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	<title>Tube - Epic Production Notes &#187; blender</title>
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	<link>http://urchn.org</link>
	<description>3D animated filmmaking in free software and the commons</description>
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		<title>Book Review: Blender 2.5 Character Animation Cookbook</title>
		<link>http://urchn.org/post/book-review-blender-2-5-character-animation-cookbook</link>
		<comments>http://urchn.org/post/book-review-blender-2-5-character-animation-cookbook#comments</comments>
		<pubDate>Mon, 04 Jul 2011 19:54:15 +0000</pubDate>
		<dc:creator>bassam</dc:creator>
				<category><![CDATA[blender]]></category>
		<category><![CDATA[team]]></category>

		<guid isPermaLink="false">http://tube.freefac.org/?p=2195</guid>
		<description><![CDATA[I recently received a digital copy of Blender 2.5 Character Animation Cookbook from Packt publishing. This book is written by Virgilio Vasconcelos, a blender animator and rigger who is currently animating shot &#8216;a1s38&#8242; on this project The target of this book I feel is strong beginners or intermediate level artists/learners, who are either new to [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://urchn.org/wp/wp-content/uploads/2011/07/cover.png" rel="shadowbox[sbpost-2195];player=img;"><img class="alignleft size-medium wp-image-2196" title="cover" src="http://urchn.org/wp/wp-content/uploads/2011/07/cover-232x300.png" alt="" width="232" height="300" /></a>I recently received a digital copy of <a href="http://www.packtpub.com/blender-2-5-character-animation-cookbook/book">Blender 2.5 Character Animation Cookbook</a> from <a href="http://www.packtpub.com/">Packt publishing</a>. This book is written by <a href="http://www.virgiliovasconcelos.com/index.php?language=en&amp;sessao=blogger">Virgilio Vasconcelos</a>, a blender animator and rigger who is currently animating shot &#8216;a1s38&#8242; on this project <img src='http://urchn.org/wp/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /><br />
The target of this book I feel is strong beginners or intermediate level artists/learners, who are either new to rigging, animation, or to blender itself. Advanced users could benefit from it but more sporadically  (ooh, I didn&#8217;t realize you could do <em>that!</em>, or as a reference, and students who are absolute beginners may get lost in some terms, or not yet know why you would want to do certain things.<br />
Virgilio&#8217;s past experience both as a professional animator and as an animation professor is evident in this book. He writes in a clear, concise fashion, and has a knack of excluding super-complex detail while still taking things to a production level in a surprisingly simple seeming step by step way.<br />
The first part of the book focuses on character rigging, and I really appreciate that he starts from the basics- setting good bone orientations, shapes etc., rather than leave these things as an uexplained step for later on. The rigging lessons build on each other, so after some basic lessons they quickly ramp up to a level where students must really be diligent and pay attention to learn. By the end of the section students should be confident rigging cartoony biped characters, and have enough experience that they can start experimenting with &#8216;invention&#8217;, creating new setups for new situations, or their own personalized ones for improving common ones. I really love that Virgilio shows some of the very strong production techniques in Blender, such as using sculpting for creating corrective shapes.</p>
<p>In the second part of the book, the focus is all on animation, starting with a simple ball exercise, and rapidly ramping up into character animation. The first chapter is mainly technical (like the rigging section) in it&#8217;s setup: that is, he starts with workflow, then with things like IK/FK switching, etc. This book introduces workflow and technique first, so the focus at start is learning animation <em>in blender</em>, not learning animation in general yet. This chapter is basically an introduction to blender for animators, and I think maya or even 2D animators picking up Blender will spend most of their time here.</p>
<p>After the technically-heavy blender intro, the rest of the animation chapters return to the basics a bit, with lessons in timing, spacing, anticipation, squash and stretch, etc&#8230; All those basic animation principles we know and love. The book is good at using blender features to enable animators to get what they need done efficiently, using Blender&#8217;s path-drawing features to adjust their arcs, or using the Open GL preview to better see their timing.  As in the rigging sections, the downloads for the book contain Blend files that make it easy for students to get right in with each chapter working on the exercises with no fuss.</p>
<p>The book ends with an appendix with some useful tips on planning, organisation, and terms.</p>
<p>&nbsp;</p>
<p>Some criticisms: Even in a good book such as this, I can find some things to crit <img src='http://urchn.org/wp/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> , but they are mainly small things. In the rigging section, Virgilio fails to warn his audience about the (current) fragility of one setup, when talking about the corrective shapes (an otherwise excellent segment). Luckily, a current summer of code project fixes this problem, so it&#8217;s likely that any such warning will be unneeded in the next release of Blender! Another tiny nitpick is that Virgilio uses the term spacing in two different ways, the first time unconventionally (referring to actual physical locations) the second more like the usual way for animators. I feel that he could have picked a better word for the first time. Finally, in the rigging section, I think that a tiny introduction to Python for creating interfaces would be quite good, and give riggers an alternative to the object/bone based sliders in the 3D view.</p>
