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Thursday, May 14, 2009

3Dconnexion 3D Mice Now Supported by Autodesk 2010 Product Family




May 12, 2009 – 3Dconnexion’s line of 3D mice is now supported by AutoCAD 2010 and Autodesk Inventor 2010 software, giving design engineers added control over the enhanced 3D design capabilities offered in the latest platforms. Using 3Dconnexion 3D mice, professionals can interact more intuitively with new features in Autodesk 3D environments such as the free-form design tools in AutoCAD 2010 and fly-through navigation in Autodesk Inventor 2010, improving overall workflows and design performance.

“3Dconnexion’s 3D mice are powerful devices for design engineers working in the new suite of Autodesk 2010 software applications, helping them work more productively at a time when operational efficiency and design innovation are more valuable than ever,” said Dieter Neujahr, president of 3Dconnexion. “Using a 3D mouse, particularly the new SpacePilot™ PRO with its advanced features, strongly complements the new capabilities introduced with the 2010 Autodesk family of software, enabling design engineers to work smarter, faster and more intuitively.”

Professionals working in AutoCAD 2010 using a 3Dconnexion 3D mouse can seamlessly create and transform almost any shape with the same ease as drawing it free-hand.
In addition, support for fly through navigation in Autodesk Inventor 2010 enables design engineers to explore designs by moving a camera with a 3D mouse. The ability to look around a design as if holding the camera in your hand is very useful for design reviews of large assemblies and checking for design accuracy.

"The new family of Autodesk 2010 applications provides a host of powerful 3D tools that help today’s designers and engineers expand their creativity and design performance,” said Brenda Discher, vice president of industry marketing for the Manufacturing Industry Group at Autodesk. “AutoCAD, Autodesk Inventor and the complete solution for Digital Prototyping help users digitally design, visualize and simulate the performance of a product before it is built. 3Dconnexion’s 3D mice complement these priorities, enabling customers to interact even more directly with their workflows and better visualize key elements of their designs.”

More About 3Dconnexion 3D Mice
Unlike traditional mice confined to motion on one flat plane, 3Dconnexion 3D mice enable design engineers to move in all three dimensions simultaneously, using six-degrees–of-freedom sensor technology. By gently lifting, pressing and turning the controller cap on 3Dconnexion’s 3D mice, engineers and architects can simultaneously pan, zoom and rotate 3D objects without stopping to select commands. A subtle increase or decrease in pressure accelerates or slows motion, enabling precise micro-adjustments. Using a 3D mouse together with a traditional mouse engages both hands into a balanced and cooperative work style.

3Dconnexion provides advanced and affordable 3D mice that are supported by more than 130 of today’s leading and powerful 3D applications. For a complete list of applications supported by 3Dconnexion, visit: Applications supported by 3Dconnexion.

In addition, 3Dconnexion offers 3DxLabs, www.3dconnexion.com/labs, an online resource enabling early adopters, 3D enthusiasts and design engineers to experience and evaluate new and emerging innovations, technologies and potential products in the developmental stage.

Support and Availability
Supported Autodesk 2010 applications include AutoCAD 2010, AutoCAD Architecture 2010, AutoCAD Civil 3D 2010, AutoCAD Electrical 2010, AutoCAD Map 3D 2010, AutoCAD Mechanical 2010, AutoCAD MEP 2010, Design Review 2010, Inventor 2010 and Autodesk 3ds Max®. These applications are compatible with the entire 3Dconnexion 3D mouse product line, including the Professional Series with the SpacePilot PRO (499 EUR), SpacePilot (399 EUR) and SpaceExplorer™ (299 EUR), and the Standard Series with the SpaceNavigator (99 EUR) and SpaceNavigator for Notebooks (129 EUR).

3Dconnexion 3D mice are available from professional CAD resellers and major online resellers. For a complete list of resellers or to buy directly, visit www.3Dconnexion.com.

About 3Dconnexion, A Logitech Company
3Dconnexion, a wholly owned subsidiary of Logitech (SIX: LOGN) (Nasdaq: LOGI), is the leading provider of 3D mice for 3D design and visualization. 3Dconnexion devices support today’s most popular and powerful 3D applications by offering users a more intuitive and natural way to interact with computer-generated 3D content. 3Dconnexion’s award-winning 3D mice serve a wide variety of industries and are used by 3D designers, animators and artists worldwide. 3Dconnexion is headquartered in Fremont, Calif., with European headquarters in Seefeld, Germany and offices worldwide. For more information, visit www.3Dconnexion.com.

