English | PDF + Videos | 116 pages | 4.26 GB
English | PDF + Videos | 116 pages | 4.26 GB
Completely redesigned from the ground up, Final Cut Pro adds extraordinary speed, quality, and flexibility to every part of the post-production workflow.
Revolutionary Video Editing
? Assemble clips in the Magnetic Timeline without clip collisions or sync problems.
? Use Clip Connections to attach B-roll, sound effects, and music to the timeline.
? Reduce clutter by grouping clips into a Compound Clip. Easily expand it back to single clips.
? Perfect your pacing right in the timeline with the Inline Precision Editor.
? Cycle through different shots, graphics, or effects at one place in the timeline with Auditions.
Powerful Media Organization
? Import a broad range of formats including native AVCHD, H.264 from DSLRs, and more.
? Content Auto-Analysis captures camera metadata and analyzes shots in the background.
? Choose analysis options for stabilization, rolling shutter correction, and audio enhancement.
? Create and apply custom keywords on the fly as you select ranges in clips.
? Smart Collections let you dynamically organize content and find any shot in a few clicks.
Incredible Performance
? New 64-bit architecture uses all the RAM in your system for larger projects and richer effects.
? The Cocoa foundation makes Final Cut Pro more responsive, interactive, and fun to use.
? Final Cut Pro taps the GPU on the graphics card and all the cores in your Mac for speed.
? Background processing lets you keep working without interruption.
? A ColorSync-managed color pipeline produces accurate, consistent color across applications.
Compelling, Customizable Effects
? Preview effects to see how they look with your footage before applying them.
? Change the look of titles, transitions, and effects using intuitive controls.
? Control effects with precision using a keyframe editor that appears directly in the timeline.
? Adjust the Ken Burns effect with simple onscreen arrows for start and end points.
Integrated Audio Editing
? Let Final Cut Pro repair significant audio problems such as hum, excessive noise, and more.
? Sync DSLR video with separate audio in a single step, with instant audio waveform matching.
? Enrich your soundtrack with a library of royalty-free sound effects and audio effect plug-ins.
? Create immersive audio experiences in 5.1 surround.
Intuitive Color Grading
? Improve the look of any clip with the single-click Balance Color feature.
? Apply the Match Color feature to match the looks of two clips shot under different conditions.
? Manipulate color, saturation, and exposure with the Color Board.
? Fine tune color for a specific color range or area of the screen using keying and masks.
One-Step, Optimized Output
? Export projects to Apple devices and websites such as Vimeo, YouTube, and Facebook.
? Add your content to a set of themed menus, then burn a DVD or Blu-ray disc.
? Output files for HTTP live streaming in a single step.
System Requirements: 2GB of RAM (4GB recommended), OpenCL-capable graphics card or Intel HD Graphics 3000 or later, 256MB of VRAM, display with 1280-by-768 resolution or higher, 2.4GB of disk space.
http://www.url-dead/file/1293193884/FinalCutProX_v10.0.zip.001
http://www.url-dead/file/1293194314/FinalCutProX_v10.0.zip.002
http://www.url-dead/file/1293203604/FinalCutProX_v10.0.zip.003
http://www.url-dead/file/1293193614/FinalCutProX_v10.0.zip.004
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http://www.uploadstation.com/file/hYzvNmW/FinalCutProX_v10.0.zip.001
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http://www.uploadstation.com/file/6Uwtj4d/FinalCutProX_v10.0.zip.003
http://www.uploadstation.com/file/hPmdH3u/FinalCutProX_v10.0.zip.004
http://cgpeers.com/torrents.php?id=3810
Introduction
In this part of the video, you will be introduced to the 3 different projects that you?ll be producing and what assets were used within the training, particularly the car model and the HDRI + Backplates pack. There will be a brief description of how to install scripts, the Gamma 2.2 workflow and how to map useful commands to hot keys in order to speed up your work.
Mesh Considerations
Modo can import several file formats. Choosing the right one, considering the situation, is very important to get you the right results. The three file formats that will be discussed are OBJ, FBX and Collada. Each one operates differently depending on the situations and will be tested with our geometry. Sometimes, moving data through different packages might generate unclean geometry, requiring minor fixing would be necessary for getting good results. Since the imported model is very detailed, having some degree of complexity, proper organization is paramount for the rigging process. You?ll learn how to rig this model using the new Schematic View in order to better pose your model.
