tag:blogger.com,1999:blog-29507417608856868662024-03-13T08:23:18.848-07:00VFX Log-BlogJeff Wuhttp://www.blogger.com/profile/01162282232208458942noreply@blogger.comBlogger128125tag:blogger.com,1999:blog-2950741760885686866.post-72977157292273488062015-08-01T08:34:00.005-07:002015-08-01T08:35:26.369-07:00UNITY: Logitech F310 Game Controller FixThe <a href="http://www.amazon.com/Logitech-940-000110-Gamepad-F310/dp/B003VAHYQY/ref=sr_1_1?ie=UTF8&qid=1438443112&sr=8-1&keywords=logitech+f310">Logitech F310</a> is a good quality basic game controller out in the market for about $16, so naturally it'd be the go-to controller for game testing. <br />
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After reading many (many) articles about using it for OSX game development, it seems like the consensus was that it's a plug and play controller and no drivers are needed for it to run as long as you're in Direct Input mode ("D" on the switch). The device shows up as "Logitech Dual Action" in the system profiler, so should work right?<br />
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It did not.<br />
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After a few nights of trying different forum tips, switching over to PC (which worked without a hitch), and even installing 3rd party utilities, it just didn't work.<br />
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I finally gave up and posted the question on the forum. A nice gentleman from Unity by the name of Jordi Bonastre gave me a simple suggestion for my dilemma: INSTALL THE LOGITECH DRIVERS.<br />
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After installing the <a href="http://support.logitech.com/product/3129">Logitech Control Center</a>, the F310 controller worked wonderfully. <br />
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I'm guessing the reason why it worked for some of the box, is because most people probably have Logitech Control Center installed for their keyboard or mouse already. Jeff Wuhttp://www.blogger.com/profile/01162282232208458942noreply@blogger.com0tag:blogger.com,1999:blog-2950741760885686866.post-82657346789581753062015-07-26T11:22:00.002-07:002015-07-26T11:22:17.939-07:00SOLIDWORKS: Replacing Reference PartsSolidworks has a round-about way to replace referenced parts in part files. Instead of the logical UX decision of having this function in a context sensitive right-click menu, it's hidden in the dialog box when you open a file from the file menu.<br />
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I don't know about anyone else, but I usually just double click on my last project file.<br />
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<ol>
<li>Go to FILE > OPEN </li>
<li>Click to highlight the file with references that you want to replace</li>
<li>Click "References..." box in the lower right hand corner</li>
<li>Double-click on the filename box and select your replacement file</li>
<li>Click Okay, then Click Open.</li>
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Source: <a href="http://blogs.solidworks.com/tech/2014/06/replacing-inserted-parts-for-master-modelling.html">Solidworks Blog</a></div>
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Jeff Wuhttp://www.blogger.com/profile/01162282232208458942noreply@blogger.com0tag:blogger.com,1999:blog-2950741760885686866.post-11276562590677297412015-01-01T14:57:00.000-08:002015-01-01T14:57:38.625-08:003D Printing: Heat Shields for Larger Parts<div class="separator" style="clear: both; text-align: left;">
Not 100% sure where I read it first, but the idea of using a heat shield (technically a "draft" shield) really does work! Usually on my Replicator, a part that spans across the entire build platform will curl up on both ends. </div>
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However, using a 0.8mm thick heat shield (single 0.4mm shell all around), this client part came out perfectly straight. Also helped with the start and stop filament gapping that occurs with accelerated printing.</div>
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Jeff Wuhttp://www.blogger.com/profile/01162282232208458942noreply@blogger.com0tag:blogger.com,1999:blog-2950741760885686866.post-38184805076722348962014-09-08T11:23:00.001-07:002014-09-08T11:23:25.492-07:00ZBRUSH: Delete ToolIt took a bit of Google searching for something as simple as this, but it turns out the only way to delete a tool from your 3D Meshes palette is to delete it in the SubTool menu. It's a bit counter intuitive considering all your subtools are nested under that tool / mesh, but once you delete all the subtools on that mesh, your tool has been successfully deleted from 3D Meshes palette.Jeff Wuhttp://www.blogger.com/profile/01162282232208458942noreply@blogger.com1tag:blogger.com,1999:blog-2950741760885686866.post-64041765884704560812014-08-21T11:19:00.001-07:002014-08-21T11:19:37.441-07:00MAYA: Viewport 2.0I've been living under a rock hidden in the deepest cave known to man, because I just discovered Maya's viewport 2.0. I've been so stuck in my ways in terms of workflow that I failed to notice this little gem hidden under the "Renderer" tab of my viewport.<br />