The Holland Animation Film Festival calls for entries



Submit your film at www.haff.nl

We are very pleased to inform you that the Holland Animation Film Festival is from now on an annual event. The 13th edition of the festival takes place from 4 – 8 November 2009.

We kindly invite you to submit your film for this festival edition, for the following competitions:

Competition for Independent Animated Shorts
in the categories narrative and non-narrative

Competition for Applied Animation
in the categories commercials, educational films, music videos and leaders

The entry forms for these competitions are available at www.haff.nl.

Through this entry forms, Dutch productions for both competitions (as well independent and applied) can also apply for the Competition for Best Dutch Animation. A prize will be awarded by the audience.

>> Deadline for all entries: 1 July 2009

Holland Animation Film Festival, the unique five-day international meeting place for all professionals, animation lovers, producers, students, upcoming talents and all interested audiences. Featuring retrospectives, thematic programmes, master classes, talk shows, exhibitions, installations, SFX/VFX and much more.

Meet the Art of Animation, at the 13th Holland Animation Film Festival!

Nvidia announces availability of 3D Vision technology in Northern Europe



NVIDIA Corporation announces that NVIDIA GeForce 3D Vision is coming to Northern Europe from this month. This highly anticipated technology will be available to buy from leading distributors, priced around €159 / ?129.99. 3D Vision brings a whole new dimension to photos, movies and games, transforming them into a mind-blowing stereoscopic 3D experience.

Powered by NVIDIA GeForce graphics processing units (GPUs), 3D Vision is a combination of high-tech wireless glasses, a high-power IR emitter and advanced software that automatically transforms hundreds of PC games into full stereoscopic 3D experiences. Designed to work with monitors and TVs running at 120Hz and higher, such as the Samsung® SyncMaster 2233RZ 120Hz LCD, 3D Vision unlocks crystal-clear, flicker-free 3D stereo imagery perfect for 3D gaming, 3D movies, and 3D photography.

As the foundation for a new consumer stereo 3D ecosystem, 3D Vision has received rousing support from the game development community. “I expected to see a marginal improvement over the previous generation of this technology, but what I saw blew me away—crystal-clear 3D with no hint of flickering or ghosting! It had me grinning from ear to ear,” said Stephen Viljoen, Chief Operating Officer, Slightly Mad Studios, developer of the upcoming Electronic Arts title, Need for Speed: Shift. “For the first time, the technology is at a level where one can have full-on gaming sessions without any side effects. I‘ve seen the future and it’s beautiful!”

“It’s difficult to describe how this technology literally brings a new dimension to home entertainment – it really has to be seen to be believed,” said Jay Lew, Vice President of Samsung Display Division. “We’re delighted to be partnering with NVIDIA to offer a 3D Vision package complete with Samsung SyncMaster 2233RZ 120Hz LCD monitor at a very competitive price.”

“For gamers, 3D Vision for GeForce represents a whole different way of experiencing the game, and for developers, it unlocks the potential of making the game literally pop off the screen,” said Bernhard Gleissner, Vice President of Sales EMEA and India. “From games to movies to photography, 3D Vision delivers a truly immersive awesome 3D experience.”

NVIDIA GeForce 3D Vision is now available in the UK, Holland and the Nordics, priced around €479 / ?399 including a Samsung SyncMaster 2233RZ 120Hz LCD monitor or €159 for the 3D Vision kit alone, from the following distributors, retailer and etailers:

UK:
  • VIP
  • Novatech
  • Scan
  • OCUK
  • Dabs
  • Ebuyer
Nordics:
  • Captech (Sweden)
  • Inet (Sweden)
  • Dustin (Sweden)
  • Komplett (Sweden)
  • MM Distribution (Denmark)
  • GNT (Finland)
  • Verkokkauppa (Finland)
  • Jimms’ PCs (Finland)
  • Komplett (Norway)
Holland:
  • Quote Components
  • Bas Computers
For more information, go to www.nvidia.co.uk/3dvision.

New Partly Cloudy Pictures revealed.

We just received some new pictures from the short film "Partly Cloudy" which will be released with "UP" and the news that it will be available on iTunes when "UP" hits the theaters on the 29th.Pictures are Uploaded in full reselution!