Studio 01 Setup, Clay Rendering
A studio environment is very fast to setup in Modo. You?ll learn how to achieve this quickly to correctly visualize your model with a simple light rig. you will also go through creating material presets for later reuse and how to render several types of clay shots to showcase the model geometry through the help of a simple composite in After Effects.
Studio 02 Setup, Photo-realistic Rendering
In this chapter, you?ll learn how to take advantage of the Render Tree to modify the previous environment, maintaining its essence and updating the light rig. You will go through creating new material presets for later reuse and to properly use reflectors to illuminate and enhance the look of your model. (Very similar to a live photography set) Many Render Outputs will be later compositing in After Effects.
Using HDRI and Back-plates?In this chapter you?ll learn how to integrate your model with a photo backplate, using an HDR image for lighting and nice reflections to help achieve this effect. You will need several Render Outputs to enhance in the final After Effects Compositing stage.
http://store.cmivfx.com/tutorials/view/296/Modo+Automotive+Visualization
http://www.url-dead/file/1284576054/Modo_Automotive_Visualization.part1.rar
http://www.url-dead/file/1284581804/Modo_Automotive_Visualization.part2.rar
http://www.url-dead/file/1284572264/Modo_Automotive_Visualization.part3.rar
http://www.fileserve.com/file/WRPWwvg/Modo_Automotive_Visualization.part1.rar
http://www.fileserve.com/file/jvZG8GZ/Modo_Automotive_Visualization.part2.rar
http://www.fileserve.com/file/cT9ugxp/Modo_Automotive_Visualization.part3.rar
http://www.uploadstation.com/file/FKeT8kA/Modo_Automotive_Visualization.part1.rar
http://www.uploadstation.com/file/xPHgg54/Modo_Automotive_Visualization.part2.rar
http://www.uploadstation.com/file/JCtYr4T/Modo_Automotive_Visualization.part3.rar
http://cgpeers.com/torrents.php?id=3788
Thanks to the Supplier
This course, taught by Matt Leonard, is going to be slightly different from our other Maya offerings because we?re going to be working alongside a new and very exciting project called ?Moving Day?. This short film is being directed by award wining director Jason Wingrove. ?Moving Day? tells the story of a young girl and her fight against the fairies who inhabit the garden of her new home. Our short film is literally being produced throughout the term and we?ll have first hand experience of working in post during a live project.
Class 1:
In our first class we look at the Moving Day storyboards, Script and Animatic. We then go on to look at our Maya multipass render setup and how we’ll be compositing that inside of Nuke. We also cover render time predictions and other pre-production issues.
Class 2:
In our second class we begin by looking at reference material gathered over the week. We then go on to look at some basic fairy wings built in Maya with the aim of producing some reference animation. The second half of the class is centered on building a UV pass in Maya and using it in conjunction with the STMap tool in Nuke.
Class 3:
In our third class we look at some shots from on-set and begin modeling the wings.
Class 4:
Class 4 begins a two week test for Moving Day. This week we will be modeling, rigging and animation our fairy wings using the green screen plate as a reference guide along with PFTrack data.
Class 5:
Class 5 continues on in our Moving Day test. This week we add textures to our wings, light the scene based on the background plate, setup the render passes and finally the other render settings. We then move into Nuke for the second half of the class to composite the CG into the background plate, pull a key on the green screen fairy element and add reflections.
Class 6:
In this class we look at creating a dynamically driven ragdoll which can be animated via dynamics instead of keyframing.
Class 7:
Guest prof Yannick Meillier covers matchmoving the farie shots.
Class 8:
In this class we look at Maya custom project settings, new wing setup, animation, shaders and render layers, Nuke compositing, particle Instancing and particle Sprites.
Class 10:
This class is Part 2 of a 2 part series looking at compositing for Moving Day. In this class we look at multipass compositing and making a custom edge blur tool.
http://anonym.to/?http://www.fxphd.com/fxphd/courseInfo.php#MYA301
http://www.url-dead/file/1285416154/MYA301 – Maya in Production Moving Day.part01.rar
http://www.url-dead/file/1285395964/MYA301 – Maya in Production Moving Day.part02.rar
http://www.url-dead/file/1285422454/MYA301 – Maya in Production Moving Day.part03.rar
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http://www.uploadstation.com/file/u8hHhqn/MYA301_-_Maya_in_Production_Moving_Day.part01.rar
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http://cgpeers.com/torrents.php?id=3789
Thanks to the Supplier
cmiVFX launches its next highly anticipated Softimage Training Video?. or should we say “More than just” Training Video.
