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To The Aotg.com Community,

It is with a heavy heart that we announce we will no longer be updating Aotg.com. Back in 2007, when we started, there was a lack of access to information about film, television, and commercial editing. We wanted to fix that by creating a central location for content about editing to be stored.

Since then, we've watched the amount of content about editing on the internet grow exponentially. We've also watched social media tools come and go with that growth. Does anyone remember Google Wave!? These social media tools changed how people access and search for media and information. People tend to turn to Facebook, Youtube, Twitter, and Instagram for their news and information, and those are all great tools to promote your sites, but as a site that aggregates links to other sites for users, it just doesn't work for us.

We will keep the site live but archive the ability to add links and comments. We will keep our database live with the links for those who desire to use it to search for editing information and research.

Our podcast, The Cutting Room, will move over to the Filmmakeru.com website and will continue to be a place for interviews with editors and other film professionals.

Everyone who worked for Aotg.com loved what we created and are proud that we could help so many editors find content that spoke to them.

I look forward to seeing everyone at the various post events worldwide in the coming years!

Yours truly,
Gordon Burkell
Aotg.com Founder

Maya Anchor Transform Tool Helps Stick Feet to the

January 5, 2018, 11:23 AM

http://lesterbanks.com/2018/01/maya-anchor-transfo...

Robert Joosten’s New Tool Lets Animators Anchor Transform to World Space for a Given Time Range Sliding feet are always an issue to look out for when animating a character walk or walk cycle. Rather The Post Maya Anchor Transform Tool Helps Stick Feet to the Ground originally appeared and published on %%BLOGLINK%,by lesterbanks

Using Inverted Hull for Real-Time Outlines In Blen

January 4, 2018, 01:42 PM

http://lesterbanks.com/2018/01/inverted-hull-real-...

Tommy Oliver Shows How to Create a Pen and Ink Look to Models Using the Inverted Hull Technique Looking to have a pen & ink style to your 3D renders? There are some ways that The Post Using Inverted Hull for Real-Time Outlines In Blender originally appeared and published on %%BLOGLINK%,by lesterbanks

Trypogen for Cinema 4D Gives Users Amazing Creativ

December 30, 2017, 05:52 PM

http://lesterbanks.com/2017/12/trypogen-c4d-creati...

Merk Vilson’s Trypogen C4D Plugin Lets You Experiment With Generative Edges & Faces, Creating Some Highly Detailed Shapes Have you heard of Merk Vilson’s Trypogen plugin for Cinema 4D? Maybe you haven’t, but you have The Post Trypogen for Cinema 4D Gives Users Amazing Creative Possibilities originally appeared and published on %%BLOGLINK%,by lesterbanks

2 Ways to Creating Isometric Projections in After

December 30, 2017, 05:52 PM

http://lesterbanks.com/2017/12/2-ways-isometric-pr...

Workbench Covers 2 Easy Methods For Creating & Animating Isometric Projections in After Effects The clean lines of an isometric look are somewhat popular among motion designers. You see it quite a bit still. Although The Post 2 Ways to Creating Isometric Projections in After Effects originally appeared and published on %%BLOGLINK%,by lesterbanks

Tips and Tricks for Animating a Little Isometric S

December 29, 2017, 12:10 PM

http://lesterbanks.com/2017/12/animating-isometric...

Erika Inzitari Shows How to Animate Isometric Illustrations Using Spine Spine is a tight environment for animating 2D elements. With an intuitive premise and the vast host of tools that you would expect from an The Post Tips and Tricks for Animating a Little Isometric Scene in Spine originally appeared and published on %%BLOGLINK%,by lesterbanks

Smooth Harsh Transitions in Maya With This Blend N

December 28, 2017, 01:31 PM

http://lesterbanks.com/2017/12/smooth-maya-blend-n...

Technical Artist Benjamin Morgan Shares a Blend Normals Script That Can Help Blend Harsh Transitions Between Separate Meshes in Maya With characters, the head and the body need to be separate for rigging reasons. Creating The Post Smooth Harsh Transitions in Maya With This Blend Normals Script originally appeared and published on %%BLOGLINK%,by lesterbanks

Hard-Surface Modeling With 3D-Coat Primitives & Bo

December 27, 2017, 04:46 PM

http://lesterbanks.com/2017/12/hard-surface-3d-coa...

Matthias Pieroth from Jayanam Games Offers a Concise Quick-Start for Hard-Surface Modeling With 3D-Coat Primitives and Booleans 3D sculpting applications can have a bit of a barrier to entry. New users can feel as if The Post Hard-Surface Modeling With 3D-Coat Primitives & Booleans originally appeared and published on %%BLOGLINK%,by lesterbanks

Colorbleed Studios’ “That one Christmas”

December 24, 2017, 04:10 PM

http://lesterbanks.com/2017/12/colorbleed-studios-...

The passionate story of that one Christmas when the “feel good” shifted to a whole other level. A 2017 christmas short by animation studio Colorbleed. — Credits Director Danny Vos Animation Danny Vos Modeling Tom The Post Colorbleed Studios’ “That one Christmas” originally appeared and published on %%BLOGLINK%,by lesterbanks

Redshift: How to Combine Multiple Projections as N

December 22, 2017, 03:19 PM

http://lesterbanks.com/2017/12/redshift-multiple-n...

Adrian Cruceru Shows How You Can Combine Multiple Normal Maps by Using More Than One UV Projection Redshift Rendering Technologies’ Technical Support Specialist, Adrian Cruceru shows how you can easily combine multiple normal maps when The Post Redshift: How to Combine Multiple Projections as Normal Maps originally appeared and published on %%BLOGLINK%,by lesterbanks

Learn How To Create 2D Motion Graphics with After

December 22, 2017, 06:57 AM

https://www.premiumbeat.com/blog/2d-motion-graphic...

If you are eager to learn more about After Effects, this tutorial will help jump-start your next 2D motion graphics project.

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