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What used to chug along at 3-5 frames a second is now blazingly fast thanks to what I can only imagine is GPU utilization. Wonder what other wonderful tool exists in Maya's toolbag that I've been neglecting... the possibilities!<br />
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<a href="https://www.youtube.com/watch?v=zJNF7CZ-VjI">https://www.youtube.com/watch?v=zJNF7CZ-VjI</a>Jeff Wuhttp://www.blogger.com/profile/01162282232208458942noreply@blogger.com0tag:blogger.com,1999:blog-2950741760885686866.post-65233683608647890692014-08-20T13:10:00.002-07:002014-08-20T13:10:28.802-07:00ZBRUSH: ZProject BrushThe ZBrush ZProject brush just became one of the most useful tools for my 3D printing pipeline. I have an incredibly high detailed model of an engine that I have to make printable, with about 1.5 days of working time.<br />
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Naturally, I thought of ZBrush as my go-to toolbox for high poly mesh manipulation. Using the "ProjectAll" feature under the SubTool panel yielded rough results. There's just so much detail in the model that it requires a manual touch. In comes the ZProject brush.</div>
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Essentially, it's the manual version of ProjectAll, allowing you to manually push and pull the geometry to fit the "plug". Works almost like vacuum forming, and brought back fond memories of making aluminum foil clones of my Hotwheels cars, destined to by crushed by my RC car.</div>
Jeff Wuhttp://www.blogger.com/profile/01162282232208458942noreply@blogger.com0tag:blogger.com,1999:blog-2950741760885686866.post-15817705731145746102014-05-20T13:13:00.001-07:002014-05-20T13:13:11.318-07:00ZBRUSH: 3D Pixel ArtAccidentally stumbled upon a technique for creating 3D pixel art! Using a very low resolution 'Remesh' setting under the Subtools menu, it'll create something similar to this:<br />
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<a href="http://4.bp.blogspot.com/-VCle_-xj4Kk/U3u3PY4BjtI/AAAAAAAAA2Q/uKXM_DgDhlc/s1600/3dPixelArt.PNG" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" src="http://4.bp.blogspot.com/-VCle_-xj4Kk/U3u3PY4BjtI/AAAAAAAAA2Q/uKXM_DgDhlc/s1600/3dPixelArt.PNG" height="243" width="400" /></a></div>
<br />Jeff Wuhttp://www.blogger.com/profile/01162282232208458942noreply@blogger.com0tag:blogger.com,1999:blog-2950741760885686866.post-81230818864439918482014-04-28T08:19:00.001-07:002014-04-28T08:19:40.159-07:00DAILY DOODLESThis blog has become too much of a tech notes library, so here's some of my recent-ish digital 30min-to-an-hour digital doodles. Hopefully I can get into the habit of doing these "daily" again soon. <br />
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("Grumpy Cat" was done with reference.)<br />
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Jeff Wuhttp://www.blogger.com/profile/01162282232208458942noreply@blogger.com0tag:blogger.com,1999:blog-2950741760885686866.post-70875412703125983082014-04-23T17:09:00.002-07:002014-04-23T17:10:07.582-07:00ZBRUSH: 32-Bit Displacementshttp://funwithcg.blogspot.com/2011/06/rendering-32-bit-displacements-in.htmlJeff Wuhttp://www.blogger.com/profile/01162282232208458942noreply@blogger.com0tag:blogger.com,1999:blog-2950741760885686866.post-16473128071708870562014-03-26T17:39:00.003-07:002014-03-26T17:40:05.974-07:00AFTER EFFECTS: Resize All Comps JSX ScriptAs part of the Magic Lantern raw workflow I'm slowly developing, I needed to resize all the footage comps to 1920x1080. For months I was doing it manually like a chump, highlighting each comp, hitting CTRL + K, and typing in "1920" into the width field. <br />
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NO LONGER.<br />
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Thanks to a Google search and a forum post by Dan Ebbert of <a href="http://www.motionscript.com/">motionscript.com</a>, I now use a script to automate this task. I'm still working on the code to fit the contents to the new comp size, but it at least eliminates the tedious task of changing the comp sizes.<br />
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For those that have never ran an AE script before, you go under FILE > Scripts > Run Script File... But before that, you must create the JSX script file by opening the script editor. Once the script editor is opened, type or paste this into it:<br />
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<b><span style="color: #93c47d;">for (var i = 1; i <= app.project.numItems; i++)</span></b><br />
<span style="color: #93c47d;"><b>{</b><b> </b></span><br />