This visual adventure goes way beyond button clicks and tool locations, by captivating the viewers creative side. This video creation was designed to showcase talent at work. Featuring Ubisoft’s very own 3D Modeler, Sebastien Giroux, the journey begins with a simple polygon, and turns into a complex mechanical warrior right before your eyes. Edited for time, so that your not waiting around for answers to your questions, we trimmed all the fat and added a killer soundtrack to inspire the mood even further. When it comes to training, AND entertainment, there is clearly only one choice. cmiVFX! Say it to yourself or scream it from a mountain top. It just feels right!
http://www.cmivfx.com/tutorials/view/272/+Softimage+Advanced+Modeling+Techniques
http://www.url-dead/file/1272671754/CMIVFX_Advanced_Modeling_Techniques_CGP.part1.rar
http://www.url-dead/file/1272667704/CMIVFX_Advanced_Modeling_Techniques_CGP.part2.rar
http://www.url-dead/file/1272667844/CMIVFX_Advanced_Modeling_Techniques_CGP.part3.rar
http://www.url-dead/file/1272656184/CMIVFX_Advanced_Modeling_Techniques_CGP.part4.rar
http://www.fileserve.com/file/RXc2vtC/CMIVFX_Advanced_Modeling_Techniques_CGP.part1.rar
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http://www.uploadstation.com/file/qC4atgF/CMIVFX_Advanced_Modeling_Techniques_CGP.part1.rar
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http://www.uploadstation.com/file/9YDJwaH/CMIVFX_Advanced_Modeling_Techniques_CGP.part3.rar
http://www.uploadstation.com/file/XpyZWwX/CMIVFX_Advanced_Modeling_Techniques_CGP.part4.rar
In a sea of XSI training materials, only one brand rises above to cater to real world problems in a production environment. cmiVFX created this new ICE video to fill a void in the Softimage | XSI training vertical market. While doing so, we sought the help of ICE Master, Thiago Costa, who is currently dealing with ICE on several projects in a professional production pipeline. This very exciting release is a must have for any and all XSI users and should be the primary tool for anyone migrating from other procedural based FX software packages. When it comes to high end CG and VFX training, there is only once choice… cmiVFX
http://www.cmivfx.com/tutorials/view/197/Softimage+ICE+For+A+Production+Pipeline
http://www.url-dead/file/1272678934/CMIVFX_ICE_Production_Workflow_CGP.part1.rar
http://www.url-dead/file/1272678994/CMIVFX_ICE_Production_Workflow_CGP.part2.rar
http://www.url-dead/file/1272667874/CMIVFX_ICE_Production_Workflow_CGP.part3.rar
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http://www.uploadstation.com/file/8cE75tf/CMIVFX_ICE_Production_Workflow_CGP.part3.rar
Within this training video Thiago Costa explores the development of a toolset that deals with scalar data in ICE, by showing it in the context of a weightmap tool. He will guide you through his exploration process and implementation of how to use per-point values to capture and store data between different sources, to diffuse data across the mesh, work with time information and much more.
This training video takes focus on this specific toolset that goes from the basic to intermediate level of how to build an ICE system.
http://www.cmivfx.com/tutorials/view/197/Softimage+ICE+For+A+Production+Pipeline
http://www.url-dead/file/1272695304/CMIVFX_Scalar_Data_CGP.rar
http://www.fileserve.com/file/ZZtdV3G/CMIVFX_Scalar_Data_CGP.rar
http://www.uploadstation.com/file/nSbrncz/CMIVFX_Scalar_Data_CGP.rar
ALL IN ONE TORRENT
http://cgpeers.com/torrents.php?id=3776
Thanks to Subversor for this awesome supply
Krakatoa 1.6.1.44739 for 3DsMax | 27.62 Mb
It provides a pipeline for acquiring, caching, transforming, modifying, deforming, culling, shading and rendering vast quantities of particles at unprecedented speed to represent natural phenomena like dust, smoke, silt, ocean surface foam, plasma and even solid objects. Krakatoa? integrates well with Particle Flow, the flexible 3ds Max built-in Event-Driven Particle System, and provides data exchange capabilities for sharing particles with other 3D and simulation applications.