<p>Conclusion: These are really tiny nitpicks. This book really is good, in fact, I&#8217;d say it&#8217;s the best animation and rigging reference for Blender yet, and even as a general reference for riggers and animators in 3D applications (since most techniques will be similar in different programs). While I read through linearly from beginning to end, the book also has &#8216;See also&#8217; segments at the end of each section, that allow students focusing on a particular track, to follow a different path of learning in the book, something I thought was a good idea. I would put this on my &#8216;recommend&#8217; list, as a book for intermediate/strong beginners, as a Blender reference for riggers/animators from other software,  or as a book for teachers to use as a textbook.</p>
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			<wfw:commentRss>http://urchn.org/post/book-review-blender-2-5-character-animation-cookbook/feed</wfw:commentRss>
		<slash:comments>1</slash:comments>
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		<title>Gilgamesh-Cycles</title>
		<link>http://urchn.org/post/gilgamesh-cycles</link>
		<comments>http://urchn.org/post/gilgamesh-cycles#comments</comments>
		<pubDate>Thu, 28 Apr 2011 18:49:10 +0000</pubDate>
		<dc:creator>Dimetrii</dc:creator>
				<category><![CDATA[blender]]></category>
		<category><![CDATA[production]]></category>

		<guid isPermaLink="false">http://tube.freefac.org/?p=2086</guid>
		<description><![CDATA[Привет Сейчас я работаю над персонажем Gilgamesh. Пришлось сделать полностью новую модель и вылепить лицо. Трудно было с УВ-разверткой. Но!!! Пришло время рисования текстур! Много тестов с Projection Painting и слоями (diffuse, bump, specular&#8230;.). Мы встроили Cycles из исходника с помощью отличных инструкции Брехта и с помощью DingTo на blendercoders IRC. После выключения эффектов рабочего [...]]]></description>
			<content:encoded><![CDATA[<p>Привет</p>
<p>Сейчас я работаю над персонажем Gilgamesh. Пришлось сделать полностью новую модель и вылепить лицо. Трудно было с УВ-разверткой. Но!!! Пришло время рисования текстур! Много тестов с Projection Painting и слоями (diffuse, bump, specular&#8230;.).</p>
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<br />
Мы встроили Cycles из исходника с помощью отличных инструкции Брехта и с помощью DingTo на blendercoders IRC. После выключения эффектов рабочего стола и второго монитора мы смогли использовать опции аппаратного ускорения (с помощью CUDA) для действительно быстрого рендеринга. Просто для удовольствия, мы добавили модели Gilgamesh и скульптуры, и создали несколько простых рендеров в Сycles, опираясь главным образом на самосветящиеся кубы в качестве источников света. Работа в этом рендере очень отличается от Blender Internal в настройке физически точных материалов с использованием нод для объединения шейдеров. Этот рендер никогда не останавливается, и если у вас есть терпение ждать, можно получить картинку с хорошим качеством . Это действительно очень быстро, если вы используете простые шейдера и рендеринг.<br />
Для окончательного рендера Tube мы, скорее всего, будем использовать Blender Internal , так как Cycles вряд ли будет готов до завершения проекта, но это определенно &#8220;путь в будущее&#8221;.<br />
Небольшой совет: использовать Cuda, вам нужна новая версия драйвера NVIDIA (270 или больше), которого нет в Ubuntu 10,10. Вы должны использовать PPA или получить ее прямо из NVIDIA.</p>
<p><strong>English Version:</strong></p>
<p>I am currently working on the character Gilgamesh. I had to make a completely new model and sculpt the face. It was difficult to do the UV unwrapping. But! It&#8217;s time to paint textures! Many tests with Projection Painting and layers (diffuse, bump, specular &#8230;.).</p>
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<br />
We built Cycles from Source using Brecht&#8217;s excellent instructions and with help from DingTo on blendercoders irc. After turning off Desktop effects and the second monitor we were able to use the GPU acceleration option (using Cuda) for really fast rendering. Just for fun, we brought in the Gilgamesh model and sculpt and set up some simple renders using Сycles, mainly relying on emitting cubes as light sources. Working in this renderer is very different from blender internal- you set up physically accurate materials using a node tree to combine shaders, quite unlike the diffuse-specular-etc model that internal uses. The render never stops, rather it continues to get better as long as you have patience to wait, but it&#8217;s really fast if you use simple shaders and GPU rendering.<br />
For the final render of Tube we will most likely use Blender Internal, as Cycles is unlikely to become production ready before the project is over, but this definitely feels like &#8216;the way of the future&#8217;.<br />
Small tip: to use Cuda, you need a new version of the nvidia driver (270 or greater) which is not in the Ubuntu 10.10 repo. You have to use a PPA or get it directly from nvidia.</p>
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			<wfw:commentRss>http://urchn.org/post/gilgamesh-cycles/feed</wfw:commentRss>
		<slash:comments>15</slash:comments>
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		<title>Drinking the Blenderaid</title>
		<link>http://urchn.org/post/drinking-the-blenderaid</link>
		<comments>http://urchn.org/post/drinking-the-blenderaid#comments</comments>
		<pubDate>Sun, 14 Nov 2010 02:16:41 +0000</pubDate>
		<dc:creator>bassam</dc:creator>
				<category><![CDATA[blender]]></category>
		<category><![CDATA[pipeline]]></category>
		<category><![CDATA[production]]></category>

		<guid isPermaLink="false">http://tube.freefac.org/?p=1958</guid>
