First successful print. Learned my lesson: don't buy cheapo filament. #3dPrinter #abs
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@dgovil-blog
First successful print. Learned my lesson: don't buy cheapo filament. #3dPrinter #abs

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After some minor setbacks, she's printing her first print. #3dPrinter #abs
New addition to the family. Thanks to the awesome @dejanfurlan . will have a better pic when it heals
She's built! All the solderings done , all the parts are on. Just need to program the board and hook up the cables :-)
She's alive! Powered up and nothing blew. Few more things to solder and then on to programming the arduino

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
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Day4: Body and mechanical parts are done. Partially wired. #3dPrinter #kossel
All these amazing people! #amandaPalmer at the #ninjagig. #vancouver #ted There's Neil Gaiman, Chris Hadley, sarah Kay, a Balkan marching band, Jason Webley. All for free with donations to charity.
Check out the final trailer for the latest movie I've worked on. Did a lot of layout and pipeline work on this. All but one of the rhino shots are mine and quite a few more.
Half a decade ago I made this from scratch. Age and inexperience has not been kind. Baritone 7 string neck through
Depth Compositing and Animation
So today, I'd like to talk about one of the tools I made while working on Cloudy with a Chance of Meatballs 2. It's a tool that has seen a surprisingly quick and widespread adoption at work, both on this show and other shows.
The tool is essentially a deep compositing front end for animators.
Deep compositing has been a hot topic in the industry lately. While not a new concept, it's been seeing a lot of adoption at major studios from CG films like Animal Logic's Legend of the Guardians to Academy Award winner Life of Pi.
While it's been mostly limited to compositors, I'd like to write about how we're using it for animators.
(I can't share any images from work, but I'm using what images and videos I can find online to illustrate this. Credit due to whoever owns these)
What is deep compositing?
I guess I should start of by explaining what deep compositing is.
It's essentially a system where each pixel stores not just its final data from the camera's point of view, but also information for slices along the depth.
So for example, one pixel could contain the information for every side of a glass prism, allowing you to place an object in between.
Disclaimer, we're not really using deep pixels, but rather just using the deep compositing nodes in Nuke to merge sequences of rgb and depth together to make a deep image.
A good talk on this is:
Why use it for animation?
So for animation, this may seem like a not so interesting technology. After all, we're working in a 3d space anyway.
Well the real fun parts of this comes out when you need to split up a shot. You can take any number of splits in the shot, with their depth, and quickly get back a comped together sequence with every split respecting their depth from the camera.
You don't need to worry about sorting the splits, because the depth takes care of that for you. Things in one split can go behind AND in front of objects in another split with no issues.
Essentially, it sorts the pixels in each split according to its depth value and you something like the above if you visualize it.
The beauty of this is, the animators don't even need to know what's going on. All we do is the following:
Enable depth output for all their playblasts (disk space is cheap)
Ask them to run our GUI tool when they want to see the results
The GUI
So obviously, we can't expect animation to comp things themselves. So I built a little UI for them.
It looks for any playblasts in a shot with depth outputs. It sorts it by names and then presents the animator with a selection of all their sorted playblasts to choose from.
They can set a few parameters if they want, and there are different intuitive filters. The tool then constructs a python file that we run Nuke with.
The nuke file builds the nuke script locally and then sends it to our queue to render. It comes back in a few minutes and they can see a massive number of files combined together instantly.
So what does this give us?
This gives us a lot of new possibilities! Shots can be way larger without having to think about it. We can push crowd shots and split up the work between several animators, and they can see their updates quickly.
It's allowing for a lot of massive shots to go through with very few headaches.
Even with a single animator, it allows them to focus on different parts of the scene, and offload heavy rigs to another split.
The tool was initially written for one show:
but since then has been adopted by most shows as an easy way to work.
I've had a lot of animators and leads/sups tell me that they love using this tool because it has removed so many headaches.
But this isn't interactive...
So using this tool at work means animators have to continuously playblast their changes to see it with other peoples work.
Now here's where it gets really exciting!
Maya allows for image planes to use depth maps. This looks like a regular image plane in every view, but with one cool thing:
If you have a character in the image plane, I can move my 3d characters in scene around these characters in the image plane. It's like the objects in the image plane exist in your scene, without any of the overhead.
You no longer need to worry about alphas, or using multiplanes to simulate things. And the beautiful part? We don't need to enable anything else to get it to work.
I could just reuse the bits from my deep compositing tool and change it to setup the image planes.
What could this mean?
Well I'm releasing the tool at work tomorrow, but it means:
animators can work more interactively with each other without overhead.
We can have massive environments loaded in without slowing down the shot
You can load effects in the scene without needing to worry about generating geometry etc. Just render it out with depth.
Autodesk are awesome for enabling that, and I can't believe I haven't known about it till now.
What are the downsides?
So now, if you're like me, you're thinking: "Okay this sounds awesome but it can't be all peaches and cream"
Well that's true. There are two significant downsides, depending on your needs:
1) It eats disk space. You're writing double the data for each playblast and each comp takes up a similar amount of space.
2)It can't handle transparency. Or rather, maya can't give you depth information for transparent objects. It'll give you the depth of the nearest opaque object behind it, or infinity if it doesn't see anything.
Neither of these have been big issues in practice. It's just something to be mindful of.
Anyway, to wrap things up, I'm just psyched that something I've written is helping out so much.
I'm done at Sony soon unless some new projects come on (there are no projects to roll onto). But I wonder, if and when I do come back, whether my tools will still be alive and kicking.

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
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Thanks #XboxOne #E3 press conference for revealing to us exactly zero games featuring a female protagonist for the next generation.
— Feminist Frequency (@femfreq)
June 10, 2013
Above is a tweet I made this afternoon in reaction to the fact that none of the games presented at...
This is useful for when you have objects with slightly offset keys.
Just designate a master object in the script, select the objects you want to cleanup, and it will make sure they all have keys only on the same frames as the master.
^Every Whovian’s reaction when John Hurt’s face came on screen
Create Maya Key Pairs
Little python snippet that will create maya key pairs.
Useful for when you are switching from stepped blocking to interpolated (spline, linear etc)
Clean Blocking
I recently enrolled in iAnimate and find myself doing a lot of repetetive stuff as I animate. So I decided to use my TD skills for the better, and to share any snippets etc that I make.
First little snippet is one I use to key all my selected objects on every 4 frames and delete everything in between.
Sometimes I start getting a little messy with my keys after a hard days work, so this is a quick and elegant solution

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
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I painted a TARDIS on my cast, and Neil Gaiman signed it, because he’s awesome.
I was impressed.
SHE WAS NOWHERE NEAR HIS MOUTH