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BEGIN:VEVENT
DTSTART;TZID=UTC:20100220T100000
DTEND;TZID=UTC:20100220T120000
DTSTAMP:20260426T025855
CREATED:20170122T215755Z
LAST-MODIFIED:20170122T215806Z
UID:538-1266660000-1266667200@www.abunchofshortguys.org
SUMMARY:Making of Ghostbusters with Terminal Reality
DESCRIPTION:ABOSG is please to present:\nTerminal Reality and the making of Ghostbusters\nWhen: Saturday February 20th\, 2010\nWhere: Collin County College room c104Time: 10 AM till noon \nGhostbusters The Video Game is the playable sequel to the smash hit motion picture franchise. Coinciding with the 25th anniversary celebration of the film’s original theatrical release\, the game reunites original cast members to recapture the unique blend of laughs\, scares\, and action that rocketed Ghostbusters into the realm of pop culture classics. \nThe game was created using Terminal Reality’s in-house technology the Infernal Engine\, www.infernalengine.com\, which is currently being used to develop a multitude of different games by its licensees.  You can read more about infernal on the website. \nEvery single employee at Terminal Reality played a crucial role in the creation of Ghostbusters: the Video Game. Developing concepts and ideas for the game was incredibly fun because the Ghostbusters movie brings such a broad spectrum of reality.  Having the ability to create game spaces like the “Ghost world” enabled the team to push the limits of the technology to create very complex and uncanny game environments.  There are unlimited possibilities in the creation of art assets for GB.  One of the luxuries of GB was the creation and animation of the characters and ghosts.  Establishing the realistic look of the original cast was equally challenging and was essential to bringing the characters to life.  The proton pack was also considered another character with its material complexity and effects.  A lot of time was put into bringing the characters and environment to life.\n\n\n\n\n\n\n\nRobert St.Aubin – Concept Artist\nRobert was born in California and spent his youth moving from state to state with his parents\, following his father’s Air Force career.  Inspired by Disney films and Saturday morning cartoons he aspired to be a traditional animator.  After two years station in England\, Robert and his parents settled in Peoria Arizona where he attended The Art Institute of Phoenix.  During his three years at AIPX his focus shifted on many career paths\, eventually perusing environment video game art with a long term goal of concept art.  In 2005 Robert was hired by Terminal Reality Inc as an environment artist for Spy Hunter: Know Where to Run.  During the early stages of Ghostbusters: The Video Game\, Robert transitioned into concept art and was later joined by senior artist Grant Gosler and associate artist Daniel Soni forming the current concept department at TRI.\n\n\n\n\n\n\n\n\n\n\nIan McIntosh – Sr. Character Artist\nIan was born and raised in Boulder Colorado.  At a young age short films like Wallace and Gromit originally inspired him to become an animator and make feature films.  In 2001 he moved to Vancouver Canada to study at the Vancouver Institute for Media Arts.  As he began to learn to use 3D programs like Maya however\, his natural skill and love for modeling characters has led him on his current path as a Senior Character artist for games.  After graduating he worked for a couple of years at EA Canada working on sports games like FIFA and NBA before moving down to Texas to work on Ghostbusters the Videogame.  A particular area of expertise for Ian (aka I. Mac.)\, has become the creation of realistic human likenesses which has helped to set him apart from other character artists in the industry.\n\n\n\n\n\n\n\n\n\n\n\n\nTomas Gonzalez – Senior Animator\nSenior Animator on the GB project\, responsible for the animations for the Ghostbuster player\, StayPuft\, the Librarian monster\, the opera lady\, Azetlor\, Chairman\, and the Architect. Previous games were Midway’s Roadkill and Spy Hunter: Nowhere to Run. Tomas was hired at TRI in 2002 (in June it will be 8 yrs). Graduated from the Art Institute of Dallas in 2001. Grew up in South Texas.  Was originally training to be an architect\, but realized that he hated geometry; so next big thing was animation.\n\n\n\n\n\n\n\n\n\n\nGlenn Gamble – Senior Effects Artists; Senior Environment Artist\nComing Soon.
URL:https://www.abunchofshortguys.org/myevent/making-of-ghostbusters-with-terminal-reality/
CATEGORIES:Monthly Meetings
END:VEVENT
BEGIN:VEVENT
DTSTART;TZID=UTC:20100130T100000
DTEND;TZID=UTC:20100130T132500
DTSTAMP:20260426T025855
CREATED:20170122T215904Z
LAST-MODIFIED:20170122T215904Z
UID:542-1264845600-1264857900@www.abunchofshortguys.org
SUMMARY:Business of Animation part 2
DESCRIPTION:This month ABOSG will focus again on the Business of Animation.  ABOSG is honored to host panelists Mark Methenitis\, of Vernon Law Group and David Moffat\, CPA of ShowbizCPA.com as our guest speakers.\n\n\n\n  \n\n\n\n\n\n\nMr. Methenitis practices for the Vernon Law group in the areas of electronic entertainment\, new media\, gaming\, corporate\, franchise\, and international trade law. To assist gaming clients\, Mark focuses on established and emerging legal issues created by the contantly evolving gaming world. He also independently researches legal issues affecting gaming businesses and showcases his analysis in his online blog\, Law of the Game. The blog focuses exclusively on legal issues related to electronic gaming and gambling\, as well as cross-over topics in new media like machinima. \nMore information at: \nThe Vernon Law Group \nLaw of the Game Blog\n\n\n\n\n\n\n\n\nMr. Moffat left a promising career in theatre when dazzeled by the bright lights and flashy glamour of professional accounting! As a result he is among the rare few who are members of the American Institute of Certified Public Accountants as well as Actors Equity Association\, the Screen Actors Guild\, and the American Federation of Television and Radio Artists. He earned degrees in Political Science and Accounting from Southern Methodist University and a Masters degree in theatre from Northwestern University. His  committment to study and excellence earned him a membership in the national accounting honor fraternity\, Beta Alpha Psi. \n \nA former educator in Texas\, California\, and Illinois\, David has also produced\, directed\, designed and/or performed in productions. His deep respect for the creative process encourages artists in all fields to pursue his services as a tax and accounting professional. His annual tax seminars draw professionals from a variety of fields seeking professional consultation. \nMore information at: \nShowbizCPA\n\n\n\n\n\n\n\n\nThe format for this meeting will be a moderated panel by ABOSG President\, Vince Sidwell.  Please submit questions for the panelists in advance to Vince by writing him at president (at) abosg.org.\n\n\n\n  \nThe meeting if free to all. \nSaturday January 30th\, 2010\nCollin County Community College\, Spring Creek Campus\n2800 Spring Creek Parkway\, Plano Texas\nRoom c104\n10am – Noon
URL:https://www.abunchofshortguys.org/myevent/business-of-animation-part-2/
CATEGORIES:Monthly Meetings
END:VEVENT
BEGIN:VEVENT
DTSTART;TZID=UTC:20100128T100000
DTEND;TZID=UTC:20100128T140000
DTSTAMP:20260426T025855
CREATED:20170122T215129Z
LAST-MODIFIED:20170122T215141Z
UID:523-1264672800-1264687200@www.abunchofshortguys.org
SUMMARY:J Marshall Pittman and J Schuh
DESCRIPTION:Event: ABOSG August General Meeting \nDate: Saturday\, August 28\, 2010 \nLocation: 2800 East Pring Creek Parkway \nPlano\, TX 75074 \nTime: 10am-Noon \nWe’ve got an action-packed Saturday\, starting with our first general meeting of the new year! Please join us as we welcome back J. Marshall Pittman from his tour of Los Angeles and Siggraph 2010. Marshall was the 2010 SIGkids Chair and will recap the highlights of the event. The group that presents the conference\, ACM Siggraph\, is a global organization dedicated to the advancement of research and education in the fields of animation and computer graphics.  The Siggraph 2010 conference is the premiere gathering of students and professionals in the technological disciplines. \nInterested in working in the industry? J. Schuh will follow Marshall’s presentation with a discussion of the current state of affairs in the local animation and gaming community. This presentation will include topics such as education\, job placement\, and networking in the area. J. is a local business owner and animator\, professor\, and state representative for the industry. \nMeetings are FREE. Friends are welcome. \nEvent: ABOSG Lunch\n|Date: Saturday\, August 28\, 2010\nLocation: BJ’s Restaurant & Brewhouse\n1101 North Central Expressway\,\nPlano\, TX 75075\nTime: 12:30pm-2:00pm \nAfter the general meeting\, ABOSG will take our guest speakers to lunch. This is our favorite way to network with other industry professionals\, get to know our speakers\, and meet ABOSG members\, so please come! Even if you can’t make to the general meeting\, feel free to join us for lunch a BJ’s Restaurant & Brewhouse in Plano.
