<?xml version='1.0' encoding='UTF-8'?><?xml-stylesheet href="http://www.blogger.com/styles/atom.css" type="text/css"?><feed xmlns='http://www.w3.org/2005/Atom' xmlns:openSearch='http://a9.com/-/spec/opensearchrss/1.0/' xmlns:georss='http://www.georss.org/georss' xmlns:gd='http://schemas.google.com/g/2005' xmlns:thr='http://purl.org/syndication/thread/1.0'><id>tag:blogger.com,1999:blog-5692852886128113529</id><updated>2012-01-30T10:44:41.579-08:00</updated><title type='text'>Sinisthesia</title><subtitle type='html'>The Ballad of Sinister Production Log</subtitle><link rel='http://schemas.google.com/g/2005#feed' type='application/atom+xml' href='http://sinisthesia.blogspot.com/feeds/posts/default'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5692852886128113529/posts/default?max-results=100'/><link rel='alternate' type='text/html' href='http://sinisthesia.blogspot.com/'/><link rel='hub' href='http://pubsubhubbub.appspot.com/'/><author><name>Lord North</name><uri>http://www.blogger.com/profile/15890783355425843736</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='30' src='http://4.bp.blogspot.com/_IO6p3Wzw54U/SWprfUgqZwI/AAAAAAAAAvo/Nlx5t9DQ-2k/S220/jackHornerHed.jpg'/></author><generator version='7.00' uri='http://www.blogger.com'>Blogger</generator><openSearch:totalResults>77</openSearch:totalResults><openSearch:startIndex>1</openSearch:startIndex><openSearch:itemsPerPage>100</openSearch:itemsPerPage><entry><id>tag:blogger.com,1999:blog-5692852886128113529.post-208778798075961084</id><published>2012-01-19T14:27:00.000-08:00</published><updated>2012-01-19T17:21:29.705-08:00</updated><title type='text'>First Glimpse</title><content type='html'>&lt;div style="font-family: Arial,Helvetica,sans-serif;"&gt;&lt;table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td style="text-align: center;"&gt;&lt;a href="https://picasaweb.google.com/lh/photo/1yf2JA27ZpAeHdJmaqvNp4e8b7zNETQupkeN-vTUSg8?feat=embedwebsite" style="margin-left: auto; margin-right: auto;" target="_blank"&gt;&lt;img height="225" src="https://lh5.googleusercontent.com/-JEqabvYQl1A/TxiU8d6HENI/AAAAAAAAFFw/rLvUyTcDG_w/s400/11-001.jpg" width="400" /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td class="tr-caption" style="text-align: center;"&gt;Click to see movie&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/div&gt;&lt;div style="font-family: Arial,Helvetica,sans-serif;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif;"&gt;Here's the first glimpse of a lighting test for &lt;a href="http://www.balladofsinister.com/" target="_blank"&gt;The Ballad of Sinister&lt;/a&gt;. The project's style bible calls for a silhouette look, partially inspiredby ancient storytelling traditions such as &lt;a href="http://en.wikipedia.org/wiki/Wayang" target="_blank"&gt;Wayang&lt;/a&gt; (Javanese shadow puppets),and partly in homage to Lotte Reiniger's &lt;a href="http://en.wikipedia.org/wiki/The_Adventures_of_Prince_Achmed" target="_blank"&gt;Prince Achmed&lt;/a&gt;. I fooled with the ideaof doing the entire film in pure high-contrast black-and-white, which certainlywould fulfill the requirement for a stylized look. I even did some concept artto this end long before &lt;a href="http://en.wikipedia.org/wiki/The_Mysterious_Geographic_Explorations_of_Jasper_Morello" target="_blank"&gt;JasperMorello&lt;/a&gt; made it famous. I ran several tests with toon-shading in Maya and MentalRay looking for a method of flattening shapes into areas of tone. In the end,though, I decided the cut-out look would be too limiting, as there was so muchI wanted to do with fluids and volume effects to get the misty Bavarian forestlook necessary to evoke the fairytale tradition.&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif;"&gt;This test, then, is a compromise between a cg look and acut-out look. I decided I would let 3d animation do what it does best (showvolume), while simultaneously flattening forms into silhouette to suggest atwilight storytelling mood. I would do this by approaching the task the way alive-action director would; through careful framing of the action in front ofthe light source wherever possible. Since ninety percent of my shots areexterior shots, and most take place at night or twilight, this should workperfectly; just let the sky be the main light source. In the case of this test,the only light source in the scene is the IBL light of the gradient sky. All ofthe 3d forms are described by indirect illumination a la final gather in MentalRay. This gives just enough texture description to the internal forms, while essentiallystill flattening them so the focus remains on the overall silhouette.&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5692852886128113529-208778798075961084?l=sinisthesia.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://sinisthesia.blogspot.com/feeds/208778798075961084/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=5692852886128113529&amp;postID=208778798075961084' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5692852886128113529/posts/default/208778798075961084'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5692852886128113529/posts/default/208778798075961084'/><link rel='alternate' type='text/html' href='http://sinisthesia.blogspot.com/2012/01/first-glimpse.html' title='First Glimpse'/><author><name>Lord North</name><uri>http://www.blogger.com/profile/15890783355425843736</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='30' src='http://4.bp.blogspot.com/_IO6p3Wzw54U/SWprfUgqZwI/AAAAAAAAAvo/Nlx5t9DQ-2k/S220/jackHornerHed.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='https://lh5.googleusercontent.com/-JEqabvYQl1A/TxiU8d6HENI/AAAAAAAAFFw/rLvUyTcDG_w/s72-c/11-001.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-5692852886128113529.post-3468664147091134755</id><published>2011-11-09T13:57:00.000-08:00</published><updated>2011-11-09T13:57:47.517-08:00</updated><title type='text'>Aspen</title><content type='html'>&lt;iframe allowfullscreen="" frameborder="0" height="319" src="http://player.vimeo.com/video/31857169?title=0&amp;amp;byline=0&amp;amp;portrait=0" webkitallowfullscreen="" width="425"&gt;&lt;/iframe&gt;&lt;br /&gt;&lt;br /&gt;Just for fun. Testing some free rigs out there.&lt;br /&gt;&lt;a href="http://www.creativecrash.com/maya/downloads/character-rigs/c/moom-v4-0-3-by-ramtin"&gt;MooM&lt;/a&gt; is a great rig for "broad" style animation. &lt;a href="http://www.creativecrash.com/maya/downloads/character-rigs/c/alice--2"&gt;Alice&lt;/a&gt; is well suited for more subtle animation.&amp;nbsp;I tried to pick an audio clip (from Dumb and Dumber) that suited their implicit characters.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5692852886128113529-3468664147091134755?l=sinisthesia.