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Showing content with the highest reputation since 04/29/2018 in all areas

  1. 2 points
    Hi everyone My name is Jarom Brand. I have been in the VFX industry for a little over 10 years. My main focus is rigging, character FX and writing tools, though I have worked doing modeling, animating, lighting and rendering, as well as motion graphics. I know just enough about compositing to get myself in trouble when talking about it. I currently live in Utah with my wife and kids and travel to LA for short contract jobs, so I'm excited about all that Nimble Collective has to offer.
  2. 2 points
    Hey Nimble! My names Laura and I miss you guys. I animated with Nimble collective at CSU Summer Arts at Fresno State University. I am graduating from Chico State University in a week and I can't believe it! I am nervous to step into the industry, but also excited. I animate of course, but also love all sorts of fine art. Heres a recent piece. HI SCOTT!
  3. 2 points
    A whole bunch of us went to NAB this year and demonstrated the NImble Collective platform at the Microsoft booth. We tried to record the presentation for everyone, but for some reason the sound didn't quite work out as we had hoped - so we've re-recorded the demo and are happy to present it here for you! Enjoy!
  4. 2 points
    Hi guys, I'm John and I'm a high school student interested in computer development and web design. I love everything CG and I love looking for new ways to solve old problems in simulation, lighting, and the web. You may have head of me as the creator of the CrowdMaster and ColorMaster projects (https://github.com/johnroper100/). Also, I'm a big theater buff and I love working as a tech director for plays and musicals. I'm interested in Nimble because I would love to be able to work fully while on the go. I'm looking forward to meeting more people in this community and learning a lot along the way!
  5. 2 points
    Hello! My name is Kathy, and I am part of the QA team here at Nimble. My job is to test and break the platform so that when it gets to you it behaves! I also wrote, directed, and storyboarded one of the pilot programs called Roadside Assistance. It's been in a few festivals around the world, and won best animated short at LA Femme 2017. Below is a little clip of the main character (animation courtesy of Michael Claus) for when the film played in my home town. Aside from QA I am also a CG generalist, and I dabble in modeling, set building, layout, animation, and lighting. Nothing like making a short film to increase your skillset! My hobbies include fantasy fiction, video games, martial arts, poi spinning, backpacking, biking, and hiking! I look forward to talking animation with all you great folks! SanJoseIntFest.mp4
  6. 2 points
    I've been looking at a few other examples as well! Wile E. Coyote and Roadrunner Mickey Mouse (Get a Horse) Get a Horse is a wonderful example because the film is 2D and 3D. You get to see the characters transition and it's done extremely gracefully!
  7. 1 point
    Happy New Year to you all as well! Man, we have so many amazing things planned at Nimble this year. We can't WAIT to share it all with you guys. Plus, we'll be hitting events this year and hope to see some of you in person.
  8. 1 point
    Awesome @Jason very much looking forward to it - I'd love to help anyway I can - also very keen on all things Blender
  9. 1 point
  10. 1 point
    Yeah it is a bit sucky, I've not found a way to get access to the API for autocomplete or anything so have relied on the two scripting pages https://docs.toonboom.com/help/harmony-14/scripting/script/annotated.html https://docs.toonboom.com/help/harmony-14/scripting/scriptmodule/annotated.html
  11. 1 point
    Welcome to Nimble Collective Community. Please feel free to browse around and get to know the others. If you have any questions please don't hesitate to ask.
  12. 1 point
    Cool - I’m going to see if I can start recording some tutorials on turning a 3d character into a rigged character in harmony. It’ll be a fun process to try, considering my drawing skills aren’t the best! I’ll be using Nimble Studio, taking advantage of maya to pose the character so I have a template to draw over.
  13. 1 point
    Hey @Jason Here is what I've been working on in Toonboom, Its just a simple walk test.
  14. 1 point
    It's very likely that you have all seen this already, but just in case: this dudes called MeindBender from sweden have some strong cartoony-plastiline looking style this was stuff from like 10 years ago. here is the rig breakdown: and then just a couple of months ago they released this: and here is the rig breakdown (i highly recommend you watch it till the end): and they've done a whole other bunch of stuff that are grea: https://vimeo.com/mindbender yes. that. ?