URL:https://www.abunchofshortguys.org/myevent/j-marshall-pittman-and-j-schuh/
CATEGORIES:Monthly Meetings
END:VEVENT
BEGIN:VEVENT
DTSTART;TZID=UTC:20091121T100000
DTEND;TZID=UTC:20091121T120000
DTSTAMP:20260426T025855
CREATED:20170122T220341Z
LAST-MODIFIED:20170122T220341Z
UID:552-1258797600-1258804800@www.abunchofshortguys.org
SUMMARY:Business of Animation part 1
DESCRIPTION:Business of Animation\nPart 1 \nVince Sidwell\nand \nJ Schuh \nThis meeting will be the first part of a multi-part series on the business of animation.\nToday I will address entry level positions at a studio or entry level freelancers and new contractors.\nThis outline is based on my personal experiences\, research and 10 years doing business in Dallas.\n\n  \nDallas Animaton/Gaming Industry\nThe industry is changing \n\nOutsourcing\nRecession\nSales in 2009 down\nStudios closing/layoffs\nCheaper hardware/software\nClients expect more for less\nClients expect fast for less\n\nPart I\nSalaried Employee \n  \nPast \n\nWages and costs were high in 1990’s.\nHardware/Software was very expensive.\nNo schools teaching animation.\nQuality of animation was lower.\nRendering was very time consuming.\n\n  \nPresent \n\nOver saturation of talent\nCheap hardware/software\nStudios are closing/downsizing\nOutsourcing to Asia\nIllegal software\nLong hours/low pay\nHard to get experience\nGuru.com\, elance.com\, etc..\n\nCan I find a job today? \n\nOnline Job Postings\nMotionographer\nAWN\nVFX Pro\nCGSociety\nCG Hub\nGamasutra\n\nMarketing \n\nShort Guys\nSIGGraph\n“Other” User Groups\nOnline Competitions\nOnline Message Boards\nVolunteering\nWebsites\nNun chuck Skills\n\nTemp Agencies \n\nAquent\nThe Creative Group\nCreative Circle\nMind Find\nArt Squad\nRandstad\nThe Boss Group\n\nFuture \n\nLow level jobs continue to leave US\nArt Directors and Creative Directors may remain\n3D becomes more common commodity – like design\nPrices/wages even out\nOnline 3D tools similar to web building tools (stock mocap/character builders)\n\nJobs \n\nTalent + Experience + Reel = Jobs\nEntry Design Jobs > Entry Animation Jobs\nCompetition is fierce\nMore applicants than openings\nMystique of Film and Game jobs\n\nCompare \n\nAquent/AIGA Salary Survey\nLA Animation Guild (TAG) survey\nSimply Hired\n\nExerpts fromn Simply Hired\nSimply Hired – Dallas/Austin Area \n\n2D designer                   $35K\nWeb Designer               $50K\nCreative Director           $100k\nUS Design average     $44k (1-3) years\n$66K (3-6) years\n3D Animator                  $30K-$40K\n\n(local survey)\n\nSimply Hired – National average\nCGI Animators         $65K\nFlash Animator        $72K\nFlash Developer      $60K\nGraphic Designer   $40K\nWeb Designer         $48K\nWarnings \n\nEntertainment seems to pay lower than Game Development\nSalaries depend on the company\nCompanies like EA will list jobs in different markets at same price\nBe wary of less ethicical studios\nExtended Internships\nLong Hours\nLow Pay\nFree Work\n\nExpectations \n\nNot all salaried positions are glamorous\n10 for the meal – 1 for the reel (Steve Gaconnier)\nClients can screw up everything\nCan’t show your work\nRelease\nIntegrated into other peoples shot\nCut from final\nTrash can in the corner\n\nExpectations (part2) \n\nNon-Disclosures (Intellectual Properties)\nWork for Hire\nRight to Work State\nNo State Income Tax’s\nContract Agreements\nContractor vs. Empoyee\n\nPart II\nFreelancers\nHistory \n\nNot Suited for Everyone\nRequires Discipline\nRequires Record Keeping\nNo Security Blanket\nYou Eat what you Kill\nWork Cycles (Summers are slow)\n\nFormula for Bidding \nThere is no formula \n\nBut if there was….\nLevel of Expertise\n+\nProject Specifications\n+\nTurnaround Time\n+\nService and Support\n+\nLevel of Demand\n+\nCurrent Economy\n+\nPhysical Location\n=\nTotal Cost\nOR\nTime\n+\nExpenses\n+\nTaxes\n+\nRetirement\n+\nHealth insurance\n+\nVacation\n+\nAdministrative Costs\n+\nMarketing\n+\nCost of Living\n+\nEducation\n+\nMaintenance equip/soft \nHow to charge \n\nPer Hour\n\nEasy\nPays accurate to time spent\nGood if your client is picky or indecisive\nDecreases profitability over time\n\n\n\n\nPer Project\n\nEncourages productivity\nPreferred by client and artist\nBetter suited for profitability over time\nRequires good records\n\n\n\n12 Realities of Freelancing \n\nThere’s no exact formula.\nBoth hourly pricing and project-based pricing have pros and cons.\nPricing is a necessary part of freelancing.\nMistakes are a part of the process.\nYour prices will affect your own outlook on your services and it will also impact your client’s opinion of your services.\nLevel of Expectation\nTheir Impression of Your Skills and Experience\nYour Level of Urgency\nYour Level of Professionalism\nUncertainty is Common.\nThe variety of prices is as wide as the variety of talent levels.\nLosing a job isn’t always a bad thing.\nPricing can be a good way to weed out the tire kickers.\nSome potential clients will think your prices are high no matter what you charge.\nCharging more than you quoted may be necessary.\n\nCar Mechanic\n\n\nStarting out you’ll probably have to charge less than you’d like.\n\nFormula\nBase = $40K a year\nAdd %30 for tax’s = $52K\nMultiply by # of hours in typical year\n52 wks * 40 hours /wk = 2080 hours\nMinus vacation\, sick days\, administrative and non billable hours (60%)\n1\,142 billable hours /  $52\,000 yr = 45.53 /hr\nNot Done Yet!\nNow add expenses to equation\n$35\,000 in expenses (travel\, software\, marketing\, utilities\, etc..)\nDetermine % of base pay\n$35K / $52K = %67.3\n$52K * 67.3% = $30.64\n$45.53 + $30.64 = $76.17 /hr\nAdd %10 profit = $85 /hr \n*(Designers Guide to Marketing and Pricing – Benum and Top) \nOffer a Service \n\nYour rates should be based on a service you provide.\nTake “You” out of equation.\nDesign is a commodity\, you are selling a service.\nAnticipate your clients needs\, pay attention to detail\, exceed expectations\, deliver on time.\nDon’t change your rate to often\n\nProfitability \n\nI might not be the best one to ask\nRather than raise rates\, charge clients accurately.\nKeep a balance sheet\n\nFinding the Right Balance \n\nUnderbidding hurts your future\n\nUnsustainable\n\n\nFind a number that works for you\n\nDo the numbers\nDo your research\nMay take some time\nDo not raise prices often\n\n\nFind a specialty Niche’ market\nMaintain Customer Relationships\n\nIn January\nPanel will include CPA and Lawyer
URL:https://www.abunchofshortguys.org/myevent/business-of-animation-part-1/
CATEGORIES:Monthly Meetings
END:VEVENT
BEGIN:VEVENT
DTSTART;TZID=UTC:20091121T100000
DTEND;TZID=UTC:20091121T120000
DTSTAMP:20260426T025855
CREATED:20170122T220024Z
LAST-MODIFIED:20170122T220024Z
UID:545-1258797600-1258804800@www.abunchofshortguys.org
SUMMARY:Jesse Labbe and Anthony Coffee present Berona's Hundred Year War
DESCRIPTION:Amityink.com
URL:https://www.abunchofshortguys.org/myevent/jesse-labbe-and-anthony-coffee-present-beronas-hundred-year-war/
CATEGORIES:Monthly Meetings
END:VEVENT
BEGIN:VEVENT
DTSTART;TZID=UTC:20090919T100000
DTEND;TZID=UTC:20090919T120000
DTSTAMP:20260426T025855
CREATED:20170122T220440Z
LAST-MODIFIED:20170122T220511Z
UID:555-1253354400-1253361600@www.abunchofshortguys.org
SUMMARY:Jesse Sandifer of Green Grass Studios
DESCRIPTION:Please join us as we welcome Jesse Sandifer of Green Grass Studios! As part of the beta testing team for the new Zbrush 3\, Jesse will present  a cutting edge demonstration on all new features in the software package. This will be a demonstration you can’t afford to miss! You’ve seen Green Grass Studios’ high-end special FX for TV and film\, as well as their cutting edge commercials for McDonalds\, Nokia\, Ford\, Pepsi\, and Metro PCS. Now see how the artists incorporate the newest software into the latest visual effects. Artist owned and operated\, Green Grass Studios offers clients an unparalleled level of customer service\, workmanship and focus. Founded in 2003 and led by industry leaders Ryan Iltis\, Brian Cole\, and Jesse Sandifer\, the studio combines a unique fusion of skillsets with its  team of designers\, animators\, editors\, and producers.\n\n\n\n\nAlso\, make sure you check out an interview by Lucia miron.  \nTo view more of Jesse’s work\, please visit. \nJesseSandifer.com
URL:https://www.abunchofshortguys.org/myevent/jesse-sandifur-of-green-grass-studios/
CATEGORIES:Monthly Meetings
END:VEVENT
BEGIN:VEVENT
DTSTART;TZID=UTC:20090919T100000
DTEND;TZID=UTC:20090919T120000
DTSTAMP:20260426T025855
CREATED:20170122T220221Z
LAST-MODIFIED:20170122T220238Z
UID:548-1253354400-1253361600@www.abunchofshortguys.org
SUMMARY:Sculptures and Maquettes
DESCRIPTION:This month we break away from the computer and get down with some tactile materials. \nABOSG welcomes an all star line lineup of traditional and modern sculptors.  Each panelist will have 15 min to discuss their style with q&a at the end.  Come join us – meetings are free. \n  \n\n\n\n\nDiablo Texas\nDiablo Texas is a Dallas based artist obsessed with monsters and robots. Along with limited edition art prints\, custom painted vinyl figures and paintings\, Diablo Texas also has a self created B-movie\, sci-fi adventure comic called Max Rocket….but that’s not what this is. This is the personal side. I keep the art on the myspace and professional website. This is just to say anything that’s not as much art related. the bonus prize is that I keep a continuous soundtrack to my life going with a new song on each post. \nHome V1 – Full-screen Slider \n\nBLOG\nhttp://diablotexas.blogspot.com/2009/10/and-you-can-do-no-wrong-in-my-eyes.html\n\n\n\n  \n  \n\n\n\n\nEdward Ruiz\nEdward lives and works in his studio in exposition park across from the state fair of texas! He is currently casting resin figures that he sculpts and molds. He also does video and lighting for rock shows and other fun eventshttp://edwardruizart.blogspot.com/\n\n\n\n  \n\n\n\n\n Scott Higgins\nToy designer\, sculptor\, all around creative problem solver. A graduate of Ringling College of Art and Design he honed his skills in illustration\, Marquette building and toy making along with extended study at the New York Toy Making Symposium. A personal high point was being part of the “A Better Tomorrow” series by Playimaginive and Coca Cola. Since moving to Texas he started MonsterBot Studio a blog site where he shares his process of creating hand casted toys and models.\nhttp://monsterbotstudio.blogspot.com/\n\n\n\n  \n\n\n\n\nJanel Rouge\nJanel Rouge is a graduate of the School of the Art Institute of Chicago. She has created institutional displays of work including the Amazon Rising exhibit at the Shedd Aquarium\, and a twenty-four panel clay/mosaic mural through Gallery 37. In 2008 she completed a 34-foot tall bronze sculpture for the State of Washington through Victoria Fuller’s Studio. Her love of sculpting the human figure as well as moulding natural forms brought her to instruct at the Palette & Chisel Academy of Fine Arts for several years. She now lives in Dallas\, TX where she works at a Sparkman/Hillcrest Memorial Park designing monumental markers. Her work has been featured in several magazines\, is in private collections and can be publicly viewed throughout the U.S.