All Pictures are ©Disney/Pixar 2009

More At:http://pixarplanet.com/blog/new-partly-cloudy-pictures-revealed

Austrian Cartoon Award 2009


Austrian Cartoon Award 2009 startet on 1st of may 2009.

Theme 2009: "crisis as an opportunity".

All information you will find on http://www.cartoonaward.com

Take part and win up to Euro 1.500,- in each category!

MacFarlane Makes Official Plans for Family Guy Movie

family-guy-peter-griffin7

At a special event this week to celebrate the 100th episode of American Dad, Seth MacFarlane said he’s moving ahead with plans for a Family Guy movie.

“We want to do it,” MacFarlane told Wired.com. It wasn’t a grand, official announcement, but it was clear it’s more than a passing whim.

“Fox wants it. We know what we want to do with it. It’s just a question of finding the time,” he said. “That’s why The Simpsons took so many years to do theirs. It wasn’t because they didn’t know what they wanted to do with it. They just couldn’t fit it into the schedule.

“There’s so much to do for a weekly animated series — twice as much as you have to do for a live-action show. So, we’re finding time where we can. We’re in the early stages right now.”

MacFarlane gathered with the press and the cast and crew of his American Dad series for a special table reading commemorating the show’s 100th episode on Fox. After cutting a special cake and thanking show runners Mike Barker and Matt Weitzman, MacFarlane hustled back to work on the next episode of Family Guy.

Cannes 2009 Day One: "Up"

Cannes 2009 Day One: "Up" Review


Cannes kicked off with a gentle, sweet even sublime film: Pixar's Up. As I've written before, Pixar is on a streak of critical and commercial successes (10 and counting) that is simply unparalleled in Hollywood history. No star, no director, no studio has ever accomplished what Pixar has wrought with its first ten movies. They range from pretty good to good to great to classic. And every single one has been a major commercial success. Just listing them is impressive:

Toy Story
A Bug's Life
Toy Story 2
Monsters Inc.
Finding Nemo
The Incredibles
Cars
Ratatouille
(now THAT should have opened Cannes!)
WALL-E

and now

2009-05-13-UP_Poster.jpg

Up. It has some fine action scenes and witty banter involving dogs equipped with hi-tech collars that let us hear their thoughts. ("Squirrel!" is a big favorite.) But the lasting impression of this gem is gentle and sweet. No wonder the filmmakers genuflected at the altar of Hiyao Miyazaki, the great Japanese animation genius. His sensibility suffuses everything they do.

The story is simple enough: Carl, a grumpy old man (Ed Asner) tries to get away from it all by tying a ton of helium balloons to his home and floating off to South America. But there's a stowaway: a genial 8 year old kid desperate to earn his final merit badge by "assisting the elderly." Adventures ensue.

Director Pete Docter (whose long face and jug ears make him look pleasingly cartoonish himself) mentioned the Pixar concept of "Simplexity" at the film's press conference. That's the idea that something -- a character, a storyline, an image -- should be easy to grasp at first but have enough depth and texture that you keep discovering new things every time you return to it.

But even on first viewing you'll be caught up short by the serene opening. They break your heart in the first ten minutes...twice. In those ten minutes, we see Carl as a shy, almost mute little boy happily overwhelmed by Elie (voiced by Elie Docter). Her love for famed explorer Charles Muntz (Christopher Plummer) is even greater than his own. In a brilliant, nearly silent sequence, we see them grow up, get married, share their dreams, suffer the pain of their inability to have children, grow old together and then sadly say goodbye when Ellie dies. It's a master class in storytelling and the movie proper hasn't even begun.

But of course it has, because in a great film nothing is extraneous. Those first few minutes set up the driving desire to see the wilds of South America, cannily explain why explorer Muntz might still be there decades later trying to clear his name, prepare us for an oddball bird nicknamed Kevin that is boisterously antic and sweet (they don't make movies to sell toys but boy could Disney sell a ton of "Kevins"), and a dark, dangerous finale.

I haven't even mentioned yet the fact that the film is in 3-D, something that should please Pixar to no end. This is a landmark year for 3-D: Up and Coraline will be remembered for being the movies that turned 3-D from a gimmick into simply another tool, like sound and color. Their use of 3-D is so deft, so organic to the story that it seems perfectly natural. That's something 3-D has never seemed before.

