<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:wfw="http://wellformedweb.org/CommentAPI/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:slash="http://purl.org/rss/1.0/modules/slash/"
	>

<channel>
	<title>CG Hijinks</title>
	<atom:link href="http://www.jonasavrin.com/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.jonasavrin.com</link>
	<description>What the man behind the curtain is up to.</description>
	<lastBuildDate>Mon, 16 Jan 2012 18:32:06 +0000</lastBuildDate>
	<language>en</language>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.3.1</generator>
		<item>
		<title>2012: The Year of the Dragon, DIY, Hacktivism (Oh, hai der Mr. Blarg!)</title>
		<link>http://www.jonasavrin.com/2012/01/01/2012-the-year-of-the-dragon-diy-hacktivism-oh-hai-der-mr-blarg/</link>
		<comments>http://www.jonasavrin.com/2012/01/01/2012-the-year-of-the-dragon-diy-hacktivism-oh-hai-der-mr-blarg/#comments</comments>
		<pubDate>Sun, 01 Jan 2012 23:20:05 +0000</pubDate>
		<dc:creator>Jonas Avrin</dc:creator>
				<category><![CDATA[About]]></category>
		<category><![CDATA[Media]]></category>
		<category><![CDATA[Open Source]]></category>
		<category><![CDATA[Software]]></category>
		<category><![CDATA[Tech Art]]></category>
		<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[Arduino]]></category>
		<category><![CDATA[Csh]]></category>
		<category><![CDATA[Dynamic DNS]]></category>
		<category><![CDATA[futurism]]></category>
		<category><![CDATA[gamedev]]></category>
		<category><![CDATA[linux]]></category>
		<category><![CDATA[python]]></category>
		<category><![CDATA[scripting]]></category>
		<category><![CDATA[Virtual Computing]]></category>

		<guid isPermaLink="false">http://www.jonasavrin.com/?p=2897</guid>
		<description><![CDATA[It&#8217;s been long enough. The intention to get back to blogging, probably the most enriching things that the internet can be used for, is not as easy as it the benefit would lead one to believe. It is often the hardest these sort of things in life that have the greatest benefit that go without ]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.jonasavrin.com/wp-content/uploads/2012/01/tumblr_lw4859IuTQ1qfjjglo1_400.gif" rel="lightbox[2897]"><img class="aligncenter size-full wp-image-2904" title="oh hai!" src="http://www.jonasavrin.com/wp-content/uploads/2012/01/tumblr_lw4859IuTQ1qfjjglo1_400.gif" alt="oh hai!" width="275" height="173" /></a></p>
<p>It&#8217;s been long enough. The intention to get back to blogging, probably the most enriching things that the internet can be used for, is not as easy as it the benefit would lead one to believe. It is often the hardest these sort of things in life that have the greatest benefit that go without being utilized, but that changes now with the mother of all instigators, New Years Day.</p>
<p>What&#8217;s the topic of the year that is a continuation and solidification of growing interest in the previous year? What else, the ubiquitous topic across the blog-o-sphere; filtering, utilizing and leveraging the mind-numbingly viral growth of open source hardware and software, DIY, Hacktivism, Public Domain, and Creative Commons information to engage in gratuitous amounts of geekery, life/career hacking.</p>
<p>Expect expositions in 2012 on topics in addition to the aforementioned and the regular posts on 3d animation and tech art ranging in this list of interests:</p>
<p>Linux<br />
C-Shell Scripting<br />
Python<br />
Arduino<br />
Use of hobby as a way of making money<br />
Dynamic DNS<br />
Game Dev<br />
Futurism<br />
Virtual Computing</p>
<p>Hopefully shedding some light on some of the fundamentals will blaze trails for others that are interested to get started in the most noble of activities of the modern era, one that is being affected by movements like SOPA; developing and sharing software and media and artist entrepreneurialism.</p>
<div class="evernoteSiteMemory"><a href="javascript:" onclick="Evernote.doClip({title: '2012: The Year of the Dragon, DIY, Hacktivism (Oh, hai der Mr. Blarg!) on CG Hijinks',url: 'http://www.jonasavrin.com/2012/01/01/2012-the-year-of-the-dragon-diy-hacktivism-oh-hai-der-mr-blarg/',contentID: 'post-2897',suggestTags: 'Arduino,Csh,Dynamic DNS,futurism,gamedev,linux,python,scripting,Virtual Computing',providerName: 'CG Hijinks',styling: 'text' });return false" class="evernoteSiteMemoryLink"><img src="http://static.evernote.com/article-clipper-remember.png" class="evernoteSiteMemoryButton" />
				</a>				<div class="evernoteSiteMemoryClear">&nbsp;</div>
</div>]]></content:encoded>
			<wfw:commentRss>http://www.jonasavrin.com/2012/01/01/2012-the-year-of-the-dragon-diy-hacktivism-oh-hai-der-mr-blarg/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Coast to Coast!  Blue Sky here I come!</title>
		<link>http://www.jonasavrin.com/2011/09/08/coast-to-coast-blue-sky-here-i-come/</link>
		<comments>http://www.jonasavrin.com/2011/09/08/coast-to-coast-blue-sky-here-i-come/#comments</comments>
		<pubDate>Thu, 08 Sep 2011 18:27:29 +0000</pubDate>
		<dc:creator>Jonas Avrin</dc:creator>
				<category><![CDATA[3D]]></category>
		<category><![CDATA[Animation]]></category>
		<category><![CDATA[Film]]></category>
		<category><![CDATA[Profile]]></category>
		<category><![CDATA[blue sky]]></category>
		<category><![CDATA[career]]></category>
		<category><![CDATA[film]]></category>
		<category><![CDATA[jobs]]></category>
		<category><![CDATA[Movie]]></category>
		<category><![CDATA[technical]]></category>
		<category><![CDATA[VFX]]></category>

		<guid isPermaLink="false">http://www.jonasavrin.com/?p=2889</guid>
		<description><![CDATA[Done!  After a few weeks of back and forth and interviews I finally landed the job of my dreams, well, for the time being.  Blue Sky has always been on the radar as a potential and it&#8217;s finally a reality.  It&#8217;s everything I could ask for in an employer and more. Don&#8217;t think that it&#8217;s ]]></description>
			<content:encoded><![CDATA[<div id="attachment_2890" class="wp-caption aligncenter" style="width: 310px"><a href="http://www.jonasavrin.com/wp-content/uploads/2011/09/scrat_cont_crackup.jpg" rel="lightbox[2889]"><img class="size-medium wp-image-2890 " title="scrat_cont_crackup" src="http://www.jonasavrin.com/wp-content/uploads/2011/09/scrat_cont_crackup-300x127.jpg" alt="Scrat Continental Crackup" width="300" height="127" /></a><p class="wp-caption-text">How I&#39;ve felt for so long about working in VFX/Anim industry.</p></div>
<div id="attachment_2891" class="wp-caption aligncenter" style="width: 310px"><a href="http://www.jonasavrin.com/wp-content/uploads/2011/09/ice_age_continental_drift.jpg" rel="lightbox[2889]"><img class="size-medium wp-image-2891 " title="ice_age_continental_drift" src="http://www.jonasavrin.com/wp-content/uploads/2011/09/ice_age_continental_drift-300x127.jpg" alt="Ice Age: Continental Drift" width="300" height="127" /></a><p class="wp-caption-text">My first project</p></div>
<p>Done!  After a few weeks of back and forth and interviews I finally landed the job of my dreams, well, for the time being.  Blue Sky has always been on the radar as a potential and it&#8217;s finally a reality.  It&#8217;s everything I could ask for in an employer and more.</p>
<p>Don&#8217;t think that it&#8217;s going to stop me from being active on my blog though, quite the opposite!  Well, maybe the first month or two starting now there will be a pause, but after that it will increase.  I&#8217;m super excited to learn and share knowledge with people and stay really connected and dedicated to innovating personal and industry wide workflows, tech, and of course animation.  Technical animation and tech art to be specific is what I&#8217;ll be working on in the coming months, same as usual.</p>
<p>Thanks to everyone that&#8217;s been involved in the process of landing this, you know who you are!  I don&#8217;t think they know yet what a valuable asset they just acquired but soon they will find out just how serious I am about the work I do and how inspired I can be!</p>
<div class="evernoteSiteMemory"><a href="javascript:" onclick="Evernote.doClip({title: 'Coast to Coast!  Blue Sky here I come! on CG Hijinks',url: 'http://www.jonasavrin.com/2011/09/08/coast-to-coast-blue-sky-here-i-come/',contentID: 'post-2889',suggestTags: 'Animation,blue sky,career,film,jobs,Movie,technical,VFX',providerName: 'CG Hijinks',styling: 'text' });return false" class="evernoteSiteMemoryLink"><img src="http://static.evernote.com/article-clipper-remember.png" class="evernoteSiteMemoryButton" />
				</a>				<div class="evernoteSiteMemoryClear">&nbsp;</div>
</div>]]></content:encoded>
			<wfw:commentRss>http://www.jonasavrin.com/2011/09/08/coast-to-coast-blue-sky-here-i-come/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Character TD Demo &#8211; The Kaylee Rig (Sticky)</title>
		<link>http://www.jonasavrin.com/2011/09/05/character-td-demo-the-kaylee-rig/</link>
		<comments>http://www.jonasavrin.com/2011/09/05/character-td-demo-the-kaylee-rig/#comments</comments>
		<pubDate>Mon, 05 Sep 2011 20:00:31 +0000</pubDate>
		<dc:creator>Jonas Avrin</dc:creator>
				<category><![CDATA[3D]]></category>
		<category><![CDATA[Maya]]></category>
		<category><![CDATA[Rigging]]></category>
		<category><![CDATA[Show Reel]]></category>
