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 Use Maya’s Native Matrix Nodes in Place o

July 6, 2017, 09:31 AM

http://lesterbanks.com/2017/07/maya-native-matrix-...

Vasil Shotarov is a Rigging Artist for the highly acclaimed Blue Zoo Animation Studio. While following Raffaele Fragapane’s “Cult of Rig” Vasil realized that he had been very wasteful using constraints in his rigs: “I The Post How to Use Maya’s Native Matrix Nodes in Place of Constraints originally appeared and published on %%BLOGLINK%,by lesterbanks

Thinkbox At Siggraph 2017

July 6, 2017, 04:28 AM

http://www.thinkboxsoftware.com/news/2017/7/5/thin...

Are you planning to attend Siggraph 2017 in Los Angeles? Come visit us at Booth #323, and meet our team to learn what is new in the world of Deadline, Cloud rendering, Krakatoa, and more. You can even use the coupon code "THINKBOX" to get your free exhibits-only pass on us! This year, the Siggraph Exhibition will take place from August 1st to August 3rd at the Los Angeles Convention Center, with the conference running from July 30th to August 3rd. We will be happy to see you there!

SIGGRAPH 2017 : le programme Real-Time Live!

July 6, 2017, 04:28 AM

http://www.3dvf.com/actualite-20623-siggraph-2017-...

Discover the 2017 Real-Time Live! Of SIGGRAPH: a selection of real-time projects at the crossroads of technical innovation and creative beauty that give an idea of ​​the trends of the year.

Introduction to Yeti, Building Your First Graph

July 5, 2017, 12:29 PM

http://lesterbanks.com/2017/07/introduction-yeti-b...

So this is exciting — Groom Artists Francesco Di Luisi and Sofia Oliveira are starting a new tutorial series that will help you get started creating hair and fur grooms using Yeti. Sofia and Francesco The Post Introduction to Yeti, Building Your First Graph originally appeared and published on %%BLOGLINK%,by lesterbanks

How Does Stardust Compare to Trapcode Particular?

July 5, 2017, 12:29 PM

http://lesterbanks.com/2017/07/stardust-compare-tr...

Trapcode Particular easily bested any native particle system that After Effects offered. That was years and years ago though. Today the Trapcode Suite and Particular shows their age. Still useful and quite capable, the Particular The Post How Does Stardust Compare to Trapcode Particular? originally appeared and published on %%BLOGLINK%,by lesterbanks

The Fundamentals of Building the FK/IK Switch

July 5, 2017, 12:28 PM

http://lesterbanks.com/2017/07/fundamentals-buildi...

Building a character rig? One of the most fundamental concepts other than IK and FK itself, is a switch between the two. The FK/IK switch is an important feature for animators to have, so it The Post The Fundamentals of Building the FK/IK Switch originally appeared and published on %%BLOGLINK%,by lesterbanks

Foundry Partners With J Cube to Boost MultiVerse S

July 4, 2017, 12:37 PM

http://lesterbanks.com/2017/07/foundry-j-cube-boos...

Recently, Multiverse Studio added support for Arnold 5. This included complete support for points, particles, meshes, displacements, mesh lights, motion blur, and a lot more. Multiverse Studio is an i/o management tool for Katana, Maya, The Post Foundry Partners With J Cube to Boost MultiVerse Studio originally appeared and published on %%BLOGLINK%,by lesterbanks

How to Create Hard Surface Models in 3D Coat

July 4, 2017, 10:22 AM

http://lesterbanks.com/2017/07/create-hard-surface...

3D-Coat can excel at hard surface work. Its tools are easy to pick up and use, and the process can be fast and flexible. Creating hard surface models through 3dc’s voxel toolset can be a The Post How to Create Hard Surface Models in 3D Coat originally appeared and published on %%BLOGLINK%,by lesterbanks

Create a Halftone projection With VEX and VOPs in

July 4, 2017, 10:22 AM

http://lesterbanks.com/2017/07/halftone-projection...

Entagma’s Moritz Schwind covers a nice shoot-out between Side FX Houdini VEX and VOPs. The duel comes in the form of how to create a rasterized halftone projection effect that is mixed with perspective projection. The Post Create a Halftone projection With VEX and VOPs in Houdini originally appeared and published on %%BLOGLINK%,by lesterbanks

Understanding the Basics of Matrix Math in Maya

July 3, 2017, 05:29 PM

http://lesterbanks.com/2017/07/understanding-basic...

Matrix math is an important bit to technical 3D work. If you are getting into rigging or looking to further your foray into the technical arts, you need to understand how to use Matrix Math. The Post Understanding the Basics of Matrix Math in Maya originally appeared and published on %%BLOGLINK%,by lesterbanks

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