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://sinisthesia.blogspot.com/feeds/3468664147091134755/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=5692852886128113529&amp;postID=3468664147091134755' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5692852886128113529/posts/default/3468664147091134755'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5692852886128113529/posts/default/3468664147091134755'/><link rel='alternate' type='text/html' href='http://sinisthesia.blogspot.com/2011/11/aspen.html' title='Aspen'/><author><name>Lord North</name><uri>http://www.blogger.com/profile/15890783355425843736</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='30' src='http://4.bp.blogspot.com/_IO6p3Wzw54U/SWprfUgqZwI/AAAAAAAAAvo/Nlx5t9DQ-2k/S220/jackHornerHed.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-5692852886128113529.post-1749331320907301975</id><published>2011-10-28T21:12:00.000-07:00</published><updated>2011-10-28T21:12:45.354-07:00</updated><title type='text'>Advice for Young Artists</title><content type='html'>The &lt;a href="http://www.artistikmagazine.com/images/fall11/fall11.pdf"&gt;latest issue&lt;/a&gt; of &lt;a href="http://www.artistikmagazine.com/magazine/"&gt;Artistik Magazine&lt;/a&gt; features an interview I conducted with Kamal Siegel, who teaches at my school as well as teaching at Digipen and running his own business, Digital Double (see the &lt;a href="http://sinisthesia.blogspot.com/2011/10/digital-double.html"&gt;previous post&lt;/a&gt;). Since the magazine only ran about half our interview, I present it here in its full form. I believe it's great advice for today's animation students and those considering entrepreneurship.&lt;br /&gt;&lt;br /&gt;&lt;!--[if !mso]&gt;&lt;style&gt;v\:* {behavior:url(#default#VML);}o\:* {behavior:url(#default#VML);}w\:* {behavior:url(#default#VML);}.shape {behavior:url(#default#VML);}&lt;/style&gt;&lt;![endif]--&gt;&lt;!--[if gte mso 9]&gt;&lt;xml&gt; &lt;w:WordDocument&gt;  &lt;w:View&gt;Normal&lt;/w:View&gt;  &lt;w:Zoom&gt;0&lt;/w:Zoom&gt;  &lt;w:TrackMoves&gt;false&lt;/w:TrackMoves&gt;  &lt;w:TrackFormatting/&gt;  &lt;w:PunctuationKerning/&gt;  &lt;w:ValidateAgainstSchemas/&gt;  &lt;w:SaveIfXMLInvalid&gt;false&lt;/w:SaveIfXMLInvalid&gt;  &lt;w:IgnoreMixedContent&gt;false&lt;/w:IgnoreMixedContent&gt;  &lt;w:AlwaysShowPlaceholderText&gt;false&lt;/w:AlwaysShowPlaceholderText&gt;  &lt;w:DoNotPromoteQF/&gt;  &lt;w:LidThemeOther&gt;EN-US&lt;/w:LidThemeOther&gt;  &lt;w:LidThemeAsian&gt;X-NONE&lt;/w:LidThemeAsian&gt;  &lt;w:LidThemeComplexScript&gt;X-NONE&lt;/w:LidThemeComplexScript&gt; 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mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin:0in; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;}&lt;/style&gt;&lt;![endif]--&gt;&lt;br /&gt;&lt;div align="center" style="line-height: 18.0pt; margin-bottom: .0001pt; margin: 0in; text-align: center;"&gt;&lt;b&gt;&lt;span style="font-family: &amp;quot;Gill Sans MT&amp;quot;,&amp;quot;sans-serif&amp;quot;; font-size: 11.0pt;"&gt;Interview with Kamal Siegel - May 5th 2011&lt;/span&gt;&lt;/b&gt;&lt;/div&gt;&lt;div align="center" style="line-height: 18.0pt; margin-bottom: .0001pt; margin: 0in; text-align: center;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="line-height: 18.0pt; margin-bottom: .0001pt; margin: 0in;"&gt;&lt;span style="color: #333333; font-family: &amp;quot;Gill Sans MT&amp;quot;,&amp;quot;sans-serif&amp;quot;; font-size: 11.0pt; mso-bidi-font-family: Tahoma;"&gt;Kamal answers questions about how he started hisbusiness, Digital Double and how he developed his musical style among manyother interesting things about his personal journey as an artist and businessperson. For more about Kamal &amp;amp; Digital Double visit:&lt;/span&gt;&lt;/div&gt;&lt;div style="line-height: 18.0pt; margin-bottom: .0001pt; margin: 0in;"&gt;&lt;a href="http://www.kamalsiegel.com/"&gt;&lt;span style="font-family: &amp;quot;Gill Sans MT&amp;quot;,&amp;quot;sans-serif&amp;quot;; font-size: 11.0pt; mso-bidi-font-family: Tahoma;"&gt;www.kamalsiegel.com&lt;/span&gt;&lt;/a&gt;&lt;span style="color: #333333; font-family: &amp;quot;Gill Sans MT&amp;quot;,&amp;quot;sans-serif&amp;quot;; font-size: 11.0pt; mso-bidi-font-family: Tahoma;"&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="line-height: 18.0pt; margin-bottom: .0001pt; margin: 0in;"&gt;&lt;a href="http://www.digitaldouble.com/"&gt;&lt;span style="font-family: &amp;quot;Gill Sans MT&amp;quot;,&amp;quot;sans-serif&amp;quot;; font-size: 11.0pt; mso-bidi-font-family: Tahoma;"&gt;www.digitaldouble.com&lt;/span&gt;&lt;/a&gt;&lt;span style="color: #333333; font-family: &amp;quot;Gill Sans MT&amp;quot;,&amp;quot;sans-serif&amp;quot;; font-size: 11.0pt; mso-bidi-font-family: Tahoma;"&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="line-height: 18.0pt; margin-bottom: .0001pt; margin: 0in;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/-qdXCc-IpxyA/Tqt6bZYFa8I/AAAAAAAAFEo/unS_Dx9jrmY/s1600/studiopic.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="150" src="http://1.bp.blogspot.com/-qdXCc-IpxyA/Tqt6bZYFa8I/AAAAAAAAFEo/unS_Dx9jrmY/s200/studiopic.jpg" width="200" /&gt;&lt;/a&gt;&lt;a href="http://1.bp.blogspot.com/-rJXUox2kGcU/Tqt6gcV90yI/AAAAAAAAFEw/GzUNbETzenI/s1600/biopic.JPG" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"&gt;&lt;img border="0" height="133" src="http://1.bp.blogspot.com/-rJXUox2kGcU/Tqt6gcV90yI/AAAAAAAAFEw/GzUNbETzenI/s200/biopic.JPG" width="200" /&gt;&lt;/a&gt;&lt;a href="http://1.bp.blogspot.com/-qdXCc-IpxyA/Tqt6bZYFa8I/AAAAAAAAFEo/unS_Dx9jrmY/s1600/studiopic.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/-rJXUox2kGcU/Tqt6gcV90yI/AAAAAAAAFEw/GzUNbETzenI/s1600/biopic.JPG" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"&gt;&lt;/a&gt;&lt;/div&gt;&lt;div align="center" style="line-height: 18.0pt; margin-bottom: .0001pt; margin: 0in; text-align: center;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="color: #cccccc; line-height: 18pt; margin: 0in 0in 0.0001pt;"&gt;&lt;strong&gt;&lt;span style="font-family: &amp;quot;Gill Sans MT&amp;quot;,&amp;quot;sans-serif&amp;quot;; font-size: 11pt;"&gt;How do you keep motivated as an artist?&lt;/span&gt;&lt;/strong&gt;&lt;span style="font-family: &amp;quot;Gill Sans MT&amp;quot;,&amp;quot;sans-serif&amp;quot;; font-size: 11pt;"&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="color: #cccccc; line-height: 18pt; margin: 0in 0in 0.0001pt;"&gt;&lt;span style="font-family: &amp;quot;Gill Sans MT&amp;quot;,&amp;quot;sans-serif&amp;quot;; font-size: 11pt;"&gt;The biggest source of inspiration to me is mysurroundings. I love people and nature. I love seeing the cars drive by and thebuildings being built. I love watching the gardeners mowing outside and thesweet smell of freshly cut grass. I love looking at people at the coffee shopand trying to capture them in drawings. If you keep your eyes open you’ll findno shortage of inspiration.