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
May 13, 2014, 12:20 PM
http://lesterbanks.com/2014/05/cosmic-geometry-too...
Before we get into what the Cosmic Geometry Toolkit is and what it does, we have to go back a ways. Two long years ago we had a sneak look at a project by the LiquidBuddha Studios team that showed a tool for Maya that would allow you to create and evolve toroids, phi-spirals, flower of life patters, jitterbugging vector equlibrium, geometric primatives, and more.
May 13, 2014, 09:49 AM
https://www.youtube.com/watch?v=MQeLfha-BAk
Zbrush Tutorial: Head Detail and Polypainting 17
May 12, 2014, 02:33 PM
http://lesterbanks.com/2014/05/4wheel-vehicle-auto...
If you need to rig up a 4 wheeled automobile in Maya, there are plenty of great tools that can automate the process and save you some time. Few however provide the detailed control that you can get by using the new 4Wheel Vehicle Autorig for Maya.
May 12, 2014, 02:32 PM
http://lesterbanks.com/2014/05/procedural-image-ba...
Sergio Mucino has been covering some great stuff in Modo, especially in helping the nearly abandoned Softimage users find a new home in Modo.
May 12, 2014, 09:39 AM
http://lesterbanks.com/2014/05/building-simple-con...
Clean rig controls for animatable assets might be where things are moving. Traditional control objects in an animatable rig, although effective, they can get in the way of interacting with the digital character. If you have seen how Pixar handles the problem, they provide control surfaces based on the actual rig geometry.
May 12, 2014, 09:38 AM
http://lesterbanks.com/2014/05/using-xpresso-freez...
The “Expresso Mechanic” Julian Field has a look at employing the Xpresso Freeze Node in Cinema 4D in larger Xpresso setups. The Freeze Node will be used to stop an object from moving.
May 11, 2014, 02:05 PM
http://lesterbanks.com/2014/05/macrostructure/?utm...
Eric Schockmel presents MacroStructure. Inspired by science and video games, Macrostructure is the first episode in a micro-series and story world entitled “What If You Created Artificial Life And It Started Worshipping You”.
May 10, 2014, 02:31 PM
http://lesterbanks.com/2014/05/boing-c4d-python-pr...
Patrick Gerke shares his freely available Boing C4D Python preset. Boing will allow you to “materialize” any editable mesh or spline, and animate it out from an origin. Boing C4D gives you all kinds of control, allowing you to add various amounts of bounce and random motion.
May 8, 2014, 12:25 PM
http://lesterbanks.com/2014/05/physically-based-re...
Physically Based Rendering is seeping in to virtually everything. With more and more renderers, tools and authoring environments offer physically plausible shaders and rending, it is becoming essential for content creation tools to incorporate PBR workflows.
May 8, 2014, 09:45 AM
http://lesterbanks.com/2014/05/playing-one-animati...
Tejas Jasani, founder the Mobile Development company The APP Guruz authors an look at how to play multiple animations on a character in the Unity Game Engine, covering and explaining all the components and what they do.
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...
© 2007-2024 www.aotg.com Ver. 3.0 All Content created and posted by Art of the Guillotine users Art of the Guillotine graphics, logos, designs, page headers, button icons, scripts, and other service names are the trademarks of Art of the Guillotine Inc. Use of this material outside of this site is strictly prohibited.