptance.  This will enable you to showcase your  range.&lt;br /&gt;
&lt;br /&gt;
The second shot should show physical animation. "Physical"  does not mean a walk cycle, but rather, getting the character from  point A to point B in an interesting way.  For example, instead of  showing a character walk over to pick up a newspaper on the floor,  perhaps the character is sipping coffee as he uses his behind to push  open the front door and picks up the paper and puts it under his arm  while still sipping his morning brew. By giving the audience something  completely unexpected but still very much grounded in a realistic  performance, you are showing your creativity and your ability to bring  something new to the table.&lt;br /&gt;
&lt;br /&gt;
Your last shot is just as important  as your first.  It's the last thing they are going to see - the last  impression you are going leave with the viewer.  I wouldn't base your  decision on what the shot demonstrates as much as how memorable it is.   This could be a catchy line that the viewers will be saying over and  over again after they have watched your reel.  Or maybe it's a moment  that will leave your audience laughing.  Whatever it is, the goal is to  leave them wanting more.&lt;br /&gt;
&lt;br /&gt;
The most important thing  to remember  when putting your reel together is that it's about quality, not  quantity.  One minute of really strong animation goes much farther then  five minutes of so-so animation.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2411618039365157169-2741270028758202239?l=gfxtutor.blogspot.com' alt='' /&gt;&lt;/div&gt;
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&lt;a href="http://feedads.g.doubleclick.net/~a/VhKPcgkcZMs2ft16mfKFZ_l39-w/1/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/VhKPcgkcZMs2ft16mfKFZ_l39-w/1/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/blogspot/vbcF/~4/flFhGy_PDCA" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://gfxtutor.blogspot.com/feeds/2741270028758202239/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://www.blogger.com/comment.g?blogID=2411618039365157169&amp;postID=2741270028758202239&amp;isPopup=true" title="0 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/2411618039365157169/posts/default/2741270028758202239?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/2411618039365157169/posts/default/2741270028758202239?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/blogspot/vbcF/~3/flFhGy_PDCA/what-would-you-suggest-are-top-3-types.html" title="What Would You Suggest Are the Top 3 Types of Scenes to Include at the Start of a Demo Reel?" /><author><name>Sabal</name><uri>http://www.blogger.com/profile/02930265954582147109</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="23" height="32" src="http://2.bp.blogspot.com/_wmL8bHmr2P8/S_Lhvqpz1sI/AAAAAAAAANQ/2xj_1gTnMdk/S220/OgAAAEwvaKRd0YmujmxsbXxBKFdk7jZls8e2HpdVF3ULvGzkyZXp_89SL5FrMa-1P7c3QZkymRZrc7SQUvsh-NV0fqMAm1T1UBv75QnB8n5EZFpHIS7ciBY6B1KF%5B1%5D.jpg" /></author><thr:total>0</thr:total><feedburner:origLink>http://gfxtutor.blogspot.com/2010/05/what-would-you-suggest-are-top-3-types.html</feedburner:origLink></entry><entry gd:etag="W/&quot;CEcGQnwyfCp7ImA9WxFXEU8.&quot;"><id>tag:blogger.com,1999:blog-2411618039365157169.post-4998142741250124075</id><published>2010-05-18T00:17:00.000+05:30</published><updated>2010-05-18T00:17:03.294+05:30</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2010-05-18T00:17:03.294+05:30</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="Animation" /><category scheme="http://www.blogger.com/atom/ns#" term="Animation Tips and Tricks" /><title>How Important Is It To Get An Internship As A Beginning Animator?</title><content type="html">Of course it will depend on the type of internship. Sometimes animation  students get internships doing PA type of stuff in companies that are  not so great... I mean, if what you really want is to animate you  probably won't be happy making xerox copies or going pick up dinner for  the boss. This type of internship will probably not turn you into a  better animator. It's true though that getting an internship in any of  the big studios, even if it's not exactly in production,  can be a nice  way to get a feeling for how it all works, and also to get good  connections and some professional experience. So it all depends on what  is the internship like, and in what company.&lt;br /&gt;
&lt;a name='more'&gt;&lt;/a&gt;&lt;br /&gt;
&lt;br /&gt;
The best situation  is to get an internship where you can develop your skills as an animator  and artist, and in a good studio. This type of internship is a  wonderful way to start a professional career. Well, at least it worked  for me! I was an intern first at Briquet Studios in Sao Paulo (2D), and  then at Rhythm &amp;amp; Hues Studios in LA and these two experiences were  crucial to my background. At Briquet Studios I was lucky to be an intern  under the supervision of Renato dos Anjos – he later ended up moving to  the US and worked as supervising animator on &lt;span style="font-style: italic;"&gt;Bolt, Surf's Up&lt;/span&gt; and &lt;span style="font-style: italic;"&gt;Open  Season&lt;/span&gt;. I knew nothing about animation at that time, so it was  really my very first experience, a way to get a feeling for how it all  worked on a professional environment. The studio was really small but  their work was great, Renato was really good and I learned so much from  him. It was not enough time to get good at it, but I felt the experience  planted the seed of animation on a fertile soil.&lt;br /&gt;
&lt;br /&gt;
A couple of  years after that, I went to School of Visual Arts in New York for my  master's degree. During my first summer vacation I got an internship  position at Rhythm &amp;amp; Hues.  It was amazing. I felt I learned more in  this time than in all my time at school! Rhythm &amp;amp; Hues had classes  set up for new employers and interns, it was very organized and that's  when I really started to understand what 3D was all about. I learned so  much. I came back to school after the summer full of energy and started  working on my short film. I also met a lot of really nice people, made  important professional connections and went to a couple of cool camping  trips. Fun times!&lt;br /&gt;
&lt;br /&gt;
So, based on my personal experience, I think a  good internship can help turn a student into a good professional. I was  lucky in that my internships were really about the animation work. They  were also at good companies with a solid reputation. It was a real  learning experience on many levels.&lt;br /&gt;
&lt;br /&gt;