<b><span style="color: #93c47d;"> if (app.project.item(i) instanceof CompItem)</span></b><br />
<b><span style="color: #93c47d;"> {</span></b><br />
<b><span style="color: #93c47d;"> app.project.item(i).width = 1920;</span></b><br />
<b><span style="color: #93c47d;"> app.project.item(i).height = 1080;</span></b><br />
<b><span style="color: #93c47d;"> }</span></b><br />
<b><span style="color: #93c47d;">}</span></b><br />
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Once that's done, save it. Run the script and it'll change all the existing comps inside your project bin to the designated "width" and "height" values. You can change those numbers to suit your projects.<br />
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The difference that I've noticed is that the comp doesn't scale from the center, but from the upper left hand corner. Not a big deal for me since I need the contents of the comp to fill the full comp size, but definitely something to note. <br />
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For the time being, I'm using the good ol' CTRL+ALT+F command to fit the footage to the new 1920x1080 comp size. I'll update this post once I figure out how to resize to comp using the script.Jeff Wuhttp://www.blogger.com/profile/01162282232208458942noreply@blogger.com0tag:blogger.com,1999:blog-2950741760885686866.post-18567916049697193342014-01-23T12:02:00.001-08:002014-01-23T12:02:04.648-08:00V-RAY: GI Helps with NoiseWhile following this tutorial:<br />
http://www.vray.com/vray_for_3ds_max/tutorials/rendering_an_interior_scene_tutorial.shtml#Part_I:_Adjusting_the_GI_settings<br />
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I did a few tests on a current project I'm working on, and GI on default settings help smooth out the image in terms of noise. Jeff Wuhttp://www.blogger.com/profile/01162282232208458942noreply@blogger.com0tag:blogger.com,1999:blog-2950741760885686866.post-55547159109315473882014-01-22T14:03:00.002-08:002014-01-22T14:03:33.595-08:00PHOTOSHOP: Precision Cursor ModeCAPSLOCK-ON will enable precision cursor for brushes, and CAPSLOCK-OFF will return them to their normal cursors.Jeff Wuhttp://www.blogger.com/profile/01162282232208458942noreply@blogger.com0tag:blogger.com,1999:blog-2950741760885686866.post-62884746520269678852014-01-22T14:01:00.004-08:002014-01-22T14:01:31.910-08:00PHOTOSHOP: Interactive Brush ResizingHolding ALT+RMB dragging will let you interactively resize your brush in Photoshop.Jeff Wuhttp://www.blogger.com/profile/01162282232208458942noreply@blogger.com0tag:blogger.com,1999:blog-2950741760885686866.post-63760233815922256652014-01-21T16:06:00.001-08:002014-01-21T16:06:04.218-08:00V-RAY: Refraction InterpolationUnder the shader attributes, enable the "use interpolation" under Refraction and it'll speed up the renders tremendously. The only downside (or upside) is that it looks like a blurred version of frosted glass, rather than an accurate raytraced soft look.Jeff Wuhttp://www.blogger.com/profile/01162282232208458942noreply@blogger.com0tag:blogger.com,1999:blog-2950741760885686866.post-69817638802608806902014-01-17T11:38:00.003-08:002014-01-17T11:38:59.544-08:00BACKBURNER: WINDOWS 8 / WINDOWS 7: UNC PathsMany thanks my buddy Wynbert for suggesting to use direct UNC paths under RUN, rather than hoping for the network view to populate all machines. It's probably just my lack of networking knowledge, but Microsoft, you've always been a pain in the ass with networking.<br />
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WINDOWS + R, then type in \\COMPUTERNAME\</div>
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BAM. Backburner mini-farm is up and running.</div>
Jeff Wuhttp://www.blogger.com/profile/01162282232208458942noreply@blogger.com0tag:blogger.com,1999:blog-2950741760885686866.post-68804726162199102332014-01-16T10:54:00.001-08:002014-01-16T10:54:02.656-08:00MAYA: Shrink Windows 8 Window BordersThis probably should sit under it's own "Windows 8" category, but it affects me most when working with Maya on my Windows 8 laptop. I used the "regedit.exe" method mentioned in the article below.<br />
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http://www.howtogeek.com/130138/how-to-change-the-window-border-size-in-windows-8/<br />
<br />Jeff Wuhttp://www.blogger.com/profile/01162282232208458942noreply@blogger.com0tag:blogger.com,1999:blog-2950741760885686866.post-82549418298795832652014-01-13T16:40:00.000-08:002014-01-13T16:40:08.211-08:00V-RAY: History Render TimesI can't seem to get the V-Ray render buffer to spit out the render times when I save a frame in the history panel, but if you uncheck "Hide Render View" under Render Settings, the Maya Render View will be blank, but it'll display the minutes and seconds it took to render the frame.Jeff Wuhttp://www.blogger.com/profile/01162282232208458942noreply@blogger.com0tag:blogger.com,1999:blog-2950741760885686866.post-80152922132673446162014-01-09T16:31:00.006-08:002014-01-09T16:51:58.806-08:00V-RAY: Refraction Errors with GI<span style="font-family: arial, sans-serif; font-size: 13px;">My refractions were giving me little dots that look like photon map points, so I switched the Primary Bounce engine to "Light Cache" and it went away. Also seems to render a little faster too!</span><br />