I'm not convinced that 3-D will become standard for live action films. Mostly, it seems like an excuse by studios to raise ticket prices. But in animation, 3-D will probably become the standard. People will still make 2-D animation and they'll still do hand-drawn animation as well, just like people sometimes make movies in black and white. But 3-D is already becoming so common that no one thinks it notable or special or strange. If the movie's good, it uses 3-D well. If it's bad, 3-D won't help it. With Up, the 3-D is so essential to the emotional effect of the film, I'd hate to watch it in 2-D, at least for the first time, You'd certainly enjoy it. But you wouldn't know what you were missing. And Up in 3-D should not be missed.

Siggraph 2009 Announces Computer Animation Festival Awards

SIGGRAPH announces the selection of award nominees for the SIGGRAPH 2009 Computer Animation Festival to be held in New Orleans this August. Nominees were chosen from 770 submissions from around the globe, presented by both professional studios and students alike. In all, more than 140 films will be shown during the Computer Animation Festival. The award winners will be announced during the conference.

"We were thrilled with level of quality and technical expertise that was prevalent throughout the hundreds of submissions," stated Carlye Archibeque, Computer Animation Festival Executive Producer from LightStage, LLC. "The Computer Animation Festival continues to show the power that the latest advances in computer graphics technologies have to amuse and entertain. As always the jury looked not only for amazing graphic content, but also good story telling, whether it was a film about a boy and his spaceship, or a film about new studies in Alzheimer's research."

Since 1999, the SIGGRAPH Computer Animation Festival has been an official qualifying festival for the Academy of Motion Picture Arts and Sciences "Best Animated Short Film" Academy Award®. The film "Oktapodi" became an Academy nominee in the Best Animated Short category after winning Best in Show at last year's Festival. For the second consecutive year, the Festival's screenings, panels and production sessions will be open to the public, allowing general audiences to get a glimpse behind the making of computer generated effects, visualizations and animations that is rarely available.

The nominees for this year's Computer Animation Festival Awards are as follows:

Best in Show Nominees


Engel zu Fust (Angel Afoot)
Studio Soi GmbH & Co
GERMANY
Narrative Animation - Waltraud, an angel, has fallen from the sky. Her wings have shrunk and she can no longer fly. She takes up with a troop of circus performers who help remind her how an angel gets her wings back.

French Roast
The Pumpkin Factory / Bibo Films

FRANCE
Narrative Animation - In a fancy Parisian café of the sixties, an uptight businessman is about to pay the check when he finds out that he's lost his wallet. To save time he decides to order more coffee. With no dialogue, the story is told through character animation, music, and sound. Staging is made of a single frontal master shot with a big mirror in the background to create the equivalent of a reverse shot.

Silhouettes of Jazz
Dominik Käser, Martin-Sebastian Senn, Mario Deuss, Mark Pauly, Niloy J. Mitra

SWITZERLAND
Experimental Animation - This animated short outlines the history of traditional jazz music in a virtual walkthrough of a shadow art museum. Improvisation, a key ingredient of jazz music, is mirrored in the ambiguity of a shadow sculpture (many different 3D shapes can cast the same 2D shadow). The movie highlights five different milestones in the evolution of jazz: the early songs of field workers, ragtime, New Orleans jazz, swing, and bebop. Each era is represented by a single 3D sculpture that casts multiple shadow images simultaneously.

Jury Award Nominees


Dix
The Mill

USA
Live Action with CG Effects - A dark, harrowing short film showing the complexities of psychological and obsessive behavior. An intricate part of the film was how the creators chopped up their main actor. They had to find solutions for every shot in order to achieve the best results. Some of the shots are 2D visual effects while others needed a 3D model animated on top of the actor and then cut revealing the actor's flesh and blood.

Love Child
Digital Media Design Education Center

TAIWAN
Animation Visualization - A visual capture of character creation software making digital construction of a new born infant "character" that is both visually and politically stunning.

Anima
Supinfocom Valenciennes

FRANCE
Animation Visualization - This animation, which verges on experimental, uses animals and their forms as its center piece. An elephant is seen escaping the city, but it seems the city itself is made of animals or the shapes of animals. The graphics and lighting in this film make it immensely compelling.

Student Prize Nominees

Dim Sum
Ringling College of Art and Design

USA
Narrative Animation - This amusing animation takes place in San Francisco, home of the largest and most prominent Chinatown outside of Asia. The setting is a bustling Chinese restaurant named Dim Sum where Ping, a waiter, accidentally drops a tea cup which shatters on the floor. Pong, the infamous owner of Dim Sum, finds out and he is one second away from firing Ping. How far will Ping go to keep his job?