Some of my students get  internships and I see how positively the experience affects them. In  many cases, a company offering an internship program has hopes that that  student will be a possible hire in the near future. In a way, you are  being “tested” by them, while at the same time you will be learning tons  of useful things. Some companies have a very structured internship  program – they put a lot of thought into it, and these are the  internships you should definitely apply for! Here in California I know  that Dreamworks, Pixar, Disney and Rhythm &amp;amp; Hues all offer this type  of opportunity. And I bet there are other companies with great  internship programs that I just don't know about.&lt;br /&gt;
&lt;br /&gt;
Of course it is  not exactly easy to get an internship at one of the best companies in  the world - they are very competitive programs, but these would be the  first ones I would try if I was a student now. I know it sounds  hyperbolic, but it can be life changing to spend a summer working at a  studio like any of these. You will meet amazing artists and  professionals. You will get to know how the pipeline works, how is the  day to day of a CG artist, how the films are done, what the work ethics  are like. You will learn about work flow, techniques and art, and you  will learn it from real artists. It can make a real difference in your  career.&lt;img src="http://pictures.123pimpin.com/signature-1/2010/may/17-05-10/875578507030813170510.gif" /&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2411618039365157169-4998142741250124075?l=gfxtutor.blogspot.com' alt='' /&gt;&lt;/div&gt;
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&lt;a href="http://feedads.g.doubleclick.net/~a/DKiOBVqv7jLVOUIAAGFWVP_5YPY/1/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/DKiOBVqv7jLVOUIAAGFWVP_5YPY/1/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/blogspot/vbcF/~4/A8uiHgxYkp0" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://gfxtutor.blogspot.com/feeds/4998142741250124075/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://www.blogger.com/comment.g?blogID=2411618039365157169&amp;postID=4998142741250124075&amp;isPopup=true" title="0 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/2411618039365157169/posts/default/4998142741250124075?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/2411618039365157169/posts/default/4998142741250124075?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/blogspot/vbcF/~3/A8uiHgxYkp0/how-important-is-it-to-get-internship.html" title="How Important Is It To Get An Internship As A Beginning Animator?" /><author><name>Sabal</name><uri>http://www.blogger.com/profile/02930265954582147109</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="23" height="32" src="http://2.bp.blogspot.com/_wmL8bHmr2P8/S_Lhvqpz1sI/AAAAAAAAANQ/2xj_1gTnMdk/S220/OgAAAEwvaKRd0YmujmxsbXxBKFdk7jZls8e2HpdVF3ULvGzkyZXp_89SL5FrMa-1P7c3QZkymRZrc7SQUvsh-NV0fqMAm1T1UBv75QnB8n5EZFpHIS7ciBY6B1KF%5B1%5D.jpg" /></author><thr:total>0</thr:total><feedburner:origLink>http://gfxtutor.blogspot.com/2010/05/how-important-is-it-to-get-internship.html</feedburner:origLink></entry><entry gd:etag="W/&quot;C04HQ34yfSp7ImA9WxFXEU8.&quot;"><id>tag:blogger.com,1999:blog-2411618039365157169.post-6024432921182031082</id><published>2010-05-18T00:15:00.000+05:30</published><updated>2010-05-18T00:15:32.095+05:30</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2010-05-18T00:15:32.095+05:30</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="Animation" /><category scheme="http://www.blogger.com/atom/ns#" term="Animation Tips and Tricks" /><title>What Keeps You Motivated When working on a Long, Tedious Animation Project?</title><content type="html">There are a lot of things that help me to stay motivated, but first and  foremost - it's the people around you. I don't think I ever went through  a day at ILM and didn't laugh. It doesn't matter how tedious a shot or  project can be, the atmosphere is always fun and everybody around you is  there for support. You know that you're not alone.&lt;br /&gt;
&lt;br /&gt;
I also listen  to a lot of music and movies while I work. Usually I pick movies that  I'm very familiar with so it's not distracting me from the actual work,  but it provides a comfortable and pleasant background noise. Usually  they are movies from my childhood, like the classic &lt;span style="font-style: italic;"&gt;Star Wars&lt;/span&gt; trilogy, or &lt;span style="font-style: italic;"&gt;Back to the Future&lt;/span&gt;, &lt;span style="font-style: italic;"&gt;The Goonies&lt;/span&gt;, &lt;span style="font-style: italic;"&gt;Big Trouble in Little China&lt;/span&gt;, etc.&lt;br /&gt;
&lt;a name='more'&gt;&lt;/a&gt;&lt;br /&gt;
&lt;br /&gt;
Since our  projects usually only last a few months and not years, a long project is  never really that long. It might feel like it, but there's always a  next project lined up that you can look forward to.&lt;br /&gt;
And if all of  that fails, you just have to remind yourself that no matter what, it is  your job to do the best you can, so suck it up and be professional. :)&lt;br /&gt;
&lt;img src="http://pictures.123pimpin.com/signature-1/2010/may/17-05-10/875578507030813170510.gif" /&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2411618039365157169-6024432921182031082?l=gfxtutor.blogspot.com' alt='' /&gt;&lt;/div&gt;
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&lt;a href="http://feedads.g.doubleclick.net/~a/bGehNanb3tq3k9Jy4kiz77pgACY/1/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/bGehNanb3tq3k9Jy4kiz77pgACY/1/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/blogspot/vbcF/~4/7ETYnco78YM" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://gfxtutor.blogspot.com/feeds/6024432921182031082/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://www.blogger.com/comment.g?blogID=2411618039365157169&amp;postID=6024432921182031082&amp;isPopup=true" title="0 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/2411618039365157169/posts/default/6024432921182031082?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/2411618039365157169/posts/default/6024432921182031082?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/blogspot/vbcF/~3/7ETYnco78YM/what-keeps-you-motivated-when-working.html" title="What Keeps You Motivated When working on a Long, Tedious Animation Project?" /><author><name>Sabal</name><uri>http://www.blogger.com/profile/02930265954582147109</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="23" height="32" src="http://2.bp.blogspot.com/_wmL8bHmr2P8/S_Lhvqpz1sI/AAAAAAAAANQ/2xj_1gTnMdk/S220/OgAAAEwvaKRd0YmujmxsbXxBKFdk7jZls8e2HpdVF3ULvGzkyZXp_89SL5FrMa-1P7c3QZkymRZrc7SQUvsh-NV0fqMAm1T1UBv75QnB8n5EZFpHIS7ciBY6B1KF%5B1%5D.jpg" /></author><thr:total>0</thr:total><feedburner:origLink>http://gfxtutor.blogspot.com/2010/05/what-keeps-you-motivated-when-working.html</feedburner:origLink></entry><entry gd:etag="W/&quot;DUQBSHs-fCp7ImA9WxFXEUw.