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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

Easily Flip the Primary Axis for Joints

October 6, 2016, 12:28 PM

http://lesterbanks.com/2016/10/easily-flip-primary...

You have set up joints for what will be your character rig in Maya, and wouldn’t you know it, some don’t rotate correctly. Likely, it is due to the joint’s rotational axis being off from the rest of the joints in the rig, chain, or itself. …you’re about 90% done orienting your joints. The trouble The Post Easily Flip the Primary Axis for Joints originally appeared and published on %%BLOGLINK%,by lesterbanks

Create Bubbles from a Bubble with the C4D Cloth Ta

September 30, 2016, 09:07 AM

http://lesterbanks.com/2016/09/create-bubbles-bubb...

Stephen Turcotte of MirrorMaze Media shows how you can create a “stress ball” effect in Cinema 4D. In actuality, the effect isn’t just a squishy ball. It is a ball that will essentially squish out other balls from it, and it’s done with a Cloth tag. It almost can be explained as a generative effect, The Post Create Bubbles from a Bubble with the C4D Cloth Tag originally appeared and published on %%BLOGLINK%,by lesterbanks

Artist Has Cinema 4D Running on a Mobile Device

September 30, 2016, 05:15 AM

http://lesterbanks.com/2016/09/artist-cinema-4d-ru...

Freelance Motion Designer, Michael Tierney posts a short video of Cinema 4D running on a mobile device. Actually, it’s not just running, Michael is actually using it to create a short project. In actuality, Micheal is probably using something similar to TeamViewer, which allows you to tunnel into a computer that is running the application. The Post Artist Has Cinema 4D Running on a Mobile Device originally appeared and published on %%BLOGLINK%,by lesterbanks

A Preview of Zync Render Cloud for Cinema 4D

September 30, 2016, 05:13 AM

http://lesterbanks.com/2016/09/preview-zync-render...

Those of you C4D people still rendering on the CPU, you might take interest in the upcoming Zync render cloud that is expanding with support for Cinema 4D. Soon Cinema 4D users can spin-up their renders to 32,000 cores. Zync offers artists and studios the ability to render in the cloud, making it as easy The Post A Preview of Zync Render Cloud for Cinema 4D originally appeared and published on %%BLOGLINK%,by lesterbanks

Building a Basic nParticles Object Dissolve in May

September 30, 2016, 05:13 AM

http://lesterbanks.com/2016/09/basic-nparticles-ob...

Jeremy Fernsler shows how you can “cheat” an effect where an object dissolves or disintegrates into dust in Maya, using nParticles. The tutorial covers pretty much everything, so if you are just starting out in Maya, this is a great follow-along. Jeremy walks through the entire project starting from using nParticles, Surface Emissions, Fields including The Post Building a Basic nParticles Object Dissolve in Maya originally appeared and published on %%BLOGLINK%,by lesterbanks

Creating a Procedural Crystal City in C4D

September 23, 2016, 12:03 PM

http://lesterbanks.com/2016/09/creating-procedural...

Motion Designer Daniel Danielsson posts a four part look into creating a procedural crystal city in Cinema 4D, that covers modeling all the way up to animation and rendering. The crystal city makes use of simple shapes in C4D along with cloners, MoExtrude, deformers and effectors. Parts two and three have a look at creating the The Post Creating a Procedural Crystal City in C4D originally appeared and published on %%BLOGLINK%,by lesterbanks

Setting Up a Predator-Prey System With MASH

September 23, 2016, 09:21 AM

http://lesterbanks.com/2016/09/setting-predator-pr...

Ian Waters runs through hooking up two MASH Flight node networks to let predators know where the prey are and visa versa. The Post Setting Up a Predator-Prey System With MASH originally appeared and published on %%BLOGLINK%,by lesterbanks

Refine The Speed of Camera Moves in C4D With a Tim

September 20, 2016, 12:26 PM

http://lesterbanks.com/2016/09/refine-speed-camera...

Camera moves take time to sort out. If you want those silky-smooth camera moves, you’re going to have to spend some time in a graph editor. However that doesn’t necessarily mean that  you need to be endlessly manning multiple curves to get what you need. How else can it be done? Well, according to Freelance The Post Refine The Speed of Camera Moves in C4D With a Time Track originally appeared and published on %%BLOGLINK%,by lesterbanks

Generate a Series of Pyro Simulations in Houdini W

September 20, 2016, 09:29 AM

http://lesterbanks.com/2016/09/generate-pyro-simul...

CG Artist Oliver Hilbert shares a look into using Houdini’s Wedge ROP to wedge pyro simulations and writing those sims out as OpenDVB’s. The DVB’s are then brought into Clarisse and rendered there. looking at using the wedge ROP in Houdini to generate a series of Pyro simulations The Wedge render node in Houdini allow The Post Generate a Series of Pyro Simulations in Houdini With Wedge originally appeared and published on %%BLOGLINK%,by lesterbanks

Flow Will Change How You Work With Ae’s Graph Ed

September 19, 2016, 09:32 AM

http://lesterbanks.com/2016/09/flow-will-change-wo...

Let’s face it. The graph editor in After Effects is an aging and confusing mess. This is true for both new and experienced users. If only there was a better way to do the things that are done most often in the graph editor. Gone are the days of slow, heavy expressions, or fighting with The Post Flow Will Change How You Work With Ae’s Graph Editor originally appeared and published on %%BLOGLINK%,by lesterbanks

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