\n\n\n\n  \n\n\n\n\nPatrick Keith \nPatrick began his art at an early age sculpting and drawing. Over the course  of his life he has studied and crafted art\, music\, sculpture\, photography\,  cinematography\, animation and audio recording engineering in a desire to\ndevelop a variety of skills\, interests and techniques. He has produced work  for several clients in the gaming industry including cover\, interior and  collectible gaming card art. Upon returning from GenCon 2005\, Patrick resumed sculpting and endeavored to work through his animosity towards the dreaded “green putty”. Shortly after\, Patrick attended the Reaper Artist\nConference and participated in a few workshops which solidified his technique and imparted invaluable instruction and tips. He is currently\nmaking himself available to miniature companies as a freelance figure designer and sculptor. \nhttp://www.patrickkeith.com/\n\n\n\n\n  \nSculpting Panel: \nPatrick Kieth – http://www.patrickkeith.com/ Started by work in\nminiatures. Hero Clix type stuff. Work in plumbers epoxy putty. Not\neasy to work with\, but withstands heat and pressure. Uses a method\nsimilar to lost wax technique. \nJanel Rouge – more of a fine artist. SAIC grad with a strong\ntraditional focus. Janel worked at shed aquarium\, fabricating dioramas\nand exhibit pieces in epoxy resin. Working on large scale bronze\nmoldings. Rouge Portrait Sculpture and now does funerary work. \nEdward Ruiz – http://edwardruizart.blogspot.com/ started at Dallas\nMuseum of Nature and Science in exhibit preparatory. Began making\nmolds for museum paleontology exhibits. Scot recommends using resin\nbecause it is strong and largely indestructible. At the same time\, he\nbegan developing own characters and making molds. Resin is ok if they\nare not designed to move. While he has been asked about designing for\nmass production\, he prefers the more immediate aspect of limited\neditions. \nScott Higgins – http://monsterbotstudio.blogspot.com/ Sculptor and toy\ndesigner. Scott started in illustration and moved to into 3d. Maquette\nbuilding is a throwback to 2d animation – it allows animators to have\nthe physical thing to for reference. Scott shifted his focus to the\nmaquette aspect of the program.\nScott has had several Trexie (blank platform toy) designs accepted.\nThese require following a strict set of guidelines including a set\nnumber of pantone colors. \n(Trexi design submissions – The contest has already passed\, but it\nwould be a fun class project) http://www.trexi.com.sg/submit.html\nIn order to have a true custom figure produced\, it will probably\nrequire going to china. Getting your own toy produced is hard work and\nrequires a good deal of money. It is often best to get a middle man to\ndeal with the factories\, and be sure to keep a good relationship with\nhim. Any mistakes can lead to a giant error in production – like\nmaking a hard toy soft like a rubber ducky. Or you can learn Chinese.\nBigger companies like McFarlane Toys (http://www.spawn.com/) will have\nin-house sculptors. They sculpt out of Casteline\, Sculpy or Magic\nsculp\, then do a mold and cast in resin. These will include all\nnecessary joints and articulations. Once they do a blank\, the finished\nprototype is painted and sent to china for the most accuracy.\nMiniatures become harder to cast. If they have air bubbles they will\nexplode – same effect as bubbles in a kiln. BOOM\n\nJohn Gonzales http://diablotexas.com/–\nJohn went to the Art Institute  for 3d modeling. John enjoys\ncustomizing Munny blank dolls\, as well as some of the blanks from\nJamungo – austin. So much better to do it yourself. When sculpting a\nmaquette\, create a wire armature the you wont have to worry that it\nwill fall. Lots of people can do amazing sculpts in zbrush\, but if the\nfigure is unable to stand\, it will not be useful in the real world.\nThis is why many 3D houses still use physical maquettes to evaluate\nthe effects of the environment and determine edge flow. \nGroup Discussion:\nJanel Rouge – Learn to look forward to the accidents – it’s part of\nthe natural artistic process\nLooking at a physical model is going to teach you more about the form.\nTake a look at Painting with fire – documentary on frank frazetta\ntrailer: http://www.youtube.com/watch?v=5mm65Opc74Y\nPatrick Kieth – By studying the basic art principles\, you can apply\nknowledge that to all other areas – even if it is a spaceship.\nTraditional art is always the key – you can learn the computers as you\ngo.\nVince Sidwell – you can teach a monkey to push the buttons\, but it’s\nthe artists who will keep their jobs. And it’s the button pushers that\nare getting outsourced.\nEdward Ruiz Sometimes you cant get to a computer – or dont have time.\nIf you dont have the skills to communicate the design in pen and paper\nas needed\, you will not get the jobs. Custom toys fall into the\ncategory of print work. Pieces are produced on an editions basis. \nAfter the panel\, I went up to discuss the casting process and see if I\ncould get any advice for producing my own toys.\nEric brought some of his molds for display\, so I asked him about the\ncasting procedures. He said to be sure to allow gaps for the air to\ngo. it doesn’t necessarily have to sprue all the way out\, but make a\ncavity in the mold that will allow the air to move. lay the character\nflat\, and build a clay shell around the bottom. Use a pencil to make\nregistration holes. Make a box around the figure and fill the mold to\nmake the top portion. Flip the assembly\, remove the clay and put back\nin the box. Make the second part of the box and fill. If doing a tail\,\nmay need a three segment mold.\nCheck Hobbytown usa for paints – Testors are ok\, but he recommends Citadel.\nScott brought some larger pieces and I asked about setting the thicker\ndiameters. He recommended building up an inner form with foil and\nkeeping the sculpy not more than 1/2 inch thick. He also noted the\nuneven texture on my models and suggested brushing it with paint\nthinner before baking to remove the finger lines.\nBoth said to check out Renylds Advanced Materials for supplies.\nhttp://www.reynoldsam.com/ They are in downtown dallas but will ship\nanywhere. The also said it was best to buy a gallon at a time to save\nmoney.
URL:https://www.abunchofshortguys.org/myevent/sculptures-and-maquettes/
CATEGORIES:Monthly Meetings
END:VEVENT
BEGIN:VEVENT
DTSTART;TZID=UTC:20090822T100000
DTEND;TZID=UTC:20090822T120000
DTSTAMP:20260426T025855
CREATED:20170122T220609Z
LAST-MODIFIED:20170122T220609Z
UID:559-1250935200-1250942400@www.abunchofshortguys.org
SUMMARY:Anthony Chapina VFX
DESCRIPTION:1/23/2016\n\nSpacee\n\n\n2/20/2016\n\nMary Kay Youthfinity\n\n\n3/19/2016\n\nAlready Been Chewed – Motion Graphics\n\n\n4/23/2016\n\nSubstance Designer\n\n\n5/21/2016\n\nHighflight Update\n\n\nJune\n\nTBD\n\n\nJuly\n\nTBD\n\n\n8/06/2016\n\nBrenda Chapman\n\n\n9/10/2016\n\nIndustry Giants 2016\n\n\n \n\n\n\n\nNovember\n\nTBD\n\n\nDecember\n\n TBD\n\n\n\n\n\n\n\n\n\n\n\n\n\n \n\n\n\n\n\n\n\n\n\n\n\n\n  \n  \n \nread more goes here————————————————————————– \n \n\n\n\n\n\n\n  \nAugust 2009 General Meeting: Anthony Chappina of Reel FX/Radium \n \n\n\n\n\n\n\n\n\n\nAnthony Chappina works for Reel FX’s commercial division\, Radium\, and enjoys bouncing back and forth between both the company’s commercial and the film teams. He specializes in Special FXs for Houdini (Side Effects Software Inc.) and Real Flow (Next Limit Technologies). In the pipeline he models\, programs\, and animates various fluid and particle effects. At the ABOSG August 2009 meeting\, Anthony offered to show us a few commercials and then demonstrate the impressive effects he’s authored.\n\n\n\n\n\n\n\n\n\n\n\n\n  \nThe Coors Commercial \n \n\n\n\n\n\n\n\nAnthony begins with a recently completed commercial for the Coors Brewing Co promoting the new blue cold activated aluminum cans. A fun fact about this commercial is that Peter Cullen\, the voice of Optimus Prime in the recent Transformers movies\, did the voiceover work. The premise of the commercial is that the Coors logo (a Colorado mountain range) animates first as a realistic place with a silver bullet train rushing through the landscape. The landscape is then captured on the side of the can\, promising the drinker the refreshing and exciting taste of the Rockies. The entire spot is CG\, but Radium was specifically contracted to create the mountain ranges\, trees\, and snow effects. Once the project was underway Anthony was brought in to handle all the snow and mist effects. The results are realistic gushes of wind blowing snow off the limbs of trees and swirling particles of snow rushing through the air. The dramatic motion of the effect blends well with the overall strong\, punchy animation of the commercial. \n \n\n\n\n\n\n\n\n\n\n\n\n\n\n\nAnthony admits he creates a lot of fluid motions using Maya. He begins by developing the tools for the effect he needs\, and then passing the tools either on to an artist for use\, or uses the tool himself to animate the effect. For the trees in this commercial\, he set up a particle system. In Maya\, he uses a 3D fluid box that allows him to take a particle system into the box and create various effects. By doing this he achieves the nice\, fluid effects that would be otherwise difficult to duplicate.\n\n\n\n \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n  \nThe Disney Commercial \n \n\n\n\n\n\n\nThe Disney commercials were a three part spot (two for Disneyworld and one for Disneyland) for a 2008 holiday campaign. The concept is a pop-up storybook world set in a cloudy\, snowy atmosphere that leads the audience through magical Disney environments and on to the Disney logo and castle. For reference\, Disney commissioned a pop-up book artist to build the world’s sets and models so Radium had physical references for the folds of the buildings.Anthony elaborates on how this was a tremendous help for solving how the computer 3D models would fold and deform correctly.\n\n\n\n\n\n\n\n\n\n\n\n\nHe rigged roughly 90% of the models\, as well as completed the snow effects\, and his role in the project lasted between two and three months. He shows us several samples of the completed rigs. Anthony was impressed by Disney; the happiest place on Earth has their own in-house agency\, so Disney flew to Dallas to meet with the Radium team for production meetings during the development and changes of the project.