&quot;"><id>tag:blogger.com,1999:blog-2411618039365157169.post-8558215548762850714</id><published>2010-05-17T22:59:00.000+05:30</published><updated>2010-05-17T22:59:19.554+05:30</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2010-05-17T22:59:19.554+05:30</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="Animation" /><category scheme="http://www.blogger.com/atom/ns#" term="Animation Tips and Tricks" /><title>Do You Have Any Special Techniques Using Inverse Kinematics (IK) in "Freehand Animation" When the Hands are Free From Other Objects?</title><content type="html">First, it is important to understand some of the differences between IK  and FK. When you are animating an arm in FK, you first move the  shoulder, then the elbow, and then the wrists. That's more or less what  we do when we move our own arms. So, all and all, FK seems a bit more  similar to the way we move, with the movement starting on the shoulder.  The process of animating an IK arm is very different; instead of  starting the movement from the shoulder, you will work in the inverse  direction. You position the wrist wherever you want it to go, and the  rest of the arm kind of goes with it. Both ways of animating are  perfectly fine, and, for example, when animating a character dancing,  walking, or running, you can certainly achieve good results with both IK  and FK.&lt;br /&gt;
&lt;a name='more'&gt;&lt;/a&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The important thing here is to keep in mind that a  realistic movement of the arms will mostly start on the shoulder. This  is somewhat easier to achieve with FK, because you will will work from  the shoulder down. However, it can be a little tricky with IK – the very  method of animating with IK, positioning the wrist first and having the  rest of the arm following it, will make it look like the hands are  always leading the movement. Your job as an animator is to make it feel  like the shoulder is leading, even though you are positioning the wrist  first.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Another important point is that when you are animating  a human body, all the body parts need to feel interconnected. When you  move the spine, the arms will also move. When you raise a hand up in the  air, the spine will move as well. Again, this is somewhat easier to  achieve with FK. If you have the arms in FK and you move the body node  the whole arm – including the wrist - will go with it, so we perceive  the arms as being connected to the rest of the body. With IK arms, the  movement of the spine will not automatically affect the position of the  wrist. You will move the body node and the wrist will be stuck in place.  Because of that, sometimes we can have the feeling that the arms  (wrists) are independent from the body.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So, if you are  animating with the arms in IK, you have to try your best to convey the  feeling that the movement is rooted on the shoulder, and it is not the  hand that is leading the movement. Basically, you have to fight the IK,  and animate the wrist and the elbow just like a real arm moves. You will  need to position the hands making sure you move the elbow in a way that  will sell the idea that the root of the movement is in the shoulders.  It is really, really important to pay special attention to the elbow and  also the clavicle and chest when you are working in IK. My advice is  that you study the movement in question, in your own body and also  looking at reference, making sure you understand what is the  relationship of shoulder/elbow/wrist for the particular scene you are  animating. Then try to get the same relationship going on your shot,  even though you are positioning the hands first.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The other  important point is to not leave the hands stuck in space while the rest  of the body is in movement – a very common error for beginners. That's  what we call an “IK-ish look” – for example, let's imagine that a  character steps to his right side and reaches out for a glass of water.  You will have the shift of weight, the spine/torso moving towards the  right, the step, and then the right wrist moves towards the glass of  water... but if you forget about the left wrist... the left wrist will  be stuck in space as if it is glued to the air. If this happens even for  a couple of frames, it will look unnatural; people never have an  experience where their whole body moves but their hand gets stuck in  mid-air! So, if you have the arms in IK, you have to fight the “IK-ish  look” by selling the idea that the movement of the hands is rooted on  the shoulders; by making sure the the wrist feels connected to the rest  of the body; and by not having the wrists stuck in place while the rest  of the body moves around.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2411618039365157169-8558215548762850714?l=gfxtutor.blogspot.com' alt='' /&gt;&lt;/div&gt;
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&lt;a href="http://feedads.g.doubleclick.net/~a/UkYco6KM08VhTeYCSYMQU9t1zog/1/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/UkYco6KM08VhTeYCSYMQU9t1zog/1/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/blogspot/vbcF/~4/vp_F5ly7xy0" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://gfxtutor.blogspot.com/feeds/8558215548762850714/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://www.blogger.com/comment.g?blogID=2411618039365157169&amp;postID=8558215548762850714&amp;isPopup=true" title="0 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/2411618039365157169/posts/default/8558215548762850714?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/2411618039365157169/posts/default/8558215548762850714?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/blogspot/vbcF/~3/vp_F5ly7xy0/do-you-have-any-special-techniques.html" title="Do You Have Any Special Techniques Using Inverse Kinematics (IK) in &quot;Freehand Animation&quot; When the Hands are Free From Other Objects?" /><author><name>Sabal</name><uri>http://www.blogger.com/profile/02930265954582147109</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="23" height="32" src="http://2.bp.blogspot.com/_wmL8bHmr2P8/S_Lhvqpz1sI/AAAAAAAAANQ/2xj_1gTnMdk/S220/OgAAAEwvaKRd0YmujmxsbXxBKFdk7jZls8e2HpdVF3ULvGzkyZXp_89SL5FrMa-1P7c3QZkymRZrc7SQUvsh-NV0fqMAm1T1UBv75QnB8n5EZFpHIS7ciBY6B1KF%5B1%5D.jpg" /></author><thr:total>0</thr:total><feedburner:origLink>http://gfxtutor.blogspot.com/2010/05/do-you-have-any-special-techniques.html</feedburner:origLink></entry><entry gd:etag="W/&quot;DEYDQXs9eyp7ImA9WxFXEUw.&quot;"><id>tag:blogger.com,1999:blog-2411618039365157169.post-6394753007330134696</id><published>2010-05-17T22:39:00.000+05:30</published><updated>2010-05-17T22:39:30.563+05:30</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2010-05-17T22:39:30.563+05:30</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="Animation" /><category scheme="http://www.blogger.com/atom/ns#" term="Animation Tips and Tricks" /><title>How many types of blocking are there? How many frames should I leave for blocking of a normal character?</title><content type="html">The term "blocking," simply means the process of "roughing in" the  animation.  Of course, because every shot is different, there is no "set  number of frames" for the blocking of a shot.  The frame count of a  shot is usually predetermined by the Director and Editor of the project,  or else the length of a piece of dialogue you might be working with.&lt;br /&gt;
