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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

Busing Nuke Premultiplication Myths

February 1, 2014, 02:17 PM

http://lesterbanks.com/2014/02/busting-nuke-premul...

Quite often if an image is using an alpha channel, to save on additional multiplications during compositing, the color of the image is multiplied by the alpha value. This is what a premultiplied alpha is, and it needs to be treated differently than a regular alpha channel when compositing.

Solving the Disappearing boolean problem in Maya

February 1, 2014, 02:16 PM

http://lesterbanks.com/2014/02/solving-disappearin...

The latest version of Maya, which is the 2014 extension release has added a new and robust library for faster and more reliable booleans on polygons. The extension release makes use of the Carve library which is a fast and reliable constructive solid geometry library, Making the Boolean operations in Maya work well – work very well.

A Look at the Different Ways to Overshoot Motion

January 31, 2014, 10:57 AM

http://ae.tutsplus.com/tutorials/motion-graphics/a...

Overshooting is an animation principle which helps not only to bring life to your animation, but also realism. Basically, overshooting is when you want to bring a certain object from Point A to Point B, but the object passes Point B, jiggling backwards and forwards in a decaying pattern till it comes to a stop at Point B. We’ll look at a few different ways to achieve this in After Effects.

Intro to Rigid Body Simulator in Blender

January 30, 2014, 01:23 PM

http://lesterbanks.com/2014/01/introduction-rigid-...

Andrew Price has some fun with the Rigid Body dynamics in Blender, experimenting with creating a wrecking ball animation. Andrew covers everything you need to know to get started using the Rigid Body Dynamics.

Compositing Painted Type on a background in AE

January 30, 2014, 01:22 PM

http://lesterbanks.com/2014/01/compositing-painted...

Showing how simple it can be to create painted type on a background image, Rich Aguilar walks through creating the effect in After Effects with a bit of compositing and no special plugins. This can be an adventure in blend modes and workflow. You want to have the type look like it is actually painted on without destructively distressing the type in Ae so that the characters can no longer be edited or changed easily.

Solving Common Issues When Creating Splines

January 30, 2014, 01:21 PM

http://lesterbanks.com/2014/01/solving-common-issu...

A IK Spline in Autodesk Maya lends itself well to being used as the underlying structure in character rigs for tails, spines or anything that has lots of small joints that need to move in the same direction.

Part 3/4: Character Animation in AE

January 27, 2014, 01:31 PM

http://www.mettle.com/part-3-4-character-animation...

Learn how to set up custom sliders to control character facial expressions

Part 7/8: Character Animation in AE

January 27, 2014, 01:31 PM

http://www.mettle.com/part-7-8-character-animation...

How to create a controller for the Puppet head and eyes.

ZBrush Working with and Designing Material

January 27, 2014, 01:31 PM

http://lesterbanks.com/2014/01/working-designing-m...

Eric Keller posts a 4 part series covering working with materials in ZBrush, starting with the basics and showing how to create your own standard materials, MatCap Materials, and Layering shaders, as well as LightCap and materials.

RealTime Positional Display in Cinema 4D

January 23, 2014, 02:44 PM

http://lesterbanks.com/2014/01/creating-realtime-p...

MographCandy’s Dan Conrad shows how to send the positional information from a randomly moving object and feed that into a MoText object, which will display the moving object’s position in real time and right in the viewport.

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