Incident at Tower 37
Hampshire College

USA
Narrative Animation - A man guards a water tower and comes across some little creatures who are trying to break into it. The short piece explores issues surrounding ownership, use, and exhaustion of natural resources. The film is a result of an undergraduate animation curriculum built upon newly developed open-source production management and support tools.

Project: Alpha
The Animation Workshop

DENMARK
Narrative Animation - The race to space is on. As nations compete, we follow the progress of a single chimpanzee that's been recruited into the Space Program. His results might prove influential for the better of all mankind.

WTF (Well Told Fable) Prize Nominees

friends?
Sveinbjörn J. Tryggvason

ICELAND
Narrative Animation - A very short film that highlights that "shorts" can be short, but still contain a whole lot of story. To better convey the concept of simplicity, simple primitive shapes are used as the base for the design of nearly everything in the film.

Unbelievable Four
Sukwon Shin

USA
Music Visualization - In this satirical take on a music video, a desperate search for salvation takes place as hundreds of evil spaceships are approaching earth. Finally the "Unbelievable 4" get the call. A superhero team (composed of George W. Bush, Dick Cheney, Condoleezza Rice, and Donald Rumsfeld) receives the urgent message that the earth is under attack and they have five minutes to launch a rocket for a preemptive strike. Over the course of the story, the caricaturized leaders' over-heroic personalities slowly merge with the personalities of rock stars.

Fernet 1,882 "Mini Cab Company"
Pickle Visual Effects & Animation

ARGENTINA
Visual Effects Driven Commercial - The space-aged TV commercial stars the owners and staff of a real mini-cab company, Renta Car, located in Cordoba, Argentina - the city that leads the country in alcohol consumption. The ultimate goal of the ad: attract 1,882 more customers. Agency Madre tapped the employees and owner of a real mini cab company to star in this visual effects spot, all in the name of helping them get 1,882 customers. The Renta Car staff also display some fine acting chops, giving the spot a touch of heart.


Related links:
SIGGRAPH 2009

TurboSquid invites SIGGRAPH visitors to volunteer

TurboSquid invites SIGGRAPH visitors to volunteer for Habitat for Humanity.
SIGGRAPH 2009 is coming back to New Orleans for the first time since 2000, and four years post-Katrina. The TurboSquid team is very excited about hosting the event again, and eager to show everyone how far the city has come since August 29th, 2005. Still, there is much work to do, which is where you come in.

TurboSquid is inviting you to join their staff in volunteering on several ‘Habitat for Humanity’ home builds around the area. This volunteer-based service provides safe, affordable housing to those in need. The dates are Friday, July 31st, and Saturday, August 1st, just before SIGGRAPH. This is not only a great opportunity to help New Orleans, but also to get to know others in the 3D community face to face. In addition to working side-by-side with your fellow 3D artists, there will be a special TurboSquid party for those who participate.

To participate, please register with the online form by June 15, in the link below. This will enable TurboSquid to get a head count and make sure they have enough hammers, nails, and cool-looking construction hats to go around.

I urge you to join the TurboSquid team in helping to put deserving families back into new homes this summer and pitching in to restore this great city. If you have questions, please do not hesitate to contact Beau Perschall, VP at TurboSquid on bperschall@turbosquid.com.


Related links:
TurboSquid
Registration
Habitat for Humanity
SIGGRAPH 2009

GDC Canada Opens


Inaugural GDC Canada opens in Vancouver, BC. Daily passes available.

The Think Services Game Group and Reboot Communications today open the Game Developers Conference Canada (GDC Canada) at the Vancouver Convention and Exhibition Center (VCEC). Building off the success of the Vancouver International Games Summit, GDC Canada will be a two day forum for Canadian developers to share best practices for fostering ingenuity and quality games, and featuring sessions with leaders of Canada’s game development community. Unique to GDC Canada is its focus on cross-discipline collaboration during the production cycle with tracks dedicated to: Concept/Preproduction, Production, Finalling and Post-Launch/Analysis.