&lt;br /&gt;
However,  the goal of your blocking should be two-fold:&lt;br /&gt;
&lt;br /&gt;
1) Completeness  (which, by the way, IS a word.  I checked two dictionaries to be sure!)&lt;a name='more'&gt;&lt;/a&gt;&lt;br /&gt;
&lt;br /&gt;
Your  blocking should be "complete," for lack of a better word.  By this, I  don't mean that the blocking should be complex or finished animation -  not at all.  Rather, I mean it should contain everything about your  animation that you want to pitch to the director.  Ideally, you should  be showing all of your main poses, all of your main ideas, the full body  language of your character, and all of the major timing decisions with  as few poses as possible.&lt;br /&gt;
&lt;br /&gt;
This likely includes all of your key  poses and most, if not all, of your breakdowns, so that you are properly  describing the weight and movements of the character, all of the acting  decisions, and all of the ideas of the shot.&lt;br /&gt;
&lt;br /&gt;
2)  Usability&lt;br /&gt;
&lt;br /&gt;
The  other goal of blocking is to have something usable that you can  continue to improve on.  While it's important to show all of your ideas  and actions in the blocking, it's equally as important to work "cleanly"  and in a way that will let you easily edit your blocking once it's  approved.  You want to end up with a foundation that is strong and ready  to be built upon.&lt;br /&gt;
&lt;br /&gt;
As such, my recommendation is to avoid  over-complicating your blocking whenever possible.  Hopefully you have a  supervisor or client who can understand what blocking is (and what it  isn't) and you can show your rough blocking to them for buy-off before  really fleshing out all the bells and whistles.&lt;br /&gt;
&lt;br /&gt;
If you are  working freelance with a client who just doesn't understand blocking,  then my advice is to put together a little presentation for them to show  the various stages of animation.  It's good to have something around  (from a previous gig or an animation test you've done) that you can use  to show what previz (pre-visualization) is, what blocking is, what it  looks like while it's being refined, and then what it looks like once  it's polished.  If you can get them used to this process early in the  project, life will be a lot easier for you!&lt;br /&gt;
&lt;br /&gt;
Best of luck!  I hope  this was helpful for someone...&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2411618039365157169-6394753007330134696?l=gfxtutor.blogspot.com' alt='' /&gt;&lt;/div&gt;
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&lt;a href="http://feedads.g.doubleclick.net/~a/2WyZD3SFeTIqgexmB1iSd0azLbU/1/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/2WyZD3SFeTIqgexmB1iSd0azLbU/1/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/blogspot/vbcF/~4/cNR1p7mRGmk" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://gfxtutor.blogspot.com/feeds/6394753007330134696/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://www.blogger.com/comment.g?blogID=2411618039365157169&amp;postID=6394753007330134696&amp;isPopup=true" title="0 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/2411618039365157169/posts/default/6394753007330134696?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/2411618039365157169/posts/default/6394753007330134696?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/blogspot/vbcF/~3/cNR1p7mRGmk/how-many-types-of-blocking-are-there.html" title="How many types of blocking are there? How many frames should I leave for blocking of a normal character?" /><author><name>Sabal</name><uri>http://www.blogger.com/profile/02930265954582147109</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="23" height="32" src="http://2.bp.blogspot.com/_wmL8bHmr2P8/S_Lhvqpz1sI/AAAAAAAAANQ/2xj_1gTnMdk/S220/OgAAAEwvaKRd0YmujmxsbXxBKFdk7jZls8e2HpdVF3ULvGzkyZXp_89SL5FrMa-1P7c3QZkymRZrc7SQUvsh-NV0fqMAm1T1UBv75QnB8n5EZFpHIS7ciBY6B1KF%5B1%5D.jpg" /></author><thr:total>0</thr:total><feedburner:origLink>http://gfxtutor.blogspot.com/2010/05/how-many-types-of-blocking-are-there.html</feedburner:origLink></entry><entry gd:etag="W/&quot;AkUHSHc-fip7ImA9WxFXEUw.&quot;"><id>tag:blogger.com,1999:blog-2411618039365157169.post-5862987842589271937</id><published>2010-05-17T21:45:00.002+05:30</published><updated>2010-05-17T23:13:59.956+05:30</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2010-05-17T23:13:59.956+05:30</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="Animation" /><category scheme="http://www.blogger.com/atom/ns#" term="Animation Tips and Tricks" /><title>How did you get your first job at a Animatio studio? Do you have any tips on what to do?</title><content type="html">&lt;h3 class="post-title entry-title"&gt;&lt;span style="font-size: small;"&gt;The process of landing my first job had a profound effect on my life.  I  call it the “Build Your Own Crowbar Approach.”&lt;br /&gt;
&lt;br /&gt;
A bit of  back-story: I entered animation school at the ripe old age of 33.  At  that time I had a wife, a one-year-old child and another on the way.   People were telling me how difficult the industry was to break into and  that I'd probably never be able to feed my family.&lt;/span&gt; &lt;span style="font-size: small;"&gt;&lt;br /&gt;
&lt;/span&gt; &lt;a name='more'&gt;&lt;/a&gt;&lt;span style="font-size: small;"&gt;&lt;br /&gt;
&lt;br /&gt;
I graduated in  February 2003, and immediately hit the streets.  I began by mailing out  50 demo reels and waited. Nothing. Not a single response.  My first  thought was, I needed a better cover letter and a flashier DVD jacket.   Oh, and color labels!  I opened Photoshop and worked through the night,  and in the morning I mailed out 25 more reels with new and improved  packaging.  Problem was, the content was the same, and (no surprise) so  were the results.&lt;/span&gt; &lt;span style="font-size: small;"&gt;&lt;br /&gt;