		<category><![CDATA[Tech Art]]></category>
		<category><![CDATA[character]]></category>
		<category><![CDATA[demo]]></category>
		<category><![CDATA[productivity]]></category>
		<category><![CDATA[reel]]></category>
		<category><![CDATA[showReel]]></category>
		<category><![CDATA[td]]></category>
		<category><![CDATA[technical director]]></category>

		<guid isPermaLink="false">http://www.jonasavrin.com/?p=2864</guid>
		<description><![CDATA[Fighting the urge to be unproductive, I locked myself in the house for the past few days to get some work done on a new character TD demo.  Been under the weather anyhow and didn&#8217;t feel like doing much else, not even surf *gasp!*.  Here it is in all it&#8217;s beautiful animator friendly simplicity.  I ]]></description>
			<content:encoded><![CDATA[<p style="text-align: center;"><iframe src="http://player.vimeo.com/video/28629968" width="400" height="225" frameborder="0"></iframe></p>
<p>Fighting the urge to be unproductive, I locked myself in the house for the past few days to get some work done on a new character TD demo.  Been under the weather anyhow and didn&#8217;t feel like doing much else, not even surf *gasp!*.  Here it is in all it&#8217;s beautiful animator friendly simplicity.  I plan on extending this demo with character animation tools.  I can&#8217;t wait to get away from creating demos and rendering video and go back to actually programming and rigging stuff!  I have so much more advanced rigging techniques to show and some that haven&#8217;t gotten to a finished stage on my characters yet so stay tuned.</p>
<p><span id="more-2864"></span></p>
<p><span style="text-decoration: underline;">Additional Credits:</span></p>
<p title="Suchan Bajracharya" data-user-id="271724541">This latest demo features the Kaylee rig which is provided by Alex Curtis, director of Hephaestus the latest short animation project to have my work in it and soon to be released.  More on that soon.  It shows techniques I think are in the top 5 of all rigging resources out there provided by Autodesk&#8217;s Animator Friendly Rigging series by Jason Schleifer.  Special recognition goes to Image Metrics&#8217; proprietary facial rigging tools for the automatic setup of the control rig for the face&#8211;I worked after hours on this one.  Of course my favorite track at the moment Little Dragon&#8217;s &#8220;Feather&#8221; off the Machine Dreams album is being used.  The whole album you must listen if you haven&#8217;t already.  Last but not least, I supervised Suchan Bajracharya (@<a title="Suchan Bajracharya" href="https://twitter.com/#%21/tweetBoucha" data-user-id="271724541" onclick="pageTracker._trackPageview('/outgoing/twitter.com/_21/tweetBoucha?referer=');">tweetBoucha</a> ) for the goggles and hair rigging.  Follow him on Twitter for great rig tips.  Big thanks to him for helping me get done on a tight deadline!  All of this work was afterhours spending long nights at the office when everyone else blissfully went home.  <img src='http://www.jonasavrin.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' />   Hope you enjoy!</p>
<p title="Suchan Bajracharya" data-user-id="271724541">Shot breakdown coming soon!</p>
<div class="evernoteSiteMemory"><a href="javascript:" onclick="Evernote.doClip({title: 'Character TD Demo &amp;#8211; The Kaylee Rig (Sticky) on CG Hijinks',url: 'http://www.jonasavrin.com/2011/09/05/character-td-demo-the-kaylee-rig/',contentID: 'post-2864',suggestTags: 'character,demo,Maya,productivity,reel,Rigging,showReel,td,technical director',providerName: 'CG Hijinks',styling: 'text' });return false" class="evernoteSiteMemoryLink"><img src="http://static.evernote.com/article-clipper-remember.png" class="evernoteSiteMemoryButton" />
				</a>				<div class="evernoteSiteMemoryClear">&nbsp;</div>
</div>]]></content:encoded>
			<wfw:commentRss>http://www.jonasavrin.com/2011/09/05/character-td-demo-the-kaylee-rig/feed/</wfw:commentRss>
		<slash:comments>2</slash:comments>
		</item>
		<item>
		<title>Massive Sunday Pipeline VRay Shader Library</title>
		<link>http://www.jonasavrin.com/2011/08/23/massive_sunday_pipeline_vray_shader_library/</link>
		<comments>http://www.jonasavrin.com/2011/08/23/massive_sunday_pipeline_vray_shader_library/#comments</comments>
		<pubDate>Wed, 24 Aug 2011 04:57:38 +0000</pubDate>
		<dc:creator>Jonas Avrin</dc:creator>
				<category><![CDATA[3D]]></category>
		<category><![CDATA[Maya]]></category>
		<category><![CDATA[shaders]]></category>
		<category><![CDATA[tools]]></category>
		<category><![CDATA[asset]]></category>
		<category><![CDATA[management]]></category>
		<category><![CDATA[pipeline]]></category>
		<category><![CDATA[rendering]]></category>
		<category><![CDATA[shader]]></category>
		<category><![CDATA[Sunday]]></category>
		<category><![CDATA[vray]]></category>

		<guid isPermaLink="false">http://www.jonasavrin.com/?p=2821</guid>
		<description><![CDATA[I took the VRay shader library from what Oliver Markowski, creator of Full Blown Images, compiled and married it with the shader warehouse resources provided by Sunday Pipeline, took out this and that, renamed, dusted off, and reorganized everything.  All assets were renamed according to strict naming convention to minimize confusion and to facilitate faster searching. ]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.jonasavrin.com/wp-content/uploads/2011/08/vray.png" rel="lightbox[2821]"><img class="alignleft size-full wp-image-2830" title="vray" src="http://www.jonasavrin.com/wp-content/uploads/2011/08/vray.png" alt="" width="99" height="128" /></a>I took the VRay <a title="Latest FBI shader lib mirror" href="http://bit.ly/mPEdzB" target="_blank" onclick="pageTracker._trackPageview('/outgoing/bit.ly/mPEdzB?referer=');">shader library</a> from what Oliver Markowski, creator of <a title="FBI Shader Lib" href="http://bitly.com/qwO73t?r=bb" target="_blank" onclick="pageTracker._trackPageview('/outgoing/bitly.com/qwO73t?r=bb&amp;referer=');">Full Blown Images</a>, compiled and married it with the shader warehouse resources provided by <a title="Sunday shader lib" href="http://bitly.com/oa00nV?r=bb" target="_blank" onclick="pageTracker._trackPageview('/outgoing/bitly.com/oa00nV?r=bb&amp;referer=');">Sunday Pipeline</a>, took out this and that, renamed, dusted off, and reorganized everything.  All assets were renamed according to strict naming convention to minimize confusion and to facilitate faster searching.  All this on my free time, which I&#8217;ve had quite a lot the past few days.  Well, go ahead and grab it because it&#8217;s quite a library to have in your arsenal.  It&#8217;s all free to use.</p>
<p>Sunday Pipeline is the way to go.  If you haven&#8217;t installed it yet, head over there, read up on it, and <a title="Sunday Pipeline Public" href="http://bitly.com/r5CHlm?r=bb" target="_blank" onclick="pageTracker._trackPageview('/outgoing/bitly.com/r5CHlm?r=bb&amp;referer=');">give it a try</a>.  They are updating it with new scripts often.  It&#8217;s a simplified asset manager that houses everything from shaders to geometry to a script repo, and best of all, programmed in Python.</p>
<p>I&#8217;ll be updating this .rar from time to time now with VRay shaders from the internet and what I create or use on my own.</p>
<p><a title="Sunday Pipeline Warehouse hosted by CGHijinks" href="http://bitly.com/nmLhY8?r=bb" target="_blank" onclick="pageTracker._trackPageview('/outgoing/bitly.com/nmLhY8?r=bb&amp;referer=');">Sunday Pipeline Warehouse hosted by CGHijinks</a></p>
<p><a title="bit.ly bundle" href="http://bitly.com/rkPO70" onclick="pageTracker._trackPageview('/outgoing/bitly.com/rkPO70?referer=');">All links in this post</a></p>
<div id="attachment_2824" class="wp-caption alignleft" style="width: 205px"><a href="http://www.jonasavrin.com/wp-content/uploads/2011/08/warehouseBrowser.png" rel="lightbox[2821]"><img class="size-medium wp-image-2824 " title="Warehouse Browser" src="http://www.jonasavrin.com/wp-content/uploads/2011/08/warehouseBrowser-195x300.png" alt="Warehouse Browser" width="195" height="300" /></a><p class="wp-caption-text">Browser for the Asset Library</p></div>
<div id="attachment_2825" class="wp-caption alignleft" style="width: 310px"><a href="http://www.jonasavrin.com/wp-content/uploads/2011/08/warehouseCreate.png" rel="lightbox[2821]"><img class="size-medium wp-image-2825" title="Warehouse Create UI" src="http://www.jonasavrin.com/wp-content/uploads/2011/08/warehouseCreate-300x295.png" alt="Warehouse Create UI" width="300" height="295" /></a><p class="wp-caption-text">Add and Remove Assets</p></div>
<div id="attachment_2823" class="wp-caption alignnone" style="width: 310px"><a href="http://www.jonasavrin.com/wp-content/uploads/2011/08/Strawberry-Jam.png" rel="lightbox[2821]"><img class="size-medium wp-image-2823 " title="Strawberry Jam" src="http://www.jonasavrin.com/wp-content/uploads/2011/08/Strawberry-Jam-300x300.png" alt="Strawberry Jam" width="300" height="300" /></a><p class="wp-caption-text">Create/Customize/Get Crazy!</p></div>
<h2><span id="more-2821"></span></h2>
<h2>List of package contents:</h2>
<hr />
<p>(This list is subject to change)</p>
<p>Directory of \warehouse\V-Ray Shaders</p>
<p>08/26/2011  10:29 AM    &lt;DIR&gt;          .<br />