  15. 1 point
    Oh and a while ago, I made 2 posts about naming conventions in rigs in blender, because they decided to give you some naming conventions already for some things Explained briefly, whatever ends in .L .R .l .r _l _R _left _Left _Right _right, is considered left and right, but has to END in those conventions, but there are a lot of advantages, mirroring rig in edit mode, autonaming the other side if you made only one, symmetrizing the rig aswel, and then in posemode mirroring poses or animation, quickly invertin selection to the other side, or adding the other side to the selection. https://lollypopman.com/2016/02/23/quick-tip-naming-bones-left-and-right/ In the case of the second post, whatever is prefixed "ORG-", "MCH-" or "DEF-" will not get keyed unless you go manually key the transform attributes, so you can leave those bones untouched. https://lollypopman.com/2016/02/17/quick-tip-naming-bones/ Would be nice to be able to customize these behaviours, that's for sure, but I'm already glad they exist just knowing them helps so much.
  16. 1 point
    One thing that I think would be great is more artist stories and focus on how people are setup to work, how much time they are spending in the platform and overall positive and negitive review on things that are still hick-ups. A few "production challenges" that show how having the integrated cloud system you have works to make getting a project done and also some best practice video/articles. ?
  17. 1 point
    Hello everyone! Over the past couple of weeks, we've been updating the images and videos in the Nimble Knowledge Base and our training courses at Thinkific to match the updated user interface on Nimble Studio! While this process is still currently underway, most of the training and support material has been updated with the new look and workflow information, so come check it out! If you have any feedback, or a suggestion for a topic for a support article, feel free to email the CAST team at support@nimblecollective.com or shoot us a message using the chat on the platform!
  18. 1 point
    @joaquin put together a great tip in the Nimble Collective support site on using Open EXR with DWAA compression for rendering.. It's definitely highly recommended! I've reposted it here because it's super helpful. ? ----------------------------------------------------------------------------------------------------------- Knowing which kind of image format to render your amazing animations in can make all the difference when compositing and finalizing your project. While you can find a more general overview of rendering settings and recommendations here, in this article I'll be going over some of the reasons why Nimble recommends using OpenEXR using the DWAA or DWAB compression formats. First created in 1999 by Industrial Light and Magic, this open image format supports multiple pixel sizes and floating point values as well as multiple lossless and lossy compression methods. OpenEXR can also store separate channels, specular, diffuse, alpha, normals, etc. in a single image file, this allows for ease of compositing and specific channel manipulation. The format also supports deep image buffers. OpenEXR has multiple compression formats, and picking the right one is important to obtain the quality of image that you need, and speed at which your chosen compositing program will handle the image. Several of the common compression formats for OpenEXR include Zip (per scanline), Zip (16 scanline), RLE, DWAA and DWAB. RLE: Run Length Encoding. The basic lossless format for compression, comparable to the Targa format Zip (per scanline) and Zip (16 scanline): Lossless formats using a compression method called Deflate. Lossless compression has a slower working speed than lossy compression. Zip (per scanline) compresses one scanline at a time while Zip (16 scanline) compresses blocks of 16 scanlines DWAA and DWAB: Lossy compression similar to JPEGs, compresses 32 scanlines at a time (DWAA) or 256 scanlines at a time (DWAB) Due to the comparable image quality and the working speed of using the DWAA or DWAB format compared to RLE or Zip formats, we recommend using DWAA or DWAB when rendering in OpenEXR.
  19. 1 point
    Hey @Jason, Yeah, I'd love to share what I've been working on and get some feedback. I'll see about putting together some kind of a presentation over the weekend and share it here.
  20. 1 point
    Hey guys! I just wrapped up a short film that can be seen here! It was my first time playing with lighting in CG (Maya) and thought I'd make a topic on it! I heavily relied on the Light Linking functionality in order to isolate certain objects and cheat some lighting, here some stills as examples: The shots were rendered using Arnold, in the second one, I light-linked a blue-ish Skydome light to the flying robots to add some extra ambience and make them pop a bit, I think it adds a unique look! The centre character inside the 'bulb' was also given an added glow in After Effects by a friend of mine. Please feel free to ask any questions! (And yes, the characters were influenced by Cyanide and Happiness ;] )
  21. 1 point
    Really nice Kathy. Bobble in the jungle
  22. 1 point
    I'm in! But don't expect me to be any good. Regular games, against NPCs and AI, I'm fine. Against real people, I'm a hot mess.
  23. 1 point
    Hey Brit! Have you tried averaging the normals in the area that's having the issue? Also, the first image above looks unsmoothed. Try smoothing it and rendering again!