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<span style="font-family: arial, sans-serif; font-size: 13px;">Only issue is that the light cache is built depending on the render region size, so I was running into discrepancies when I was doing regional material tests.</span>Jeff Wuhttp://www.blogger.com/profile/01162282232208458942noreply@blogger.com0tag:blogger.com,1999:blog-2950741760885686866.post-30966902615172674932013-12-21T22:53:00.000-08:002013-12-21T22:53:54.596-08:00AFTER EFFECTS CS6: Time Remapping to Save on RendersI'm not sure if it's a feature specifically to AE CS6, but let's say you need to render a sequence of 1800 frames, but it's basically a still frame. You can enable Time-Remapping and delete the frame at the end and After Effects will know that it's a still frame. <br />
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You'll notice that the status above your timeline shows green. AE now knows it's a static frame and will not redraw every frame. :)Jeff Wuhttp://www.blogger.com/profile/01162282232208458942noreply@blogger.com0tag:blogger.com,1999:blog-2950741760885686866.post-91928679375700708772013-12-12T16:58:00.001-08:002013-12-12T16:58:18.441-08:00FILM PRODUCTION: Calibrating a Broadcast MonitorI always forget how to do this for my Marshall V-LCD70XP monitor after a long hiatus from shooting. I am now immortalizing it with a link on my blog.<br />
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This is a wonderfully detailed yet concise tutorial by Guy Cochran:<br />
<a href="https://vimeo.com/3723108#">https://vimeo.com/3723108#</a><br />
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Basic steps:<br />
1. Adjust Brightness, 2. Adjust Contrast, 3. Adjust ColorJeff Wuhttp://www.blogger.com/profile/01162282232208458942noreply@blogger.com0tag:blogger.com,1999:blog-2950741760885686866.post-68639682361394891212013-11-22T13:55:00.001-08:002013-11-22T13:55:14.884-08:00ROLLING SHUTTER: Set Filtering to "Extreme"Under the <b>Advanced</b> tab in the timeline in AE, set "Filtering" to "Extreme" instead of normal. Previews will be excruciatingly slow, but you get the best results on output.Jeff Wuhttp://www.blogger.com/profile/01162282232208458942noreply@blogger.com0tag:blogger.com,1999:blog-2950741760885686866.post-49253511998393739042013-11-21T23:24:00.001-08:002013-11-21T23:24:27.229-08:00MOCHA PRO: Localize TracksI've noticed that when tracking a shot, it's better to localize your tracks rather than trying to find a global solution. This is probably due to lens distortion etc that throws off the solve, but in a pinch it's a great way to get the data you need and move on to the next shot.Jeff Wuhttp://www.blogger.com/profile/01162282232208458942noreply@blogger.com0tag:blogger.com,1999:blog-2950741760885686866.post-26921596860368750792013-11-12T12:05:00.002-08:002013-11-12T12:05:53.858-08:00MOCHA PRO: Angle and ZoomFor shots that have quite a bit of rotation and parallax, bumping up Angle to 5 degrees and Zoom to 5% solved the issue of the plane slipping for me. Of course, mileage will vary depending on the shot. Downside, it bumps up calculation time almost 2-3x. Worth it though.Jeff Wuhttp://www.blogger.com/profile/01162282232208458942noreply@blogger.com0tag:blogger.com,1999:blog-2950741760885686866.post-84473055597754730092013-11-08T12:21:00.001-08:002013-11-08T12:21:27.891-08:00MOCHA PRO: Search AreaI was having wildly incorrect results tracking a grass surface for line removal work, until I unchecked the "Auto" search area feature and entered my own values. The shot exhibited more horizontal movement than vertical, so dialed in 100 horizontal and 50 vertical. Worked like a charm.Jeff Wuhttp://www.blogger.com/profile/01162282232208458942noreply@blogger.com0tag:blogger.com,1999:blog-2950741760885686866.post-2920125458577470262013-10-25T12:32:00.001-07:002013-10-25T12:32:01.971-07:00DSLR Video Metadata (For Camera Tracking, etc)In order to read the metadata off of a DSLR video, go in Adobe Bridge and click on the corresponding THM file. It should hold most of the relevant data for a camera track, not including physical height, etc.<div>
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Camera data includes:</div>
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<li>Lens Type</li>
<li>Focal Length</li>
<li>Shutter Speed</li>
<li>ISO</li>
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Jeff Wuhttp://www.blogger.com/profile/01162282232208458942noreply@blogger.com0