Don Mattrick, senior vice president, Interactive Entertainment Business, Microsoft, will kick-off the inaugural GDC Canada with a keynote address scheduled for Tuesday, May 12 at 9:30am PST in room 118 of the VCEC. The keynote, “The Evolution of the Canadian Game Industry: A Conversation with Don Mattrick,” will be conducted in a discussion format where Mattrick will be joined onstage by Victor Lucas, creator, executive producer and co-host of “The Electric Playground.” Doctors Ray Muzyka and Greg Zeschuk, co-founders of BioWare, developers of Star Wars: Knights of the Old Republic and Mass Effect among many others, will deliver the second keynote, entitled “Emotionally Engaging Narrative: Gaming’s New Frontier” on Wednesday, May 13 at 9:30am PST.

“For years, Canadian developers have won hard fought lessons and established best practices on how to build better games with better teams,” said Izora de Lillard, event director at Think Services Game Group. “GDC Canada is an opportunity for Canadian developers to come together to learn from one another, form new connections and share ideas to reinvigorate the game development community.”

GDC Canada features an expo area and networking receptions where attendees can meet with representatives from Blue Castle, Hansoft, Microsoft, Next Level Games, Radical, Relic, Super Rewards, and Yummy Interactive, among others. The complete list of event sponsors and exhibitors is available at GDC-Canada.com.

GDC Canada will also play host to the Future Play Conference @ GDC Canada, an exploration of groundbreaking ideas alongside some of the world's most interesting games researchers and developers, and the Game Career Seminar, designed for developers looking to make a career move within the industry.

Related links:
GDC Canada

SIGGRAPH Asia Deadlines

SIGGRAPH Asia Submission Deadlines are fast approaching.

Many of the deadlines for the submission of proposals at SIGGRAPH Asia's Yokohama conference are on us now. Technical papers are now due, and Course submissions are closing this week also.

The SIGGRAPH Asia conference at the Pacifico Yokohama, will be staged 16-to 19 December 2009. Trade show floor 17-19 December.

SIGGRAPH is actively encouraging more submissions. Since the high ground success of the Singapore show last December, the momentum for Yokohama is building. They would truly love to have your work as a feature of the Japan show, as part of the newly international reach that ACM SIGGRAPH now has. Here are a list of the important submission dates from June onwards.

5 June Art Gallery
5 June Emerging Technologies
9 June Educators Program
26 June Computer Animation Festival
30 June Internship Program
17 August Sketches & Posters



Related links:
SIGGRAPH Asia 2009

FumeFX Advanced DVD

FumeFX Advanced DVD review

by Olli Sorjonen

Introduction

Allan McKay, a well known Australian artist, returns with another set of tutorials for Sitni Sati’s FumeFX. The new DVD is called Fume FX: Advanced, and is a sequel to the Fume FX: Essentials training DVD. I was eagerly expecting the release of this set of tutorials, and was really interested in finding out what the lessons contain, as there really aren’t that many FumeFX tutorials available out there, either commercially or for free.

The DVD, as the title says, is aimed at learning FumeFX at an advanced level, and goes through a lot more detail than the previous FumeFX DVD release: shaders, materials, fire/smoke characteristics, Max scripting and other topics are covered. Some chapters also get into Particle Flow, Afterburn (another plugin from Sitni Sati) and the creation of procedural textures, among other topics. In the last few chapters compositing, post effects and work methods in Fusion are also discussed in detail. Pre-production, planning and design issues are also featured in these last chapters.

Contents

The DVD runs for 16 hours and 10 minutes (aprox.) and is divided into 16 chapters:

1. Introduction (1h 9min) - The first chapter discusses key FumeFX features and the workflow of the software: creation of containers, standard sources, object sources, etc. Parameters are clearly demonstrated with good examples. Basic work methodology, volume resolution, file output locations, file size, simulation parameters, source objects and rendering are also discussed. Good and thorough intro if you've missed the exact purpose of some functions and parameters.

2. Creating Tendril Flames (16min) - This section is a review of different flame types, people who have done some work with FumeFX have probably already tried out these tricks. Sort of warm up for users who are not so experienced with FumeFX.

Flame rendering settings being adjusted in the
flame thrower tutorial (Chapter 4)

3. Creating Flames to Source off an Image Mask (43min) - In this chapter Allan demonstrates multi color texture map use and how map details affect the look and style of fire. Particles as a source for fire/smoke is also demonstrated. Various ideas on how to use maps to control progression of burning are also discussed.

4. Creating a Flame Thrower (29min) - Allan shows how to add detail to a flame with fluid mapping and demonstrates what channels are needed to render FumeFX properly and how they affect the total file size, simulation time and rendering. Motion blur is also discussed.