&lt;/span&gt;&lt;/div&gt;&lt;div style="color: #cccccc; line-height: 18pt; margin: 0in 0in 0.0001pt;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="color: #cccccc; line-height: 18pt; margin: 0in 0in 0.0001pt;"&gt;&lt;span style="font-family: &amp;quot;Gill Sans MT&amp;quot;,&amp;quot;sans-serif&amp;quot;; font-size: 11pt;"&gt;On a more technical side, however, it’s very importantfor me to complete things that I start. If I don’t, those unfinished projectsweigh on me like an anchor and keep me from moving forward. And while I derivesome motivation from completed projects, the times I REALLY get pumped are whenI’ve completed something I’m proud of. It’s rare, but when it happens, it’svery energizing.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;&lt;div style="color: #cccccc; line-height: 18pt; margin: 0in 0in 0.0001pt;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="color: #cccccc; line-height: 18pt; margin: 0in 0in 0.0001pt;"&gt;&lt;strong&gt;&lt;span style="font-family: &amp;quot;Gill Sans MT&amp;quot;,&amp;quot;sans-serif&amp;quot;; font-size: 11pt;"&gt;How did you come to run your own 3D graphics business?&lt;/span&gt;&lt;/strong&gt;&lt;span style="font-family: &amp;quot;Gill Sans MT&amp;quot;,&amp;quot;sans-serif&amp;quot;; font-size: 11pt;"&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="color: #cccccc; line-height: 18pt; margin: 0in 0in 0.0001pt;"&gt;&lt;span style="font-family: &amp;quot;Gill Sans MT&amp;quot;,&amp;quot;sans-serif&amp;quot;; font-size: 11pt;"&gt;There’s a story about a dream that inspired me to startthe business that you can read&amp;nbsp;up on artoven.com.&lt;/span&gt;&lt;/div&gt;&lt;div style="color: #cccccc; line-height: 18pt; margin: 0in 0in 0.0001pt;"&gt;&lt;span style="font-family: &amp;quot;Gill Sans MT&amp;quot;,&amp;quot;sans-serif&amp;quot;; font-size: 11pt;"&gt;But in essence, I took it one step at a time. I learnedabout running a business, did the paperwork, opened a bank account, did mystate and federal taxes, etc., and managed to survive while operating at a lossfor the first three years. It wasn’t easy and it took an enormous amount oftime, effort and sacrifice. And it still does.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;&lt;div style="color: #cccccc; line-height: 18pt; margin: 0in 0in 0.0001pt;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="color: #cccccc; line-height: 18pt; margin: 0in 0in 0.0001pt;"&gt;&lt;span style="font-family: &amp;quot;Gill Sans MT&amp;quot;,&amp;quot;sans-serif&amp;quot;; font-size: 11pt;"&gt;When I first started running the business I had apart-time job which helped financially. During that time I gradually grew thebusiness from home until I eventually got laid off a year later. The feeling?Imagine a baby bird that’s never flown being booted out of its nest with twochoices: Fly or die! I managed to flap my wings hard enough to crash land withsome small injuries and survive. Soon after, thankfully, what was then a sidebusiness picked up enough to sustain me and my wife with a little one on the wayfollowed by a second child and I’m happy to say that the business has beenkeeping a roof over our heads and food on the table for seven years now.&lt;/span&gt;&lt;/div&gt;&lt;div style="color: #cccccc; line-height: 18pt; margin: 0in 0in 0.0001pt;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="color: #cccccc; line-height: 18pt; margin: 0in 0in 0.0001pt;"&gt;&lt;strong&gt;&lt;span style="font-family: &amp;quot;Gill Sans MT&amp;quot;,&amp;quot;sans-serif&amp;quot;; font-size: 11pt;"&gt;What are the pros and cons of entrepreneurship in thisindustry?&lt;/span&gt;&lt;/strong&gt;&lt;span style="font-family: &amp;quot;Gill Sans MT&amp;quot;,&amp;quot;sans-serif&amp;quot;; font-size: 11pt;"&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="color: #cccccc; line-height: 18pt; margin: 0in 0in 0.0001pt;"&gt;&lt;span style="font-family: &amp;quot;Gill Sans MT&amp;quot;,&amp;quot;sans-serif&amp;quot;; font-size: 11pt;"&gt;The biggest advantage of being independent is creativefreedom. Much like the difference between being a captain of a ship and being amember of the crew is that the captain gets to pick the destination and theroute. The crew is there to help meet that goal but often has very little to nosay in that decision. That independence and responsibility is thrilling.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;&lt;div style="color: #cccccc; line-height: 18pt; margin: 0in 0in 0.0001pt;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="color: #cccccc; line-height: 18pt; margin: 0in 0in 0.0001pt;"&gt;&lt;span style="font-family: &amp;quot;Gill Sans MT&amp;quot;,&amp;quot;sans-serif&amp;quot;; font-size: 11pt;"&gt;The flip side of that is that if the ship ever sinks, sodoes the captain. The crew can escape on one of those little row boats, but thecaptain sinks at the helm. So it’s a huge risk you take when going intobusiness for yourself. For example, Uncle Sam won’t be sending you anunemployment check when you lose your business- he’ll just ask you to pay yourdues and wave goodbye as you sink.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;&lt;div style="color: #cccccc; line-height: 18pt; margin: 0in 0in 0.0001pt;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="color: #cccccc; line-height: 18pt; margin: 0in 0in 0.0001pt;"&gt;&lt;span style="font-family: &amp;quot;Gill Sans MT&amp;quot;,&amp;quot;sans-serif&amp;quot;; font-size: 11pt;"&gt;Another obvious “con” is that you are constantly lookingfor work. Projects come and go. Some weekly, some monthly and some that you’veinvested a lot of time and money in never even get off the ground with no checkawaiting you on the other end or even a thank you. People think that running yourown business will free you up, but the honest truth is, you will be consumed byit. Weekends become no different than any other weekday as you’ll be workingthrough them just as hard as you do during the week.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;&lt;div style="color: #cccccc; line-height: 18pt; margin: 0in 0in 0.0001pt;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="color: #cccccc; line-height: 18pt; margin: 0in 0in 0.0001pt;"&gt;&lt;strong&gt;&lt;span style="font-family: &amp;quot;Gill Sans MT&amp;quot;,&amp;quot;sans-serif&amp;quot;; font-size: 11pt;"&gt;Is it difficult to survive as a small business owner intoday’s economic climate?