&lt;br /&gt;
Two months passed, and I had two hungry  children and no job.  Around that time a friend showed me some animation  from another student who had just landed an internship at Pixar.  I  couldn't believe what I saw.  I initially felt completely dismayed by  the high standard of his work, but after I calmed down, Cameron  Miyasaki's animation became my personal yardstick.  I closed Photoshop  and got back to animating.  I would bump into people who knew someone  who worked in the industry, and I would hunt them down and beg for their  feedback.&lt;/span&gt; &lt;span style="font-size: small;"&gt;&lt;br /&gt;
&lt;br /&gt;
I called an animator at Radical Games in Vancouver who  looked at my work and told me the quality was such that it would be a  waste of time to show his supervisor.  I fortified my ego and asked him  for specifics.  He gave me a list of notes and brushed me off.  I hung  up the phone and worked through the night.  The next morning I dropped  off a new reel with his revisions.  He called me that afternoon and said  he'd try to get me in for an interview.  It never happened, but I knew I  was on the right track.  A few days later a friend introduced me (via  email) to a character designer at Pixar named Jason Deamer.  Through  Jason I was put in touch with Victor Navone who graciously agreed to  look at my work and provide me with feedback.  I was already a big fan  and completely blown away to be receiving his input.  Over the next few  weeks, I slaved over my computer, determined not to waste Victor's time.  He was extraordinarily generous with his critiques and my skills began  to rapidly improve.  During that time, I would occasionally mail out a  reel or two, but I was so fixated on the work, I kind of forgot about  the job search.  Eventually I received a phone call from Brian Moylen,  head of the VFX department at Rainmaker Animation.  They were gearing up  for the first Garfield movie and he invited me in for an interview.  It  was not only my first interview, but my first response of any kind from  the industry.&lt;/span&gt; &lt;span style="font-size: small;"&gt;&lt;br /&gt;
&lt;br /&gt;
When I sat down in Brian’s office, he reached into  his desk and produced my demo reel.  I was struck by what I had  submitted... a clear DVD jewel case with a blank CD on which I had  scribbled my name and phone number with a sharpie.  No inserts, no  labels - nothing.  When he played my demo reel, I was struck a second  time by the absence of my school work.  It had been five months since I  had graduated, and in that time, I had replaced two years of student  work.  I landed the job, fed my family and eventually worked my way up  to the position of animation supervisor.  At one point, shortly after I  started working at Rainmaker, a fellow artist approached me and told me  the tale of his friend at Radical who talked about a guy who asked him  for a critique of his reel and then resubmitted a new reel the following  day. Small industry. &lt;/span&gt; &lt;/h3&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2411618039365157169-5862987842589271937?l=gfxtutor.blogspot.com' alt='' /&gt;&lt;/div&gt;
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&lt;br /&gt;
WINDOWS 64BIT&lt;br /&gt;
&lt;br /&gt;
THIS IN NOT THOSE LAME TRIAL VERSIONS WITH OUR STOLEN KEYGEN&lt;br /&gt;
date: April 06th, 2010&lt;br /&gt;
&lt;br /&gt;
type: 3D &lt;br /&gt;
&lt;br /&gt;
size: DVD 33x50mb&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Description:&lt;br /&gt;
&lt;br /&gt;
~~~~~~~~~~~~&lt;br /&gt;
&lt;br /&gt;
Autodesk Maya 2011 software features powerful new tools for helping create&lt;br /&gt;
&lt;br /&gt;
and repurpose character animation: enhanced skinning capabilities and non-&lt;br /&gt;
&lt;br /&gt;
destructive live motion retargeting. Its new 3D Editorial timeline helps accelerate&lt;br /&gt;
&lt;br /&gt;
pre-visualization and virtual movie-making workflows, while an invigorated user&lt;br /&gt;
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interface helps improve artistsâ€™ efficiency and creativity. Maya 2011 addresses&lt;br /&gt;
&lt;br /&gt;
todayâ€™s demanding production requirements with its high-performance viewport&lt;br /&gt;
&lt;br /&gt;
display of large scenes, integrated color management, scene segmentation,&lt;br /&gt;
&lt;br /&gt;
improved rotoscoping, and new UI toolkit. With support for 64-bit as Windows &lt;br /&gt;
&lt;br /&gt;
operating systems, Maya is now more accessible than ever, offering artists &lt;br /&gt;
&lt;br /&gt;
an end-to-end creative workflow at exceptional value.&lt;br /&gt;
&lt;br /&gt;
&lt;a href="http://www.autodesk.com/"&gt;http://www.autodesk.com/&lt;/a&gt;&lt;br /&gt;
&lt;br /&gt;
Installation:&lt;br /&gt;
&lt;br /&gt;
~~~~~~~~~~~~~&lt;br /&gt;
&lt;br /&gt;
Unpack, burn or mount with D-Tools &amp;amp; install.&lt;br /&gt;
&lt;br /&gt;
Check Crack/install.txt on DVD&lt;br /&gt;
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to a "legal" version, no trial patched, no files modified etc ... &lt;br /&gt;
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The one and only way to do it - KEYGEN - fully activated &lt;br /&gt;
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Enjoy!&lt;br /&gt;
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NB : We DO NOT ALLOW anyone to use our files or cracks for any purpose.&lt;br /&gt;
&lt;br /&gt;
Just for the record, our files and cracks got hidden tags ..&lt;br /&gt;
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So to all those punk heads packing our keygen with leaked uncompleted trials&lt;br /&gt;
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spend your time on learning how to crack and how to earn some respect.!&lt;br /&gt;
&lt;br /&gt;
THIS IN NOT THOSE LAME TRIAL VERSIONS WITH OUR STOLEN KEYGEN&lt;br /&gt;
&lt;br /&gt;
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&lt;/div&gt;&lt;br /&gt;
&lt;div style="text-align: center;"&gt;&lt;strong&gt;SimplyMaya Architecture 101&lt;/strong&gt;&lt;br /&gt;
&lt;/div&gt;&lt;br /&gt;
&lt;div style="text-align: justify;"&gt;This Maya 2008 tutorial will cover basic Polygon work-flow which includes the use of Split Polygon , Extrude , Insert Edge Loop and Bevel tools to get a new user comfortable with the many aspects of modelling architecture.&lt;br /&gt;
&lt;/div&gt;&lt;div style="text-align: justify;"&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div style="text-align: justify;"&gt;You will start off by learning how to set up image planes to assist you with the dimensions and characteristics of your building. Following this a quick lesson on creating a custom shelf for your modelling project.&lt;br /&gt;