5. Fire 101 (37min) - This chapter goes over various effects like particle source in fire, fire in a barrel, lighting an object on fire in simple test scenes, etc. Allan goes from explosions to magic effects and various other ideas that could be utilized as a starting point for an effect.

6. Man on Fire (20min) - Quite a long part of this chapter is dedicated to flame quality, possible artifacts and how to get rid of them. Vorticity is discussed as Allan points out how it might be overused, causing artifacts. A few other observations about the end result are made and how to improve it.

This chapter isn't as advanced as one might expect, especially compared to later chapters and would have benefited from a bit more extensive scenarios rather than a static human body. Maybe a scene with the character moving would’ve been useful to point out technical limitations and practical issues.

7. Explosion Basics (1h 27min) - Allan starts this explosion chapter by demonstrating how to create a scale reference figure that can be called up with a script. End result looks good and observations about quality are made clearly, lighting methods are discussed around halfway of this chapter. Different variations of the explosion rendering and lighting styles are tried out. A shockwave component is added to the explosion and it's created with Particle Flow effect as source.

8. Utilizing Vectors to Drive Particles (13min) - The main focus of this chapter is the creation of particles from FumeFX data and then using the Fume follow operator to have them moving. A few rendering ideas are discussed and how they could be used in real production. FumeFX birth and follow are shown clearly, this is probably one subject that could be in the user manual but Allan explains it clearly and in a simple manner so that users can grasp the needed details. Krakatoa rendering is also demonstrated.

9. Scripts (15min) - This chapter demonstrates scripts that are included in the tutorial set. There's not much discussion about the scripting capabilities of FumeFX - like limitations or possibilities of expanding the usability or functions of FumeFX. Scripts include a tool for baking transforms, capturing animation volume and a few other automation tasks.

10. Animating Time Values (6min) - This chapter deals with a slowed down explosion and how the time scale value can be used to affect characteristics of fluids. Clearly narrated, but creative use of timescale to create clouds and such would have been a good addition.

11. Temperature Maps and Other Values (12min) - Demonstrates how the ground or similar area is lit up with the help of a temperature map. Basics of temperature map use are explained.

FumeFX used to drive a particle system, Frantic Films' Krakatoa for rendering (Chapter 8)

12. Creating an Explosive Smoke Plume (36min) - The explosion plume chapter delivers what its name says and is an excellent demo of a good quality smoky fuel explosion effect, various ways to improve the pluming explosion are discussed, adjustments of settings are also tried out and different end results are shown.

13. Practical Exercise: Helicopter Destruction A (4h 12min) - A massive chapter that deals with a production-quality helicopter explosion effect. The first part of the chapter covers conceptual design and previsualization.

After this initial section, the creation of various parts of this shot are discussed in detail. A Particle Flow effect for a missile trail is created, the helicopter's initial missile impact explosion, fire trails, then the burning helicopter body, ground explosion, pluming explosion and smoke trails are all covered in detail.

A trick about simulating moving objects in a static way is shown to avoid large simulation volumes. This is an excellent and detailed chapter.

14. Practical Exercise: Helicopter Destruction B (1h 33min) - This chapter deals with compositing explosions in Fusion. Color correction and building a Fusion compositing workflow are discussed, boolean channels and some other Fusion tools are also explained. The last third of this chapter is dedicated to careful observation of the effect's look and quality, then Allan goes back to Max and adjusts rendering of various elements and re-renders them.

15. Mortar blast (2h 11min) - In this chapter Allan discusses how to create a complex, multiple explosions effect of mortar shells. A tiny pluming explosion is created first, followed by a Particle Flow effect of debris that is ejected from the ground. Then Allan prepares a FumeFX volume for the final effect and creates a procedural landscape. Mortar rounds are simulated with Particle Flow so that they fly to the target area and then the whole effect is put together with the help of scripting.

16. Practical Exercise: Creating a Car Bomb Explosion (3h 39min) - Covers in detail the creation of a car bomb effect, this is another massive chapter. At the beginning Allan goes through a variety of issues concerning how to setup the effect so that the resolution and volume size are optimal. All the specific parts of the explosion are studied in detail. Finally, the backdrop and models are rendered. Subjects such as naming conventions, compositing and using matte materials are covered here. All rendered elements are composited in Fusion, which is used for merging layers and applying needed color corrections.

Summary

Allan speaks with a quite clear voice, terminology and description of subjects is well handled. Key issues are always pointed out and some interesting tricks are shown.