&lt;/span&gt;&lt;/strong&gt;&lt;span style="font-family: &amp;quot;Gill Sans MT&amp;quot;,&amp;quot;sans-serif&amp;quot;; font-size: 11pt;"&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="color: #cccccc; line-height: 18pt; margin: 0in 0in 0.0001pt;"&gt;&lt;span style="font-family: &amp;quot;Gill Sans MT&amp;quot;,&amp;quot;sans-serif&amp;quot;; font-size: 11pt;"&gt;Yes, very difficult but the economy has very little to dowith it and I would say medium sized businesses struggle as well. Therecession, if anything, has helped our business. The real difficulty is theunfair competitive landscape that the global market has created. There isnothing wrong with competition of course, but what has happened is the rulesare different from one nation to another, making for an unfair playingfield.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;&lt;div style="color: #cccccc; line-height: 18pt; margin: 0in 0in 0.0001pt;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="color: #cccccc; line-height: 18pt; margin: 0in 0in 0.0001pt;"&gt;&lt;strong&gt;&lt;span style="font-family: &amp;quot;Gill Sans MT&amp;quot;,&amp;quot;sans-serif&amp;quot;; font-size: 11pt;"&gt;We hear a lot about foreign competition threatening thelivelihood of domestic 3d graphic artists. What is the best way to leverageyourself against such competition&lt;/span&gt;&lt;/strong&gt;&lt;span style="font-family: &amp;quot;Gill Sans MT&amp;quot;,&amp;quot;sans-serif&amp;quot;; font-size: 11pt;"&gt;?&lt;/span&gt;&lt;/div&gt;&lt;div style="color: #cccccc; line-height: 18pt; margin: 0in 0in 0.0001pt;"&gt;&lt;span style="font-family: &amp;quot;Gill Sans MT&amp;quot;,&amp;quot;sans-serif&amp;quot;; font-size: 11pt;"&gt;Keep learning! Outsmart the competition. Be lean and mean(keep your overhead low and invest in your people). Find creative new ways ofdoing things that allow you to crank out better quality work at a faster paceso you can keep the same rates you did before while shortening your turn aroundtime.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;&lt;div style="color: #cccccc; line-height: 18pt; margin: 0in 0in 0.0001pt;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="color: #cccccc; line-height: 18pt; margin: 0in 0in 0.0001pt;"&gt;&lt;span style="font-family: &amp;quot;Gill Sans MT&amp;quot;,&amp;quot;sans-serif&amp;quot;; font-size: 11pt;"&gt;Clients are willing to pay more if you can make a casefor the value added you bring to the table. And most important of all, upholdthe highest standards for quality and professionalism. Be the best in yourbusiness. The industry has no tolerance for mediocrity and sloppy behavior.&lt;/span&gt;&lt;/div&gt;&lt;div style="color: #cccccc; line-height: 18pt; margin: 0in 0in 0.0001pt;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="color: #cccccc; line-height: 18pt; margin: 0in 0in 0.0001pt;"&gt;&lt;strong&gt;&lt;span style="font-family: &amp;quot;Gill Sans MT&amp;quot;,&amp;quot;sans-serif&amp;quot;; font-size: 11pt;"&gt;With all the administrative duties of running a business,how do you still make time to develop your art skills?&lt;/span&gt;&lt;/strong&gt;&lt;span style="font-family: &amp;quot;Gill Sans MT&amp;quot;,&amp;quot;sans-serif&amp;quot;; font-size: 11pt;"&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="color: #cccccc; line-height: 18pt; margin: 0in 0in 0.0001pt;"&gt;&lt;span style="font-family: &amp;quot;Gill Sans MT&amp;quot;,&amp;quot;sans-serif&amp;quot;; font-size: 11pt;"&gt;It’s going to seem trivial but I made a consciousdecision a long time ago to not have a TV in the house. My wife and I bothagreed it was waste of time. You wouldn’t believe how much time that freed upand how surprisingly fast I was able to fill that time up with more importantthings to do.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;&lt;div style="color: #cccccc; line-height: 18pt; margin: 0in 0in 0.0001pt;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="color: #cccccc; line-height: 18pt; margin: 0in 0in 0.0001pt;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="color: #cccccc; line-height: 18pt; margin: 0in 0in 0.0001pt;"&gt;&lt;span style="font-family: &amp;quot;Gill Sans MT&amp;quot;,&amp;quot;sans-serif&amp;quot;; font-size: 11pt;"&gt;But that wasn’t enough. So I made another decision toalways carry my sketchbook with me wherever I went depending on the occasion,some large, some small. This way I could draw from life or from my imaginationany time. Later I invested in a laptop, specifically a tablet pc that allowedme to draw directly on the monitor. I still use it today. It’s an HP Pavilliontx 2500. The beauty of it is that the tablet technology it includes is by Wacomso it has pressure sensitivity and I can draw directly into Photoshop. So Icould use it as a digital sketchbook and on top of that do a lot of my personal3D work as well.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;&lt;div style="color: #cccccc; line-height: 18pt; margin: 0in 0in 0.0001pt;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="color: #cccccc; line-height: 18pt; margin: 0in 0in 0.0001pt;"&gt;&lt;span style="font-family: &amp;quot;Gill Sans MT&amp;quot;,&amp;quot;sans-serif&amp;quot;; font-size: 11pt;"&gt;Recently I decided to get an iPad for my digitalsketching, which, while not pressure sensitive, made it easier to carry aroundand a lot more convenient. So I use it regularly to keep sketching and drawingfrom life. And I’ve realized pressure sensitivity is actually somewhat overrated.You can see some of my iPad paintings onhttp://www.kamalsiegel.com&lt;/span&gt;&lt;/div&gt;&lt;div style="color: #cccccc; line-height: 18pt; margin: 0in 0in 0.0001pt;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="color: #cccccc; line-height: 18pt; margin: 0in 0in 0.0001pt;"&gt;&lt;span style="font-family: &amp;quot;Gill Sans MT&amp;quot;,&amp;quot;sans-serif&amp;quot;; font-size: 11pt;"&gt;In essence, the more mobile you can make your creativity,the easier it will be for you to continue honing your skills. All it takes is apocket sized sketchbook and turning off the TV&lt;/span&gt;&lt;/div&gt;&lt;div style="color: #cccccc; line-height: 18pt; margin: 0in 0in 0.0001pt;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="color: #cccccc; line-height: 18pt; margin: 0in 0in 0.0001pt;"&gt;&lt;strong&gt;&lt;span style="font-family: &amp;quot;Gill Sans MT&amp;quot;,&amp;quot;sans-serif&amp;quot;; font-size: 11pt;"&gt;You are also a musician. Tell us how you came to developyour musical style.&lt;/span&gt;&lt;/strong&gt;&lt;span style="font-family: &amp;quot;Gill Sans MT&amp;quot;,&amp;quot;sans-serif&amp;quot;; font-size: 11pt;"&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="color: #cccccc; line-height: 18pt; margin: 0in 0in 0.0001pt;"&gt;&lt;span style="font-family: &amp;quot;Gill Sans MT&amp;quot;,&amp;quot;sans-serif&amp;quot;; font-size: 11pt;"&gt;I play the guitar, so I started with the first string andplucked at it with my index finger. As I plucked that first string with myindex finger I discovered that there were certain note sequences that workedwell together. I later found out that what I had discovered was called a“scale”. No joke. And it was that slow process of discovery that I used tolearn how to play.