08/26/2011  10:29 AM    &lt;DIR&gt;          ..<br />
08/23/2011  10:16 PM    &lt;DIR&gt;          V-Ray Metal<br />
08/23/2011  10:17 PM    &lt;DIR&gt;          V-Ray Glass<br />
08/23/2011  10:17 PM    &lt;DIR&gt;          V-Ray Liquid<br />
08/14/2011  01:02 AM             6,148 .DS_Store<br />
08/23/2011  10:17 PM    &lt;DIR&gt;          V-Ray Wood<br />
08/23/2011  10:17 PM    &lt;DIR&gt;          V-Ray Organic<br />
08/23/2011  10:17 PM    &lt;DIR&gt;          V-Ray Flooring<br />
08/23/2011  10:17 PM    &lt;DIR&gt;          V-Ray Car Paint<br />
08/23/2011  10:17 PM    &lt;DIR&gt;          V-Ray Textile<br />
08/23/2011  10:17 PM    &lt;DIR&gt;          V-Ray Leather<br />
08/23/2011  10:17 PM    &lt;DIR&gt;          V-Ray Plastic<br />
08/23/2011  10:17 PM    &lt;DIR&gt;          V-Ray Walls<br />
08/23/2011  10:17 PM    &lt;DIR&gt;          V-Ray Flora<br />
08/23/2011  10:17 PM    &lt;DIR&gt;          V-Ray Stone<br />
08/23/2011  10:17 PM    &lt;DIR&gt;          V-Ray Ice<br />
08/23/2011  10:17 PM    &lt;DIR&gt;          V-Ray Fire<br />
08/23/2011  10:17 PM    &lt;DIR&gt;          V-Ray Dirt<br />
08/23/2011  10:54 AM    &lt;DIR&gt;          V-Ray Toon<br />
08/23/2011  01:51 PM    &lt;DIR&gt;          V-Ray Basic<br />
08/23/2011  02:33 PM    &lt;DIR&gt;          V-Ray Light<br />
08/23/2011  10:17 PM    &lt;DIR&gt;          V-Ray Ceramic<br />
08/23/2011  10:17 PM    &lt;DIR&gt;          V-Ray Pavement<br />
08/23/2011  10:17 PM    &lt;DIR&gt;          V-Ray Concrete<br />
08/23/2011  10:17 PM    &lt;DIR&gt;          V-Ray Brick</p>
<p>Directory of \warehouse\Scenes</p>
<p>08/26/2011  10:30 AM    &lt;DIR&gt;          .<br />
08/26/2011  10:30 AM    &lt;DIR&gt;          ..<br />
08/14/2011  01:03 AM             6,148 .DS_Store<br />
08/19/2011  07:28 PM    &lt;DIR&gt;          V-Ray<br />
08/19/2011  08:14 PM    &lt;DIR&gt;          IR-Scan<br />
08/21/2011  10:23 PM    &lt;DIR&gt;          Light Setup</p>
<h1>Check Here for Updates!</h1>
<hr />
<h2>Texture Library Update: Check here for the latest Warehouse</h2>
<p>I&#8217;m providing a link to all the original textures (FBI_shaderLibrary only) that are now hosted by me.  The pipeline tool has a confirmed bug when it tries to export textures that go with the shaders.  You can also use the link provided earlier to download the original from the source, they are exactly the same as mine.  Please refer to the Chaos Group forum <a title="FBI Shader Lib Thread" href="http://bit.ly/r9xUCI" onclick="pageTracker._trackPageview('/outgoing/bit.ly/r9xUCI?referer=');">thread</a> for queries regarding FBI_shaderLibrary.</p>
<p>A lot of the shader resources that I posted in my library probably don&#8217;t have their associating textures so here you will find them all in one place so that you can fix the shaders yourself.  I will be updating my warehouse as the tools get fixed so there&#8217;s a chance that I could fix them all pretty soon.</p>
<p><a title="original textures hosted by source" href="http://bit.ly/mPEdzB" onclick="pageTracker._trackPageview('/outgoing/bit.ly/mPEdzB?referer=');">source textures</a></p>
<p><a title="textures hosted by cghijinks" href="http://bit.ly/mTlo5s" onclick="pageTracker._trackPageview('/outgoing/bit.ly/mTlo5s?referer=');">my textures</a></p>
<h2>Quick Shader Library Update</h2>
<p>Most of the shaders have been rebuilt with textures. I&#8217;m sharing them here:</p>
<p><a title="Latest Sunday Library" href="http://bit.ly/nmLhY8" onclick="pageTracker._trackPageview('/outgoing/bit.ly/nmLhY8?referer=');">Download my updated sunday warehouse with shader library here</a><br />
More to come! Car Paint needs to be done along with most other glossy shaders. Almost there!</p>
<p>New version .4 of the 3DG SP tools was quietly rolled out today, it fixed the export textures on selected shader bug. Still kinda unstable after long periods of use.</p>
<h2>Textures Fully Updated</h2>
<p>Textures have been fully integrated into the shader library for all FBI shaders. Importing has been tested as well, but a few of the textures remain MIA so those will affect the renders. It&#8217;ll only affect a couple of the very basic shaders like Dark Hardwood.</p>
<p>Good news! 3DG has officially signed-off on the shader resources as being Sunday Warehouse compliant and have featured a link to this post on their blog.</p>
<h2>11.14.11 8:53 EST: Changed host from Sugarsync to CGHijinks</h2>
<p>I&#8217;m not paying for Sugarsync anymore so I moved the warehouse to my website for the time being. More updates to come soon now that the relocation process is over and I&#8217;m back in the swing of things at home and work.</p>
<div class="evernoteSiteMemory"><a href="javascript:" onclick="Evernote.doClip({title: 'Massive Sunday Pipeline VRay Shader Library on CG Hijinks',url: 'http://www.jonasavrin.com/2011/08/23/massive_sunday_pipeline_vray_shader_library/',contentID: 'post-2821',suggestTags: 'asset,management,pipeline,rendering,shader,Sunday,vray',providerName: 'CG Hijinks',styling: 'text' });return false" class="evernoteSiteMemoryLink"><img src="http://static.evernote.com/article-clipper-remember.png" class="evernoteSiteMemoryButton" />
				</a>				<div class="evernoteSiteMemoryClear">&nbsp;</div>
</div>]]></content:encoded>
			<wfw:commentRss>http://www.jonasavrin.com/2011/08/23/massive_sunday_pipeline_vray_shader_library/feed/</wfw:commentRss>
		<slash:comments>18</slash:comments>
		</item>
		<item>
		<title>Jeff&#8217;s Rio Comparison Reel &amp; Tim&#8217;s Letter to Andy Serkis</title>
		<link>http://www.jonasavrin.com/2011/08/20/jeffs-rio-comparison-reel-tims-letter-to-andy-serkis/</link>
		<comments>http://www.jonasavrin.com/2011/08/20/jeffs-rio-comparison-reel-tims-letter-to-andy-serkis/#comments</comments>
		<pubDate>Sat, 20 Aug 2011 21:11:21 +0000</pubDate>
		<dc:creator>Jonas Avrin</dc:creator>
				<category><![CDATA[3D]]></category>
		<category><![CDATA[Animation]]></category>
		<category><![CDATA[comparison]]></category>
		<category><![CDATA[moCap]]></category>
		<category><![CDATA[reel]]></category>
		<category><![CDATA[Rio]]></category>
		<category><![CDATA[weta]]></category>

		<guid isPermaLink="false">http://www.jonasavrin.com/?p=2805</guid>
		<description><![CDATA[A fellow classmate from a while back, Jeff Gabor, has been putting up these really interesting reels that exhibit the capturing of a performance of an animator and translating that to a character.  We in the animation biz like to call that animation.  Tried and true, it&#8217;s the best solution there is to getting characters ]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.jonasavrin.com/wp-content/uploads/2011/08/Rio-2127.jpg" rel="lightbox[2805]"><img class="aligncenter size-medium wp-image-2815" title="Rio-2127" src="http://www.jonasavrin.com/wp-content/uploads/2011/08/Rio-2127-300x225.jpg" alt="" width="300" height="225" /></a></p>
<p>A fellow classmate from a while back, Jeff Gabor, has been putting up these really interesting reels that exhibit the capturing of a performance of an animator and translating that to a character.  We in the animation biz like to call that animation.  Tried and true, it&#8217;s the best solution there is to getting characters full of life!</p>
<p>use password: &#8220;education&#8221;</p>
<p><iframe src="http://player.vimeo.com/video/27379093" width="400" height="225" frameborder="0"></iframe></p>
<p>On a serious note, take a look at this post<del></del> (link below)  challenging Andy Serkis&#8217; statements that actors deserve Academy recognition at the same time completely disregarding the role of the animation team it takes to make a character lifelike and engaging.  While I think this shouldn&#8217;t be put squarely on Andy&#8217;s shoulders, He being the mocap spokesperson and Weta both definitely should have something to say about their actions most recently displayed in a making of video that completely neglects to have any footage about animators working hard to translate and polish the performance onto the digital character.</p>
<p>They must have some highly pissed animators working for them. It&#8217;s also stirring up emotions of other animators who are or who have been in the same position.   I know how it feels as an animator being left out of credits and getting no recognition working at Image Metrics, again a production run completely as if the software was doing all the work.</p>
<p>Be sure to take a look at the video half-way through <a title="Andy Serkis open letter" href="http://bit.ly/q7YHXY" target="_blank" onclick="pageTracker._trackPageview('/outgoing/bit.ly/q7YHXY?referer=');">Tim&#8217;s post</a>.</p>
<div class="evernoteSiteMemory"><a href="javascript:" onclick="Evernote.doClip({title: 'Jeff\&#039;s Rio Comparison Reel &amp; Tim\&#039;s Letter to Andy Serkis on CG Hijinks',url: 'http://www.jonasavrin.com/2011/08/20/jeffs-rio-comparison-reel-tims-letter-to-andy-serkis/',contentID: 'post-2805',suggestTags: 'Animation,comparison,moCap,reel,Rio,weta',providerName: 'CG Hijinks',styling: 'text' });return false" class="evernoteSiteMemoryLink"><img src="http://static.evernote.com/article-clipper-remember.png" class="evernoteSiteMemoryButton" />
				</a>				<div class="evernoteSiteMemoryClear">&nbsp;</div>
</div>]]></content:encoded>
