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GFXvfx.org » Tutorials » Autodesk : GDC 2011

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AuthorAuthor: ryuzin | DateDate: 14 July 2011

 Autodesk : GDC 2011

Autodesk : GDC 2011
English | h264 1280x1024 30.00 fps | aac 44100 Hz | 2.37 GB
Genre: Video Training

Creating QT interfaces for Maya and MotionBuilder. Next-Gen 3D head creation: modeling, rigging and animation in Autodesk Entertainment Creation Suite. Cross-platform Animation Pipeline at Behaviour Interactive Studios, by Marc Beaudoin and Martin Poirier
Master Classes Autodesk at GDC 2011.
Content
Creating QT interfaces for Maya and MotionBuilder
Products : Autodesk ® Maya ®, Autodesk ® ® Motionbuilder David Coleman is a Senior CG Supervisor at Electronic Arts Canada, Responsible for the central rigging rigging Team Which Provides for multiple sports titles such as FIFA, FightNight, and NHL. In prior roles, David has been a CG Supervisor of central character art teams, been a member of various animation research and development teams, and also a Senior Motion Capture specialist. David has taught animation and motion capture at the Center for Digital Imaging and Sound, and the Art Institute of Vancouver, in addition to previously teaching Facial Rigging in MotionBuilder ® Masterclasses.

Next-Gen 3D Head Creation: Modeling, rigging and animation in Autodesk Entertainment Creation Suite
Product : Autodesk ® 3ds Max ® 2011 Creation Entertainment Suite Laurent M. Abecassis is an Emmy ® Award-Winning Visual Effects supervisor and CG character Specialist. He is known for his work as a VFX sequence supervisor on the acclaimed TV series Lost, contributing to its breathtaking plane crash sequences. Having worked in the computer graphic field for more than 15 years, Abecassis has tackled many aspects of CG production and software development. He led CG character research efforts at Di-O-Matic, supervised visual effects, and designed production pipelines. For more than a decade, Abecassis has pushed Autodesk software to the extreme in countless productions in a wide range of media-games, television, visual effects, CG feature films, commercials, and innovative interactive kiosks. For the past ten years, Abecassis has shared his expertise by providing customized training to companies such as Kodak and Ubisoft as well as the universities around the globe. Abecassis has been designing and actively developing CG character animations plug-ins for 3ds Max, Maya and Softimage since 2000. His technologies are in use today at leading production houses such as Activision, Blur Studio, Sega, and Rockstar. Well-known CG characters Mickey Mouse, Sonic the Hedgehog, Spider-man, Batman, Superman, Crash Bandicoot, and Spongebob Squarepants rely on Autodesk tools as well as technologies designed by Abecassis to entertain audiences worldwide.

Cross-platform Animation Pipeline Interactive Studios at Behaviour, by Marc Beaudoin and Martin Poirier
Product : Cross Platform Marc Beaudoin is a Motionbuilder and Maya Specialist working as an Artistic Director at Technical Interactive Behaviour. Prior to this, Marc worked for Autodesk (Kaydara-Alias) for several years where he has provided technical director consultancy services for a wide variety of studios around the world including Sony, ID Software, Ubisoft and EA. In addition, Marc has been teaching professionally 3D computer graphics for more than 15 years at numerous schools such as the Universite du Quebec a Montreal, NAD center and Several Other colleges. Martin Poirier Has Been working with and Developing 3D content Creation tools for many years now as well as getting a Master of Engineering on the topic of character animation. Since a year now, he is developing game related software at Behaviour Interactive and enjoying it quite a bit.

Interviews From the Show Floor : Marc Petit, Sr VP, Media & Entertainment Autodesk's Sr VP Marc Petit shares HIS Enthusiasm for the Latest Technology and Announcements from Autodesk at GDC. Project Skyline Thanks to Autodesk's Mathieu Mazerolle, Bill Ennis gets acquainted with a very Promising live content authoring workflow called "Project Skyline". Future Technology Could this Give animators unprecedented access to the game Engine. Time to Rock with Harmonix Music Systems Bill Ennis chats with Ryan and Matt Lesser from Harmonix Music Gilpin Systems - the folks behind the Rock Band (TM) Franchise - about Their Production Pipeline, the success and future of the music games in the industry.

 Autodesk : GDC 2011


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