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;&lt;div style="color: #cccccc; line-height: 18pt; margin: 0in 0in 0.0001pt;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="color: #cccccc; line-height: 18pt; margin: 0in 0in 0.0001pt;"&gt;&lt;span style="font-family: &amp;quot;Gill Sans MT&amp;quot;,&amp;quot;sans-serif&amp;quot;; font-size: 11pt;"&gt;So I’m self taught, but I learned a lot by listening toother musicians I admired and my close friends. It’s possible the style ispartially influenced by growing up in Chile (where I was born and raised), andpartly by the music I enjoyed listening to at the time (Michael Hedges &amp;amp;Will Ackerman).&lt;/span&gt;&lt;/div&gt;&lt;div style="color: #cccccc; line-height: 18pt; margin: 0in 0in 0.0001pt;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="color: #cccccc; line-height: 18pt; margin: 0in 0in 0.0001pt;"&gt;&lt;span style="font-family: &amp;quot;Gill Sans MT&amp;quot;,&amp;quot;sans-serif&amp;quot;; font-size: 11pt;"&gt;In short, I literally did it one finger and string at atime and spent about an hour or two each day (seven days a week) practicing.I’ve been playing the guitar for fourteen years now and I keep discovering newthings. Last year this happened to me: While playing the piano I discoveredsomething new and I got all excited and told a friend about it: “hey check itout, if I start a piece of music at a different part of the scale, it soundslike a totally different piece of music even though it’s the same scale, and ina nonchalant kind of way he said “um… yeah, that’s called a mode, Kamal”.&lt;/span&gt;&lt;/div&gt;&lt;div style="color: #cccccc; line-height: 18pt; margin: 0in 0in 0.0001pt;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="color: #cccccc; line-height: 18pt; margin: 0in 0in 0.0001pt;"&gt;&lt;strong&gt;&lt;span style="font-family: &amp;quot;Gill Sans MT&amp;quot;,&amp;quot;sans-serif&amp;quot;; font-size: 11pt;"&gt;Who are your heroes?&lt;/span&gt;&lt;/strong&gt;&lt;span style="font-family: &amp;quot;Gill Sans MT&amp;quot;,&amp;quot;sans-serif&amp;quot;; font-size: 11pt;"&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="color: #cccccc; line-height: 18pt; margin: 0in 0in 0.0001pt;"&gt;&lt;span style="font-family: &amp;quot;Gill Sans MT&amp;quot;,&amp;quot;sans-serif&amp;quot;; font-size: 11pt;"&gt;For me they are among my friends and family; myco-workers, clients and people I work for are amazing people. When I seegenerosity, leadership, happiness, optimism, creativity, collaboration,honesty, excellence in others, I’m inspired by them and I become an instantfan.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;&lt;div style="color: #cccccc; line-height: 18pt; margin: 0in 0in 0.0001pt;"&gt;&lt;span style="font-family: &amp;quot;Gill Sans MT&amp;quot;,&amp;quot;sans-serif&amp;quot;; font-size: 11pt;"&gt;People that take chances, people that go outside of theircomfort zone to create something new, people that give the world their all and don’task for anything in return, people that follow through with their commitments;these are people I look up to and I’m thankful to be surrounded by every day.Look around you. You don’t need to read about someone in a book, or watch amovie about them to find a hero. They are among us every day. Seek them out,learn from them and be with them. It’ll rub off on you.&lt;/span&gt;&lt;/div&gt;&lt;div style="color: #cccccc; line-height: 18pt; margin: 0in 0in 0.0001pt;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="color: #cccccc; line-height: 18pt; margin: 0in 0in 0.0001pt;"&gt;&lt;strong&gt;&lt;span style="font-family: &amp;quot;Gill Sans MT&amp;quot;,&amp;quot;sans-serif&amp;quot;; font-size: 11pt;"&gt;What would be one word of advice you’d like to share withall aspiring artists?&lt;/span&gt;&lt;/strong&gt;&lt;span style="font-family: &amp;quot;Gill Sans MT&amp;quot;,&amp;quot;sans-serif&amp;quot;; font-size: 11pt;"&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="color: #cccccc; line-height: 18pt; margin: 0in 0in 0.0001pt;"&gt;&lt;span style="font-family: &amp;quot;Gill Sans MT&amp;quot;,&amp;quot;sans-serif&amp;quot;; font-size: 11pt;"&gt;It’s taken me 24,485 drawings to get where I’m at todayas an artist and I’ve produced thousands of 3D models and textures in the last12 years of my career. So my advice to you is: make art and make a lot of it.You will only get better through practice.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;&lt;div style="color: #cccccc; line-height: 18pt; margin: 0in 0in 0.0001pt;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="color: #cccccc; line-height: 18pt; margin: 0in 0in 0.0001pt;"&gt;&lt;span style="font-family: &amp;quot;Gill Sans MT&amp;quot;,&amp;quot;sans-serif&amp;quot;; font-size: 11pt;"&gt;Don’t waste your time doing the bare minimum each time.Do the best possible work you can do. And scope your projects so that you canfinish them. You’ll be really pumped when you see the cool stuff you can createand will pour that inspiration into something even cooler next timearound.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;&lt;div style="color: #cccccc; line-height: 18pt; margin: 0in 0in 0.0001pt;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="color: #cccccc; line-height: 18pt; margin: 0in 0in 0.0001pt;"&gt;&lt;span style="font-family: &amp;quot;Gill Sans MT&amp;quot;,&amp;quot;sans-serif&amp;quot;; font-size: 11pt;"&gt;Carry a sketchbook around with you and use it. Draw,draw, draw! I’ve done 7,886 sketchbook pages, and counting. Try to catch upwhile you’re still in school. You have no idea how much more time you have nowthan you will later. Take advantage of it. Turn off your cell, turn off the TV,turn off the video games, no more parties, and tell your friends you’re toobusy unless you’re getting together to collaborate on projects.&lt;/span&gt;&lt;/div&gt;&lt;div style="color: #cccccc; line-height: 18pt; margin: 0in 0in 0.0001pt;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="color: #cccccc; line-height: 18pt; margin: 0in 0in 0.0001pt;"&gt;&lt;span style="font-family: &amp;quot;Gill Sans MT&amp;quot;,&amp;quot;sans-serif&amp;quot;; font-size: 11pt;"&gt;That said; (and this is very important) always rememberto take a break and prioritize your time accordingly. Spend time with yoursignificant other and your kids if you have them. Take time to be with family,even if they’re out of town. There is more to life than just work, and it’s inthese areas where you will derive your inspiration so it’s extremely importantfor your own creativity that you take the time to enjoy all these other aspectsof life. Maybe take on a sport, hobby, art or craft that’s really different.You’ll learn something from it, it will inform your work and you’ll be a betterartist for it.&lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="color: #cccccc;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5692852886128113529-1749331320907301975?l=sinisthesia.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://sinisthesia.blogspot.com/feeds/1749331320907301975/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=5692852886128113529&amp;postID=1749331320907301975' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5692852886128113529/posts/default/1749331320907301975'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5692852886128113529/posts/default/1749331320907301975'/><link rel='alternate' type='text/html' href='http://sinisthesia.blogspot.com/2011/10/advice-for-young-artists.html' title='Advice for Young Artists'/><author><name>Lord North</name><uri>http://www.blogger.com/profile/15890783355425843736</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='30' src='http://4.bp.blogspot.com/_IO6p3Wzw54U/SWprfUgqZwI/AAAAAAAAAvo/Nlx5t9DQ-2k/S220/jackHornerHed.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/-qdXCc-IpxyA/Tqt6bZYFa8I/AAAAAAAAFEo/unS_Dx9jrmY/s72-c/studiopic.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-5692852886128113529.post-7014138498964762181</id><published>2011-10-28T02:30:00.000-07:00</published><updated>2011-10-28T02:30:22.124-07:00</updated><title type='text'>Digital Double</title><content type='html'>&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;object width="320" height="266" class="BLOG_video_class" id="BLOG_video-3a21d2bc895f33ef" classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"&gt;&lt;param name="movie" value="http://www.youtube.com/get_player"&gt;&lt;param name="bgcolor" value="#FFFFFF"&gt;&lt;param name="allowfullscreen" value="true"&gt;&lt;param name="flashvars" value="flvurl=http://v10.nonxt8.googlevideo.com/videoplayback?id%3D3a21d2bc895f33ef%26itag%3D5%26app%3Dblogger%26ip%3D0.0.0.0%26ipbits%3D0%26expire%3D1330196505%26sparams%3Did,itag,ip,ipbits,expire%26signature%3D5330C7958BCE636EA576820E686C15959AD10FBC.453352775DE5083EA18A7949088EF739145023B%26key%3Dck1&amp;amp;iurl=http://video.google.com/ThumbnailServer2?app%3Dblogger%26contentid%3D3a21d2bc895f33ef%26offsetms%3D5000%26itag%3Dw160%26sigh%3DFjfjnzj7nOGIAhxtfnfqjezbX_k&amp;amp;autoplay=0&amp;amp;ps=blogger"&gt;&lt;embed src="http://www.youtube.com/get_player" type="application/x-shockwave-flash"width="320" height="266" bgcolor="#FFFFFF"flashvars="flvurl=http://v10.nonxt8.googlevideo.com/videoplayback?id%3D3a21d2bc895f33ef%26itag%3D5%26app%3Dblogger%26ip%3D0.0.0.0%26ipbits%3D0%26expire%3D1330196505%26sparams%3Did,itag,ip,ipbits,expire%26signature%3D5330C7958BCE636EA576820E686C15959AD10FBC.453352775DE5083EA18A7949088EF739145023B%26key%3Dck1&amp;iurl=http://video.google.com/ThumbnailServer2?app%3Dblogger%26contentid%3D3a21d2bc895f33ef%26offsetms%3D5000%26itag%3Dw160%26sigh%3DFjfjnzj7nOGIAhxtfnfqjezbX_k&amp;autoplay=0&amp;ps=blogger"allowFullScreen="true" /&gt;&lt;/object&gt;&lt;/div&gt;&lt;br /&gt;Being a college professor means you occasionally get to do something fun. Here's some footage from a field trip to the motion capture studio at &lt;a href="http://www.digitaldouble.net/"&gt;Digital Double&lt;/a&gt; in Redmond, owned by Kamal Siegel, a professor in my department. This is me doing my best Andy Serkis impression. Just monkeyin' around. What you see is raw unwrangled data, so the arm pops and knee buckles are par for the course. Digital Double uses an optical system, BioStage by Organic Motion, a system that uses 14 cameras positioned around a set draped in highly reflective material, such that the nonreflective subject is isolated as a 3D silhouette and the skeleton is drawn as bones down the center of said silhouette. For this reason, bunching up the limbs near the trunk can sometimes result in the data becoming garbled (explaining the momentary arm pops when they linger too near the torso for too long). The myth is that motion capture saves time: in fact, motion capture animation takes twice as long to wrangle as keyframe data created from scratch. Where motion capture really shines is as reference footage in 3D. As an animation student, you can learn more from analyzing mocap data than any other form of reference.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5692852886128113529-7014138498964762181?l=sinisthesia.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://sinisthesia.blogspot.com/feeds/7014138498964762181/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=5692852886128113529&amp;postID=7014138498964762181' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5692852886128113529/posts/default/7014138498964762181'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5692852886128113529/posts/default/7014138498964762181'/><link rel='alternate' type='text/html' href='http://sinisthesia.blogspot.com/2011/10/digital-double.html' title='Digital Double'/><author><name>Lord North</name><uri>http://www.blogger.com/profile/15890783355425843736</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='30' src='http://4.bp.blogspot.com/_IO6p3Wzw54U/SWprfUgqZwI/AAAAAAAAAvo/Nlx5t9DQ-2k/S220/jackHornerHed.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-5692852886128113529.post-4172640070065543367</id><published>2011-10-20T01:01:00.001-07:00</published><updated>2011-10-20T01:01:58.917-07:00</updated><title type='text'>Sisters</title><content type='html'>&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/-Lnin47antNg/Tp_VXb9bxhI/AAAAAAAAFCE/2dcUH3hoN6Q/s1600/sisters-5_009c.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="191" src="http://2.bp.blogspot.com/-Lnin47antNg/Tp_VXb9bxhI/AAAAAAAAFCE/2dcUH3hoN6Q/s320/sisters-5_009c.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5692852886128113529-4172640070065543367?l=sinisthesia.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://sinisthesia.blogspot.com/feeds/4172640070065543367/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=5692852886128113529&amp;postID=4172640070065543367' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5692852886128113529/posts/default/4172640070065543367'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5692852886128113529/posts/default/4172640070065543367'/><link rel='alternate' type='text/html' href='http://sinisthesia.blogspot.com/2011/10/sisters.html' title='Sisters'/><author><name>Lord North</name><uri>http://www.blogger.com/profile/15890783355425843736</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='30' src='http://4.bp.blogspot.com/_IO6p3Wzw54U/SWprfUgqZwI/AAAAAAAAAvo/Nlx5t9DQ-2k/S220/jackHornerHed.