		<description><![CDATA[I&#8217;m a huge fan of Blenderaid, a great way to manage your blender projects. You run a small server that is capable of crunching through your project, finding all objects, dependencies, etc., then point your browser to it and get a graphical overview. You can look at individual files, see the names of objects/materials/etc., rename [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://urchn.org/wp/wp-content/uploads/2010/11/blenderaid.png" rel="shadowbox[sbpost-1958];player=img;"><img class="alignleft size-thumbnail wp-image-1959" title="blenderaid" src="http://urchn.org/wp/wp-content/uploads/2010/11/blenderaid-150x150.png" alt="" width="150" height="150" /></a>I&#8217;m a huge fan of <a href="http://sidedish.atmind.nl/index.php?option=com_content&amp;view=article&amp;id=6&amp;Itemid=7">Blenderaid</a>, a great way to manage your blender projects. You run a small server that is capable of crunching through your project, finding all objects, dependencies, etc., then point your browser to it and get a graphical overview. You can look at individual files, see the names of objects/materials/etc., rename them, view dependencies, fix broken links, and now check and update SVN status etc. etc., all from the comfort of your browser window. I&#8217;m using the Python 3 version, which for me necessitated installing PySVN from source, since the Ubuntu modules are Python 2 only. Other than that, I had a smooth install; I&#8217;m looking forward to continuing to use this version and further goodies in the future.</p>
<p>Some cool things you can do with it:</p>
<ul>
<li>Find errors in your project globally without having to check each file one by one in blender- and fix them (could benefit from batch tools so you can do multiple at a time)</li>
<li>Create &#8216;bundles&#8217; of files, e.g. to send to an off-site animator who doesn&#8217;t have SVN access, by quickly seeing all the dependencies of a given scene file. This can be done by hand right now, but I&#8217;m pretty sure it could be scripted fairly easily.</li>
<li>Make sure your files are up to date, track problems with SVN visually</li>
<li>Rename models/assets, find out where they get used, etc.</li>
<li>Probably a lot more <img src='http://urchn.org/wp/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </li>
</ul>
<p>Blenderaid could change the way we work with SVN for projects &#8211; instead of checking out several gigabytes of production data, each artist need only check out exactly what they need&#8211; saving time, local disk space, bandwidth. We could use it also to have versions of assets and switch (optionally) some scenes to use newer versions or to continue working with the old.</p>
<p>I&#8217;m hoping to have time after tube to experiment with blenderaid in conjunction with helga, or alone, and to have server-side installation as well as the local one. This could be <em>the</em> key for large-scale projects in blender, big thanks to <a href="http://twitter.com/atmind">Jeroen</a> and Monique for writing it, and I look forward to seeing how it evolves.</p>
<p>Quick note from Jeroen: the python2 version saves time by removing the need for additional compiling, and should work without any problem. (I was under the mistaken notion that Blenderaid&#8217;s python version had to match Blender&#8217;s).</p>
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		<slash:comments>6</slash:comments>
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		<title>Display Thirds for Composition in Blender Camera</title>
		<link>http://urchn.org/post/display-thirds-for-composition-in-blender-camera</link>
		<comments>http://urchn.org/post/display-thirds-for-composition-in-blender-camera#comments</comments>
		<pubDate>Wed, 10 Nov 2010 16:43:46 +0000</pubDate>
		<dc:creator>bassam</dc:creator>
				<category><![CDATA[blender]]></category>
		<category><![CDATA[production]]></category>

		<guid isPermaLink="false">http://tube.freefac.org/?p=1953</guid>
		<description><![CDATA[I&#8217;ve often wanted to have lines for &#8216;rule of thirds&#8217; in the Blender Camera as a composition aid &#8211; I&#8217;ve got countless blend files with little no-face meshes parented to cameras (that have to be moved or scaled whenever I change the camera view angle). Granted this problem could be solved with a driver (That [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://urchn.org/wp/wp-content/uploads/2010/11/thirds.png" rel="shadowbox[sbpost-1953];player=img;"><img class="alignleft size-medium wp-image-1954" title="thirds" src="http://urchn.org/wp/wp-content/uploads/2010/11/thirds-300x225.png" alt="" width="300" height="225" /></a></p>
<p>I&#8217;ve often wanted to have lines for &#8216;rule of thirds&#8217; in the Blender Camera as a composition aid &#8211; I&#8217;ve got countless blend files with little no-face meshes parented to cameras (that have to be moved or scaled whenever I change the camera view angle). Granted this problem could be solved with a driver (That might not update &#8211; driving on camera angle is not dependable yet), but I got tired of ad-hoc solutions.</p>
<p>I don&#8217;t use the Title safe option that much or at all, so with the help of a trusty text editor (gedit in my case) I hacked a couple of files and now I have &#8216;Thirds&#8217; instead of title safe for the camera. The internal property is still the same, it just displays differently, so no messing with RNA happened.</p>
<p>If you want the same functionality and are comfortable building blender/applying patches, you can get it <a href="http://urchn.org/wp/wp-content/uploads/2010/11/thirds_patch.zip">here</a> . Usual disclaimers about baby eating and such apply.</p>
<p>Free/Open Source software is nice, isn&#8217;t it?</p>
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		<slash:comments>18</slash:comments>
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		<title>A Blender Conference by any other name would be just as sweet</title>
		<link>http://urchn.org/post/a-blender-conference-by-any-other-name-would-be-just-as-sweet</link>