&lt;/div&gt;&lt;div style="text-align: justify;"&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div style="text-align: justify;"&gt;Then we will start modelling using Polygon Primatives to rough out part of the Taj Mahal. As the Taj Mahal is symmetrical only one quarter of the main building structure is modelled to save time with the remainder of the building being a lesson in duplication and combining to complete the outer walls. Additional details such as the Domes and Manarets are also modelled seprately and added to complete your model. &lt;br /&gt;
&lt;/div&gt;&lt;img src="http://i27.tinypic.com/2nvrvuu.jpg" /&gt;&lt;br /&gt;
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&lt;/div&gt;&lt;br /&gt;
&lt;div style="text-align: center;"&gt;&lt;strong&gt;SIMPLYMAYA.COM.INTERIOR.SCENE.MODELING-W3D [Maya]&lt;/strong&gt;&lt;br /&gt;
&lt;/div&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;div style="text-align: justify;"&gt;The Living room tutorial is intended for intermediate Maya users. You will begin by setting up your reference image on an image plane and then start modeling the set, using both polygons and nurbs to block the correct shape, and size of the objects. Some of the tools used in the modeling section cover extrude face, cut face tool and split polygon to name a few. After the modeling section is complete we will switch gears and get into UV layouts, which is taking all the modeled geometry and converting it to a flat pintable map to apply textures on them in a painting program. You will learn how to assign color to the geometry to make planar maps as well as tools like move and sew uv's.&lt;br /&gt;
&lt;/div&gt;&lt;div style="text-align: justify;"&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div style="text-align: justify;"&gt;Texturing begins after all the uv's are laid out and have a flat map for painting. In a paint program you will learn how to use layers as well as many of the painting options to achieve the correct colors and textures of the objects in your scene. After we get the correct colors on our set we will start to add lights so we can see and understand how both textures and light affect each other. In this part of the tutorial you will learn texturing techniques like bump/spec maps, as well as how to use some of the built in shaders in Maya.&lt;br /&gt;
&lt;/div&gt;&lt;div style="text-align: justify;"&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div style="text-align: justify;"&gt;We then cover lots of different lights such as making a main light and fill light. After we have achieved a nice look on both our textures and first few lights we will start adding more light sources to really add all the true highlights and shadows. These light details will be done by using more point lights with decay as well some negative lights to fake shadows in certain areas which will be light-linked to only certain geometry. In the last few sections we go a bit more into the bump map for the sofa as well as creating a Paint effects tree for the final rendering.&lt;br /&gt;
&lt;/div&gt;&lt;br /&gt;
&lt;img src="http://i27.tinypic.com/2nvrvuu.jpg" /&gt;&lt;br /&gt;
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&lt;/div&gt;&lt;br /&gt;
&lt;div style="text-align: center;"&gt;&lt;strong&gt;Making of Terminator 2 [Tutorial] | 650MB&lt;/strong&gt;&lt;br /&gt;
&lt;/div&gt;Here is the Making of Terminator-2 The Judgment Day&lt;br /&gt;
&lt;br /&gt;
Enjoy...........&lt;br /&gt;
&lt;br /&gt;
&lt;img src="http://i27.tinypic.com/2nvrvuu.jpg" /&gt;&lt;br /&gt;
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&lt;/div&gt;&lt;br /&gt;
&lt;div style="text-align: center;"&gt;&lt;strong&gt;The Making of Fallout 3 Behind The Scenes. &lt;/strong&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div style="text-align: center;"&gt;&lt;strong&gt;Size : 2.21 GB&lt;/strong&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div style="text-align: center;"&gt;&lt;br /&gt;
&lt;/div&gt;&lt;br /&gt;
&lt;img src="http://i27.tinypic.com/2nvrvuu.jpg" /&gt;&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
pass:speedlounge.in&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2411618039365157169-737038169939789340?l=gfxtutor.blogspot.com' alt='' /&gt;&lt;/div&gt;
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&lt;/div&gt;&lt;br /&gt;
&lt;div style="text-align: center;"&gt;&lt;strong&gt;The Making of Jurassic Park - Behind The Scenes Tutorial. &lt;/strong&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div style="text-align: center;"&gt;&lt;strong&gt;Size : 452 MB&lt;/strong&gt;&lt;br /&gt;
&lt;/div&gt;&lt;img src="http://i27.tinypic.com/2nvrvuu.jpg" /&gt;&lt;br /&gt;
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&lt;/div&gt;&lt;br /&gt;
&lt;div style="text-align: center;"&gt;&lt;strong&gt;The making of The Lost World - Behind The Scenes. &lt;/strong&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div style="text-align: center;"&gt;&lt;strong&gt;Size : 385 MB&lt;/strong&gt;&lt;br /&gt;
&lt;/div&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;img src="http://i27.tinypic.com/2nvrvuu.jpg" /&gt;&lt;br /&gt;
&lt;a href="http://rapidshare.com/files/169736037/The_making_of_The_Lost_World.part1.rar"&gt;http://rapidshare.com/files/169736037/The_making_of_The_Lost_World.part1.rar&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://rapidshare.com/files/169736113/The_making_of_The_Lost_World.part2.rar"&gt;http://rapidshare.com/files/169736113/The_making_of_The_Lost_World.part2.rar&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://rapidshare.com/files/169736152/The_making_of_The_Lost_World.part3.rar"&gt;http://rapidshare.com/files/169736152/The_making_of_The_Lost_World.part3.rar&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://rapidshare.com/files/169736194/The_making_of_The_Lost_World.part4.rar"&gt;http://rapidshare.com/files/169736194/The_making_of_The_Lost_World.part4.rar&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://rapidshare.com/files/169736160/The_making_of_The_Lost_World.part5.rar"&gt;http://rapidshare.com/files/169736160/The_making_of_The_Lost_World.part5.rar&lt;/a&gt;&lt;br /&gt;