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/-Lnin47antNg/Tp_VXb9bxhI/AAAAAAAAFCE/2dcUH3hoN6Q/s72-c/sisters-5_009c.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-5692852886128113529.post-1792614241913939897</id><published>2011-10-08T18:54:00.000-07:00</published><updated>2011-10-08T18:57:30.323-07:00</updated><title type='text'>The Amazing Mr. Bickford</title><content type='html'>&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/-UqKkArsROgE/TpDatx0N21I/AAAAAAAAE_8/cJQ4j3rNpBM/s1600/IMG_2361.JPG" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="240" src="http://3.bp.blogspot.com/-UqKkArsROgE/TpDatx0N21I/AAAAAAAAE_8/cJQ4j3rNpBM/s320/IMG_2361.JPG" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/-zUOTorPdxSg/TpDjL8v6R6I/AAAAAAAAFAs/T9xc-Mve8gY/s1600/IMG_2340.JPG" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="320" src="http://4.bp.blogspot.com/-zUOTorPdxSg/TpDjL8v6R6I/AAAAAAAAFAs/T9xc-Mve8gY/s320/IMG_2340.JPG" width="240" /&gt;&amp;nbsp;&lt;/a&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;/div&gt;Today I visited one of my all-time animation heroes, legendary animator &lt;a href="http://www.brucebickford.com/"&gt;Bruce Bickford&lt;/a&gt;. Turns out, he lives about 5 miles away. His house is exactly as I envisioned it would be: a sedimentation of years and years of obsessive creation manifested in teetering piles of works past and future. &lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/-i_1X_LFn5Xk/TpDjEHtxISI/AAAAAAAAFAQ/8aVq24msdoc/s1600/IMG_2326.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="240" src="http://1.bp.blogspot.com/-i_1X_LFn5Xk/TpDjEHtxISI/AAAAAAAAFAQ/8aVq24msdoc/s320/IMG_2326.JPG" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/-elNPlZAfFLc/TpDjFdZ2nqI/AAAAAAAAFAU/hqpseLnQs7k/s1600/IMG_2328.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="320" src="http://1.bp.blogspot.com/-elNPlZAfFLc/TpDjFdZ2nqI/AAAAAAAAFAU/hqpseLnQs7k/s320/IMG_2328.JPG" width="240" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;If you are familiar with the auteur, he specializes in a unique variation of surrealist animation, made famous in the Frank Zappa films &lt;a href="http://www.imdb.com/title/tt0078820/"&gt;Baby Snakes&lt;/a&gt;, &lt;a href="http://www.imdb.com/title/tt0087180/"&gt;The Dub Room Special&lt;/a&gt; and &lt;a href="http://www.imdb.com/title/tt0215511/"&gt;The Amazing Mr.Bickford&lt;/a&gt;. After breaking with Zappa, Bruce went on to create his magnum opus, &lt;a href="http://www.brettingram.org/film/PGVids.php"&gt;Prometheus' Garden&lt;/a&gt;, and then dissolved into obscurity, feverishly working in solitude for some 25 years on perpetually evolving personal projects. He was the subject of the award-winning documentary &lt;a href="http://www.brettingram.org/film/MRVids.php"&gt;Monster Road&lt;/a&gt;, which I have yet to see. Gazing in awe at the vastness of his unseen work, I can't help but wonder if the majority of it might never see the light of day. He seems more interested in creating than finding an audience, which flies in the face of everything I previously surmised about the artistic impulse. Here was one that seemingly enjoyed the act of creating, more than the result or the accolades of his achievement. Either that, or it's simply compulsion.&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/-vO1mtXEZvX0/TpDjGSaEWHI/AAAAAAAAFAY/nXnvB-SqkHc/s1600/IMG_2329.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="240" src="http://3.bp.blogspot.com/-vO1mtXEZvX0/TpDjGSaEWHI/AAAAAAAAFAY/nXnvB-SqkHc/s320/IMG_2329.JPG" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/-dRTB5Xr-AyU/TpDjIjf47nI/AAAAAAAAFAg/N3-vC1P-fr4/s1600/IMG_2331.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="240" src="http://3.bp.blogspot.com/-dRTB5Xr-AyU/TpDjIjf47nI/AAAAAAAAFAg/N3-vC1P-fr4/s320/IMG_2331.JPG" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/-Qd_RB2K3uQs/TpDjK3iVFUI/AAAAAAAAFAo/iGsG7bjVhmM/s1600/IMG_2339.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="240" src="http://1.bp.blogspot.com/-Qd_RB2K3uQs/TpDjK3iVFUI/AAAAAAAAFAo/iGsG7bjVhmM/s320/IMG_2339.JPG" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;Far from being the antisocial recluse I expected, I found Mr. Bickford to be charming and sociable, more than willing to share anything and everything about his process with me. The pictures adorning this blog post were not only permitted, but encouraged; he even invited me back to take more on a day "when the light is better."&lt;br /&gt;&lt;br /&gt;&lt;table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td style="text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/-Vd66ZDDqV5Y/TpDjHTzGzaI/AAAAAAAAFAc/4CAL0K7j9A4/s1600/IMG_2330.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"&gt;&lt;img border="0" height="240" src="http://2.bp.blogspot.com/-Vd66ZDDqV5Y/TpDjHTzGzaI/AAAAAAAAFAc/4CAL0K7j9A4/s320/IMG_2330.JPG" width="320" /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td class="tr-caption" style="text-align: center;"&gt;Bruce showing his model of the Double-R diner he made for a "Twin Peaks" art show. (Twin Peaks was filmed around here and you still meet the occasional "Peaker" - tourist obsessed with the show.)&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;br /&gt;&lt;table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td style="text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/-zqPG7Gw1jJM/TpDjJl6heCI/AAAAAAAAFAk/VIYEQK9OeZs/s1600/IMG_2335.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"&gt;&lt;img border="0" height="320" src="http://2.bp.blogspot.com/-zqPG7Gw1jJM/TpDjJl6heCI/AAAAAAAAFAk/VIYEQK9OeZs/s320/IMG_2335.JPG" width="240" /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td class="tr-caption" style="text-align: center;"&gt;Inside the Double-R, a clay recreation of the diner interior.&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;When I arrived, Bruce was hard at work on an upcoming graphic novel to be published by &lt;a href="http://www.fantagraphics.com/"&gt;Fantagraphics&lt;/a&gt;. I asked if a publication date was set. He laughed and said that at some point he just had to stop, and that would be when it was finished. I get the feeling he's been noodling with this for far too long.&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;/div&gt;&lt;br /&gt;&lt;table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td style="text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/-kvFM6S4PC_Y/TpDjYxAjPwI/AAAAAAAAFBk/-SqQ5dZS4Do/s1600/IMG_2373.