		<comments>http://urchn.org/post/a-blender-conference-by-any-other-name-would-be-just-as-sweet#comments</comments>
		<pubDate>Tue, 09 Nov 2010 05:16:31 +0000</pubDate>
		<dc:creator>bassam</dc:creator>
				<category><![CDATA[blender]]></category>
		<category><![CDATA[team]]></category>
		<category><![CDATA[Blender Conference]]></category>

		<guid isPermaLink="false">http://tube.freefac.org/?p=1913</guid>
		<description><![CDATA[As always, the conference was awesome- an intense three days of talking, listening, meeting, blending, eating the traditional conference sandwiches, drinking coffee, beer and mojitos, not-enough-sleeping, more blending, etc. After a sleepless but uneventful flight to Amsterdam I walked into the Blender Institute the day before the conference, only to have Andy pressgang recruit Pablo [...]]]></description>
			<content:encoded><![CDATA[<p><a rel="lightbox[]" href="http://urchn.org/wp/wp-content/gallery/bconf/IMG_3926.JPG"><img class="ngg-singlepic ngg-left" src="http://urchn.org/wp/wp-content/gallery/bconf/thumbs/thumbs_IMG_3926.JPG" alt="green shoes of awsomeness" /></a>As always, the conference was awesome- an intense three days of talking, listening, meeting, blending, eating the traditional conference sandwiches, drinking coffee, beer and <a href="http://en.wikipedia.org/wiki/Mojito">mojitos</a>, not-enough-sleeping, more blending, etc.<br />
After a sleepless but uneventful flight to Amsterdam I walked into the Blender Institute the day before the conference, only to have <a href="http://artificial3d.com">Andy</a> <del datetime="2010-11-08T00:13:38+00:00">pressgang </del>recruit <a href="http://venomgfx.com.ar/">Pablo</a> and me into making the<a href="http://www.blender.org/community/blender-conference/suzanne-nominations/"> Suzanne festival and award</a> interstitial animations with him. We had a (very sleepy) blast working till the wee hours, and more in the next morning, and I got to go up in the projection booth once again and play the festival off my laptop, thanks to the power of totem/gstreamer and python (for making the playlist). I apologize for the one or two glitches- a couple of the videos needed to be re-encoded for smooth playback, but we somehow missed that in the studio.</p>

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<p><a href="http://sidedish.atmind.nl/"><em></em>Jeroen Bakker</a> showed me his awesome openCL nodes in the compositor on his laptop, running 20!zoom!! times faster than the CPU equivalent. When this stuff hits it&#8217;s going to make a mini-revolution for Blender. I&#8217;m no longer a sceptic about GPU computing I guess <img src='http://urchn.org/wp/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /><br />
<a href="http://datenwolf.net/">Wolfgang Draxinger</a> did a fantastic job making the stereoscopic version of Elephants Dream. Great choices, hard work and technical precision- I&#8217;m blown away both by the result, which rivals the best stereo work from major studios, and by the amount of work he put into it. He&#8217;s planning Big Buck Bunny next, but in the meantime, some snaps of us removing (the unfortunately crumpled) screen after the show:<a rel="lightbox[]" href="http://urchn.org/wp/wp-content/gallery/bconf/IMG_3906.jpg"><img class="ngg-singlepic ngg-none alignright" src="http://urchn.org/wp/wp-content/gallery/bconf/thumbs/thumbs_IMG_3906.jpg" alt="IMG_3906" width="100" height="75" /></a></p>
<p>I met with Josh, Henri, Francesco, Jason, Jonathan, Jean Sebastian, Heather, and recruited Dolf, Tal, and perhaps Luciano, Andy and Pablo for our project. We had a meeting the second day of the conference, which gave me a chance to finally pitch the story and current animatic to the team in person, talk about where we are at in the project and assign some short-term tasks. We also had a presentation on Sunday, mainly about technical issues: rigging, though I did not demo rigamarule- turns out auto-registration of operators had somewhat broken the UI while I wasn&#8217;t looking (it&#8217;s fixed in current tube SVN). Josh showed off his work on procedural animation, and Henri demoed building scene layouts from library models using our LODing system and the landmark-snapping system created by Pablo Lizardo.</p>
<p>As Fateh has blogged, Tube member Jarred De Beer won the Suzanne Animation award, congrats dude!</p>

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<p>The presentation had an unexpected benefit; it introduced the project to new contributors- Thanks <a href="http://www.dancingshapes.com/">Tal</a> <img src='http://urchn.org/wp/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>Sadly I missed some people- <a href="http://www.malefico3d.org/">Malefico</a> has too many conferences on his plate to make it to Blender conference this year, and I was too swamped to meet up with <a href="http://photobatch.stani.be/">Stani</a>, Python coder and artist extraordinaire.</p>
<p>Finally, I had the honor of working for a bit on Andy and Eva&#8217;s awesome stopmotion animation project- <a href="http://www.artificial3d.com/omega/">Omega</a>- which has some CG elements. I spent a large part of Monday (the day after the conference) rigging an amazingly designed and detailed character Andy built for the movie.</p>
<p>Big thanks to Ton, Anja, Anna, Nathan and everyone who made the conference possible and enjoyable.</p>
]]></content:encoded>
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		<title>Modeling the Train, with Automatic Baking</title>
		<link>http://urchn.org/post/modeling-the-train-and-automating-the-baking</link>
		<comments>http://urchn.org/post/modeling-the-train-and-automating-the-baking#comments</comments>
		<pubDate>Mon, 13 Sep 2010 18:26:15 +0000</pubDate>
		<dc:creator>josh</dc:creator>
				<category><![CDATA[blender]]></category>
		<category><![CDATA[pipeline]]></category>
		<category><![CDATA[production]]></category>
		<category><![CDATA[python]]></category>