\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n  \nAnthony shows a play blast of the castle rig he built (and also helped model)\, which he admits took him some time to figure out correct deformation. The hardest part of the pop-up building challenge was to get the buildings to fold correctly without falling through additional layers of the model. He used a combination of in-house studio tools with a combination of IK animation. By using set driven keys (half set driven keys and half IK animation)\, he is able to handle the needs of the project. To get the folds of the castle to pin on to the page\, Radium had a Technical Director write a custom plug-in for Maya to constrain the pages\, something Maya natively will not do. The tool gave them the ability to lock locators on the specific faces so every layer of building ordered correctly. The commercial’s sets went through roughly ten to fifteen revisions (all of which had to be rigged)\, but the final product is remarkable in its rigging and animation complexity. Because there were so many versions\, he built a barebones rig and then took the new models and populated them in and to limit the need to re-rig. With the animation finished\, Radium gave Disney the flexibility to review the project and change their minds over the look of the buildings and structures.\n\n\n\n\n\n\n\n\n\n\n\n  \nZain Telecommunication Network Commercial \n \n\n\n\n\n\n\n\n\n\n\n\nFor Zain Telecommunications\, Radium built a massive folding soccer stadium. The commercial’s concept is a young soccer player progresses in age\, skill\, and celebrity while his surrounding fans\, field\, and stadium also grow in size and status. Zain Telecommunication’s cell phone networks are there to quickly inform the involved parties of the young player’s progression. Anthony and a team of four artists were tasked with rigging the final stadium (the entire model was driven by set driven keys). The commercial composited in Inferno and Flame and the stadium’s crowd was created my massive simulation. \n \n\n\n\n\n\n\n\n\n\nTo break this project down\, we look at the animation tests to see little pieces of the stadium folding and unfolding on itself. Anthony’s biggest challenge was wrapping his mind around exactly how the client wanted the stadium to fold\, which (as always) requires some experimentation. He made a tool to handle the folds\, rather than keying every single rotation. We examine the rig. For this presentation\, Anthony removed the seats of the stadium. Most of the project was keying off of visibility\, so once one part of the stadium closes\, it hides itself. Each section is set with its own series of sliders\, so there are sliders to control the concrete in the front\, the stairs\, and each row of the stadium.\n\n\n\n\n\n\n\n\n\n\n\n\nOnce everything was set and in place\, he only had to set four or five key frames for the entire animation of the stadium. The client was very particular on how they wanted the stadium to unfold\, so there were multiple versions of the stadium unfolding left to right\, right to left\, and towards the center. When the rig was complete\, Anthony could just pass the model on to lighting and compositing.\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nHis advice? Be prepared to incorporate changes\, because commercial work has more changes than any department. He’s gone as far as 90% towards completion of a project before a client decides to change a model\, requiring the team to start over. By building smart rigs (that you can drop new models over)\, he saves time\, money\, and morale when the changes do come. \nWorkflow is one of the biggest things artists (especially artists new to the industry) have a hard time grasping\, but it’s the most important! The pipeline is meticulous. Someone has to know the pipeline and file structure before they can begin working because a mistake in the pipeline can be detrimental to a project. Reel FX & Radium’s pipeline is models files that include models\, rigs\, textures\, and FX files. Radium uses a publishing system\, so once a model is published\, it goes into the rig and textures. The publishing system keeps updates and changes organized and in order. The company also has a separate studio tool for Maya\, so once Maya launches a separate window launches that lists all of the working files out. It helps because the folder structure is very deep.\n\n\n\n\n\n\n\n  \nDemonstrations \n \n\n\n\n\n\nAnthony reviews his Masters’ work at SCAD (currently on the Next Limit website). He also demonstrates a 3-4 million particle Real Flow simulation of oil and water mixing together for Kraft along with a Houdini metaball simulation for Verizon. We could tell you the tips we learned about these programs in the demonstrations\, but trade secrets are reserved for the live audience at general meetings. Anthony does offer some parting advice to artists intent on honing their skills. “Know yourself\,” and be able to gauge how long it will take you to complete a task\, because when you bid a project and are asked how long it will take you to complete something\, you better well know. Otherwise\, you’re going to be in hot water if it doesn’t get finished. If you run out of time and end up working overtime or weekends\, it is because you didn’t measure your own capabilities accurately. \n \n\n\n\n\n\n\n\n\n\n\n\n\n\n  \nAnthony has definitely learned to measure his own skills and applied them to his success. We congratulate Anthony Chappina on his continued achievements at Radium\, and wish him the best of luck with all of his projects in the future. \nTo learn more about Anthony\, please visit his website.\n\n\n\n\n\n\n  \nArticle by Amy Cass
URL:https://www.abunchofshortguys.org/myevent/anthony-chapina-vfx/
CATEGORIES:Monthly Meetings
END:VEVENT
BEGIN:VEVENT
DTSTART;TZID=UTC:20090516T100000
DTEND;TZID=UTC:20090516T120000
DTSTAMP:20260426T025855
CREATED:20170122T220702Z
LAST-MODIFIED:20170122T220702Z
UID:562-1242468000-1242475200@www.abunchofshortguys.org
SUMMARY:Brad Greaber of powerhouse Animation
DESCRIPTION:When: May 16\, 2009 \nWhere: Collin College\n2800 E. Spring Creek Parkway\nRoom C104 \n10am-Noon\n\nPowerhouse Animation – (Austin)\nBrad Graeber\nFounder\, Director \nAfter working in advertising and as an editorial cartoonist\, Brad Graeger left all that he had to follow his dreams.  He decided to pursue a career in animation.  Educated at the esteemed program in Visualization Sciences at Texas A&M (the vizlab)\, Prof. Graeber has works very hard to forget what matrices and linear algebra have to do with making cartoons.  In his spare time Brad listens to jazz\, spends time with his lovely wife Mandy and works on Captain Capitalism\, a website and cartoon series devoted to the Cold-Wars Hottest Hero. \nThe talented Powerhouse team’s impressive resumes include credits on some of the industry’s most well-known characters and best-loved films. Powerhouse animators boast film credits on Anastasia\, Titan A.E.\, Space Jam\, Quest for Camelot\, The Prince of Egypt\, Thumbelina\, and The King and I. Powerhouse animators have brought to life characters such as Jay and Silent Bob\, The Proud Family\, Elmer Fudd\, The Road Runner\, Bugs Bunny and Yosemite Sam. The skill staff also includes former contributors to television’s “Tiny Toon Adventures” and “Animaniacs” as well as a number of direct-to-video titles and video games.
URL:https://www.abunchofshortguys.org/myevent/brad-greaber-of-powerhouse-animation/
CATEGORIES:Monthly Meetings
END:VEVENT
BEGIN:VEVENT
DTSTART;TZID=UTC:20090418T100000
DTEND;TZID=UTC:20090418T120000
DTSTAMP:20260426T025855
CREATED:20170122T220844Z
LAST-MODIFIED:20170122T220844Z
UID:565-1240048800-1240056000@www.abunchofshortguys.org
SUMMARY:Portfolio Review
DESCRIPTION:Collin County Community College\n2800 E. Spring Creek Parkway\nRoom C104 \nUP AND COMING INDUSTRY STUDENTS AND PROFESSIONALS: \nHere is your chance to have your work reviewed by some of the leading industry locals.  ABOSG assembled top studio professionals to review the portfolios of new talent. \n Stop by for one-on-one face time with entertainment and game development professionals.  This is not a job fair\, but it is a chance to get advice and feedback before applying for jobs\, submitting portfolios\, and sending out reels. Last year\, a few lucky and talented individuals were noticed by DFW companies and were quickly snapped up during their portfolio review.\nBring your portfolio\, and be prepared to WOW! \nThis years INDUSTRY REVIEWERS included: \nBryan Brewer – 3D Realms \nLudo Michaud – Janimation \nTim Lannon– ReelFX \nThomas Gonzales – Terminal Reality \nBrett Briley – id Software \nRobby Lamb – Bioware (Austin) \nCredit:\nHeader Artwork\nRaul Aparicio\, Dave Sisk\, Emily Su\, Meg Higginbotham\, Mark Wilson \nPhotos Lucia Miron
URL:https://www.abunchofshortguys.org/myevent/portfolio-review/
CATEGORIES:Monthly Meetings
END:VEVENT
BEGIN:VEVENT
DTSTART;TZID=UTC:20090327T170000
DTEND;TZID=UTC:20090327T230000
DTSTAMP:20260426T025855
CREATED:20170122T220946Z
LAST-MODIFIED:20170122T220946Z
UID:568-1238173200-1238194800@www.abunchofshortguys.org
SUMMARY:ABOSG Party Night
DESCRIPTION:Come join abosg at Fox and Hound Friday\, March 27 2009. \nFox and Hound – Richardson\n112 W Campbell Road \nRichardson\, TX 75080\nPhone: (972) 437-4225\nMarch 27th\, 2009 (FRIDAY NIGHT!) \n5pm-11pm \nThe first 50 in the door get a drink free on us! We’re hosting a party at the Fox and Hound on Campbell Road\, so come by\, hang out\, and talk shop with industry people from the DFW area!
URL:https://www.abunchofshortguys.org/myevent/abosg-party-night/
CATEGORIES:Monthly Meetings
END:VEVENT
BEGIN:VEVENT
DTSTART;TZID=UTC:20090221T100000
DTEND;TZID=UTC:20090221T120000
DTSTAMP:20260426T025855
CREATED:20170122T221057Z
LAST-MODIFIED:20170122T221057Z
UID:571-1235210400-1235217600@www.abunchofshortguys.org
SUMMARY:Bryan Brewer - Character Animation
DESCRIPTION:Bryan Brewer\nCharacter Animator\n3D Realms\nSaturday February 21\, 2009 \nCollin County Community College\n2800 E. Spring Creek Parkway\nRoom c104\n10 am – 12 pm \nABOSG is headed back to Collin College to welcome Bryan Brewer of 3D Realms as he discusses the motion capture pipeline for video games. \nBryan studied 3D animation at Collin County Community Collegewhile working as an Illustrator for Fasen Arts and Blue Line studios. \nHis first full time industry position was as a Storyboard Artist for DNA Productions in Irving\, TX.  He began with the first season of the television show\, The Adventures of Jimmy Neutron: Boy Genius. The show’s popularity won itself an instant audience\, several Annies over multiple seasons\, and an Oscar nomination for an eventual feature film. \nBryan moved on to become a general 3D artist at CAT Studios.  He learned the entire pipe line of production by doing everything from storyboarding to being a render wrangler.  The challenge of working on films\, television\, and international and domestic commercials was just the beginning. \nWhen an opportunity to enter the game industry fell in his lap\, Bryan took a position as a 3D animator at Terminal Reality.  He worked on a Clive Barker game\, Demonic.  The game was unfortunately canceled\, but it was markedly canonized in the hilarious Happy Madison film\, Grandma’s Boy.  He was also part of the team that helped secure TRI with the rights to the new Ghost Busters game.  During this time Bryanfreelanced as an animator for Reel FX on the movie Everyone’s Hero.\nIn late 2006 Bryanwas given the opportunity he couldn’t pass up.  He took a job at 3D Realms to work on Duke Nukem Forever.  He is now working on both sides of the motion capture pipeline\, capturing and then editing all human characters for the game.