			<wfw:commentRss>http://www.jonasavrin.com/2011/08/20/jeffs-rio-comparison-reel-tims-letter-to-andy-serkis/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>SoCal Surf Spots Vol 1: Staircases</title>
		<link>http://www.jonasavrin.com/2011/08/18/socal-surf-spots-vol-1-staircases/</link>
		<comments>http://www.jonasavrin.com/2011/08/18/socal-surf-spots-vol-1-staircases/#comments</comments>
		<pubDate>Fri, 19 Aug 2011 02:01:48 +0000</pubDate>
		<dc:creator>Jonas Avrin</dc:creator>
				<category><![CDATA[About]]></category>
		<category><![CDATA[Hobbies]]></category>
		<category><![CDATA[surfing]]></category>
		<category><![CDATA[california]]></category>
		<category><![CDATA[longboard]]></category>
		<category><![CDATA[malibu]]></category>
		<category><![CDATA[noserider]]></category>
		<category><![CDATA[shortboard]]></category>
		<category><![CDATA[socal]]></category>
		<category><![CDATA[staircases]]></category>
		<category><![CDATA[summer]]></category>
		<category><![CDATA[surf]]></category>
		<category><![CDATA[waves]]></category>

		<guid isPermaLink="false">http://www.jonasavrin.com/?p=2798</guid>
		<description><![CDATA[&#038;nbsp]]></description>
			<content:encoded><![CDATA[<p><iframe src="http://player.vimeo.com/video/27886588?title=0&amp;byline=0&amp;portrait=0" width="451" height="338" frameborder="0"></iframe></p>
<div class="evernoteSiteMemory"><a href="javascript:" onclick="Evernote.doClip({title: 'SoCal Surf Spots Vol 1: Staircases on CG Hijinks',url: 'http://www.jonasavrin.com/2011/08/18/socal-surf-spots-vol-1-staircases/',contentID: 'post-2798',suggestTags: 'california,longboard,malibu,noserider,shortboard,socal,staircases,summer,surf,waves',providerName: 'CG Hijinks',styling: 'text' });return false" class="evernoteSiteMemoryLink"><img src="http://static.evernote.com/article-clipper-remember.png" class="evernoteSiteMemoryButton" />
				</a>				<div class="evernoteSiteMemoryClear">&nbsp;</div>
</div>]]></content:encoded>
			<wfw:commentRss>http://www.jonasavrin.com/2011/08/18/socal-surf-spots-vol-1-staircases/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Hephaestus Animated Short Film Work</title>
		<link>http://www.jonasavrin.com/2011/08/18/hephaestus-animated-short-film-work/</link>
		<comments>http://www.jonasavrin.com/2011/08/18/hephaestus-animated-short-film-work/#comments</comments>
		<pubDate>Thu, 18 Aug 2011 20:53:22 +0000</pubDate>
		<dc:creator>Jonas Avrin</dc:creator>
				<category><![CDATA[3D]]></category>
		<category><![CDATA[CG Graphics]]></category>
		<category><![CDATA[Maya]]></category>
		<category><![CDATA[Rigging]]></category>
		<category><![CDATA[character]]></category>
		<category><![CDATA[film]]></category>
		<category><![CDATA[hephaestus]]></category>
		<category><![CDATA[Short]]></category>
		<category><![CDATA[technical director]]></category>

		<guid isPermaLink="false">http://www.jonasavrin.com/?p=2788</guid>
		<description><![CDATA[From Director/Animator Alex Curtis comes his debut animated short that I luckily got to work on as a freelance pro bono character rigger/td.  Here&#8217;s a work in progress reel and Kaylee the character I rigged and supervised rigging the hair and goggles with the help of my friend Suchan.  Keep in mind this demo is ]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.jonasavrin.com/wp-content/uploads/2011/08/header2.jpg" rel="lightbox[2788]"><img class="aligncenter size-medium wp-image-2790" title="header2" src="http://www.jonasavrin.com/wp-content/uploads/2011/08/header2-300x63.jpg" alt="hephaestus header" width="400" height="83" /></a></p>
<p>From Director/Animator Alex Curtis comes his debut animated short that I luckily got to work on as a freelance pro bono character rigger/td.  Here&#8217;s a work in progress reel and Kaylee the character I rigged and supervised rigging the hair and goggles with the help of my friend Suchan.  Keep in mind this demo is months old at this point and a newer one is out that is password protected so I cannot share until later.</p>
<p style="text-align: center;"><iframe src="http://player.vimeo.com/video/23818743" width="400" height="225" frameborder="0"></iframe></p>
<div id="attachment_2803" class="wp-caption aligncenter" style="width: 310px"><a href="http://www.jonasavrin.com/wp-content/uploads/2011/08/KayleePose03.png" rel="lightbox[2788]"><img class="size-medium wp-image-2803" title="KayleePose03" src="http://www.jonasavrin.com/wp-content/uploads/2011/08/KayleePose03-300x291.png" alt="" width="300" height="291" /></a><p class="wp-caption-text">Kaylee showin&#39; off her moves</p></div>
<p style="text-align: left;">Stay tuned!  The final is looking good!  Should be any day now&#8230;</p>
<div class="evernoteSiteMemory"><a href="javascript:" onclick="Evernote.doClip({title: 'Hephaestus Animated Short Film Work on CG Hijinks',url: 'http://www.jonasavrin.com/2011/08/18/hephaestus-animated-short-film-work/',contentID: 'post-2788',suggestTags: 'character,film,hephaestus,Maya,Rigging,Short,technical director',providerName: 'CG Hijinks',styling: 'text' });return false" class="evernoteSiteMemoryLink"><img src="http://static.evernote.com/article-clipper-remember.png" class="evernoteSiteMemoryButton" />
				</a>				<div class="evernoteSiteMemoryClear">&nbsp;</div>
</div>]]></content:encoded>
			<wfw:commentRss>http://www.jonasavrin.com/2011/08/18/hephaestus-animated-short-film-work/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Indie Facial Performance Capture R&amp;D</title>
		<link>http://www.jonasavrin.com/2011/08/16/indie-facial-performance-capture-rd/</link>
		<comments>http://www.jonasavrin.com/2011/08/16/indie-facial-performance-capture-rd/#comments</comments>
		<pubDate>Tue, 16 Aug 2011 15:43:36 +0000</pubDate>
		<dc:creator>Jonas Avrin</dc:creator>
				<category><![CDATA[3D]]></category>
		<category><![CDATA[Maya]]></category>
		<category><![CDATA[Animation]]></category>
		<category><![CDATA[capture]]></category>
		<category><![CDATA[expression]]></category>
		<category><![CDATA[facial]]></category>
		<category><![CDATA[gamedev]]></category>
		<category><![CDATA[indie]]></category>
		<category><![CDATA[mobile]]></category>
		<category><![CDATA[moCap]]></category>
		<category><![CDATA[performance]]></category>
		<category><![CDATA[smart phone]]></category>

		<guid isPermaLink="false">http://www.jonasavrin.com/?p=2774</guid>
		<description><![CDATA[Suchan, a buddy from Nepal, just broke the independent game dev facial performance capture animation barrier.  He deserves kudos for getting it to this stage.  This would be such a valuable asset to any gaming company if he brings it to the next level or even at this stage I suspect.  Suchan is on a ]]></description>
			<content:encoded><![CDATA[<p><iframe src="http://player.vimeo.com/video/27678634" width="400" height="225" frameborder="0"></iframe></p>
<p>Suchan, a buddy from Nepal, just broke the independent game dev facial performance capture animation barrier.  He deserves kudos for getting it to this stage.  This would be such a valuable asset to any gaming company if he brings it to the next level or even at this stage I suspect.  Suchan is on a solo climb of Mount Mocap and while he is a base camp right now, I expect he could make the difficult summit by himself!  <img src='http://www.jonasavrin.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' />   Nice job!</p>
<p>I wonder how much harder it would be to actually be able to do facial mocap from your smart phone directly to a character in Maya or Unity app without any markers, to me that&#8217;s Everest.  It is, however, a tangible goal these days for developers and all the freely available mocap tech that&#8217;s on the market these days.</p>
<div class="evernoteSiteMemory"><a href="javascript:" onclick="Evernote.doClip({title: 'Indie Facial Performance Capture R&amp;D on CG Hijinks',url: 'http://www.jonasavrin.com/2011/08/16/indie-facial-performance-capture-rd/',contentID: 'post-2774',suggestTags: 'Animation,capture,expression,facial,gamedev,indie,Maya,mobile,moCap,performance,smart phone',providerName: 'CG Hijinks',styling: 'text' });return false" class="evernoteSiteMemoryLink"><img src="http://static.evernote.com/article-clipper-remember.png" class="evernoteSiteMemoryButton" />
				</a>				<div class="evernoteSiteMemoryClear">&nbsp;</div>
</div>]]></content:encoded>
			<wfw:commentRss>http://www.jonasavrin.com/2011/08/16/indie-facial-performance-capture-rd/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Character Development and Rigging for Facial Animation Part 1</title>
		<link>http://www.jonasavrin.com/2011/08/12/character-development-and-rigging-for-facial-animation-part-1/</link>
		<comments>http://www.jonasavrin.com/2011/08/12/character-development-and-rigging-for-facial-animation-part-1/#comments</comments>
		<pubDate>Sat, 13 Aug 2011 05:50:13 +0000</pubDate>
		<dc:creator>Jonas Avrin</dc:creator>
				<category><![CDATA[3D]]></category>
		<category><![CDATA[Maya]]></category>
		<category><![CDATA[Modeling]]></category>
		<category><![CDATA[Rigging]]></category>
		<category><![CDATA[Show Reel]]></category>
		<category><![CDATA[3dcoat]]></category>
		<category><![CDATA[character]]></category>
		<category><![CDATA[concept art]]></category>
		<category><![CDATA[facial]]></category>