		<guid isPermaLink="false">http://tube.freefac.org/?p=1849</guid>
		<description><![CDATA[In between bouts of python coding I&#8217;ve been working on the model for the train and carriages. The model is asymmetric and modular so in theory loads of variations could be created by combining bits from the two models shown below.  The two ends of each train are different, as are the pantographs and all [...]]]></description>
			<content:encoded><![CDATA[<p>In between bouts of python coding I&#8217;ve been working on the model for the train and carriages.  The model is asymmetric and modular so in theory loads of variations could be created by combining bits from the two models shown below.  The two ends of each train are different, as are the pantographs and all of the side panels.  The design is based on a mix of old NYC subway cars and Soviet-era Eastern European engines.  I built the model on top of an early design for the undercarriage which had been modeled by Jean-Sébastien Guillemette and Jarred de Beer.</p>
<p><a href="http://urchn.org/wp/wp-content/uploads/2010/09/train2.png" rel="shadowbox[sbpost-1849];player=img;"><img class="aligncenter size-large wp-image-1851" title="train2" src="http://urchn.org/wp/wp-content/uploads/2010/09/train2-1024x768.png" alt="" width="1024" height="768" /></a><a href="http://urchn.org/wp/wp-content/uploads/2010/09/carriage2.png" rel="shadowbox[sbpost-1849];player=img;"><img class="size-medium wp-image-1850 alignleft" title="carriage2" src="http://urchn.org/wp/wp-content/uploads/2010/09/carriage2-300x169.png" alt="" width="300" height="169" /></a>The model for the train is currently very high poly as it will probably be used in a  few close-up shots (these renders are all geometry &#8211; no texture normal/bump maps!).  There&#8217;s a bit of work still left to do (naming 3000 objects and parenting them in a nice ordered heirarchy for one!) and making a low poly version, not to mention further tweaking of the design and rigging the moving parts!  To make the low poly version lots of the objects can simply be moved to a hidden layer (or excluded from the &#8216;HI&#8217; group &#8211; we use group instances to bring models into scene files), but many of the meshes need to be split up into smaller parts so that the smaller parts can be excluded from the low poly renders &#8211; for example we need to move the rivets out of the body panel meshes as they will be so small in many of the long shots they won&#8217;t be noticeable &#8211; even at 2K!</p>
<p>For continuity&#8217;s sake we need to make sure the rivets are in the same place in the high and low poly versions.  To save the texture painters some time later down the pipeline I&#8217;ve written a script which goes through every object in the mesh and separates the details from the main lower poly mesh component (I can define these using vertex groups etc) and then bakes the details&#8217; AO &#8216;shadow&#8217; onto the lower poly part of the mesh and saves the texture in a maps file.  The script also intelligently names all of these textures in case links get broken up as the SVN gets reorganized over time.  For example if the script finds an object called &#8216;side_door&#8217; it will split the object into &#8216;LOW0001side_door&#8217; (for low poly) and &#8216;DET0001side_door&#8217; (for details) and then bake out the AO to an image called &#8216;IMG0001side_door&#8217; while making sure that all the meshes stay linked to save memory (rendering without any textures is already taking up over 2GB of memory).</p>
<p>Unlike the normal P-key behaviour, the script makes sure that separating meshes affects all the linked duplicates, not just one of them.  The numerical prefix helps identify one specific detail mesh with its corresponding specific lower poly mesh.  For example if there are 5 duplicates of &#8216;side_door&#8217; (&#8216;side_door.001&#8242;,&#8217;side_door.002&#8242;&#8230;), the first will be renamed &#8216;LOW0001side_door&#8217; with its details saved in &#8216;DET0001side_door&#8217;, the second will be renamed &#8216;LOW0002side_door&#8217; and its details saved in &#8216;DET0002side_door&#8217; and so on, so future &#8216;tubers&#8217; to work on the model won&#8217;t have to spend hours searching the outliner list to find the right object!  The reason the number is at the start and not the end of the name is to stop blender messing with the numbers, and to help sorting in an alphabetized list!</p>
<p>Fingers crossed there won&#8217;t be any surprising bugs in the script, as baking out 1000 unique meshes is likely to take some time and we haven&#8217;t written a resume function for the script yet!</p>
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			<wfw:commentRss>http://urchn.org/post/modeling-the-train-and-automating-the-baking/feed</wfw:commentRss>
		<slash:comments>12</slash:comments>
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		<title>Rigging Goodie: Armature Layer Names</title>
		<link>http://urchn.org/post/rigging-goodie-armature-layer-names</link>
		<comments>http://urchn.org/post/rigging-goodie-armature-layer-names#comments</comments>
		<pubDate>Mon, 06 Sep 2010 15:55:47 +0000</pubDate>
		<dc:creator>bassam</dc:creator>
				<category><![CDATA[blender]]></category>
		<category><![CDATA[production]]></category>
		<category><![CDATA[python]]></category>
		<category><![CDATA[rigging]]></category>

		<guid isPermaLink="false">http://tube.freefac.org/?p=1835</guid>