URL:https://www.abunchofshortguys.org/myevent/bryan-brewer-character-animation/
CATEGORIES:Monthly Meetings
END:VEVENT
BEGIN:VEVENT
DTSTART;TZID=UTC:20090124T100000
DTEND;TZID=UTC:20090124T120000
DTSTAMP:20260426T025855
CREATED:20170122T221322Z
LAST-MODIFIED:20170122T221322Z
UID:574-1232791200-1232798400@www.abunchofshortguys.org
SUMMARY:Corgan Media lab
DESCRIPTION:In the beginning\, Concept is Key! \nWe’ve heard it a thousand times. Strong concepts are the foundation for achieving great projects\, and that’s just how Corgan Medialab\, the 2D/3D animation studio of the architectural firm\, Corgan Associates\, Inc.\, insists on beginning any job. As a demonstration\, the president\, executives\, and artists of Corgan walk ABOSG through the studio’s recently completed 30 second holiday animation\, appropriately titled\, Happy Holidays. They begin where all artists begin\, with concept. \n  \nAfter Corgan accepts a client\, they prepare with brief meetings between the two parties about a project’s concept and objectives. What are the client’s ideas and expectations? How will the Corgan team accommodate their customer’s needs? All of these questions are considered for the formal contract that outlines the budget\, timeline\, ownership\, and other details of the final product. Once the contract is in place\, the real creative work begins. Concept. \n  \nThe results from the initial concept discussions between the client and studio are the animatics\, or rough sketches put into a timeline\, to show Corgan’s client a general layout of the idea. The goal of the presentation (animatics) is to convey the concept quickly and effectively\, but the challenge lies in communicating the story with very little detail. Since animatics just represent the overall idea\, the finer points such as extensively developed characters\, lavish backgrounds and scenes\, or fully orchestrated scores are left out. Animatics represent simple\, unanimated images\, usually set to a rough soundtrack. In the commercial media world\, animatics are essentially the “sales pitch” of the project. They are completed very quickly and represent just enough information to get a client on board\, with plenty of room for the studio’s later work and talent to complete the development. When the animatics are presented and agreed on by both the company and the client\, the work expands from concept to design. \n \n\n\n\n  \n\n\n\nSketches and Storyboards.\n\n\n\n\n\nFrom concept\, the project then moves into sketches and storyboards. Jackson\, Corgan’s Concept Designer\, is tasked with the responsibility of developing what the client wants. His job title is self explanatory; he takes the concepts and ideas captured in the rough anamatics and fleshes out a complete design. \n \n\n\n\n\n\n\n\n\n\n\n\n\n\nJackson begins by developing character sheets; three to five of his best character designs for the client to view. In his presentation\, he reinforces that a successful character always conveys plenty of emotion. In this stage\, he’s free to make decisions about how the characters will be stylized. In this particular demonstration\, the characters and their environment are heavily stylized; fun and playful cartoons rather than realistic or lifelike figures. The characters are then submitted back to the client for selection. The client chose a character design reminiscent of the classic 1920s and 1930s cartoons. Much like the original Mickey Mouse\, the Happy Holidays’ family of characters are equipped with white four fingered gloves\, overalls\, and knocked knees. Jackson emphasizes costumes are a way to explain the character\, and this particular design was the prefect fit for their vintage holiday themed animation. While the characters are being approved\, Jackson turns his focus to finishing the designs for the environment of this holiday world.\n\n\n\n\n\n\n\nHe tightens up the environmental design by achieving a unified look between the characters and their surroundings. His inspiration for the environment draws from the world of Dr. Seuss\, with teetering houses atop silly hills and gravity defying roads as well as snow-swirled forests patterned like large ornaments on a Christmas tree. Jackson sketches out a candy factory among the clouds that the characters will zoom to in their self sustaining automobile. The entire presentation tells the story that the family of characters will be rocketing in their car from their home\, across a snow filled landscape\, and up into a sky bound candy factory. \n  \nHis complete designs include the family of characters\, a house\, a vehicle\, a roller coaster like driveway\, forest scenery\, and the holiday factory. Several technical drawings with multiple perspectives are prepared to aid the 3D development of the design. Once Jackson completes the overall design\, the project moves into modeling and texturing.\n\n\n\n\n\n\n\n\n\n  \n\n\n\nModeling and Texturing. \n\n\n\n\n\n\n\n\n  \n\n\n\nTerry\, Corgan’s Lead Modeler\, takes over Jackson’s designs to build the holiday world and all of its assets in 3D Studio Max for eventual animation. Corgan uses 3D Studio Max because it provides the modeling department\, and therefore the company\, substantial cost savings. Later\, the 3D Studio Max assets are exported to Maya for animation\, but first Terry reviews what he’s made.\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nTerry starts with an exhibition of the characters’ home\, based on Jackson’s preliminary drawings. Petite looking from the outside and oversized from within\, the house has a narrow base and broadens as it reaches towards the sky. It is filled with inane goofy treasures such as a cat scratching post\, even though this family clearly doesn’t have a cat. The house sits on top of a staggering golden hill; remindful of all of the prairies the Road Runner so cleverly escaped Wile E. Coyote. We see that using reference and inspiration ties the overall style of the project together while it also intellectually appreciates popular culture. From the home\, we turn our attention to the little characters that will occupy the residence. \n  \nNext Terry presents the modeled characters in gray shade turnables\, so the client can view the models from the full 360 degrees. Showing the client a project’s progress is an important contribution to open communication.The client’s constant involvement allows Corgan to make necessary adjustments as they go. Once the main character is approved\, his family is developed by using his body mesh as a template.\n\n\n\n\n\n\n\nThe client’s constant involvement allows Corgan to make necessary adjustments as they go. Once the main character is approved\, his family is developed by using his body mesh as a template. The artists save time\, money\, and provide consistency in how the characters look by using character templates. Finally the characters are named\, not only to identify files\, but also to give each character their own personality. The artists working on the project used their grandfathers’ names as a fun way to keep with the classic character style of the 1920s and 1930s. The next modeling example Terry reviews is the most unique character of all\, the family car.\n\n\n\n\n\nTo incorporate some of the holiday themes Corgan brings to life in this animation\, the convertible sedan is playfully covered in red and white candy cane swirls. The vehicle has individuality in small details like a sled base rather than a wheel axis. The car also no gas pedal or steering wheel. Such details would make the car completely impractical to drive\, but actually these traits imply that the car has enough charisma to drive you wherever you want to go. Terry emphasizes that the car needs to be just as interesting\, if not more so\, than the main characters\, and such affection is achieved through the playful details. Once Terry modeled the car\, he moved on to the settings for all of his creations. \n \n\n\n\n\n\n\n\n\n\n\n\n\n\nFinally\, Terry discusses the landscape. He’s played with the geometry of the clouds\, testing out several styles and shades\, searching for the perfect combination of harmonious form and color between the subtle background and the characters. The backdrops of snowy hills are handled with a similar treatment. Terry settles for rolling slopes and trees covered in frost accompanied by oversized Christmas ornaments scattered about as natural landmarks. The results are a wonderland with plenty of holiday cheer; a perfect backdrop for the characters to live out their festive adventure. With all of the assets built and textured\, the project is ready for animation.\n\n\n\n\n\n\n\n  \n\n\n\nAnimation. \n\n\n\nCorgan’s Lead Animator\, Ken\, takes all of the characters and assets built in 3D Studio Max from Terry\, and imports them into Maya for rigging and animation. There’s some discussion over the studio’s choice of working between two programs. The explanation is simple enough; the modelers were trained in 3D Studio Max\, and continue to work in the software they are most efficient and effective. 3D Studio Max animators are much more difficult to find\, however\, since most animators are trained in Maya. They also make note that knowing certain software packages is not as important as being a resourceful artist. The most valuable resource an artist can have is the ability to problem solve. Ken’s problem solving skills are immediately set into action because he needs to install character rigs. \nKen’s first step is to take the main character into Setup Machine 2\, a software program that installs high-quality skeletons and proxy and adds a control rig. The tool also applies basic skin weights to any human\, animal\, or creature models.\n\n\n\n\n\n\n\nThe Setup Machine 2 software saves days of effort in rigging\, so Ken can get to work on the final touchups by weight painting the character’s skin. Once the accurate skin weights are on the characters\, Ken moves on to adding blend shapes for additional facial expressions. By using morph targets\, he captures all of the facial contortions he’ll need. Ken tests every controller he’s created by setting up key frames to examine the character’s entire range of motion. Satisfied with the results\, Ken considers the rigs complete and is now ready to animate by key frame. \nThe project is animated by scene. The majority of a job’s time and budget is usually spent here\, simply because the movement of the animation is so critical to the job’s success. After the animation team completes a scene\, the piece of animation is then ready to move into lighting and compositing.\n\n\n\n\n\n\nclips here\n\n\n\n\n\n\n\n\n  \n\n\n\nLighting & Compositing.\n\n\n\n\n\n\n\n\n\n\n  \n \n\n\nWhen the scenes are in place and the animation is set\, Tony\, a Lighter and Compositer\, takes over the project to add in the lighting. Without proper lighting\, all of the details captured in the models\, textures\, and animation would be lost. He claims that the artists intended to keep the entire animation simple\, and the lighting followed suit.\n\n\n  \n \n\n\nHe reviews that he added a sky light\, a key light\, a fill light\, and a rim light. The sky light provides the natural lighting look\, for all of the outdoor scenes. His key light is the brightest main source of lighting in front of the animation. The fill light is a secondary light source to counteract the shadowing effects of the key light\, and the rim light functions as an accent light. Once the lights are in place\, Tony views the lighting through different passes.\n\n\n\n\n\n\nEach pass tells Tony different information about the lighting’s current settings. He discusses the results from the matte pass\, the diffuse pass\, the shadow pass\, and lighting pass. By looking at the information displayed in each pass\, he can make appropriate adjustments to correct the lighting of the overall composition. When the lighting is corrected\, he then moves on to the remaining visual effects. \n \n\n\n\n\n\n\n\n\n  \n \n\n\nThe effects budget was much smaller that the animation budget\, so Tony had to be especially creative and well-organized with his time and resources. But certain effects\, such as the smoke from the car exhaust\, falling rocks from the vibration of the roadway\, and moving clouds\, were necessary final touches to complete the short. The outcome is subtle\, yet suiting\, and ties in very well to the final animation.\n\n\n\n  \n\n\n\nIt’s a Wrap! \n\n\n\n\nThe final product is Corgan Medialab’s thirty second animation\, Happy Holidays. The project took a total of six weeks of work with two to three people working at any given time. The team is proud of their accomplishment\, and rightfully so. Their talent and problem solving skills made this completed animation a hit with its audience\, and an excellent example of how a professional studio takes a project from concept to creation. \nAlso\, check out our interview to the speakers HERE. \n \n\n\n\n\n\narticle written by\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n  \nCredits: \nArticle written by Amy Cass. \nArticle layout and online publishing by Raul Aparicio\, Lucia Miron\, and Vince Sidwell. \nAll Artwork by Corgan Medialab. \nPhotography and image layout by Raul Aparicio\, Robert Opel\, J. Schuh\, Vince Sidwell\, and Gene Zelenkov. \n 
URL:https://www.abunchofshortguys.org/myevent/corgan-media-lab/
CATEGORIES:Monthly Meetings
END:VEVENT
BEGIN:VEVENT
DTSTART;TZID=UTC:20080920T100000
DTEND;TZID=UTC:20080920T120000
DTSTAMP:20260426T025855
CREATED:20170122T221509Z
LAST-MODIFIED:20170122T221509Z
UID:580-1221904800-1221912000@www.abunchofshortguys.org
SUMMARY:Motus Digital
DESCRIPTION:Motus Digital\n\nArmed with some serious high tech equipment and top notch talent\, Motus Digital is Texas’s (if not the South’s) largest Motion Capture animation facility. \nSpecial Thanks to Motus Digital for a great Saturday morning demonstration of the realtime motion capture and visualization.  We had about 35+ short guys in attendance and the meeting lasted well beyond the normal time.