		<category><![CDATA[modo]]></category>
		<category><![CDATA[retop]]></category>
		<category><![CDATA[topology]]></category>
		<category><![CDATA[zbrush]]></category>

		<guid isPermaLink="false">http://www.jonasavrin.com/?p=2761</guid>
		<description><![CDATA[This demo illustrates the steps taken to develop a character from concept sketches to finished facial rig in a simplified format. This is an actual rig I developed with the use of proprietary rigging tools in Maya utilized daily at work so I&#8217;m not going to demo those tools. However, future installments will incorporate the ]]></description>
			<content:encoded><![CDATA[<p>This demo illustrates the steps taken to develop a character from concept sketches to finished facial rig in a simplified format. This is an actual rig I developed with the use of proprietary rigging tools in Maya utilized daily at work so I&#8217;m not going to demo those tools. However, future installments will incorporate the use of tools that I have written and that you can use to aide the building of complex facial rigs such as this, and include overviews of more advanced rigging techniques. I would also like to break the process down into chunks to really go into more detail about things you should be thinking about if you are trying to rig a face. This is an ongoing process so stay tuned, I have lot&#8217;s of useful tips to share.</p>
<p><iframe src="http://player.vimeo.com/video/27650104" width="400" height="225" frameborder="0"></iframe></p>
<p><span id="more-2761"></span></p>
<p>The simple breakdown:</p>
<p>Concept Art<br />
1) Concept painting in photoshop is the first step to try and figure out a solid direction. I had nothing to go on except it needed to be a sexy female which is difficult because what makes just a head sexy? A lot of fashion models have killer bodies that obviously encorporate a lot of the determining factors, so blocking out and finessing the important attributes of a desirable face is imperative and what make this exercise challenging.</p>
<p>2) Orthographic views and 3/4 of the type of head I was going for. It turns out that I didn&#8217;t make the design decision of sticking with a pinup style female until after I sketched the head turnaround drawing inspiration from another concept painting I liked. Thus, I use the head turnaround purely as a generic starting point. Getting it into 3d was more important at this stage than making a final decision on the character design. Sculpting tools make it easier to finalize the design anyway, at least for me.</p>
<p>Concept Sculpt and Texturing<br />
3) It&#8217;s hard to really nail down a 2d design before you get it into 3d especially when you have a couple of different genres competing for your affections. I was fighting with making a supermodel or a pinup style face. Luckily Mudbox made that process easier. The final probably looks like a mashup of both.</p>
<p>Sculpting the head is really where I made my design decisions take on an afterlife from their inception, attempting to distill organic forms that looked more finalized.</p>
<p>4) Texture painting with ptex as an experimental process was useful in further exploration of the design. Since I didn&#8217;t have to fully commit and make UVs, and I already had good sculpting topology, the freedom to experiment was limitless.</p>
<p>Model Rigging Prep<br />
5) Retopology of the low res mesh using Modo produced the best and the cleanest generic mesh result in the least amount of time. This simple mesh is also highly reusable as a starting point for other designs.</p>
<p>6) The final mesh to be rigged needs to have just enough loops for an optimal resulting deformation after skinning, most importantly the mouth followed by the eyes etcetera. The low res retop is not a good choice for good deformation except if you are trying to output a low poly game rig.</p>
<p>Since I was under the gun to get the model and rig done in a week or two I had to continue to refine the proportions at the same time as modeling good topology. The resulting workflow is a sculpting approach to modeling low res whereby slowly adding more loops, followed by a pass of smoothing and carving the subdivision preview available in Modo, and then stepping back down to the lower res geo, got the job done. Beware when trying this technique in Zbrush or other software because editing proportions and sculpting high res and then deleting the higher divisions will indirectly smooth the resulting mesh thereby erasing the detail. I suggest using this workflow only in Modo where you can hit Tab to toggle on an off subdivisions, Catmull Clark being the best (Shift-Tab). I have to say Modo is supreme for modeling not only for these cababilities, but also the superior advantage of quickly lighting and rendering a preview with occlusion and GI. The physical lighting makes the model feel more real with a sense of scale from cast shadows and a simple skin texture. Blemishes and undesirable defects become glaringly more obvious as well, making it easier to spot and fix.</p>
<p>Rigging with Joints<br />
7) Rigging Starts with joints only with a control rig that either drives the joints directly via constraints or by constraining parent controls so that they drive groups of child controls. Some controls around the mouth are driven by SDK as well so a system of using multiple null buffer nodes is used to get proper tranformations and rotations of the controls or else there would be not so desirable or predictable results.</p>
<p> <img src='http://www.jonasavrin.com/wp-includes/images/smilies/icon_cool.gif' alt='8)' class='wp-smiley' /> The weighting process is time consuming but with adequate practice and great topology like this some people can get it done in literally hours. I&#8217;m slower but that&#8217;s because I am a perfectionist when it comes to weighting.</p>
<p>9) The control rig is a series of stock curves constrained to the rig when the rig gets built so it&#8217;s easy to modify and save those curves for a perfectly fast result that is highly reusable.</p>
<p>The Osipa style face rig is preferred a lot by animators and the next demo will go over how I use multiple styles of UI on the same rig and the tools to generate said controls.</p>
<p>Subsequent demos will include facial poses and blends and making this rig work with both also known as a hybrid rig. The advantage of poses made with joints only are great because its less computationally expensive but blends are necessary for folding, wrinkling, and some minor correctives.</p>
<div class="evernoteSiteMemory"><a href="javascript:" onclick="Evernote.doClip({title: 'Character Development and Rigging for Facial Animation Part 1 on CG Hijinks',url: 'http://www.jonasavrin.com/2011/08/12/character-development-and-rigging-for-facial-animation-part-1/',contentID: 'post-2761',suggestTags: '3dcoat,character,concept art,facial,Maya,modo,retop,Rigging,topology,zbrush',providerName: 'CG Hijinks',styling: 'text' });return false" class="evernoteSiteMemoryLink"><img src="http://static.evernote.com/article-clipper-remember.png" class="evernoteSiteMemoryButton" />
				</a>				<div class="evernoteSiteMemoryClear">&nbsp;</div>
</div>]]></content:encoded>
			<wfw:commentRss>http://www.jonasavrin.com/2011/08/12/character-development-and-rigging-for-facial-animation-part-1/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Maya Bevel Plus and Curve Fillet Tutorial</title>
		<link>http://www.jonasavrin.com/2011/08/09/maya-bevel-plus-and-curve-fillet-tutorial/</link>
		<comments>http://www.jonasavrin.com/2011/08/09/maya-bevel-plus-and-curve-fillet-tutorial/#comments</comments>
		<pubDate>Wed, 10 Aug 2011 04:16:32 +0000</pubDate>
		<dc:creator>Jonas Avrin</dc:creator>
				<category><![CDATA[3D]]></category>
		<category><![CDATA[Maya]]></category>
		<category><![CDATA[Modeling]]></category>
		<category><![CDATA[python]]></category>
		<category><![CDATA[bevel]]></category>
		<category><![CDATA[fillet]]></category>
		<category><![CDATA[logo]]></category>
		<category><![CDATA[mentalray]]></category>
		<category><![CDATA[metallica]]></category>
		<category><![CDATA[nurbs]]></category>
		<category><![CDATA[polys]]></category>
		<category><![CDATA[text]]></category>
		<category><![CDATA[vray]]></category>

		<guid isPermaLink="false">http://www.jonasavrin.com/?p=2680</guid>
		<description><![CDATA[Find Out How to Turn Custom Text to Realistic Metallic Objects &#160;&#160;&#160; This is for those of you interested in working with custom curves exported from Illustrator or created in Maya to make a custom logo or raised text for a reel or for work. I&#8217;m actually doing this type of thing for some extra ]]></description>
			<content:encoded><![CDATA[<h2>Find Out How to Turn Custom Text to Realistic Metallic Objects</h2>
<hr />
&nbsp;&nbsp;&nbsp;</p>
<div>
This is for those of you interested in working with custom curves exported from Illustrator or created in Maya to make a custom logo or raised text for a reel or for work.  I&#8217;m actually doing this type of thing for some extra cash and maybe I will throw a little into my demo reel at some point just to have some more professional looking animated text.  Have fun, and I hope you find it useful!  You can even download the curves to get started.  Read on!
