Just a fun little image that happened when looking at a shot from the wrong camera angle. Polishing off an annoying shot (stacking dependencies of hands/paper/cockroach is not terribly fun, though the results can be)



Been making some extra crumpled paper for one of the trickier shots in the movie, and thought the method was amusing enough to post here.
- create a rectangular paper grid, and triangulate it.
- make a slightly bent shape and pin it.
- create a ground plane, with collisions turned on
- add a softbody modifier, rotate the grid, position it above the ground
- hit alt-a, let softbody do it’s magic
- apply the modifier as shape
- create new, successively folded shapes by repeating the previous 3 steps
- sculpt your softbody shapes to perfection
- uv unwrap
- split out each shape into a mesh of it’s own
- create edge creases, merge quads, etc.
- add subsurf/other modifiers as needed

Calling all students (18+), recent graduates, and professionals wanting to ply their 3D skills in libre software:
It’s that time again, internships open at the very cool Bit Films Animation Incubator at Hampshire College, Massachusetts. (Now semi officially known as the ‘Nerdodrome’)
Helmed by Chris Perry, formerly of Pixar and Rhythm & Hues, the program draws together a number of interesting projects and a lot of talent, so although the internships are unpaid, it promises to be a very stimulating and fruitful space.
The official internship period runs from Monday October 3rd, 2011 through Friday December 16, 2011. Applications are due (via email) no later than Friday Sepember 23rd, 2011 at 5pm (EDT). We understand that this is short lead time for those needing to make visa and travel arrangements. Because the project is ongoing, the internship period is flexible; if in doubt, apply!
Although it may not provide as immersive an experience, we are open to considering applicants to a remote internship. Remote interns would join the already global team using our web-based project management software, SVN, and IRC.
Please read *carefully* the open positions announcement and FAQ! Have more questions? Email fateh [at] freefac [dot] org.

I just polished up a longstanding todo item from animators: Make the controls easier to distinguish/select.
A bit of history: My old blender rigs used controls that spanned each finger, that scaled up or down to curl it, and rotated to rotate it. I used IK, which meant the tip of the control always aligned with the tip of the finger- but it had limited reverse-curl, and no tweaks. For Big Buck Bunny, Nathan Vegdahl took the idea, but changed the implementation to action-constraints, solving both problems but creating another ( controls no longer align with the fingers – hard to select). I’ve taken that same setup for Gilga, and animators instantly complained about the difficult selection.
My solution was to color each finger uniquely (duh!) and to make the controls themselves deform matching the fingers, that way, they stay completely aligned with them. Short Demo video below:

BREAKING NEWS! Chris Monson and teldredge posted working versions!( bdancer also, but the link didn’t work ) Thanks to all of you, send me your name as you would like it to appear in credits. Thanks to everyone else with help and suggestions.
Hey folks. a while back Josh Wedlake wrote a script for autowalking, which we would need to put together crowd scenes of cockroaches in the subway. The time has come where we’re actually doing the animation parts, but unfortunately, massive changes to the API have rendered the script non-functional. Josh is currently deep into his graduation animation project, and I’m swamped with many tasks, rendering the time for understanding and fixing the script out of my reach for the moment.
Tal came up with the idea of putting out a public call instead of a in-list internal one, since the script is pretty self-contained. Most of the incompatibilities stem from changes to mathutils. I’ve made a stab at fixing things, but there’s a lot left, and it’s possible I’ve done the wrong thing, since I don’t fully understand his code 😉 so script still doesn’t work. If you’re game download the .blend and give it a go! as a bonus, you’ll get a (mostly) walking (get it?) autowalker, and your name in the credits. Download here.
- Affiliated Organizations:
- Blender
- Bitfilms
- Hampshire College