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

How to Animate the Falloff Center of a Soft Mod in

November 30, 2016, 03:40 PM

http://lesterbanks.com/2016/11/animate-falloff-cen...

A soft mod deformer in Maya can be used for more than just modeling. Chris Lesage is a Character Rigging TD For MoonBot Studios in Shreveport, Louisiana. While working at a previous position with Ember Lab,  Chris worked on a short film, “Majora’s Mask – Terrible Fate”.  A character needed to have an animatable buying The Post How to Animate the Falloff Center of a Soft Mod in Maya originally appeared and published on %%BLOGLINK%,by lesterbanks

Getting Started With DragonBones, Free 2D Skeletal

November 26, 2016, 03:39 PM

http://lesterbanks.com/2016/11/dragonbones-free-2d...

Jay AnAm posts a quick introduction to using DragonBones Pro, walking through importing assets, simple rigging and animation. What exactly is Dragon Bones Pro? It’s a free and open source 2D skeletal animation system featuring IK, Constraints, Skinning, and anything else that is relatable to 2D character rigging for animation. If you have heard of The Post Getting Started With DragonBones, Free 2D Skeletal Animation originally appeared and published on %%BLOGLINK%,by lesterbanks

How to Use Maya’s Motion Graphics Toolkit to Ani

November 25, 2016, 10:53 AM

http://lesterbanks.com/2016/11/maya-mash-animate-a...

Before we get to the animate with audio bit… Autodesk’s Daryl Obert has been steadily documenting his Journey to VR with Autodesk Maya. The idea is that you can follow along on his Journey to VR blog as Daryl builds his first VR experience. With this installment, Daryl walks through how to animate with audio The Post How to Use Maya’s Motion Graphics Toolkit to Animate with Audio originally appeared and published on %%BLOGLINK%,by lesterbanks

Houdini and Octane Sub Surface Scattering

November 24, 2016, 10:27 AM

http://lesterbanks.com/2016/11/houdini-octane-sub-...

One of the drawback for using Octane is that you can’t use multiple HDRs in one scene. The popular rendering engine has no method for using an HDR image for lighting and another for rendering. Octane 3 introduced a camera environment which can be used for this purpose. Why is this important? When you want The Post Houdini and Octane Sub Surface Scattering originally appeared and published on %%BLOGLINK%,by lesterbanks

Meet the Teapot That Changed 3D

November 23, 2016, 01:31 PM

http://lesterbanks.com/2016/11/meet-teapot-changed...

Oh this teapot? You have seen it pretty much everywhere. There were probably times when you didn’t even realize that you were seeing it. Some applications actually have it as a primitive as a menu item. Pixar uses it as a trade show mascot. It’s the most famous brew-pot in computer graphics. The Utah Teapot (or The Post Meet the Teapot That Changed 3D originally appeared and published on %%BLOGLINK%,by lesterbanks

Create an Organic Vortex Animation in C4D

November 23, 2016, 10:36 AM

http://lesterbanks.com/2016/11/create-organic-vort...

Sometimes you don’t need a complicated setup, simulation or process to get a great result. Take this example. Drunk PandaBeer takes a snapshot of his process for creating an organic vortex animation. The shape and animation is similar to what you would see with a twister or tornado. Drunk PandaBeer is actually Wojtek Piekarczyk is The Post Create an Organic Vortex Animation in C4D originally appeared and published on %%BLOGLINK%,by lesterbanks

History Between Steve Jobs and Pixar

November 23, 2016, 10:34 AM

http://www.macrumors.com/2016/11/23/steve-jobs-to-...

Steve Jobs' history with the now-acclaimed animation studio Pixar began in 1986 when the former Apple CEO purchased The Graphics Group, which was one third of the Computer Division of Lucasfilm, renamed it Pixar Animation Studios, and began guiding it into a burgeoning feature film production company. In a new book called To Pixar and Beyond, written by former Pixar chief financial officer Lawrence Levy, the history between Jobs and Pixar is highlighted and deepened by looking at the struggling ...

Working With Metallic Flake Materials in Cycles 4D

November 22, 2016, 01:22 PM

http://lesterbanks.com/2016/11/metallic-flake-mate...

Have a look at how to create metallic flake in Cycles. By now you should’ve heard that Cycles 4D has been released. So far the reception has been pretty good with the Cinema 4D community. Cycles 4D offers production-level rendering engine that is both GPU and CPU enabled for rendering. a couple of methods for making The Post Working With Metallic Flake Materials in Cycles 4D originally appeared and published on %%BLOGLINK%,by lesterbanks

Model Complex Forms in Houdini With NURBS

November 21, 2016, 01:21 PM

http://lesterbanks.com/2016/11/model-complex-forms...

Propeller blades, wings, a ship’s hull, a car panel. What do they all have in common? They are complex flowing surfaces that can be a challenge to model with polygons, alone. NURBS or solid modelers will offer a better workflow for these types of complex forms. Houdini (and others) can work wth NURBS surfaces which The Post Model Complex Forms in Houdini With NURBS originally appeared and published on %%BLOGLINK%,by lesterbanks

Modeling a Tire in Maya Using Tiling Patterns

November 21, 2016, 10:49 AM

http://lesterbanks.com/2016/11/modeling-tire-maya-...

You might be thinking, “Man, there are quite a few tire modeling tutorials out there!”. You are right. Do we really need another? If it’s a tire modeling demonstration from modeling whiz Alex Cheparev, then yes we do. Think of this one as more of a master class in creating repeatable and tiling patterns in The Post Modeling a Tire in Maya Using Tiling Patterns originally appeared and published on %%BLOGLINK%,by lesterbanks

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