  24. 1 point
    Brad Clark, solver of all things MotionBuilder, mocap and some rigging ? while running Rigging Dojo I am a Coffee seeking Digital Mountain man and when I am not on a screen of some kind I am staying active with martial arts, running trails, getting my kids to their activities, cooking and making and drinking large amounts of good coffee in various ways! I have worked remotely for the last 14 years, glad to see we are at a point now Nimble can exist!
  25. 1 point
    Hello Nimblehood! I'm Mark Therrell. I looooove animation. (thats a 5-O love there.) I Have built rigs, animation tools, and pipeline automation for film and games since 1996. I fancy myself a descent animator (if your going to make animation tools, you should eat your own dogfood! (and hopefully the dogfood i make nowadays tastes almost like human food.)). I currently work for superevilmegacorp, cranking out heros and pipeline systems for the game Vainglory. I know Maya really well and want to get to know Houdini better. I can make anything happen with Python and C++. I am good at doing what it takes to make stuff happen. i also do crazy experimental stuff sometimes too, like this: Let me know how i can help out!
  26. 1 point
    Thanks @haley! This is a really great breakdown!! I want to apply this to some of my animation tests, and this gives me a great place to start.
  27. 1 point
    Sure, @Kathy McNeal! To start, I look for an object in the scene that's local color is white and sample the midtone of that object. That's what I use for the base of my sphere. In this case I'm sampling from the bathtub. I create a fresh layer and put a circle on that layer that is that midtone color. If I were to guess what color to start with, I probably would have selected something much brighter and the lighting of my sphere would have been incorrect. Next, I sample the highlight color of the white object and paint the highlight based on the light direction. I do this on a new layer that is above my base layer and set this to be a clipping mask. I find the light direction by looking at other objects in the scene. In this example, his pants and the edge of the bathtub clearly show where that key light is coming from. I repeat this process but for shadows this time. Again I'm sampling the color and looking for where the shadow should fall based on the scene. The bathtub clearly shows where the darkest part of the scene is. Finally, I look for any reflected light in the scene. You can see some on the edge of the bathtub on the screen left side of the image where the arrow is. I sampled that color and painted on the corresponding face of my sphere. There also seems to be some bounce light coming off the floor. This process is great for breaking apart lighting setups that can then be replicated in your own CG scenes! I love figuring out where the filmmakers placed their lights and why they made the decisions they made. I also love exploring the colors used and trying to get my sphere to look like it belongs in the world of the film. Here's what my layer setup looks like in case you're interested:
  28. 1 point
    @Jason I can teach you :)
  29. 1 point
    That's such a cool idea!!! Our good friend Mel is doing a painting course where she's learning to paint shading... I'm always so impressed with people who can paint real light & shadow! I'd love to start learning how to better control lighting in 3d... because I *suck* at it!
  30. 1 point
    Hello! My name is Haley and I am also on the creator success team at Nimble Collective. My goal is to support artists and help them reach their creative goals! My area of expertise is in lighting, surfacing, compositing, and editing. I love creating animated content and telling stories through light and color. Here are some of the projects that I've worked on at Nimble Collective: I'm looking forward to meeting you all, hearing your feedback on the platform, and seeing some of the amazing artwork that you're working on!
  31. 1 point
    To kick things off... I'll start with my own introduction! Hello everyone! My name is Jason, I’m one of the co-founders of Nimble Collective and also head of CAST (Creator Artistic Success Team). We are the ones you talk to when you hit the little chat icon in the lower right corner of your browser. We also work closely with the developers to make sure the tools and workflow on the platform achieve your artistic goals, create animated content on a daily basis, demo at trade shows and to customers, and spend lots of time thinking about the future of making cool animated films. I’ve been in the animation industry for over 25 years as an animator, character td, mentor, instructor, manager, and even Head of Animation at Dreamworks on a few films. I’ve animated on characters ranging in styles from Gollum to King Julian - I love it all! Happy to be here and looking forward to speaking with you all! -Jason
  32. 1 point
    Hi @haley, If you're on a mac you can probably use Automator to do it.. it's a pretty powerful tool! Here's an older post that has a script to do it: https://www.alananna.co.uk/blog/2015/pdf-to-png-automator-script/ hope this is helpful!
  33. 1 point
    I thought they did such a great job on Peanuts. I think character silhouette also SUPER important when converting 2D characters to 3D.
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