URL:https://www.abunchofshortguys.org/myevent/motus-digital/
CATEGORIES:Monthly Meetings
END:VEVENT
BEGIN:VEVENT
DTSTART;TZID=UTC:20080823T100000
DTEND;TZID=UTC:20080823T120000
DTSTAMP:20260426T025855
CREATED:20170122T221553Z
LAST-MODIFIED:20170122T221553Z
UID:583-1219485600-1219492800@www.abunchofshortguys.org
SUMMARY:John Johns Ultimatte
DESCRIPTION:10am to Noon\nSaturday August 23rd\, 2008\nInMotion Imagery Studio\n922 Dragon Street\nDallas\, Tx 75207\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nUltimatte Presentation and SIGGRAPH review \n\nJohn Johns of In Sync\nJohn will be demonstrating the Ultimatte rotoscope system. \nJ. Marshall Pittman SIGGRAPH review \n\nAdditionally\, Collin College’s J. Marshall Pittman will be covering the highlights of the SIGGRAPH 2008 Conference recently held in Los Angeles\, including the extensive Computer Animation Festival presentations: a new studio spawned from artists at ILM\, animated short production lessons from Pixar & Disney Animation\, and John Knoll’s interview with the director of “Star Wars: Clone Wars” before it’s pre-release screening.
URL:https://www.abunchofshortguys.org/myevent/john-johns-ultimatte/
CATEGORIES:Monthly Meetings
END:VEVENT
BEGIN:VEVENT
DTSTART;TZID=UTC:20071117T100000
DTEND;TZID=UTC:20071117T120000
DTSTAMP:20260426T025855
CREATED:20170122T221751Z
LAST-MODIFIED:20170122T221751Z
UID:588-1195293600-1195300800@www.abunchofshortguys.org
SUMMARY:Mark Leon of Gearbox
DESCRIPTION:Mark Leon Senior 3D Character Artist and Texture artist\n\n\nMark Leon is Senior 3D Character Artist and Texturer for GearBox Software. He will be showing his work on Brothers In Arms\, which uses Unreal Engine 3. \nAbout Mark Leon\n\nMark Leon is Senior 3D Character Artist and Texturer for GearBox Software\, working on Brothers In Arms. He has worked in the Game Industry for the past twelve years\, starting his career with Origin Systems EA in 1994. He has been credited on games developed by the following companies: ORIGIN Systems\, Inc.\, Westwood Studios\, Inc.\, and Terminal Reality\, Inc. \nMark’s games credits include:\nRe-Mission (2006)\, HopeLab\nEarth & Beyond (2002)\, Electronic Arts Inc.\nUltima IX: Ascension (1999)\, Electronic Arts Inc.\nWing Commander: Secret Ops (1998)\, Electronic Arts Inc.\nWing Commander: Prophecy (1997)\, Electronic Arts Inc.\nWing Commander IV: The Price of Freedom (1995)\, Electronic Arts Inc. \n\n\n\n\n\napparel \nABOSG Logo t-shirts and a selection of past Industry Giants t-shirts will be for sale in various sizes. Come early\, get your t-shirt\, and wear it proudly to show everyone that you are a Short Guy!
URL:https://www.abunchofshortguys.org/myevent/mark-leon-of-gearbox/
CATEGORIES:Monthly Meetings
END:VEVENT
BEGIN:VEVENT
DTSTART;TZID=UTC:20071020T100000
DTEND;TZID=UTC:20071020T120000
DTSTAMP:20260426T025855
CREATED:20170122T221847Z
LAST-MODIFIED:20170122T221847Z
UID:591-1192874400-1192881600@www.abunchofshortguys.org
SUMMARY:Ludovick Michaud of Janimation
DESCRIPTION:Ludovick Michaud  Sr. Technical Director from Janimation\n\n\nLudo will talk about current and past Janimation productions\, showing specific details of the techniques used. Plus\, he will reveal open positions at Janimation. \nOf particular interest will be an open discussion on the role and relevance of the Technical Director in today’s production environment: “Is it even a position anymore?” he asks. And what’s with all the traffic about this on the 3D pro list last week? \nSo bring your questions! more on Ludo and links to maps. \nAbout Ludo Michaud\n\n\n\n\n\nLudovick Michaud began his career eleven years ago at Softimage/AVID as a Software Testing Engineer. Working with proprietary software for many companies involved with computer graphics\, “Ludo” spent five years helping others to move over to a common software platform\, in this case Softimage/XSI. \nDeciding to focus his talents on one company\, Ludo joined Dallas\, Texas based Janimation almost seven years ago. Through his technical expertise\, he has helped the company broaden its work base to include feature films\, television spots and video game work.\n\n\n\n\n\nVisit http://www.janimation.com to see Ludo’s work\, as he is involved in most of the productions featured there\, and the building of the website itself.\n\n\napparel \nABOSG Logo t-shirts and a selection of past Industry Giants t-shirts will be for sale in various sizes. Come early\, get your t-shirt\, and wear it proudly to show everyone that you are a Short Guy!
URL:https://www.abunchofshortguys.org/myevent/ludovick-michaud-of-janimation/
CATEGORIES:Monthly Meetings
END:VEVENT
BEGIN:VEVENT
DTSTART;TZID=UTC:20070929T100000
DTEND;TZID=UTC:20070929T120000
DTSTAMP:20260426T025855
CREATED:20170122T221956Z
LAST-MODIFIED:20170122T221956Z
UID:594-1191060000-1191067200@www.abunchofshortguys.org
SUMMARY:Brett Briley of Ensemble Studios
DESCRIPTION:Brett Briley Ensemble Studios\nAt the September 2007 ABOSG General Meetings\, Brett will be touching upon 3D Studio Max\, showing the creation of normal maps from high poly objects to low poly objects\, and showing workflow of ZBrush 3.1 and some heads he has created in the program. Bring your portfolio for review!\n\n\nAbout Brett Briley\n\n\nBrett graduated from Ringling School of Art and Design in 1996 and went to work for Disney as an artist. He entered the Game Industry in 1999\, working at a number of companies\, starting with Red Storm Entertainment\, and including Sony Online Entertainment (Planetside and Planetside: Core Combat)\, Nerve Software (Doom III:Resurrection of Evil)\, and Liquid Development (The Elder Scrolls IV: Oblivion\, Dungeons & Dragons Online\, & Logitech Video Effects). He is currently at Ensemble Studios (Age of Empires III & Age of Empires III:The Warchiefs) in Dallas. His current project for Ensemble is Halo Wars. Recently\, Brett has created the artwork for this years Ensemble Holiday Card. \nYou can check out his artwork at:\nhttp://www.bbriley.com/
URL:https://www.abunchofshortguys.org/myevent/brett-briley-of-ensemble-studios/
CATEGORIES:Monthly Meetings
END:VEVENT
BEGIN:VEVENT
DTSTART;TZID=UTC:20070428T100000
DTEND;TZID=UTC:20070428T120000
DTSTAMP:20260426T025855
CREATED:20170122T222045Z
LAST-MODIFIED:20170122T222045Z
UID:597-1177754400-1177761600@www.abunchofshortguys.org
SUMMARY:Element X Studios
DESCRIPTION:Element X Creative Studio Tour\nThe studio is located just northeast of Downtown Dallas\, on Main Street. They are at 4015\, in suite 2 (the door on the left)\, on the second floor.\n\nDirections\n\n\nfrom 75 (Central Expressway)\nTake the Lemmon Ave/Haskell Ave exit and go South (Southeast\, really) on Haskell Ave. \nTo park in the back\, turn right into the alley on Haskell Ave.\, between Elm St. and Main St. The back parking lot for EXC is halfway down the block on the left. \nTo park in front\, turn right on Main and EXC will be halfway down the block on the right. You can park in front of 4015\, or in the small parking lot just before it. \nIf there’s no parking in front\, continue on Main St.\, turn right on Hill Ave\, then right into the alley\, go halfway down the block\, and turn right into the back parking lot. \nfrom downtown\nThere is currently construction on Main St. heading East out of downtown\, so you can take Commerce St. East\, take a left on Canton St (North)\, which turns into Main St. \nEXC will be on the left\, just past Hill Ave. You can park in front of 4015\, or in the small parking lot just after it. \nIf there’s no parking in front\, continue on Main St.\, turn left on Haskell Ave\, then left into the alley\, go halfway down the block\, and turn left into the back parking lot. \nfrom 30 (RL Thornton Fwy)\nTake the Haskell Ave exit\, go Northwest on Haskell Ave. \nTo park in the back\, turn left into the alley on Haskell Ave.\, between Main St. and Elm St. The back parking lot for EXC is halfway down the block on the left. \nTo park in front\, turn leftt on Main and EXC will be halfway down the block on the right. You can park in front of 4015\, or in the small parking lot just before it. \nIf there’s no parking in front\, continue on Main St.\, turn right on Hill Ave\, then right into the alley\, go halfway down the block\, and turn right into the back parking lot.
URL:https://www.abunchofshortguys.org/myevent/element-x-studios/
CATEGORIES:Monthly Meetings
END:VEVENT
BEGIN:VEVENT
DTSTART;TZID=UTC:20070324T100000
DTEND;TZID=UTC:20070324T120000
DTSTAMP:20260426T025855
CREATED:20170122T222146Z
LAST-MODIFIED:20170122T222146Z
UID:600-1174730400-1174737600@www.abunchofshortguys.org
SUMMARY:Bryan Brewer Animator at 3D Realms
DESCRIPTION:Bryan Brewer from 3D Realms\nDemo Reel Round-up – bring your reel!\nAbout Bryan Brewer\n\nBryan Brewer is an Animator at 3D Realms. He will be showing work that he has done recently\, discussing his process and approach to animation. Bryan has worked as a Contract Animator at ReelFX on Everyone’s Hero\, at Terminal Reality as a 3D Artist and Animator\, at DNA as a storyboard artist on The Jimmy Neutron TV Show\, and at CAT Studios and CinemaTek?. He has been a Short Guy for many years\, working on our initial short Expresslane. \nTo see Bryan’s animation\, modeling\, storyboard work\, sketchbook\, and resume\, please visit his website:\nhttp://www.liquidmesh3d.com/\n\n\n\n\nDemo Reel Round-Up \nThis month we will also show demo reels. Please bring you reel on DVD\, VHS\, or PC readable movie file (quicktime with decent compression or windows media) on a DVD or CD. Reels will be collected before the meeting and shown at the end.
