Archive
July, 2010 Monthly archive

Just a very quick post to share some speed-ups we’re using in the studio.  Some of you may have noticed that blender 2.5′s UI is missing its bevel weight options from 2.49.  Luckily all the bevel weights are editable in python.  We’ve coded this quick add-on to bring back the missing functionality (which you can install from the user preferences add-on tab [remember to enable it] or run from a blender text window).

EDIT: Updated yet again for 2.55 (thanks for the comments below – sorry for sluggishness on my part!)

http://www.pasteall.org/17726/python

After you’ve installed the add-on tab into edit mode and hit spacebar and type ‘Bevel’ and you’ll see the three functions.  Remember to add a bevel modifier and set it to ‘weights’ mode.

We’ve also been using Richard Olsson’s Batch Renamer to help keep scenes organised.  If you add a custom keybinding to it then there’s no more copying and pasting into the buttons window.

That’s all for now,  I’ll blog again soon with some of the models I’ve been working on!

Josh

Edit: Nathan Letwory (AKA Jesterking) made a nice tutorial video about this on youtube:

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Hello Everyone,

I’m Josh, one of new crew members for tube.  I travelled over to the US from England last week, and I’m here until mid September undertaking cultural studies, and working on the models for the film.  While I attempt to mediate transatlantic differences (such as introducing the rest of the team to Branston Pickle and Marmite, explaining the etymology of ‘bangers and mash’, and justifying why I need a knitted cosy for my teapot), my hosts are offering an American exchange programme complete with drive-in movies, fried dough, Independence Day Celebrations and Root Beer.  In my time away from the screen I’ve been out enjoying the fresh air, beautiful countryside and very un-British weather.  I’ve been running to and from work each day (8 ½ miles each way), and when I had a few hours to spare last weekend I biked up to the Sugarloaf Mountain.

Fresh out of finishing a long and traumatic Architecture degree at Cambridge University, I vowed never to work in the industry again.  My first task in the studio, however, was to design the station roof and columns, and to provide general advice to the rest of the team on all things architectural!  Being British, and naturally strongly resistant to change, I was slightly thrown when I realised the team was working with up to the minute svn builds of Blender.  Back home in my own work I’d been hanging on to the 2.49 vintage with its historical interface not unlike the quirky 400 year old tumbledown cottage I lived in at uni.  2.5 comes with its own breed of glossy newness, an impersonal homogeneity with other 3D apps akin to the monotony of the skyscrapers in downtown LA and a feature set which sprawls on and on like the city-edge of Phoenix, Arizona.

Bewildered at first, I was tempted away from the path of the righteous by the glowing red devil’s tail of Maya on one side and the swirling captivating vortex of 3DS on the other, but eventually I found my way through the valley of darkness.  I still miss many of the 2.49 features which haven’t yet been ported – skinning loops and multi-knife-cuts to name a few, and in my first few days I’ve spent a considerable amount of time filing bug reports, hopefully for the greater good.

There are still some very simple features I wish had been integrated into the new release.  As what Pirsig might call a ‘mechanic of the photographic mind school’, all of my previous organisation and labelling systems have been tainted with a certain amount of… dyslexic logic.  To make life easier for everyone else on the project I have to name every object, bone, group and file according to a strictly prescribed style, not least so our python automation knows what’s going on!  While I don’t mind accumulating road miles on my way to and from Amherst every day, I hate the unnecessary mouse miles blender’s UI demands.  I’ve illustrated one of the key issues (which could be solved by a simple hotkey and under-mouse-dialog) using an analogy that will be familiar even to non-blender users.

After breaking free from summers spent as a CAD-monkey in local architecture firms, I now find myself pining for the logical and consistent snapping and tracking systems I was so familiar with from hours spent in front of Rhino, Vectorworks, AutoCAD and the like.  At least the resulting ‘errors’ present in my incapable use of Blender’s snaps often results in a more derelict and aged look!  Here’s a work-in-progress snapshot of the interior of the train which I’ve been working on today, by virtually bashing it up:

That’s all for now,

Josh

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Hi everyone,

I am Becky!!!!!    I am a Hampshire College student and I come from Guangzhou, China. My first summer in the States is actually pretty cool! We work hard during the day, but also hang out after work: movies, “swimming”, parties, and frozen yogurt of course.  :D

Since the beginning of summer, I’ve been working on some concept art and animatics . It is exciting to experience how initial ideas develop to fruition, which includes lots of contribution from different intellectuals. For quite a while, we have been tweaking our main character Gilgamesh’ s model sheet, to make it awesome for 3D modeling. I also have been working on Gilgamesh’s clothing design with Fateh and Redo(from Argentina)!   So finally, here we go! Check out our Gilgamesh. :P

And, here are some of the animatics that I have been working on lately.

And Soon we will be moving on to creating the animatics for time lapse sequences and other concepts. Yay!

So hot today,I almost melted.   o_O||

So, stay cool, guys!!    :P

Bye !!!!

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At the Libre Planet conference in Boston/Cambridge earlier this year, we saw the premiere of Patent Absurdity, a great new documentary on patent issues in software. The film offers a succinct account of the risk to culture posed by Intellectual Property law’s recent metastasis. And– it has animation done in Blender by pal, Chris Webber. You can watch it here.

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Hi everybody,

First, let me introduce myself, I’m Henri Hebeisen from France and I’ll work as a 3d intern for the two months. :) I arrived last week after a long plane trip, so I`m still discovering the `american way of live`.Living here seems really great! :D

I’ve been working on the  project for less than one week now and it’s very exciting to work on it. Everybody is really nice and that’s a pleasure to work here. Bassam showed the animatic last friday, the story is just…incredible!!The final result will be “epic”! (a popular word for blenderheads these times :D )

So my first task here was to do some tests for a shot Bassam had in mind. The idea was to play with the curves of the metro rail and have nice shapes when the camera is flying over really fast. So as we wanted to have the impression of movement really early, I just did some basic drawings with Inkscape and then projected these drawings on planes in blender.

Using Inkscape was quite useful because it allowed me to do several variations of the curvy tracks fairly fastly, just had to play with layers and positioning curves and

And then back to blender, it became very easy to position the camera, control the speed and so on… :D Here is a picture of what it looks like in blender :

As you can see, it’s very simple and it’s a good way to visualize the curves in movement.

Once we had a strong idea of what the shot would look like, I started to model the tracks in 3d and made them fit it with the inkscape drawings. Et voila, that’s it!

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