</div>
<p>&nbsp;&nbsp;&nbsp;</p>
<div>This:</div>
<p>&nbsp;&nbsp;&nbsp;</p>
<div>
<a href="http://www.jonasavrin.com/wp-content/uploads/2011/08/bevelPlusTut_image_000.png" rel="lightbox[2680]"><img title="custom curves" src="http://www.jonasavrin.com/wp-content/uploads/2011/08/bevelPlusTut_image_000.png" alt="custom curves" width="500" height="193" /></a>
</div>
<p>&nbsp;&nbsp;&nbsp;</p>
<div>To this:</div>
<p>&nbsp;&nbsp;&nbsp;</p>
<div>
<a href="http://www.jonasavrin.com/wp-content/uploads/2011/08/metallica_redMetallicFlake.jpg" rel="lightbox[2680]"><img title="metallica_redMetallicFlake" src="http://www.jonasavrin.com/wp-content/uploads/2011/08/metallica_redMetallicFlake.jpg" alt="" width="500" height="376" /></a>
</div>
<p>&nbsp;&nbsp;&nbsp;</p>
<p><span id="more-2680"></span></p>
<h2>Getting Started with Nurbs Curves</h2>
<hr />
&nbsp;&nbsp;&nbsp;</p>
<div>
Here&#8217;s kinda where we start.  These are linear curves that are perfectly capable of being extruded.  They were custom made in Illustrator using a reference image.  Using the flat image of the text, I absorbed what makes the shapes work and made my best attempt at reproducing the lines in a way that unifies the whole design.  The whole design of Ride the Lightning album cover is awesome but there are knock-offs that are completely weak looking like someone drew it on a napkin and that&#8217;s unfortunately what I had to use to start with.
</div>
<p>&nbsp;</p>
<p><a href="http://bit.ly/qcYq58" title="Illustrator File" onclick="pageTracker._trackPageview('/outgoing/bit.ly/qcYq58?referer=');">Download</a> the actual curves if you wanna try it out yourself!</p>
<p>&nbsp;&nbsp;&nbsp;</p>
<div>
<a href="http://www.jonasavrin.com/wp-content/uploads/2011/08/metallica.jpg" rel="lightbox[2680]"><img src="http://www.jonasavrin.com/wp-content/uploads/2011/08/metallica-300x225.jpg" alt="" title="metallica" width="300" height="225" class="alignnone size-medium wp-image-2743" /></a>
</div>
<p>&nbsp;&nbsp;&nbsp;</p>
<div>
<a href="http://www.jonasavrin.com/wp-content/uploads/2011/08/bevelPlusTut_image_000.png" rel="lightbox[2680]"><img title="custom curves" src="http://www.jonasavrin.com/wp-content/uploads/2011/08/bevelPlusTut_image_000.png" alt="custom curves" width="500" height="193" /></a>
</div>
<p>&nbsp;&nbsp;&nbsp;</p>
<div>The final output I&#8217;m going for is similar to the Ride the Lightning cover.  These are the <a href="http://bit.ly/qcYq58" title="download the Illustrator file" onclick="pageTracker._trackPageview('/outgoing/bit.ly/qcYq58?referer=');">curves</a>.  If you are using your own curves, it is important to save them as an Illustrator CS file and turn off all the options as you save.</div>
<p>&nbsp;&nbsp;&nbsp;</p>
<div>
<a href="http://www.jonasavrin.com/wp-content/uploads/2011/08/bevelPlusTut_image_001.png" rel="lightbox[2680]"><img class="alignnone" src="http://www.jonasavrin.com/wp-content/uploads/2011/08/bevelPlusTut_image_001.png" alt="" width="500" height="238" /></a>
</div>
<p>&nbsp;&nbsp;&nbsp;</p>
<div>&#8230;and what I get from doing a Bevel Plus directly on those curves.</div>
<p>&nbsp;&nbsp;&nbsp;</p>
<div>
A Pretty good version of 3d text using Bevel Plus, but what&#8217;s missing?  Filleted corners you say?  Yeah!  Here&#8217;s how to go about doing that.  Because I use Vray in Max for final render output, I need to find a way to fillet the corners to add the solid, heavy, metal, realistic feel to block letters for a project.  I&#8217;m thinking of my final output and render software at this stage and Mental Ray has the mia_roundcorners node, recently demoed <a title="mi_roundedCorners" href="http://bit.ly/q3EJgh" onclick="pageTracker._trackPageview('/outgoing/bit.ly/q3EJgh?referer=');">here</a> at around 34:30, that&#8217;ll produce a similar result, but I prefer Vray and Vray doesn&#8217;t really have anything (built-in) that&#8217;s comparable.  The technique I will show is good since I can tweak the result many times, zoom in and out to really inspect what&#8217;s happening, and be very specific about the values without being too limited.  Maybe later I can try to write a shader to do the same thing in Vray.
</div>
<p>&nbsp;&nbsp;&nbsp;</p>
<div>
<a href="http://www.jonasavrin.com/wp-content/uploads/2011/08/bevelPlusTut_image_012.png" rel="lightbox[2680]"><img class="alignnone" src="http://www.jonasavrin.com/wp-content/uploads/2011/08/bevelPlusTut_image_012.png" alt="" width="200" height="306" /></a>
</div>
<p>&nbsp;&nbsp;&nbsp;</p>
<div>Example: The M with rounded corners.</div>
<p>&nbsp;&nbsp;&nbsp;</p>
<div>
<a href="http://www.jonasavrin.com/wp-content/uploads/2011/08/bevelPlusTut_image_022.png" rel="lightbox[2680]"><img class="alignnone" src="http://www.jonasavrin.com/wp-content/uploads/2011/08/bevelPlusTut_image_022.png" alt="" width="500" height="361" /></a>
</div>
<p>&nbsp;&nbsp;&nbsp;</p>
<div>Determine the curve that needs to be beveled.  Here&#8217;s an example of one done already.</div>
<p>&nbsp;&nbsp;&nbsp;</p>
<div>
<a href="http://www.jonasavrin.com/wp-content/uploads/2011/08/bevelPlusTut_image_002.png" rel="lightbox[2680]"><img class="alignnone" src="http://www.jonasavrin.com/wp-content/uploads/2011/08/bevelPlusTut_image_002.png" alt="" width="200" height="263" /></a></div>
<p>&nbsp;&nbsp;&nbsp;</p>
<div>The letter for beveling comprised of one continuous curve built in Illustrator.  They are purposely linear so that it&#8217;s easier and cleaner to round the corners.
