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

An Introduction to Proxy Skinning in Maya

October 13, 2016, 09:22 AM

http://lesterbanks.com/2016/10/introduction-proxy-...

What exactly is proxy skinning? Like using any other proxy, you are able to work on the skin weights of a mesh through a proxy object, or some representation as a substitution. The substitution doesn’t necessarily need to be a lower resolution version of the original mesh, but it can be in some cases. It The Post An Introduction to Proxy Skinning in Maya originally appeared and published on %%BLOGLINK%,by lesterbanks

Bringing Voronoi to Life in C4D With Particle Forc

October 13, 2016, 09:21 AM

http://lesterbanks.com/2016/10/voronoi-c4d-particl...

Stockholm based 3D Artist Carl Johan Thor, shows how you can breathe some life into voronoi patterns in Cinema 4D. The tutorial uses Entagma’s freely available Dual Graph plugin for Cinema 4D, to create interesting patterns based on Delaunay shapes. The Dual Graph plugin lets you make a more “cel-like” voronoi structure by computing the The Post Bringing Voronoi to Life in C4D With Particle Forces originally appeared and published on %%BLOGLINK%,by lesterbanks

KUBO AND THE TWO STRINGS: Steve Emerson

October 13, 2016, 09:20 AM

http://www.artofvfx.com/kubo-and-the-two-strings-s...

Steve Emerson worked at Rainmaker Entertainment Inc and IMAX before joining LAIKA in 2008 as 2D supervisor to work on CORALINE. He then worked on PARANORMAN and THE BOXTROLLS.

New Cycles4D Release Confirmation and Pricing

October 11, 2016, 09:35 AM

http://lesterbanks.com/2016/10/new-cycles4d-releas...

Cycles is Blender’s unbiased GPU and CPU renderer, that is free and open source. Being a very capable production renderer, Cycles has been brought to other application hosts like 3DS MAX, and now Cinema 4D with Cycles4D, thanks to INSYDIUM, Even though Cycles is free, Cycles4D is a bridge plugin allowing C4D to access the The Post New Cycles4D Release Confirmation and Pricing originally appeared and published on %%BLOGLINK%,by lesterbanks

Combine Depth Of Field, Mograph Cloners, And Atom

October 11, 2016, 09:34 AM

http://greyscalegorilla.com/tutorials/combine-dept...

In this tutorial, I show you how to create the look from our Atoms, Primitive Project featured on our Behance Page and our Instagram Page.

Transform Animation Paths in the Cinema 4D Viewpor

October 10, 2016, 10:36 AM

http://lesterbanks.com/2016/10/transform-animation...

“DigitalMeat” Samuel Winter shares a quick tip that can have you easily transforming animation paths right in the Cinema 4D Viewport. Lets say that you have an animation completed, but it all needs to be moved, exactly how it is playing out, without change. You could go in and manually alter every keyframe, or even The Post Transform Animation Paths in the Cinema 4D Viewport originally appeared and published on %%BLOGLINK%,by lesterbanks

Getting to Know Houdini Particles, From the Emitte

October 7, 2016, 09:12 AM

http://lesterbanks.com/2016/10/getting-know-houdin...

Particles, and int his case, Houdini Particles, sort get lost and often drowned out by seemingly more advanced simulation tools. Pyro, Smoke, and Fluids all sound pretty exciting. Still there is a case to be made for using particles. They tend to be a pretty lightweight system. The are fast and art direct-able. They render The Post Getting to Know Houdini Particles, From the Emitter Up originally appeared and published on %%BLOGLINK%,by lesterbanks

Getting Started With Blender’s Bendy Bones

October 6, 2016, 12:28 PM

http://lesterbanks.com/2016/10/getting-started-ble...

Blender’s Bendy Bones system is a fresh new take for rigging character elements. As the name suggests, it allows you to create a bone system that is quite flexible, not only in movement, but in context as well. The entire Bendy Bones system was set up to offer an easier way to rig characters, so The Post Getting Started With Blender’s Bendy Bones originally appeared and published on %%BLOGLINK%,by lesterbanks

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

Thinkbox Software Releases Frost MX 2.0; Launches

September 30, 2016, 09:07 AM

http://www.thinkboxsoftware.com/news/2016/9/29/thi...

Back in July - CG Press revealed an awesome preview of Frost MX 2.0 creating V-Ray instances of a Sequoia XMesh. Today we are delighted to announce the full availability of Frost MX 2.0 and the beta for Frost MY 2.0 for Autodesk® Maya. A go-to tool for meshing particles and fluid simulations for many artists, Frost MX 2.0 nearly doubles the performance of previous releases, integrates more deeply with Chaos Group’s V-Ray and introduces new workflow improvements for greater ease of...

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