URL:https://www.abunchofshortguys.org/myevent/bryan-brewer-animator-at-3d-realms/
CATEGORIES:Monthly Meetings
END:VEVENT
BEGIN:VEVENT
DTSTART;TZID=UTC:20070224T110000
DTEND;TZID=UTC:20070224T130000
DTSTAMP:20260426T025855
CREATED:20170122T222250Z
LAST-MODIFIED:20170122T222305Z
UID:603-1172314800-1172322000@www.abunchofshortguys.org
SUMMARY:Digital Tutors intro to Mudbox
DESCRIPTION:11am to 1pm\n(please note the later start date for this month only)\nSaturday\nFebruary 24th\, 2006\nC-104\nSpring Creek Campus\nCollin College\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nDigital Tutors presents\n“Getting Dirty With Mudbox”\n& Renderman for Maya\nSpecial Guest Drew Daleo from Reel FX Creative Studios\n\n\n\n\n“Getting Dirty With Mudbox”\nThe long-anticipated high-resolution\, brush-based sculpting software has just been released by Skymatter and we’ve got Digital Tutors to provide an introduction and overview of Mudbox. \nThere is a free trial of Mudbox™ 1.0.4 that offers all the capabilities of the professional version and can be downloaded at http://www.mudbox3d.com/downloadTrial.html. \n\n\n\n\nRenderman for Maya \nIn addition\, Digital Tutors will show Renderman for Maya\, “Pixar’s award-winning renderer seemlessly integrated into Maya.” \nThere will be plenty of give-aways and discounts offered by Digital Tutors for those who attend. \nYou can get a free evaluation copy of RenderMan for Maya here. \nplease see:\nhttp://www.digitaltutors.com/\nhttp://www.mudbox3d.com/\nhttps://renderman.pixar.com/ \n\nDrew Daleo from Reel FX Creative Studios \nDrew Daleo from Reel FX Creative Studios will show his personal work with Mudbox! Check out some of the modelling he’s done on http://drewdaleo.com/ and on Mudbox3D! \ndrewdaleo.com \n\nLastly\, we’ll also get an update on efforts with the Texas Animation Game and Visual Effects Showcase from our Community Ambassador. \nthanks to J. Schuh for the mudGuy article graphic
URL:https://www.abunchofshortguys.org/myevent/digital-tutors-intro-to-mudbox/
CATEGORIES:Monthly Meetings
END:VEVENT
BEGIN:VEVENT
DTSTART;TZID=UTC:20070120T100000
DTEND;TZID=UTC:20070120T120000
DTSTAMP:20260426T025855
CREATED:20170122T222403Z
LAST-MODIFIED:20170122T222403Z
UID:606-1169287200-1169294400@www.abunchofshortguys.org
SUMMARY:John Gault Voice Actor
DESCRIPTION:John Galt – amazing actor/writer/voice talent\nJohn Galt: National Actor and Voice-Over Talent\, Producer\, and Writer \nHis porfolio includes everything from “The Dirt Bike Kid”\, and “Jay Jay the Little Jet”\, to “Forrest Gump”\, and “JFK”. John Galt has thousands of commercials and hundreds of films to his credit. Don’t miss this local treasure. He has over 30 years in the business! \nLook him up at http://www.imdb.com/name/nm0303344/\n\n\n\nJohn Galt’s preview\n\n(from the GUILD website) \nJohn Galt\, in a communication to J Schuh\, gives a preview of his upcoming talk to the joint Guild/A Bunch of Short Guys memberships on Saturday\, January 20th. In John’s words: \nIt seems I’ve always been a supporting actor in some way all my life. I’ve done over 25 Dinner Theatre and Stock productions\, including the American Tour of “No Sex Please we’re British ” with Maureen O’Sullivan\, who did it in London. I also toured with Bob Casper and later with June Lockhart in the same show. I did “The Moon is Blue” with Don Ameche. I did “The Fantastiks” with John Gary and Michael Conrad. I did 76 weeks on the road with Mickey Rooney in “Three Goats and a Blanket” It was that tour that convinced me to focus on other show biz jobs. \nI did 36 Movies\, most as an actor\, some as a voice. They ranged from Independents to pretty big\, but all were interesting. The two that won Academy Awards I was a voice\, not on camera. “JFK” and “Forest Gump” I was the voice of L.B.J. In “The Dirt Bike Kid” with Peter Billingsley\, I was Police Chief “Galt”. I managed to work with some big stars and some of them I liked very much. \nI’ve done thousands of commercials and Industrials here and Los Angeles. My agent out there was Rita Venari of Sutton\, Barth and Venari\, I did “Yellow Bags”\, “Lincoln Mercury”\, “Shasta Cola with Fructose”\, and was the “Nestle Strawberry Quick Rabbit” who only giggled. I did a lot of stuff out there and can’t remember the rest. Back here I did all the Autozone spots done in the 90’s. and 70 Movie trailers a year for Blockbuster\, DeJ\, & Asylum. They were mostly made for DVD films. \nI did cartoons. Hanna-Barbera?\, Warner Bros Bugs Bunny show\, and so forth\, out there….and occasionally out here. I did computer games\, “Shadow Warrior” for 3d realm I was Lo Wang and some bad guys\, “Dominion” for Ion Storm\, I was the Admiral and a Bug General. “Die Katana” I was Ebiharra and some bad guys. “Urban Chaos” I was the cab driver\, “Duese X” I was Tracer Tong\, Jock the Helo pilot\, an Illuminati\, and a boss. For Terminal Reality\, “Nocturne” I did the Mayor\, The Demon Morlock\, Scat Davis and a pile of bad guys. For “Prey” I did the Grandfather spirt guide. The lead was Michael Greyeyes\, a cree Indian\, the female was a Cherokee beauty and I was only like the others when I opened my mouth and Chief Dan George came out. \nI found that my voice had fewer limitations than my appearance so now I am strictly a voice talent. I’ll do a film if asked\, I did “Miracle Dogs two” with Janine Turner and Charles Durning\, Lesley Ann Warren and David Keith that was shot in Grapevine last year. I got to play with cute dogs and kids. I will be happy to talk to young creatives that want to do animation. I can explain how the voice helps the picture because they work together. I look forward to it. \n  \n\nMarshall covered: \n\nMeeting with Atlanta Autodesk Animation User Group Association (AAUGA) on January 11th\, 2007. Their community is vibrant\, with shops like Turner Broadcasting (animating Adult Swim)\, Crawford\, and Fathom Studios. About 30 attended Marshall’s speech on the AA In-flight Safety Video.\nJohn Dinton (producer\, Blue Sky) speaking on animated short production at UTD at 7:30pm on January 10th\, 2007. Over 200 students and general public attended.\nthe UT Dallas Institute for Innovation & Entrepreneurship‘s Research & New Venture Showcase: Virtual Worlds\, Simulation and Game Technologies on Januray 19th\, 2007. David Hanson showed progress from Hanson Robotics and General Thomas Metz (Head of Army Training and Doctrine Command) talked about the Army’s need for experts to devolop tools for simulating culture and character.\nVolunteer opportunities with Speaker Committtee (Industry Giants)\, Web Site Committee\, and others.\n\n  \n\n\n\nShelley Meggersee-Briggs talked about upcoming events with the Dallas Chapter of Women in Animaiton. \n\nIf you’d like to be involved\, email: \n shell@ineffabledesigns.com\n\n\nBryan Brewer announced job openings at 3D Realms \n\nJ. Schuh talked about: \n\nHis involvement with TXMPA\nUpcoming TXMPA Fund Raiser for North Texas\nan introduction to John Galt\n\n\nJohn Galt inspired us with his many different voices\, stories of working in Hollywood\, and his wisdom from 30 years in the “business.” \n(more to come. video may soon be available.)
URL:https://www.abunchofshortguys.org/myevent/john-gault-voice-actor/
CATEGORIES:Monthly Meetings
END:VEVENT
BEGIN:VEVENT
DTSTART;TZID=UTC:20061111T100000
DTEND;TZID=UTC:20061111T120000
DTSTAMP:20260426T025855
CREATED:20170122T222545Z
LAST-MODIFIED:20170122T222601Z
UID:609-1163239200-1163246400@www.abunchofshortguys.org
SUMMARY:Scott Peterson on World Creation in Games
DESCRIPTION:10am to Noon\nSaturday\nNovember 11th\, 2006\nC-104\nSpring Creek Campus\nCollin College\n\nGuest Speaker\n\nScott will be talking about “World Creation in Games” at this month’s Short Guys general meeting. If you are developing a game or a game mod\, or if you are studying games\, then this meeting will be of special interest to you. \nScott Peterson works in Dallas at Reel FX Creative Studios\, and was previously a Game Designer with Digital Anvil/Microsoft Game Studios in Austin. \nScott gave a speech at Industy Giants 2006 entitled “Designing for Tomorrow’s Game Platforms”\, discussing game console improvements and how designers are using increased power to create more visually compelling game environments. Peterson counts Freelancer\, Brute Force and Enwor among his game credits and Spawn\, The Nutty Professor and Spy Kids among his film credentials. \nVolunteer Opportunities\nA Bunch of Short Guys is built and run by volunteers. From the elected members of the Executive Committee\, to Community Ambassadors\, to sub-committee members\, to the Student Volunteers who man the entrances at Industry Giants\, every event and meeting is coordinated and executed by volunteers. \nDo you have an idea for event? Speak up! \nDo you have a connection for a speaker at the monthly General Meeting\, Industry Insights\, or Industry Giants? Pass it on to Speaker Committee. \nDo you have the time and talent to serve on a sub-committee? Many interesting jobs exist\, including Community Ambassadors\, Studio Reps\, Speaker Committee\, and many other forming sub-committees! \nPlease submit event ideas\, speaker ideas\, and volunteer interest to: This email address is being protected from spambots. You need JavaScript enabled to view it.”>president@abunchofshortguys.com \nVolunteers: That’s how things get done in the Short Guys! \nFuture Meetings\nThe November meeting is the last Short Guys meeting of 2006. ABOSG typically holds general meetings January thru May and July thru November. \nPlease join ABOSG & the GUILD for 3December presented by dfw|AAUGA\, on December 2nd\, 2006. \nWe will soon announce Spring 2007 meetings. \nJune 9th\, 2007 is the date for Industry Giants 2007! \nYou can subscribe to our meeting calendar via an RSS aggregator by copying this link: This email address is being protected from spambots. You need JavaScript enabled to view it./public/basic” target=”_blank”>http://www.google.com/calendar/feeds/boplkcvfspd08hvk9htdroc5rg@group.calendar.google.com/public/basic \nor view it through HTML by following this link: http://www.google.com/calendar/embed?src=boplkcvfspd08hvk9htdroc5rg%40group.calendar.google.com \n3D at the Box Office\nFlushed Away was 3rd at the box office for it’s opening weekend (Nov 1-3)\, with $19.2 Million in receipts. Keep supporting animated features!