</div>
<p>&nbsp;&nbsp;&nbsp;</p>
<div>
<a href="http://www.jonasavrin.com/wp-content/uploads/2011/08/bevelPlusTut_image_024.png" rel="lightbox[2680]"><img class="alignnone" src="http://www.jonasavrin.com/wp-content/uploads/2011/08/bevelPlusTut_image_024.png" alt="" width="500" height="480" /></a>
</div>
<p>&nbsp;&nbsp;&nbsp;</p>
<div>Select all the curve corners edit points.  Do not select intermediary edit points.</div>
<p>&nbsp;&nbsp;&nbsp;</p>
<div>
<a href="http://www.jonasavrin.com/wp-content/uploads/2011/08/bevelPlusTut_image_025.png" rel="lightbox[2680]"><img class="alignnone" src="http://www.jonasavrin.com/wp-content/uploads/2011/08/bevelPlusTut_image_025.png" alt="" width="500" height="500" /></a>
</div>
<p>&nbsp;&nbsp;&nbsp;</p>
<div>Detach Curves with preferences set at default.</div>
<p>&nbsp;&nbsp;&nbsp;</p>
<div>
<a href="http://www.jonasavrin.com/wp-content/uploads/2011/08/bevelPlusTut_image_026.png" rel="lightbox[2680]"><img class="alignnone" src="http://www.jonasavrin.com/wp-content/uploads/2011/08/bevelPlusTut_image_026.png" alt="" width="279" height="414" /></a>
</div>
<p>&nbsp;&nbsp;&nbsp;</p>
<div>Sometimes you have to delete the original curve after detaching, but not the detachedCurve(s).</div>
<p>&nbsp;&nbsp;&nbsp;</p>
<div>
<a href="http://www.jonasavrin.com/wp-content/uploads/2011/08/bevelPlusTut_image_027.png" rel="lightbox[2680]"><img class="alignnone" src="http://www.jonasavrin.com/wp-content/uploads/2011/08/bevelPlusTut_image_027.png" alt="" width="500" height="400" /></a>
</div>
<p>&nbsp;&nbsp;&nbsp;</p>
<div>
<div>Fillet Curve Options</div>
<ul>
<li>Trim on = delete what&#8217;s left over automatically</li>
<li>Circular on = easier</li>
<li>Radius = your preferred radius</li>
</ul>
</div>
<p>&nbsp;&nbsp;&nbsp;</p>
<div>
<a href="http://www.jonasavrin.com/wp-content/uploads/2011/08/bevelPlusTut_image_028.png" rel="lightbox[2680]"><img class="alignnone" src="http://www.jonasavrin.com/wp-content/uploads/2011/08/bevelPlusTut_image_028.png" alt="" width="178" height="178" /></a>
</div>
<p>&nbsp;&nbsp;&nbsp;</p>
<div>Filleted curve example.  There are a total of three curves after doing a fillet.</div>
<p>&nbsp;&nbsp;&nbsp;</p>
<div>
<a href="http://www.jonasavrin.com/wp-content/uploads/2011/08/bevelPlusTut_image_002.png" rel="lightbox[2680]"><img class="alignnone" src="http://www.jonasavrin.com/wp-content/uploads/2011/08/bevelPlusTut_image_002.png" alt="" width="500" height="654" /></a>
</div>
<p>&nbsp;&nbsp;&nbsp;</p>
<div>After <strong>all</strong> corners are filleted, delete one edge, preferably the straight one.</div>
<p>&nbsp;&nbsp;&nbsp;</p>
<div>
<a href="http://www.jonasavrin.com/wp-content/uploads/2011/08/bevelPlusTut_image_003.png" rel="lightbox[2680]"><img class="alignnone" src="http://www.jonasavrin.com/wp-content/uploads/2011/08/bevelPlusTut_image_003.png" alt="" width="500" height="244" /></a>
</div>
<p>&nbsp;&nbsp;&nbsp;</p>
<div>After selecting all the curves at once Attach Curves with the default settings tweaked slightly.  Connect is turned on and Keep Originals is off.</div>
<p>&nbsp;&nbsp;&nbsp;</p>
<div><a href="http://www.jonasavrin.com/wp-content/uploads/2011/08/bevelPlusTut_image_004.png" rel="lightbox[2680]"><img class="alignnone" src="http://www.jonasavrin.com/wp-content/uploads/2011/08/bevelPlusTut_image_004.png" alt="" width="500" height="518" /></a>
</div>
<p>&nbsp;&nbsp;&nbsp;</p>
<div>Unhide the attached curve and Open/Close Curves to close the curve.  This step is <strong>essential</strong> for getting the edit points right.</div>
<p>&nbsp;&nbsp;&nbsp;</p>
<div><a href="http://www.jonasavrin.com/wp-content/uploads/2011/08/bevelPlusTut_image_005.png" rel="lightbox[2680]"><img class="alignnone" src="http://www.jonasavrin.com/wp-content/uploads/2011/08/bevelPlusTut_image_005.png" alt="" width="500" height="459" /></a>
</div>
<p>&nbsp;&nbsp;&nbsp;</p>
<div>Of course delete history and rename your curve to something manageable.</div>
<p>&nbsp;&nbsp;&nbsp;</p>
<h2>Bevel Plus Options</h2>
<hr />
&nbsp;&nbsp;&nbsp;</p>
<div>
Open up Bevel Plus Options, Output Options.  The important part is the sampling controls, but make sure setting for output get is set to Polygons and Tessellation is set to sampling.  Under Along Extrusion Samples put something like 5, and under Along Curve Samples pick a higher number usually if your letters are fat like mine.  It&#8217;s all relative to the bevel depth and extrude distance.  The default leaves letters looking blocky and low res.
</div>
<p>&nbsp;&nbsp;&nbsp;</p>
<div>
<a href="http://www.jonasavrin.com/wp-content/uploads/2011/08/bevelPlusTut_image_007.png" rel="lightbox[2680]"><img class="alignnone" src="http://www.jonasavrin.com/wp-content/uploads/2011/08/bevelPlusTut_image_007.png" alt="" width="250" height="335" /></a>
</div>
<p>&nbsp;&nbsp;&nbsp;</p>
<div>
<a href="http://www.jonasavrin.com/wp-content/uploads/2011/08/bevelPlusTut_image_006.png" rel="lightbox[2680]"><img class="alignnone" src="http://www.jonasavrin.com/wp-content/uploads/2011/08/bevelPlusTut_image_006.png" alt="" width="500" height="323" /></a>
</div>
<p>&nbsp;&nbsp;&nbsp;</p>
<div>
Some good settings to get started with creating really blocky letters with nice rounded fillets, fine tuning with be needed with the bevel width etc.  If you want a script to help you adjust the attributes on multiple bevels simultaneously, then read on!
</div>
<p>&nbsp;&nbsp;&nbsp;</p>
<div>
<a href="http://www.jonasavrin.com/wp-content/uploads/2011/08/bevelPlusTut_image_009.png" rel="lightbox[2680]"><img class="alignnone" src="http://www.jonasavrin.com/wp-content/uploads/2011/08/bevelPlusTut_image_009.png" alt="" width="500" height="543" /></a>
</div>
<p>&nbsp;&nbsp;&nbsp;</p>
<div>Final Fillet.</div>
<p>&nbsp;&nbsp;&nbsp;</p>
<h2>Bevel Plus Possible Issues</h2>
<hr />
&nbsp;&nbsp;&nbsp;</p>
<div>
<a href="http://www.jonasavrin.com/wp-content/uploads/2011/08/bevelPlusTut_image_010.png" rel="lightbox[2680]"><img class="alignnone" src="http://www.jonasavrin.com/wp-content/uploads/2011/08/bevelPlusTut_image_010.png" alt="" width="500" height="337" /></a>
</div>
<p>&nbsp;&nbsp;&nbsp;</p>
<div>
Keep in mind: Keep it clean. Remember to keep the outliner clean of clutter so that things don&#8217;t get unnecessarily complex. Stages of creation process get a little hairy because of all the nodes Maya doesn&#8217;t do a good job of cleaning up. You always need to keep an eye on that plus selection order does count sometimes so if curves are coming out funky, check the order of selection and deleting of history.
</div>
<p>&nbsp;&nbsp;&nbsp;</p>
<div>
<a href="http://www.jonasavrin.com/wp-content/uploads/2011/08/bevelPlusTut_image_011.png" rel="lightbox[2680]"><img class="alignnone" src="http://www.jonasavrin.com/wp-content/uploads/2011/08/bevelPlusTut_image_011.png" alt="" width="500" height="317" /></a>
</div>
<p>&nbsp;&nbsp;&nbsp;</p>
<div>
Letters like this A, select the outer curve and then the inner curve before hitting Bevel Plus.  The inner curve needs to be beveled differently from the outer curve so setting this before hand is a good tip or just change it afterwards in the channel box inputs by clicking Style and changing it to Concave In.  Remember to delete history before beveling and all unnecessary objects after beveling.  Keep the bevel history on your objects so that you can tweak the attributes on them.  It&#8217;s easy to create a script to tweak them all at the same time if you want to.  I also recommend version-ing up after each letter to avoid having to start all over again.  The process can get tedious if you don&#8217;t know what you&#8217;re doing at first.