		<description><![CDATA[Just a small utility I&#8217;ve been using to make my life easier, a little addon that lets you assign names to layers in an armature and hide/unhide them in the 3D View Properties area. Download it here, unpack then install via the add-ons area in user preferences. Works on current SVN (and the soon-to-come beta [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://urchn.org/wp/wp-content/uploads/2010/09/armlayernames.png" rel="shadowbox[sbpost-1835];player=img;"><img class="alignleft size-medium wp-image-1836" title="armlayernames" src="http://urchn.org/wp/wp-content/uploads/2010/09/armlayernames-300x225.png" alt="" width="300" height="225" /></a>Just a small utility I&#8217;ve been using to make my life easier, a little  addon that lets you assign names to layers in an armature and  hide/unhide them in the 3D View Properties area. Download it <a href="http://urchn.org/wp/wp-content/uploads/2010/10/arm_layernames.zip">here</a>, unpack then install via the add-ons area in user preferences. Works on current SVN (and the soon-to-come beta hopefully)</p>
<p>There&#8217;s also a &#8216;hidden&#8217; operator you can use in the 3d view (search for change bone name layer) that allows you to switch selected bones to a named layer.  It&#8217;s a bit rough, but the panel at least beats having to hunt and peck one of those 32 nondescript little buttons <img src='http://urchn.org/wp/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>This isn&#8217;t really part of the gilgamesh rig, just a utility I&#8217;ve been using while rigging. The final UI (you can see a peak of it just under the layers in the screenie) has hardcoded layer names, and only those that are relevant to animation.</p>
]]></content:encoded>
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		<slash:comments>8</slash:comments>
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		<title>Gilgamesh Rigging</title>
		<link>http://urchn.org/post/gilgamesh-rigging</link>
		<comments>http://urchn.org/post/gilgamesh-rigging#comments</comments>
		<pubDate>Mon, 09 Aug 2010 22:22:42 +0000</pubDate>
		<dc:creator>bassam</dc:creator>
				<category><![CDATA[blender]]></category>
		<category><![CDATA[production]]></category>
		<category><![CDATA[rigging]]></category>

		<guid isPermaLink="false">http://tube.freefac.org/?p=1695</guid>
		<description><![CDATA[Time to Rig Our character concept art has been finaled for a while (expect a post with pretty pictures soon). All I really need to know is where the joints and outlines are, which I can get from the concepts, so it is at least a good time to begin rigging. My last production character [...]]]></description>
			<content:encoded><![CDATA[<p><strong>Time to Rig</strong><br />
<a href="http://urchn.org/wp/wp-content/uploads/2010/08/concrig.png" rel="shadowbox[sbpost-1695];player=img;"><img class="alignright size-medium wp-image-1705" title="concrig" src="http://urchn.org/wp/wp-content/uploads/2010/08/concrig-300x183.png" alt="" width="300" height="183" /></a>Our character concept art has been finaled for a while (expect a post with pretty pictures soon). All I really need to know is where the joints and outlines are, which I can get from the concepts, so it is at least a good time to begin rigging.<br />
My last production character rigs have all been in Blender 2.4x, examples can be seen online in the <a href="http://freefac.org/posts/mancandy-248-rc1">Mancandy rig</a> and the <a href="http://www.sparkde.com/blog/?p=32">rigs</a> I did for <a href="http://www.youtube.com/watch?v=8aRzwiWBni0" rel="shadowbox[sbpost-1695];player=swf;width=640;height=385;">CNIPA</a> ( Suzanne Award winning entry by Spark Digital Entertainment). These rigs are &#8216;old&#8217;- there&#8217;s been progress/new ideas in the world of rigging, and Blender 2.5 is designed to enable (some) of these techniques.<br />
<strong>Research</strong><br />
For research I studied two great blender rigs: <a href="http://durian.blender.org">Sintel by Nathan Vegdahl</a> and <a href="http://jpbouza.com.ar/">Blenrig by Juan Pablo Bouza</a>. I also looked at the features of <a href="http://anzovin.com/products/tsm2maya.html">Anzovin Setup machine rig for Maya</a>, and had a great time looking at rigging PDFs, books, and demoreels. The basics are all the same it seems, but some features I had considered &#8216;optional&#8217; are now &#8216;required&#8217;, and I found some awesome hints for more realism/detail in rigging, such as proceduralism, skin sliding and more. As I implement some of these I&#8217;ll blog the techniques.<br />
Jarred and I conducted some rigging and python experiments, such as Pivot Switching, space Switching, twisting Spline IK, <a href="http://urchn.org/post/mouth-rig-test">Mouth rigging</a>, and more. I also made the <a href="http://urchn.org/post/update-on-copy-menu-script">copy menu addon</a> for Blender because copying visual transformations was a good step in automating rigs, and taught me about the various available transformation matrixes for Blender bones.<br />
Dan Finnegan, a previous Maya user, learned enough Blender to do cloth simulation tests in controlled situations. As a result we are quite nervous about using Blender&#8217;s cloth in production! We&#8217;ll opt probably for a rigged solution, or a cloth solution that only does part of the work and requires rigging for the rest. Our cloth requirements are quite extensive based on the concept, but not as bad as some of our early clothing designs. Thanks to work done by the team at project durian, we can at least use cloth sims in linked characters.<br />
<strong>Results</strong></p>
<p><a href="http://urchn.org/wp/wp-content/uploads/2010/08/blenrig.png" rel="shadowbox[sbpost-1695];player=img;"><img class="alignright size-medium wp-image-1707" title="blenrig" src="http://urchn.org/wp/wp-content/uploads/2010/08/blenrig-300x183.png" alt="" width="300" height="183" /></a>I had great help from JPBouza, who customized a Blenrig model and rig to Gilgamesh proportions from the Zepam mesh &#8211; after deliberation, I will do a from scratch rig for our main character, while borrowing some features from this rig, the most important in my opinion is the awesome mesh deformation cage he has made that gets excellent results, which he adapted to Gilga&#8217;s proportions, so I&#8217;ll probably use that with no modification. I&#8217;ve got a list of &#8216;must have&#8217; features, a good idea of how the overall rig should look like, and a list of &#8216;nice to have&#8217; features. Some &#8216;advanced&#8217; techniques are surprisingly easy to do, while some (ahem, skin sliding) will take more work to find workable.<br />
