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
July 28, 2016, 05:52 AM
https://vfxserbia.com/2016/07/28/pixar-open-source...
Pixar has announced that it intends to make its Universal Scene Description software available open source.
July 28, 2016, 05:51 AM
https://www.aotg.com/the-angry-birds-movie-character-animation/
The Angry Birds Movie - Character Animation
July 27, 2016, 02:12 PM
http://postperspective.com/pixar-open-sources-univ...
Pixar Animation Studios has released Universal Scene Description (USD) as an open source technology in order to help drive innovation in the industry. Used for the interchange of 3D graphics data through various digital content creation tools, USD provides a scalable solution for the complex workflows of CG film and game studios. Continue reading →July 27, 2016
July 27, 2016, 02:11 PM
http://www.studiodaily.com/2016/07/autodesk-releas...
At SIGGRAPH this week, Autodesk shipped Maya 2017, the first version of the popular 3D software to integrate Arnold as the default renderer. Autodesk announced at NAB this year that it was acquiring Solid Angle, the maker of Arnold. While … more » The post Autodesk Releases Maya 2017 with Arnold Built In appeared first on Studio Daily.
July 27, 2016, 05:32 AM
http://www.studiodaily.com/2016/07/pixar-open-sour...
Pixar Animation Studios has officially released its Universal Scene Description (USD) system as open-source technology on GitHub. It joins Pixar's OpenSubdiv subdivision implementation, which was open-sourced in 2012. The company first announced plans to make USD — code that's been … more » The post Pixar Open-Sources Universal Scene Description appeared first on Studio Daily.
July 26, 2016, 09:21 AM
http://lesterbanks.com/2016/07/autodesk-unveils-ma...
Autodesk released Maya 2017 that puts mental ray on the outs and Arnold in the ins... But there is a caveat however. The Post Autodesk Unveils Maya 2017, Mental Ray is Out, Arnold is In originally appeared and published on %%BLOGLINK%,by lesterbanks
July 26, 2016, 05:22 AM
http://www.cgchannel.com/2016/07/autodesk-unveils-...
Autodesk has unveiled Maya LT 2017, the latest update to its cut-down version of Maya aimed at indie game artists, adding a new animation Time Editor, and streamlining performance and workflow.
July 25, 2016, 05:39 AM
http://animationguildblog.blogspot.ca/2016/07/the-...
Animatics (digital story reels) got invented in the late 1990s. I thought.
July 23, 2016, 01:33 PM
http://lesterbanks.com/2016/07/42178/
Joren Kandel shows how you can manage grain easily when using Ambient occlusion with the Cinema 4D Physical renderer. The Post Get Less Grainy Ambient Occlusion Renders in C4D originally appeared and published on %%BLOGLINK%,by lesterbanks
July 23, 2016, 07:21 AM
http://lesterbanks.com/2016/07/export-import-skin-...
Rigging Dojo's Brad Clark offer a look into exporting and importing skin weights in Maya, using a data method rather than the image map method. The Post Maya Has Two Ways to Export Skin Weights. Which Do You Use? originally appeared and published on %%BLOGLINK%,by lesterbanks
Daniel George McDonald sits down to discuss creating the finale for Cheer Season 2.
Gordon sits down with the editorial team of The Black Lady Sketch Show to discuss their approach to ...
Gordon sits down with Philip to discuss his work with Tyler Perry and his latest film A Madea Homeco...
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