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&lt;a href="http://feedads.g.doubleclick.net/~a/Y8rr4kKF94GaisSJRh8uEO0fHuA/1/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/Y8rr4kKF94GaisSJRh8uEO0fHuA/1/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/blogspot/vbcF/~4/VdJ9fD5KNMs" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://gfxtutor.blogspot.com/feeds/7713626465662887567/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://www.blogger.com/comment.g?blogID=2411618039365157169&amp;postID=7713626465662887567&amp;isPopup=true" title="0 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/2411618039365157169/posts/default/7713626465662887567?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/2411618039365157169/posts/default/7713626465662887567?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/blogspot/vbcF/~3/VdJ9fD5KNMs/making-of-making-of-lost-world.html" title="Making Of : The making of The Lost World" /><author><name>Sabal</name><uri>http://www.blogger.com/profile/02930265954582147109</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="23" height="32" src="http://2.bp.blogspot.com/_wmL8bHmr2P8/S_Lhvqpz1sI/AAAAAAAAANQ/2xj_1gTnMdk/S220/OgAAAEwvaKRd0YmujmxsbXxBKFdk7jZls8e2HpdVF3ULvGzkyZXp_89SL5FrMa-1P7c3QZkymRZrc7SQUvsh-NV0fqMAm1T1UBv75QnB8n5EZFpHIS7ciBY6B1KF%5B1%5D.jpg" /></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://i27.tinypic.com/2nvrvuu_th.jpg" height="72" width="72" /><thr:total>0</thr:total><feedburner:origLink>http://gfxtutor.blogspot.com/2009/11/making-of-making-of-lost-world.html</feedburner:origLink></entry><entry gd:etag="W/&quot;DU4NSXs8cSp7ImA9WxNbGUo.&quot;"><id>tag:blogger.com,1999:blog-2411618039365157169.post-2542956738821512793</id><published>2009-11-23T17:36:00.000+05:30</published><updated>2009-11-23T17:36:38.579+05:30</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2009-11-23T17:36:38.579+05:30</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="Making Of" /><category scheme="http://www.blogger.com/atom/ns#" term="Tutorials" /><title>Making Of : The Making of Jurassic Park III</title><content type="html">&lt;div align="center"&gt;&lt;img src="http://www.gfxtoday.com/uploads/posts/2008-12/thumbs/1228313479_73cdjurassicpa.jpg" /&gt;&lt;br /&gt;
&lt;/div&gt;&lt;br /&gt;
&lt;div style="text-align: center;"&gt;&lt;strong&gt;The Making of Jurassic Park III &lt;/strong&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div style="text-align: center;"&gt;&lt;strong&gt;Size : 180 MB&lt;/strong&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div style="text-align: center;"&gt;&lt;br /&gt;
&lt;/div&gt;&lt;img src="http://i27.tinypic.com/2nvrvuu.jpg" /&gt;&lt;br /&gt;
&lt;a href="http://rapidshare.com/files/139704777/The_Making_of_Jurassic_Park_III.part1.rar"&gt;http://rapidshare.com/files/139704777/The_Making_of_Jurassic_Park_III.part1.rar&lt;/a&gt;&lt;br /&gt;
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&lt;a href="http://rapidshare.com/files/169735902/The_Making_of_Jurassic_Park_III.part4.rar"&gt;http://rapidshare.com/files/169735902/The_Making_of_Jurassic_Park_III.part4.rar&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2411618039365157169-2542956738821512793?l=gfxtutor.blogspot.com' alt='' /&gt;&lt;/div&gt;
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&lt;/div&gt;&lt;br /&gt;
&lt;div style="text-align: center;"&gt;&lt;strong&gt;The Making of 300&lt;/strong&gt;&lt;br /&gt;
&lt;/div&gt;&lt;br /&gt;
&lt;div style="text-align: justify;"&gt;Exclusive Bonus DVD with over 30 minutes of Behind-The-Scenes footage. A SNEAK PEAK AT 300: Exclusive look inside 300 with behind-the-scenes footage. FIRST LOOK: Director Zack Snyder provides a glimpse into the amazing world of 300 and discusses the process and challenges of bringing the graphic novel to life. PRODUCTION DESIGN: A first glance at the set designs and the inspiration behind them. TRAINING: Inside look at the intensive and rigorous excercise program the actors went through prior to filming. WARDROBE: Learn about the creative process involved in creating a wardrobe insoired by the painterly pages of the graphic novel. STUNT WORK: An in-depth look at the amazing amount of stunt work that was required while making 300. CREATURES: The story brhind the make-up, latex, and creative blood that transformed Frank Miller’s artwork to the screen. ADAPTING 300: Frank Miller and Zack Snyder give new insights into the process of translating Miller’s vision of the tale into a motion picture. SPARTAN CULTURE: Learn about Spartan Society and training rituals. INTERVIEWS WITH THE CAST: Gerard Butler, Lena Headey and Rodrigo Santaro each describe his/her role in the film. 300 MARCH TO GLORY: Asneak peak of the new videogame. 300 MOBILE GAME TRAILER &lt;br /&gt;
&lt;/div&gt;&lt;div style="text-align: justify;"&gt;Size : 296.48 MB&lt;br /&gt;
&lt;/div&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;img src="http://i27.tinypic.com/2nvrvuu.jpg" /&gt;&lt;br /&gt;
&lt;a href="http://rapidshare.com/files/170390908/The_Making_of_300.part1.rar"&gt;http://rapidshare.com/files/170390908/The_Making_of_300.part1.rar&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://rapidshare.com/files/170390920/The_Making_of_300.part2.rar"&gt;http://rapidshare.com/files/170390920/The_Making_of_300.part2.rar&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://rapidshare.com/files/170391016/The_Making_of_300.part3.rar"&gt;http://rapidshare.com/files/170391016/The_Making_of_300.part3.rar&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://rapidshare.com/files/170391379/The_Making_of_300.part4.rar"&gt;http://rapidshare.com/files/170391379/The_Making_of_300.part4.rar&lt;/a&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
pass: bdshare.net&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2411618039365157169-1603519145590533142?l=gfxtutor.blogspot.com' alt='' /&gt;&lt;/div&gt;
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&lt;/div&gt;&lt;br /&gt;
&lt;div style="text-align: center;"&gt;&lt;strong&gt;Pirates Of The Caribbean - The Making Of At Worlds End&lt;/strong&gt;&lt;br /&gt;
&lt;/div&gt;&lt;br /&gt;
&lt;div style="text-align: justify;"&gt;Pirates of the Caribbean: At World’s End is a 2007 adventure film, the third film in the Pirates of the Caribbean series. The plot follows the crew of the Black Pearl rescuing Jack Sparrow (Johnny Depp), from Davy Jones’ Locker, and then preparing to fight the East India Trading Company, led by Cutler Beckett (Tom Hollander) and Davy Jones (Bill Nighy), who plan to extinguish piracy. Gore Verbinski directed the film, as he did with the previous two. It was shot in two shoots during 2005 and 2006, the former simultaneously with the preceding film, Pirates of the Caribbean: Dead Man’s Chest. &lt;br /&gt;
&lt;/div&gt;&lt;div style="text-align: justify;"&gt;The film was released in English-speaking countries on May 24, 2007 after Disney decided to move the release date to a day earlier than originally planned. Critical reviews were mixed, but At World’s End was a box office hit, becoming the most successful film of 2007, grossing approximately $960 million worldwide, and making it the second most successful in the series, behind Dead Man’s Chest. It was nominated for the Academy Award for Makeup and the Academy Award for Visual Effects.&lt;br /&gt;