<strong>Requirements</strong><br />
We need to start animation in September, so the first thing is deadlines: we need the main body controls locked down by then. No time to wait for a final character model, so I work on a proxy I made for rigging.<br />
A small list of needed features on the very basic proxy:</p>
<ul>
<li> IK/FK Blending on the arms and legs</li>
<li> Locked Elbows for the arms</li>
<li>Locked Knees for the legs</li>
<li> Adjustable automatic shoulder rotation</li>
<li> Adjustable rotation isolation for arms in FK</li>
<li> Seamless IK/FK blending for legs and arms</li>
<li>FK control chain for Torso</li>
<li>Adjustable rotation isolation for torso controls in FK</li>
<li>IK controls for Torso</li>
<li>FK/IK switch for Torso</li>
<li>Seamless Pivot Switching for Torso</li>
<li>Toe-Midfoot-Heel Pivot for Feet</li>
<li>Neck controls that allow nice motion/deformation of Gilgamesh&#8217;s very unique neck and shoulders</li>
<li>Eye direction and tracking controls</li>
<li>Rule tagged bones for easy adjustment and robustness of the rig (with rigamarule)</li>
<li>Optional stretch for arms, legs and torso</li>
</ul>
<p>This is not the final list, is enough to get animation started, but not finaled. More features will happen, some on the proxy, some after we get the final character model done, such as:</p>
<ul>
<li>Facial animation</li>
<li>Hand and finger animation</li>
<li>Deformation tweaks</li>
<li>Bend tweaks</li>
<li>Cloth and hair</li>
<li>Procedural shakes and vibration</li>
<li>Direct knee and elbow control</li>
</ul>
<p><strong>Progress</strong></p>
<p><a href="http://urchn.org/wp/wp-content/uploads/2010/08/proxyrig1.png" rel="shadowbox[sbpost-1695];player=img;"><img class="alignright size-medium wp-image-1708" title="proxyrig1" src="http://urchn.org/wp/wp-content/uploads/2010/08/proxyrig1-300x183.png" alt="" width="300" height="183" /></a>We&#8217;ve got the basic FK controls for the Torso, IK and FK for the arms and legs, Auto shoulder rotation tweakable, IK FK blending working on arms and legs, seamless (no jump) blending working 90% on the arms (both ways) and working on the legs going from IK to FK. An initial control UI exists, ready for tweaks, and we have rigamarule ported to 2.5, lacking only nice UI so we can start tagging bones (Thanks Daf and Josh)</p>
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		<slash:comments>9</slash:comments>
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		<item>
		<title>More Snapping and Double Removal Options with Python</title>
		<link>http://urchn.org/post/more-snapping-and-double-removal-options-with-python</link>
		<comments>http://urchn.org/post/more-snapping-and-double-removal-options-with-python#comments</comments>
		<pubDate>Tue, 03 Aug 2010 20:03:01 +0000</pubDate>
		<dc:creator>josh</dc:creator>
				<category><![CDATA[blender]]></category>
		<category><![CDATA[film]]></category>
		<category><![CDATA[production]]></category>

		<guid isPermaLink="false">http://tube.freefac.org/?p=1682</guid>
		<description><![CDATA[Yet another python add-on for today!  I hope this is one that will be useful to a great many of you, even though its pretty hard to explain how it works&#8230; bear with me as I expect it will speed up your modelling work flow. I&#8217;ve long been frustrated by the limitations of &#8216;Remove Doubles&#8217; [...]]]></description>
			<content:encoded><![CDATA[<p>Yet another python add-on for today!  I hope this is one that will be useful to a great many of you, even though its pretty hard to explain how it works&#8230; bear with me as I expect it will speed up your modelling work flow.</p>
<p>I&#8217;ve long been frustrated by the limitations of &#8216;Remove Doubles&#8217; in blender.  Remove doubles searches for verts which are close together (in all axes) and merges them, which is great.  However sometimes its nice to be able to constrain this action to a single (or pair of) axes.  For instance if I have a row of vertices running along the X axis and I want all of them to have the same Y and Z coordinates I could select the entire row then press &#8220;s&#8221; (to scale), &#8220;shift-x&#8221; (to constrain to Y and Z), then &#8220;0&#8243; (to snap all of them together) .  This is fine if you only have one row of vertices.  Say now that you have 100 such rows of vertices, all running roughly in the X axis direction, and you want each row to run <strong>exactly</strong> in the x-axis, so for every single one of those 100 rows you have to select each row, and press &#8220;s, shift-x, 0, enter&#8221;.  Does it get a bit <em>boring</em>?  Would you prefer if it was automated?</p>
<p>Have a look at the quick tutorial image below to see what I mean, and then if you want, download the add-on and install it.  As always let me know if you find any bugs in the comments below and I&#8217;ll try to fix them ASAP.  Happy (faster) blending!</p>
<p>DOWNLOAD:<a title="http://urchn.org/wp/wp-content/uploads/2010/08/snap_with_axis_constraints.zip" href="http://urchn.org/wp/wp-content/uploads/2010/08/snap_with_axis_constraints.zip"> http://urchn.org/wp/wp-content/uploads/2010/08/snap_with_axis_constraints.zip</a></p>
<p>Tutorial:</p>
<p><a href="http://urchn.org/wp/wp-content/uploads/2010/08/quick_tutorial.jpg" rel="shadowbox[sbpost-1682];player=img;"><img class="aligncenter size-full wp-image-1683" title="Snapping With Constraints 101" src="http://urchn.org/wp/wp-content/uploads/2010/08/quick_tutorial.jpg" alt="how to use the axis constrainable snap &amp; remove doubles tools" width="500" height="1549" /></a></p>
