Planet Tech Art
Last update: July 25, 2014 07:59 AM
July 25, 2014

goless 0.7 released, with Python3 support and bug fixes

goless version 0.7.0 is out on PyPI. goless facilitates writing Go language style concurrent programs in Python, including functionality for channels, select, and goroutines.

I forgot to blog about 0.6 at the start of July, which brought Python 3.3 and 3.4 support to goless (#17). I will support pypy3 as soon as Travis supports it.

Version 0.7 includes:
- A “fix” for a gevent problem on Windows (socket must be imported!). #28
- Errors in the case of a deadlock will be more informative. For example, if the last greenlet/tasklet tries to do a blocking send or recv, a DeadlockError will be raised, instead of the underlying error being raised. #25
- goless now has a small exception hierarchy instead of exposing the underlying errors.
- Better PyPy stackless support. #29
- goless.select can be called with (case1, case2, case3), etc., in addition to a list of cases (ie, ([case1, case2, case3])). #22

Thanks to Michael Az for several contributions to this release.

Happy concurrent programming!

by Rob Galanakis at July 25, 2014 07:07 AM


July 22, 2014

Apes on FXGuide

This video from FXGuide is the best one I’ve seen so far in terms of going into a bit of detail around the work we did on Dawn of the Planet of the Apes, and the different challenges faced by different disciplines at Weta, which is nice:

by Morgan Loomis at July 22, 2014 04:59 PM


July 16, 2014

MetaData Develop Conference Talk notes

http://www.developconference.com/seminar/Coding-a-Maya-production-pipeline-with-MetaData

The talk went well, and I promised I'd make these available so here the links. The PowerPoint has notes on it that I used to remind me but hopefully you'll also find them useful too. The videos that I showed during the talk are also now on Vimeo (just got one more to upload) I recorded these in the studio so they're a bit noisy, they were only intended to be used a video tracks to talk over, but I think they might help if you have the ppt next to you.

So, PowerPoint is here:   Power Point: MetaData in a Maya Production Pipeline

Videos:

Video 1: MetaData Attribute Handlers
Video 2: MetaData - MetaRig

Video 3: MetaData - MetaFacial in the Crytek Pipelines To follow:

Hopefully you'll find these useful, mail me if you have any questions about the talk, or Red9

thanks

Mark

by Mark Jackson (noreply@blogger.com) at July 16, 2014 03:03 PM


July 15, 2014

Big Hero 6 – US Trailer

I’ve been working almost a year in the movie. First, on the assets side, and currently I’m working on hair and cloth per shot, surrounded by super-talented and very inspiring fellows. Everyone in the studio is working really hard to make this an awesome movie! And today the US trailer was released!

by ike at July 15, 2014 06:02 PM


RigPorn: The Last of Us

I realize most of you have seen this, but for those of you who haven’t, Judd walks people through TLOU rigs with a focus on facial as well. Really great stuff.

The post RigPorn: The Last of Us appeared first on Stumbling Toward 'Awesomeness'.

by admin at July 15, 2014 06:59 AM


July 14, 2014

July 13, 2014

From intern to professional

....so...I seem to have lost two years since I last posted here.

Anyone seriously involved with CG can probably relate to this and since I still love (most of) what I´m doing,  I´m only having a hard time explaining my workload to people outside of the industry. Which means pretty much everyone I personally know.

I´m not going to bother you with the details here anyway, lets just say: I´m still struggling to find a balance between the actually expected quality and the quality I want to deliver, which in turn means a balance between having SOME private life or NONE.

It might be easier if you are employed in a bigger studio, but when you (like me on most projects) are basically responsible for the complete process from modelling to animation, shading and lighting, rendering and compositing...then you really need to consider some of your priorities from time to time.

Which I did, obviously, and giving back to the community and other aspiring artists by doing tutorials and whatnot wasn´t very high on my list of priorities.

But it is also nice to have a blog as kind of a work-diary and so I´ll try to get back into that whole blogging thing in the near future...there is always some time, where waiting for simulations or test renderings could be used to do something useful...

by Samuel Enslin (noreply@blogger.com) at July 13, 2014 02:05 PM


July 12, 2014

Pipeline book out in Japan (!)

I just heard that the Production Pipeline book is out in Japan as of today. Wowsers!

This is actually my second time being published in Japan. I also contributed a chapter to 97 Things Every Game Creator Should Know.  But still. Japan. I mean...  

PS:  The books is still up for sale on Amazon: And it's also on the Tech Art Bookstore page.

by Steve Theodore (noreply@blogger.com) at July 12, 2014 04:57 AM


July 11, 2014

Connected

Connected Points (meshed as vdb) and geometry lights. Still a little noisy.

by Ian at July 11, 2014 09:59 PM