The rendering features include Particle and Voxel representation of the same data, support for shading and texturing using standard 3ds Max maps and materials; Particle Self-Shadowing and Shadow Casting from and onto matte objects; support for per-particle Scatter, Emission, Absorption and Density data, Various Light Scattering models incl. Isotropic, Phong Surface, Schlick and Henyey-Greenstein; Environment Reflections; Motion Blur and Depth Of Field effects; Ambient Participating Medium Extinction and more.
The Particle Manipulation pipeline includes Particle Culling using arbitrary geometry and Particle Deformations using 3ds Max deformation modifiers and Space Warps like Bend, Twist, PathDeform and Free Form Deformation lattices; Particle Retiming using custom graphs, offset and limit range behaviors; Particle Data Channels access via a powerful node-based MagmaFlow editor; read and write access to particle data via MAXScript.
Download:
http://www.url-dead/file/1258297591/Krakatoa1.6.1.44739.rar
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Video Hive After Effects ? Cinematic Bundle | 1.94GB
15 VideoHive AE HD + 25 AudioJungle WAV
VIDEOHIVE
Bittersweet Titles / Cinematic Trailer 2 / Elegant Ring Logo / Glitch Trailer / Grunge Trailer Cinematic ( Egypt ) / Heavenly logo reveal / Movie Trailer 02 / Nightmare / Particle Inspirations ? Trailer / Romeo & Juliet / X Trailer / Supernova Space explosion / The Clouds 2 (Two Bonus Logo Reveals) / The Savior ? Film trailer HD / The Storm ? Epic Movie Trailer
AUDIOJUNGLE
battlefield / becoming / cinematic-2 / dramatic-intro / dramatic-logo-intro-5 / epic-action-trailer / epic-finale / epic-cinematic-opener / exotic-intro-world-of-water / fight-for-your-freedom / heroic-cinematic-opening-meet-the-vigilante / hitech-logo-02 / intense-cinematic-intro / magic-wave-professional-film-logo / movie-fanfare-short / myths-legends / revolutionary-intro / savage-one / super-mega-pirate-action / sweeping-romantic-orchestral-theme / the-beautiful-savage / the-final-battle / the-power-of-giants / the-rising / trailer-acts-volume-one
Download:
http://www.wupload.com/file/24358652/cm-b.part01.rar
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English | MOV | H264 898kbps | 1024 x 768 | MP3 77kbps | 1.2 GB
Genre: e-Learning
Build your own light cycle! This month?s huge, 23-page animation masterclass shows you how to combine 3D and 2D elements to make a complete sequence.
3D animator Gary Noden presents his Tron-inspired light cycle sequence, based on his Maya tutorial in 3D World issue 138.
In issue 138 of 3D World, we featured a massive Maya tutorial by Gary Noden, which shows you how to model and animate a light cycle and rider against a futuristic city backplate.
– Modeling
– Animatics
– Animation
– Rendering
– Digital Matte
– Compositing
More info: http://www.3dworldmag.com/2011/01/13/light-cycle-tutorial-animation-by-gary-noden/
Download:
http://www.url-dead/file/1262935171/TronLightCycleTutorial.part1.rar
http://www.url-dead/file/1262935191/TronLightCycleTutorial.part2.rar
http://www.url-dead/file/1262935181/TronLightCycleTutorial.part3.rar
http://www.url-dead/file/1262935151/TronLightCycleTutorial.part4.rar
http://www.url-dead/file/1262934854/TronLightCycleTutorial.part5.rar
—mirror—
http://www.wupload.com/file/24351864/TronLightCycleTutorial.part1.rar
http://www.wupload.com/file/24351872/TronLightCycleTutorial.part2.rar
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http://www.wupload.com/file/24350987/TronLightCycleTutorial.part5.rar
Digital-Tutors : Rigging Wings in Maya | 3.75 GB | ISO
In this course, we will learn how to rig a wing in Maya. We will first cover some things to consider when constructing the control rig. From there, we will set up the wing, step by step, making sure the system we build will be sufficient to the needs of an animator. We will also build a few MEL scripts to work efficiently.