<p>On another note we&#8217;ve been <a title="out to the pictures" href="http://amherstcinema.org/?q=films-and-events%2Fwinter%26%23039s-bone">out to the pictures</a> a few times recently.  We saw a double feature of <a title="&quot;I am Love&quot;" href="http://en.wikipedia.org/wiki/I_Am_Love_%28film%29">&#8220;I am Love&#8221;</a> and <a title="&quot;Winter's Bone&quot;" href="http://en.wikipedia.org/wiki/Winter%27s_Bone">&#8220;Winter&#8217;s Bone&#8221;</a> on Sunday.  Personally I thought that the cinematography in Winter&#8217;s Bone was a refreshing break from the all-to-common extreme-DOF-fatigue that we got to see in the <a title="&quot;europudding&quot; (see Truffaut)" href="http://archive.sensesofcinema.com/contents/05/35/la_nuit_americaine.html">europudding</a> <em>(see Truffaut)</em> of a movie that was &#8220;I am Love&#8221;, a film laced with religious salvation metaphor and comic (decency induced) visual-analogy-as-substitute-for-the-explicit.  Conversely the portrayal of value-less material items as symbolic of &#8216;our&#8217; personal hollow ambitions for wealth (in the form of tacky debris spread around the dwelling; toy horses, kitsch garden ornaments displaying cherubic qualities), set against the wholesome immaterial but valuable actions of the film&#8217;s main character provided an interesting subtext for what would otherwise have been a straightforward plot.  Sadly <a title="some of our friends" href="http://www.calderathefilm.com/filmmakers.html">some of our friends</a> didn&#8217;t see it the same way and criticized the &#8216;off&#8217; direction and cinematography.  One way to look at it is that they were only judging according to their own personal objective perceptions of how films &#8216;should&#8217; be directed and shot, rather than to how an audience subjectively perceives a film.  Fire off in the comments; lets hear your own views!</p>
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		<title>Across the Pond</title>
		<link>http://urchn.org/post/across-the-pond</link>
		<comments>http://urchn.org/post/across-the-pond#comments</comments>
		<pubDate>Mon, 12 Jul 2010 21:56:17 +0000</pubDate>
		<dc:creator>josh</dc:creator>
				<category><![CDATA[announcement]]></category>
		<category><![CDATA[blender]]></category>
		<category><![CDATA[production]]></category>
		<category><![CDATA[team]]></category>

		<guid isPermaLink="false">http://tube.freefac.org/?p=1626</guid>
		<description><![CDATA[Hello Everyone, I&#8217;m Josh, one of new crew members for tube.  I travelled over to the US from England last week, and I&#8217;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 [...]]]></description>
			<content:encoded><![CDATA[<p>Hello Everyone,</p>
<p>I&#8217;m Josh, one of new crew members for tube.  I travelled over to the US from <a href="http://www.amazon.com/Instructions-American-Servicemen-Britain-1942/dp/1851240853">England</a> last week, and I&#8217;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 <a title="Branston Pickle" href="http://en.wikipedia.org/wiki/Branston_%28food%29">Branston Pickle</a> and <a title="Marmite" href="http://en.wikipedia.org/wiki/Marmite">Marmite</a>, explaining the etymology of <a title="Bangers and Mash" href="http://en.wikipedia.org/wiki/Bangers_and_mash">&#8216;bangers and mash&#8217;</a>, and justifying why I need a knitted <a title="cosy" href="http://en.wikipedia.org/wiki/Tea_cosy">cosy</a> for my teapot), my hosts are offering an American exchange programme complete with <a title="drive-in movies" href="http://www.northfielddrivein.com/">drive-in movies</a>, <a title="fried dough" href="http://en.wikipedia.org/wiki/Fried_dough">fried dough</a>, Independence Day Celebrations and <a title="root beer" href="http://en.wikipedia.org/wiki/Root_beer">Root Beer</a>.  In my time away from the screen I&#8217;ve been out enjoying the fresh air, beautiful countryside and very un-British weather.  I&#8217;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 <a href="http://en.wikipedia.org/wiki/Sugarloaf_Mountain_%28Franklin_County,_Massachusetts%29">Sugarloaf Mountain</a>.</p>
<p><a href="http://urchn.org/wp/wp-content/uploads/2010/07/column1.png" rel="shadowbox[sbpost-1626];player=img;"><img class="size-medium wp-image-1629 alignleft" title="column1" src="http://urchn.org/wp/wp-content/uploads/2010/07/column1-175x300.png" alt="" width="179" height="307" /></a></p>
<p>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&#8217;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.</p>
<p>Bewildered at first, I was tempted away from the path of the righteous by the glowing red devil&#8217;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&#8217;t yet been ported &#8211; skinning loops and multi-knife-cuts to name a few, and in my first few days I&#8217;ve spent a considerable amount of time filing bug reports, hopefully for the greater good.</p>
<p>There are still some very simple features I wish had been integrated into the new release.  As what <a href="http://en.wikipedia.org/wiki/Zen_and_the_Art_of_Motorcycle_Maintenance:_An_Inquiry_into_Values">Pirsig</a> 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.</p>
<p><a href="http://urchn.org/wp/wp-content/uploads/2010/07/sketch-for-blog2.jpg" rel="shadowbox[sbpost-1626];player=img;"><img class="aligncenter size-large wp-image-1628" title="UI problem" src="http://urchn.org/wp/wp-content/uploads/2010/07/sketch-for-blog2-813x1024.jpg" alt="" width="535" height="673" /></a></p>
<p>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:</p>
<p style="text-align: center;"><a href="http://urchn.org/wp/wp-content/uploads/2010/07/traininterior.png" rel="shadowbox[sbpost-1626];player=img;"></a><a href="http://urchn.org/wp/wp-content/uploads/2010/07/traininterior.png" rel="shadowbox[sbpost-1626];player=img;"><img class="aligncenter size-full wp-image-1627" title="Train WIP" src="http://urchn.org/wp/wp-content/uploads/2010/07/traininterior.png" alt="" width="533" height="399" /></a></p>
<p>That’s all for now,</p>
<p>Josh</p>
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