Allan starts most of the chapters by creating objects, FumeFX effects and particles from scratch and doesn't do illogical jumps that break a lesson's continuity, so people who expect to get a walkthrough-style approach will be satisfied. This approach might be viewed as a slight downside by more advanced users as many of the chapters are quite lengthy and require a lot of time to go through, as there are no sub chapter splits (the tutorials are complete .avi files). Also there's quite a lot of repetition of similar methods of effects creation (particles, FumeFX setup) as the viewer progresses through all chapters. These could have been condensed by replacing some adjustment phases with side-by-side variation renders to show differences.

Compositing a helicopter explosion effect in
Fusion (Chapter 14)

The editing is familiar from previous FumeFX tutorials, you are watching what Allan is doing in real time, recorded by a screen cam. I would have appreciated to see some editing in parts of the tutorial. That way occasional popup windows and some other minor distractions could have been easily left out. Also, audio level drifts a bit from one chapter to another. Some visual pointers to emphasize the settings and changes made might have been a good idea, so that a user could clearly see which values were changed (the value boxes and other input fields aren't that big on the video). There's also no table of contents, so you have to check back on the website to see what the files are about, but this is not really a problem.

There is a scene file for just one chapter, which is the startup scene for the car bomb chapter, so people looking for pre-made starting points or finished scenes will probably be a bit disappointed. On one hand, going through the task of creating the scenes probably helps intermediate users to actually learn, but it might frustrate more advanced users who would like to test out scenes.

Eight Max script files presented in the script chapter are included in a zip archive. The scripting chapter of the tutorial is pretty short and could have been way more extended to handle actual issues of extending usability of FumeFX with scripting. Scripting for automation purposes is discussed more in chapter 14 - mortar blast, though.

The digital download version reviewed didn't come with an installer, so you have a bunch of archives, which after extracting are videos ready for viewing. You probably also need to download and install the Techsmith codec if you don't have it installed (see below). The tutorial files don't have any custom interface, which many users will probably find to be a good thing.

Conclusion

This set of tutorials is biased heavily towards explosions more than anything else when it comes to finalized effects. All concerning parts of the creation process including workflow, planning, construction, simulation parameters, shading and rendering issues, are discussed exhaustively.

The end results of the explosions are pretty good looking and for people who aspire to learn how to build high quality explosive fire and smoke effects, this tutorial is surely an excellent purchase.

However, if you are already familiar with explosions and have achieved good results, you would have probably liked to see alternative and more creative uses of FumeFX - clouds, tornadoes, fog banks and other less obvious uses.

The amount of content offered in the DVD compared to the price is very good and well worth the purchase.

Related Links:

Allan McKay's personal website

http://www.allanmckay.com

Turbo Squid, publishers of the DVD

http://www.turbosquid.com

Sitni Sati d.o.o., creator of FumeFX

http://www.afterworks.com

TechSmith screen capture codec (TSCC)

http://www.techsmith.com/download/codecs.asp

FumeFX discussion thread at CG Society's forum

http://forums.cgsociety.org/showthread.php?f=183&t=488822

Notes:

-According to Allan's website the DVD version of the set of tutorials should soon be ready for purchase from Turbosquid's website.

-File format:

Video: TSCC 960x720 15.00fps 509Kbps

Audio: MPEG Audio Layer 3 24000Hz mono 24Kbps

File size varies from 50MB to 2GB, totaling 5.7GB

TechSmith screen capture codec is not supplied with the digital download version. See above link to get the codec.

About the author:

Olli Sorjonen is an experienced 3D artist from Finland, well known for his character work and studies of the human figure, his site can be found at www.CGMill.com.


Screen capture images courtesy of Olli Sorjonen and Allan McKay.
(c) 2009 MaxUnderground.

Duke Nukem Forever concept art -Leaked-


Laid-off 3D Realms staff reveal Duke Nukem Forever concept art


Having just lost their positions at 3D Realms, artists Chris Smith, Trammell Issac and Layne Johnson have created new blogs to show off their previous work in search of a new industry gig. Included on all three blogs are concept art, renders and pretty much more than we've ever seen of Duke Nukem Forever. Just prior to press time, Chris Smith's blog was taken offline, but the images were saved and can be viewed in the gallery............

More at:http://www.joystiq.com/2009/05/08/laid-off-3d-realms-staff-show-off-duke-nukem-forever-concept-art/