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

SynthEyes Adds Full-Featured 3D Export for HitFilm

April 19, 2017, 09:30 AM

http://lesterbanks.com/2017/04/syntheyes-3d-export...

With the ramp-up for NAB this year, Andersson Technologies have pushed out a number of new scripts and tutorials for SynthEyes. One of the things of note is SynthEyes has a new 3D export for The Post SynthEyes Adds Full-Featured 3D Export for HitFilm originally appeared and published on %%BLOGLINK%,by lesterbanks

Accelerate Houdini’s UpRes Tasks With Your GPU

April 17, 2017, 09:45 AM

http://lesterbanks.com/2017/04/accelerate-houdinis...

Creating fire, smoke and combustion effects with Houdini can eat up your simulation time. That is why it is easier to build the simulations and then increase their resolution into a final sim. The upRes The Post Accelerate Houdini’s UpRes Tasks With Your GPU originally appeared and published on %%BLOGLINK%,by lesterbanks

TurboSquid Adds Blender Support to CheckMate

April 17, 2017, 09:44 AM

http://lesterbanks.com/2017/04/turbosquid-blender-...

Good news for Blender users: TurboSquid has added Blender to its certification system. This means that you will be able to get the same quality Blender content, as the previously certified 3ds Max, Maya, Cinema The Post TurboSquid Adds Blender Support to CheckMate originally appeared and published on %%BLOGLINK%,by lesterbanks

Arnold 5 Decouples Shader and Renderer With Shader

April 14, 2017, 12:11 PM

http://lesterbanks.com/2017/04/arnold-5-shader-clo...

Solid Angle releases Arnold 5, a major update to the popular renderer that sports better performance, new shaders and changes that make Arnold even easier to use. There are a ton of great new things The Post Arnold 5 Decouples Shader and Renderer With Shader Closures originally appeared and published on %%BLOGLINK%,by lesterbanks

Techniques for Hard Surface Sculpting in ZBrush

April 14, 2017, 09:20 AM

http://lesterbanks.com/2017/04/techniques-hard-sur...

There are really three avenues for creating hard surface work, modeling, hard surface sculpting, and a combination of the two. Modeling may provide some benefits when creating hard surface models, but might turn tricky and The Post Techniques for Hard Surface Sculpting in ZBrush originally appeared and published on %%BLOGLINK%,by lesterbanks

How to Retopologize a Head in ZBrush, Like a Boss

April 13, 2017, 12:06 PM

http://lesterbanks.com/2017/04/retopologize-head-z...

Retopology is part art-form, part science. The idea is to layout polygons in such a way that it benefits animation and other disciplines down the pipeline. There is quite a lot of theory that goes The Post How to Retopologize a Head in ZBrush, Like a Boss originally appeared and published on %%BLOGLINK%,by lesterbanks

Getting Started With Bullet Dynamics in Maya

April 13, 2017, 07:41 AM

http://lesterbanks.com/2017/04/getting-started-bul...

Maya has a few ways for creating dynamic animations and dynamic simulations. Natively, Maya uses Nucleus, it’s a simulation engine that can handle a lot of different things. Anything with an “n” in front of The Post Getting Started With Bullet Dynamics in Maya originally appeared and published on %%BLOGLINK%,by lesterbanks

Animation Revisited: The Frog, The Dog, and The De

April 13, 2017, 07:40 AM

http://www.awn.com/animationworld/keep-it-motion-c...

Every Thursday, Chris Robinson takes a look at films from animation’s past. This week he screens a golden oldie from 1986, The Frog, The Dog, and The Devil.

Working With Maya’s New Tension Deformer

April 12, 2017, 11:34 AM

http://lesterbanks.com/2017/04/working-mayas-new-t...

Maya 2017 Update 3 added some new features for Rigging and character skinning workflow. The sort-of-hidden Bake Deformer Tool can bake down deformations that are on top of a skin cluster, to skin weights. Another The Post Working With Maya’s New Tension Deformer originally appeared and published on %%BLOGLINK%,by lesterbanks

MamoWorld Takes After Effects Grids and Guides to

April 12, 2017, 08:02 AM

http://lesterbanks.com/2017/04/mamoworld-grids-gui...

After Effects is a design tool that many motion design professionals faithfully rely on. This is why it is so strange that out of the box, Ae only has the most rudimentary functionality for using The Post MamoWorld Takes After Effects Grids and Guides to the Next Level originally appeared and published on %%BLOGLINK%,by lesterbanks

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