&lt;/div&gt;&lt;br /&gt;
Size : 173.81 MB&lt;br /&gt;
&lt;br /&gt;
&lt;img src="http://i27.tinypic.com/2nvrvuu.jpg" /&gt;&lt;br /&gt;
&lt;a href="http://rapidshare.com/files/171619695/Pirates.Of.The.Caribbean.The.Making.Of.At.Worlds.End.WS.PDTV.XviD-hV.part1.rar"&gt;http://rapidshare.com/files/171619695/Pirates.Of.The.Caribbean.The.Making.Of.At.Worlds.End.WS.PDTV.XviD-hV.part1.rar&lt;/a&gt;&lt;br /&gt;
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&lt;/div&gt;&lt;div style="text-align: center;"&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div style="text-align: center;"&gt;&lt;strong&gt;Making Of I Am Legend&lt;/strong&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div style="text-align: center;"&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div style="text-align: justify;"&gt;I Am Legend director Francis Lawrence describes Robert Matheson’s critically acclaimed novel as “the quintessential story of one man against the world.” The latest film version of Matheson’s book finds Will Smith in the role of Robert Neville, a brilliant scientist who’s somehow immune to a virus that destroyed mankind. Desperate for contact with anyone who managed to survive, Neville spends his days sending out radio messages hoping for some kind of a response. But Neville’s not entirely alone… The ‘Infected’ are wandering the earth and Neville believes using his own blood as a vaccine might reverse the affects of the virus &lt;br /&gt;
&lt;/div&gt;Size : 703.19 MB&lt;br /&gt;
&lt;br /&gt;
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password : bdshare.net&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2411618039365157169-5111708480285532385?l=gfxtutor.blogspot.com' alt='' /&gt;&lt;/div&gt;
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&lt;/div&gt;&lt;br /&gt;
&lt;div style="text-align: center;"&gt;&lt;strong&gt;Making of ICE AGE-I | 316.46 MB&lt;/strong&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div style="text-align: center;"&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div style="text-align: center;"&gt;Here is the Making of Greate 3D Animation Movie ICE AGE-I&lt;br /&gt;
&lt;/div&gt;&lt;br /&gt;
&lt;br /&gt;
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&lt;/div&gt;&lt;br /&gt;
&lt;div style="text-align: center;"&gt;&lt;strong&gt;The Making of Transformers&lt;/strong&gt;&lt;br /&gt;
&lt;/div&gt;&lt;br /&gt;
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&lt;/div&gt;&lt;br /&gt;
&lt;strong&gt;Premiere Pro CS4 Grundlagen Video-Training (2009/DVD) | RapidShare | RAR 5,22 Gb&lt;/strong&gt;&lt;br /&gt;
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&lt;/div&gt;&lt;div style="text-align: center;"&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div style="text-align: center;"&gt;&lt;strong&gt;Total Training - Adobe Photoshop CS4 Extended: Advanced&lt;/strong&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div style="text-align: center;"&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div style="text-align: center;"&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div style="text-align: center;"&gt;1.6GB | RS &amp;amp; HF | Release Date:October 28, 2009&lt;br /&gt;
&lt;/div&gt;&lt;div style="text-align: center;"&gt;http://www.totaltraining.com/prod/adobe/photoshopcs4e_adv.asp&lt;br /&gt;
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&lt;/div&gt;&lt;br /&gt;
&lt;strong&gt;Total Training - Adobe Premiere Pro Tips &amp;amp; Tricks | 3.4 GB&lt;/strong&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;div style="text-align: justify;"&gt;If you thought you couldn't produce video like the pros, think again. In Total Training Presents:Adobe Premiere Pro Tips &amp;amp; Tricks , professional filmmaker and Premiere expert Jacob Rosenberg guides you through his top 10 secrets and techniques for getting more out of Adobe Premiere Pro. From track mattes to moving facial blurs, exporting 16:9 footage as 4:3, perfecting audio levels, and even making your editing workflow more efficient, this single-DVD series will give you a variety of Premiere Pro tips that only the insiders know.&lt;br /&gt;
&lt;/div&gt;&lt;img src="http://i27.tinypic.com/2nvrvuu.jpg" /&gt;&lt;br /&gt;
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&lt;p&gt;&lt;a href="http://feedads.g.doubleclick.net/~a/Vt5q1W_LefDQwJyFMyLAC1XqQDI/0/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/Vt5q1W_LefDQwJyFMyLAC1XqQDI/0/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;br/&gt;
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&lt;/div&gt;&lt;br /&gt;
&lt;strong&gt;NIKON SCHOOL: Guide to Creative Lighting(2008/DVDRip) | RapidShare | RAR 2.4 Gb&lt;/strong&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;div align="center"&gt;&lt;img src="http://i34.tinypic.com/9hhtat.jpg" /&gt;&lt;br /&gt;
&lt;/div&gt;&lt;br /&gt;
&lt;div align="center"&gt;&lt;img src="http://i37.tinypic.com/2jbm6o6.jpg" /&gt;&lt;br /&gt;
&lt;/div&gt;&lt;br /&gt;
&lt;div align="center"&gt;&lt;img src="http://i35.tinypic.com/2w6tc89.jpg" /&gt;&lt;br /&gt;
&lt;/div&gt;&lt;br /&gt;
Nikon School, along with photographer Bob Cristo offers videotutorial by setting light in photography:&lt;br /&gt;
* Fundamentals of photographing with flash&lt;br /&gt;
* Select exposure modes&lt;br /&gt;
* Synchronization outbreaks&lt;br /&gt;
* Multi flare technology&lt;br /&gt;
* Wireless Speedlight configuration&lt;br /&gt;
&lt;br /&gt;
Year: 2008&lt;br /&gt;
Genre: Educational Video&lt;br /&gt;
Duration: 1:19:29 + 1:18:43&lt;br /&gt;
Language: English&lt;br /&gt;
Quality: DVDRip&lt;br /&gt;
Format: MP4&lt;br /&gt;
Video codec: H.264&lt;br /&gt;
Audio codec: AAC&lt;br /&gt;
Video: MPEG4 Video (H264) 720x480 (16:9)&lt;br /&gt;
Audio: AAC 48000Hz stereo 1536Kbps&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;img src="http://i27.tinypic.com/2nvrvuu.jpg" /&gt;&lt;br /&gt;
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&lt;/div&gt;&lt;br /&gt;
&lt;strong&gt;Gnomonology: Nurbs Surface Modeling&lt;/strong&gt;&lt;br /&gt;
&lt;br /&gt;
Maya has the ability to construct multiple types of surfaces using a number of modeling tools and techniques. Maya's NURBS surface offer a clean technical approach to surface modeling. Starting from Photographic reference this tutorial demonstrates the entire workflow from images plane setup to curve layout to surface construction and detailing using Maya's surfacing tools in the construction of an organic bug.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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