URL:https://www.abunchofshortguys.org/myevent/scott-peterson-on-world-creation-in-games/
CATEGORIES:Monthly Meetings
END:VEVENT
BEGIN:VEVENT
DTSTART;TZID=UTC:20060930T100000
DTEND;TZID=UTC:20060930T120000
DTSTAMP:20260426T025855
CREATED:20170122T222650Z
LAST-MODIFIED:20170122T222702Z
UID:612-1159610400-1159617600@www.abunchofshortguys.org
SUMMARY:J Schuh on Flash Forward 2006
DESCRIPTION:J. Schuh presents on Flashforward Austin \n10am – Noon\nSaturday\nSeptember 30th\, 2006\nC-104\nSpring Creek Campus\nCollin College \n\n\nwe have several items planned for this meeting: \nGUILD check\nThe GUILD will present it’s first check to ABOSG for proceeds from training classes. The GUILD hosts training sessions on behalf of other organizations and returns proceeds from these events back to those organizations! ZBrush\, taught by Mark Leon\, was the most recent training class. \nPresenter\nJ. Schuh will present on Flashforward Austin\, which he attended during the second full week in September. “The Flashforward Conference and Film Festival brings together the best minds in the Flash design and development community\, with an optional intensive workshop day\, a three-day conference\, and the largest International Flash-related film festival on the planet.” \nSee http://www.flashforwardconference.com/ for information and event coverage. \nJ. Schuh is one of ABOSG’s Community Ambassadors\, representing the group to other organizations\, most notably the Texas Motion Picture Alliance (TXMPA). J. is an adjunct professor with Collin College and ((Texas A&M Commerce)) downtown Dallas\, teaching Animation\, Art Direction\, Multimedia and Storyboard classes using Photoshop\, Illustrator\, After Effects and Flash. He is a co-founder of A Bunch of Short Guys\, a member of the Logo Crew\, and founder of the GUILD (Graphical User Interactive Learning and Development)\, a training based multimedia organization dedicated to the career development. J. is a member of the Dallas Producers Association\, Dallas Society of Visual Communicators (DSVC)\, and the National Association of Photoshop Professionals. He began his career in Animation working for LSG Animation doing 2D animation\, illustration and design. He started his own company Toons-N-Design in 1997. He later helped start the local animation studio Element X Creative in 2004. J. enjoys spending time with his wife Rachel and his young son Benjamin\, as they await their soon-to-be-born daughter! \nDemo Reel Show\nEach quarter\, the Short Guys show off their demo reels and shorts at the General Meeting. All kinds of demo reels and shorts are welcome\, both animated and live. If you have something to show\, “bring it on!” \nPlease bring your reel/short on DVD Video or PC-readable media for quicktime or windows media player. (No exotic codecs\, please.) For all other formats\, including plugging your laptop into the overhead projector\, please email This email address is being protected from spambots. You need JavaScript enabled to view it.”>marshall@abunchofshortguys.com to make technical arrangements. If there are any special considerations\, you will need to show up before the meeting starts (10am) to test your media. To show your demo\, an email RSVP is appreciated. \nMembership Discussion\nWe will have a brief discussion where you can express how you would like your membership in A Bunch of Short Guys to benefit you. The Executive Committee is seeking to define ABOSG membership costs and benefits\, and it needs your valuable ideas and suggestions! \nAfternoon at the Movies\nWith the numerous Animated Features being released this summer\, it’s hard to keep track! This weekend\, it’s Open Season! Several Short Guys will be going after lunch (after the September General Meeting) to the opening weekend showing in IMAX 3D (Saturday\, September 30th\, either 2:15 or 5:30 shows): \nOpen Season (opens September 29th)\nCinemark Imax Theatre\n11819 Webb Chapel Rd.\nDallas\, TX 75234\nhttp://www.cinemark.com/theater_showtimes.asp?theater_id=407&show_date=9/30/2006
URL:https://www.abunchofshortguys.org/myevent/j-schuh-on-flash-forward-2006/
CATEGORIES:Monthly Meetings
END:VEVENT
BEGIN:VEVENT
DTSTART;TZID=UTC:20060819T100000
DTEND;TZID=UTC:20060819T120000
DTSTAMP:20260426T025855
CREATED:20170122T222815Z
LAST-MODIFIED:20170122T222815Z
UID:615-1155981600-1155988800@www.abunchofshortguys.org
SUMMARY:Garman Herigstad - Vizyacky
DESCRIPTION:Garman Herigstad from Vizy Acky\nIntroduction of Houdini by Side Effects Software. An overview of how Houdini was used in the making of Stealth (2005)\, along with some comments about Houdini in The Day After Tomorrow (2004)\, The Time Machine (2003)\, X-Men? (2000)\, and O Brother Where Art Thou (2000).\n\n\n\nVizy is short for “Visual” and Acky is short for “Academy.” Located in beautiful Addison Circle\, Vizy Acky offers instruction for methods and techniques used in the feature film and commercial computer graphics visual effects industry. At the beginning all classes will be taught by Garman Herigstad teaching industry-oriented classes featuring Side Effects Software’s Houdini and the Linux work environment. \nvisit Vizy Acky:\nhttp://www.vizyacky.com/ \nreview Garman’s CV:
URL:https://www.abunchofshortguys.org/myevent/garman-herigstad-vizyacky-2/
CATEGORIES:Monthly Meetings
END:VEVENT
BEGIN:VEVENT
DTSTART;TZID=UTC:20060722T080000
DTEND;TZID=UTC:20060722T170000
DTSTAMP:20260426T025856
CREATED:20170122T222912Z
LAST-MODIFIED:20170122T222912Z
UID:617-1153555200-1153587600@www.abunchofshortguys.org
SUMMARY:Monster House in 3d
DESCRIPTION:Monster House in Digital 3d\n\nLiquid Logixx had to cancel due to unexpected business. This is a good thing for Liquid Logixx\, and a bad thing for our Monthly meeting. Or is it? \nABOSG will meet at the Cinemark Theater on Legacy and 75 at 11:30 A.M. for a screening of Monster House in Digital 3d. \nThis is a new time and new location. Invite the family and get ready for a thrill packed ride. \n11:oo A.M Legacy Cinemark\n7201 N Central Expy\,\nPlano\, TX 75025
URL:https://www.abunchofshortguys.org/myevent/monster-house-in-3d/
CATEGORIES:Monthly Meetings
END:VEVENT
BEGIN:VEVENT
DTSTART;TZID=UTC:20060624T100000
DTEND;TZID=UTC:20060624T120000
DTSTAMP:20260426T025856
CREATED:20170122T223003Z
LAST-MODIFIED:20170122T223003Z
UID:620-1151143200-1151150400@www.abunchofshortguys.org
SUMMARY:Siggraph 2006 Preview
DESCRIPTION:SIGGRAPH 2006 Preview DVD introduced and provided by J. Marshall Pittman \nThis advance DVD includes a sneak peek at the Art Gallery\, Emerging Technologies\, the Computer Animation Festival\, and the Papers Preview. The SIGGRAPH Conference is coming up fast (30 July – 3 August 2006)\, and quite a few Short Guys are already registered to attend. J. Marshall Pittman will present about the history of the SIGGRAPH conference\, conference travel tips\, user groups & other special events occurring this year in Boston. If you are attending the conference for the first time this year\, you will not want to miss this! Posters and some advanced programs will be available.\n\n\n\nAbout Marshall\n\n\nJ. Marshall Pittman has been attending the SIGGRAPH conference for 13 years\, starting as the administrative assistant for SIGKids at SIGGRAPH ’94 in Orlando\, Florida\, and working for 6 years as a volunteer on the Emerging Technology venues (before they were called “E-Tech”)\, including the “Digital Bayou” in New Orleans (96)\, the Electric Garden (97)\, and the Millennium Motel (99). He was active in the Orlando SIGGRAPH Professional Chapter before coming to Dallas in 1998\, where he led the Alias|Wavefront Global Users Association\, and was a founding member of A Bunch of Short Guys. He is a professor at Collin County Community College\, and the proud father of an 8-year-old daughter\, Ruby Rosetta.\n(from the GUILD website) \n\n\nShort Film Screening: FINITE \nEric Hyland – Finite \nWhen a relationship is forced to change\, how does one reconcile and come to terms with the past? Ultimately relationships\, like life\, simply exist\, persist\, and endure for a limited period of time. \nWinner of Best Dramatic Short at the 2006 WorldFest? Film Festival and Finalist in the National Short Film Competition at 2006 USA Film Festival \, FINITE is an avant-garde film exploring the emotions lingering from a relationship that is no longer what it once was. \nQ&A with Directors Eric Hyland & Dusty Culbertson as well as SFX Coordinator and A Bunch of Short Guys’ own Charlie Johnson following screening. \nwww.onemoretimefilms.com
URL:https://www.abunchofshortguys.org/myevent/siggraph-2006-preview/
CATEGORIES:Monthly Meetings
END:VEVENT
BEGIN:VEVENT
DTSTART;TZID=UTC:20060520T100000
DTEND;TZID=UTC:20060520T120000
DTSTAMP:20260426T025856
CREATED:20170122T223053Z
LAST-MODIFIED:20170122T223053Z
UID:623-1148119200-1148126400@www.abunchofshortguys.org
SUMMARY:Macquette Panel
DESCRIPTION:10am to Noon\nSaturday\nMay 20th\, 2006\nC-104\nSpring Creek Campus\nCollin College\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nMacquette Panel\n\nPanel style discussion on Maquettes. \nShawn Peters – ReelFX\nAnthony Coffee – I-station\nAnd possibly one more…. \n(There is a handout that needs to be posted.)
URL:https://www.abunchofshortguys.org/myevent/macquette-panel/
CATEGORIES:Monthly Meetings
END:VEVENT
BEGIN:VEVENT
DTSTART;TZID=UTC:20060422T100000
DTEND;TZID=UTC:20060422T120000
DTSTAMP:20260426T025856
CREATED:20170122T223143Z
LAST-MODIFIED:20170122T223143Z
UID:625-1145700000-1145707200@www.abunchofshortguys.org
SUMMARY:Mark Behm
DESCRIPTION:Mark Behm on digital painting\n\nMark will be talking about digital painting and development of the form of a character which up to this point has existed only in flat space outside of your imagination. Lighting\, value & color\, visualizing form and process will be discussed and demonstrated. The medium will be digital although the approach applies to traditional methods as well. \nwww.MarkBehm.com \n\n\n\nAbout Mark\n\nAfter a childhood of studying and playing around with stop motion\, traditional art and special effects of all kinds he went off to become an illustrator as he thought it impossible to live his fantasy of animation/sfx. Just a couple years later\, animation still tugging at his shirt drove him slowly into the world of 3d. He started out animating in commercials in NYC and then “321 Penguins” for Big Idea Productions. \nAfter that he went to Blue Sky Studios to animate on “Robots” and is now at DNA Productions working on their current feature\, “the Ant Bully”. He is also a mentor for Animation Mentor. All the while designing characters on a freelance basis for numerous clients.
URL:https://www.abunchofshortguys.org/myevent/mark-behm/
CATEGORIES:Monthly Meetings
END:VEVENT
BEGIN:VEVENT
DTSTART;TZID=UTC:20060218T200000
DTEND;TZID=UTC:20060218T230000
DTSTAMP:20260426T025856
CREATED:20170122T223257Z
LAST-MODIFIED:20170122T223257Z
UID:628-1140292800-1140303600@www.abunchofshortguys.org
SUMMARY:ABOSG Social
DESCRIPTION:Fox & Hound\n\n“And now for something completely different….” Replacing our normal monthly meeting this week will be our first Short Guys social night. This will be your opportunity to meet and talk with other animators in a less formal atmosphere. \nSpecial thanks to Shawn Spetch\, Robby Lamb and Bryan Brewer. \nWell we had a great time at the Fox and Hound. It was a small crew\, but we had fun none-the-less. Look for another social next September.
URL:https://www.abunchofshortguys.org/myevent/abosg-social-2/
CATEGORIES:Monthly Meetings
END:VEVENT
END:VCALENDAR