</div>
<p>&nbsp;&nbsp;&nbsp;</p>
<div>
<a href="http://www.jonasavrin.com/wp-content/uploads/2011/08/bevelPlusTut_image_013.png" rel="lightbox[2680]"><img class="size-full wp-image-2719 alignnone" title="bevelPlusTut_image_013" src="http://www.jonasavrin.com/wp-content/uploads/2011/08/bevelPlusTut_image_013.png" alt="" width="500" height="435" /></a></div>
<p>&nbsp;&nbsp;&nbsp;</p>
<div>
Here&#8217;s another problem that you may encounter.  If a letter appears reversed after doing a bevel then select the curve that made the bevel and hit Reverse Curve Direction in the Edit Curves Menu.
</div>
<p>&nbsp;&nbsp;&nbsp;</p>
<div>
If you have to recreate a fillet by duplicating another fillet then be sure to freeze transforms on the duplicated curve before proceeding to Attach Curves.  This will lead to unpredictable results.
</div>
<p>&nbsp;&nbsp;&nbsp;</p>
<div>
<a href="http://www.jonasavrin.com/wp-content/uploads/2011/08/bevelPlusTut_image_014.png" rel="lightbox[2680]"><img class="alignnone" src="http://www.jonasavrin.com/wp-content/uploads/2011/08/bevelPlusTut_image_014.png" alt="" width="500" height="455" /></a>
</div>
<p>&nbsp;&nbsp;&nbsp;</p>
<div>
When working with Nurbs Curves in Maya things are inevitably going to get wierd.  Try not to panic and use Reverse Curve Direction, Attach, and Detach Curves, Delete History, and Freeze Transforms till you get the results you want.  Sometimes it&#8217;s impossible to know which way the curve is going and it makes a difference when you&#8217;re trying to create the final filleted curve.  So persevere, you have to jostle Maya a little bit for it to want to cooperate and till there&#8217;s an easier solution, like if Vray had a good auto fillet shader which is why I had to do this, then this solution works just fine.
</div>
<p>&nbsp;&nbsp;&nbsp;</p>
<div>For speeding up workflow, use the G key to repeat the last command.</div>
<p>&nbsp;&nbsp;&nbsp;</p>
<div>The semi-final result (viewport screenshot):</div>
<p>&nbsp;&nbsp;&nbsp;</p>
<div>
<a href="http://www.jonasavrin.com/wp-content/uploads/2011/08/bevelPlusTut_image_015.png" rel="lightbox[2680]"><img class="alignnone" src="http://www.jonasavrin.com/wp-content/uploads/2011/08/bevelPlusTut_image_015.png" alt="" width="550" height="199" /></a>
</div>
<p>&nbsp;&nbsp;&nbsp;</p>
<div>Here&#8217;s an image of an earlier attempt with the reference image as well just so you have a shot of the reference I used:</div>
<p>&nbsp;&nbsp;&nbsp;</p>
<div>
<a href="http://www.jonasavrin.com/wp-content/uploads/2011/08/bevelPlusTut_image_015_1.png" rel="lightbox[2680]"><img class="alignnone" src="http://www.jonasavrin.com/wp-content/uploads/2011/08/bevelPlusTut_image_015_1.png" alt="" width="500" height="251" /></a>
</div>
<p>&nbsp;&nbsp;&nbsp;</p>
<div>
After I made a change to have the text extrude a little deeper, if you look you can see it in the reference image that it is indeed deeper than my image, there is funkiness going on with the faces not knowing where to attach themselves to.  A simple tweak to the bevel depth can fix that.  But is it going to take forever to select each object and apply this simple change?  No, not if you have this simple script!  Here&#8217;s how you do it:
</div>
<p>&nbsp;&nbsp;&nbsp;</p>
<div>Break out the pymel and do a:</div>
<p>&nbsp;&nbsp;&nbsp;</p>
<pre class="brush: python; auto-links: true; title: ; toolbar: true; notranslate">from pymel.core import *</pre>
<p>&nbsp;&nbsp;&nbsp;</p>
<div>
Then type some code like this.  These lines are just setting attrs directly on ALL bevelPlus nodes in the scene at one.  If you have more than one instance of text, then you better be sure that you know that this is going to change everything globally.</div>
<p>&nbsp;&nbsp;&nbsp;</p>
<div>
<pre class="brush: python; auto-links: true; title: ; toolbar: true; notranslate">
for b in range(len(ls(type='bevelPlus'))+1):
    if b == 0: continue
        bevnode = PyNode('bevelPlus' + str(b)
        setAttr(bevnode+'.width', .009)
        setAttr(bevnode+'.depth', .010)
        setAttr(bevnode+'.extrudeDepth', 2.7)
        setAttr(bevnode+'.polyOutExtrusionSamples',5)
        setAttr(bevnode+'.polyOutCurveSamples',25)
</pre>
</div>
<p>&nbsp;&nbsp;&nbsp;</p>
<div>Take a look at the width attr and bump that down a hundredth.  Now take a look:</div>
<p>&nbsp;&nbsp;&nbsp;</p>
<div>
<a href="http://www.jonasavrin.com/wp-content/uploads/2011/08/bevelPlusTut_image_019.png" rel="lightbox[2680]"><img class="alignnone" src="http://www.jonasavrin.com/wp-content/uploads/2011/08/bevelPlusTut_image_019.png" alt="" width="500" height="184" /></a>
</div>
<p>&nbsp;&nbsp;&nbsp;</p>
<div>Awesome I say!  But it&#8217;s too high res, no need for all those polys.  So tweak the script again and in seconds have the result you want.</div>
<p>&nbsp;&nbsp;&nbsp;</p>
<div>
<pre class="brush: python; auto-links: true; highlight: [4,8]; title: ; toolbar: true; notranslate">
for b in range(len(ls(type='bevelPlus'))+1):
    if b == 0: continue
        bevnode = PyNode('bevelPlus' + str(b)
        setAttr(bevnode+'.width', .008)
        setAttr(bevnode+'.depth', .010)
        setAttr(bevnode+'.extrudeDepth', 2.7)
        setAttr(bevnode+'.polyOutExtrusionSamples',5)
        setAttr(bevnode+'.polyOutCurveSamples',11)
</pre>
</div>
<p>&nbsp;&nbsp;&nbsp;</p>
<div>Probably the most important attributes to tweak are going to be the polyOutExtrusionSamples and the polyOutCurveSamples so fine tune those to get the cleanest result.  Keep the extrusion samples higher for curved surfaces because polys will quickly become blocky.  Tweak those objects separately and, if more than one, have a separate script to handle just those.</div>
<p>&nbsp;&nbsp;&nbsp;</p>
<div>
<a href="http://www.jonasavrin.com/wp-content/uploads/2011/08/bevelPlusTut_image_021.png" rel="lightbox[2680]"><img class="alignnone" src="http://www.jonasavrin.com/wp-content/uploads/2011/08/bevelPlusTut_image_021.png" alt="" width="500" height="196" /></a>
</div>
<p>&nbsp;&nbsp;&nbsp;</p>
<div>Now THAT&#8217;s butta!  Also, check your bevels especially on the inner curves, they can sometimes flip and not be right.</div>
<p>&nbsp;&nbsp;&nbsp;</p>
<div>Render time!</div>
<p>&nbsp;&nbsp;&nbsp;</p>
<div>
<a href="http://www.jonasavrin.com/wp-content/uploads/2011/08/metallica_redMetallicFlake.jpg" rel="lightbox[2680]"><img class="alignnone size-full wp-image-2706" title="metallica_redMetallicFlake" src="http://www.jonasavrin.com/wp-content/uploads/2011/08/metallica_redMetallicFlake.jpg" alt="" width="500" height="376" /></a>
</div>
<p>&nbsp;&nbsp;&nbsp;</p>
<div><strong>Stay tuned for more tips on rendering with Vray later.</strong></div>
<div class="evernoteSiteMemory"><a href="javascript:" onclick="Evernote.doClip({title: 'Maya Bevel Plus and Curve Fillet Tutorial on CG Hijinks',url: 'http://www.jonasavrin.com/2011/08/09/maya-bevel-plus-and-curve-fillet-tutorial/',contentID: 'post-2680',suggestTags: 'bevel,fillet,logo,Maya,mentalray,metallica,Modeling,nurbs,polys,text,vray',providerName: 'CG Hijinks',styling: 'text' });return false" class="evernoteSiteMemoryLink"><img src="http://static.evernote.com/article-clipper-remember.png" class="evernoteSiteMemoryButton" />
				</a>				<div class="evernoteSiteMemoryClear">&nbsp;</div>
</div>]]></content:encoded>
			<wfw:commentRss>http://www.jonasavrin.com/2011/08/09/maya-bevel-plus-and-curve-fillet-tutorial/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
	</channel>
</rss>