1. Introduction and project overview
2. Understanding the wing
3. Building the primary bones of the wing
4. Adding extra joints for the wing fold
5. Creating the feather bones
6. Binding the wing
7. Setting up the primary animation controls of the wing
8. Auxiliary wing controls
9. Finishing the auxiliary controls
10. First level of fanning controls for the feathers
11. Creating a system for extra feather controls
12. Building twist controls for the feathers
13. Connecting the twist parameters to the control objects
14. Applying the Blend Shapes
15. Second level of fanning controls for the feathers
16. Creating controls to fan the feathers collectively
17. Finishing the feather spread rig
18. Starting on the bend rig for the feathers
19. Painting weights on the feathers
20. Bend controls for the feathers
21. Refining the weights of the curves tied to the clusters
22. Connecting the clusters to the mid feather controls
23. Bend controls for the end of the feathers
24. Animation controls for the end clusters
25. Finishing the end controls of the feathers
26. Automating the wing fold
27. Layering the wing as it folds in
28. Correcting the feathers during the wing fold
29. Completing the wing fold system
30. Cleaning up the scene
31. Fixing interpenetration as the wing deforms
32. Setting up Character Sets
Released: on June 1, 2011
Project Files: Included (17 MB)
Required Software: Maya 2011 and up
url-dead
http://www.url-dead/file/1250374181/Rigging_Wings_in_Maya.part01.rar
http://www.url-dead/file/1250452401/Rigging_Wings_in_Maya.part02.rar
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Have you ever wanted to know how to convert a still image to an animation and be able to “fly through” it in 3d? Learn how to set up beautiful camera projections inside of Autodesk 3DS Max. Practice the techniques and theory about camera mapping and you will understand how to s
olve complex 2d to 3d conversions for a wide variety of shots. With this training video you will get the solid foundation you are looking for, from beginning to advanced knowledge about how to utilize Matte Painting Extraction techniques. The use of this video will translate skills to almost any CG Animation package
Basics
Camera mapping is a topic that you can create as little or as much detail that you want based on the distance from the camera you are required to use. As you learn from this video you will be able to make increasingly complex projections, but as with everything else, you have to start with the basics. We walk you through the basic steps involved and create a simple projection, so you can get the hang of it. This part is for getting you started and to show you the most useful tools in 3DS Max.
Texture Extraction
Now it’s time to start on the advanced project which has a much more complex projection. We will go through every step from having just a still image frame to a complete animation. In photoshop we are going to extract different parts of the photograph and you will learn the theory behind texture extraction. (This is very important)
Modeling
Aligning the camera and creating geometry for objects in the image is key to creating a successful projection. Start with simple splines and primitives to build your scene from scratch using the image as reference. Learn some helpful tips and tricks for modeling that will both speed up your workflow and improve the final result.
Texturing
The very heart of this tutorial is the mapping process itself. Learn the methods of projecting textures and how to set them up for the optimal result. We will go through the process of aligning how the textures are projected.
Troubleshooting is one of the most important skills needed for creating stunning projections, since problems that need to be solved always come up one way or another. When the projection is completed we add a camera and animate it.
Rendering
The last step in 3DS Max is of course rendering everything out to disk for later compositing. Learn how to deal with complications when rendering the z-depth pass. We will work our way around a difficult problem plaguing all CG application with the z-depth pass and show you how to deal with it. Set up custom falloff materials and use them in combination with the automatic z-depth pass to get the optimal result.
Compositing
Put together a working z-depth pass using a few tricks and effects in Adobe After Effects and use it as a map for depth of field. Learn some different uses for the z-depth pass and how to use it for different effects such as fog or simulating night.
About The Artist
Marcus Lundberg is a young Swedish 3D-artist and modeler who recently has begun working as a freelancer. He main areas are creating matte painting environments, high-poly modeling and fluid simulations. He has a big interest in visual effects and discovered it in his late teens, and it has been his big passion ever since. Making tutorials and sharing his knowledge is another one of his passions. Marcus, who considers tutorials one of the best ways to learn a program or method, enjoys teaching and passing his skills on.
http://cmivfx.com/tutorials/view/297/3DS+Max+Matte+Painting+Extractions
http://www.url-dead/file/1250889444/3DS_Max_Matte Painting_Extraction.part1.rar
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http://cgpeers.com/torrents.php?id=3722&torrentid=3719
Thanks to Subversor for the supply