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"&gt;&lt;img border="0" height="320" src="http://2.bp.blogspot.com/-kvFM6S4PC_Y/TpDjYxAjPwI/AAAAAAAAFBk/-SqQ5dZS4Do/s320/IMG_2373.JPG" width="240" /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td class="tr-caption" style="text-align: center;"&gt;The madman's desk&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;br /&gt;&lt;table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td style="text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/-cGunrx5qwYU/TpDjZsZTNXI/AAAAAAAAFBo/ZD9CiS3g5XM/s1600/IMG_2374.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"&gt;&lt;img border="0" height="240" src="http://3.bp.blogspot.com/-cGunrx5qwYU/TpDjZsZTNXI/AAAAAAAAFBo/ZD9CiS3g5XM/s320/IMG_2374.JPG" width="320" /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td class="tr-caption" style="text-align: center;"&gt;He's currently inspired by viking ship prows.&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/-e836Kkfgpjg/TpDjady4vqI/AAAAAAAAFBs/4KcULN_dwQM/s1600/IMG_2376.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="240" src="http://4.bp.blogspot.com/-e836Kkfgpjg/TpDjady4vqI/AAAAAAAAFBs/4KcULN_dwQM/s320/IMG_2376.JPG" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td style="text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/-NzwQAkmqjFY/TpDjbbOKNuI/AAAAAAAAFBw/bJ1R1it-vJQ/s1600/IMG_2378.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"&gt;&lt;img border="0" height="240" src="http://3.bp.blogspot.com/-NzwQAkmqjFY/TpDjbbOKNuI/AAAAAAAAFBw/bJ1R1it-vJQ/s320/IMG_2378.JPG" width="320" /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td class="tr-caption" style="text-align: center;"&gt;We discussed the possibility of building these hallucinatory images in CG&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;Bruce went on to show me boxes of files, all overflowing with story ideas waiting to be brought to life. Most of his stories from the past couple decades dealt with the eccentric inhabitants of a fictitious village in the woods above his house. He has an intern from my school doing wire armatures for the village rooftops he's laboriously piecing together, clay tile by clay tile.&lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/-SkAXUVVbDJg/TpDjWjNDT-I/AAAAAAAAFBY/8ssYg60vygk/s1600/IMG_2364.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="240" src="http://3.bp.blogspot.com/-SkAXUVVbDJg/TpDjWjNDT-I/AAAAAAAAFBY/8ssYg60vygk/s320/IMG_2364.JPG" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td style="text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/-EBpRhJyZMAI/TpDjYKiti7I/AAAAAAAAFBg/xX0l3LEvIRA/s1600/IMG_2371.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"&gt;&lt;img border="0" height="320" src="http://1.bp.blogspot.com/-EBpRhJyZMAI/TpDjYKiti7I/AAAAAAAAFBg/xX0l3LEvIRA/s320/IMG_2371.JPG" width="240" /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td class="tr-caption" style="text-align: center;"&gt;Explaining one of his myriad stories&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/-7HDIjB8ExKU/TpDjM-JZ54I/AAAAAAAAFAw/nrqVvPRFJ84/s1600/IMG_2341.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="240" src="http://1.bp.blogspot.com/-7HDIjB8ExKU/TpDjM-JZ54I/AAAAAAAAFAw/nrqVvPRFJ84/s320/IMG_2341.JPG" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td style="text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/-sKojvaIidsA/TpDjN9g7VhI/AAAAAAAAFA0/qxkJLyn9mxs/s1600/IMG_2343.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"&gt;&lt;img border="0" height="320" src="http://2.bp.blogspot.com/-sKojvaIidsA/TpDjN9g7VhI/AAAAAAAAFA0/qxkJLyn9mxs/s320/IMG_2343.JPG" width="240" /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td class="tr-caption" style="text-align: center;"&gt;The intricate clay tile rooftops for his village&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td style="text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/-WfBPEgvPXyk/TpDjXfT_fmI/AAAAAAAAFBc/H9aIKrXyi5Y/s1600/IMG_2369.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"&gt;&lt;img border="0" height="240" src="http://2.bp.blogspot.com/-WfBPEgvPXyk/TpDjXfT_fmI/AAAAAAAAFBc/H9aIKrXyi5Y/s320/IMG_2369.JPG" width="320" /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td class="tr-caption" style="text-align: center;"&gt;Bruce will talk with a calm, measured demeanor about a story of a boy that morphs into some kind of demon-monster and eats himself. I realized that much of his seemingly stream-of-conscious work is deliberate and meticulously planned - a trait he picked up from his collaborator Zappa?&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;I asked Bruce why he started animating. He said he's always wanted to make movies. I asked if he watches many movies. He said the only movie he saw this year was "Drive," which left him disappointed. He said he saw it because he likes cars and expected more action.&lt;br /&gt;&lt;br /&gt;&lt;table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td style="text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/-eGQ2ZVxK5WQ/TpDjO--av9I/AAAAAAAAFA4/EFE6j2qzAEo/s1600/IMG_2344.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"&gt;&lt;img border="0" height="320" src="http://3.bp.blogspot.com/-eGQ2ZVxK5WQ/TpDjO--av9I/AAAAAAAAFA4/EFE6j2qzAEo/s320/IMG_2344.JPG" width="240" /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td class="tr-caption" style="text-align: center;"&gt;Bruce's famous downshooter&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;br /&gt;&lt;table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td style="text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/-u_plbwAB1wY/TpDjQJAd9bI/AAAAAAAAFA8/2kEa4dHHYbc/s1600/IMG_2347.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"&gt;&lt;img border="0" height="320" src="http://3.bp.blogspot.com/-u_plbwAB1wY/TpDjQJAd9bI/AAAAAAAAFA8/2kEa4dHHYbc/s320/IMG_2347.JPG" width="240" /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td class="tr-caption" style="text-align: center;"&gt;The dining room. Every space is completely overtaken by his work. The sticks glued to the carboard are the skeletons of his soon-to-be clay village.&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/-68DbeeksObk/TpDjQ_afd_I/AAAAAAAAFBA/mloXJ-U-2Os/s1600/IMG_2348.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="240" src="http://3.bp.blogspot.com/-68DbeeksObk/TpDjQ_afd_I/AAAAAAAAFBA/mloXJ-U-2Os/s320/IMG_2348.JPG" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td style="text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/-TsjTtRBjX2M/TpDjR6XKc3I/AAAAAAAAFBE/DVuaeLSL5NU/s1600/IMG_2350.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"&gt;&lt;img border="0" height="320" src="http://3.bp.blogspot.com/-TsjTtRBjX2M/TpDjR6XKc3I/AAAAAAAAFBE/DVuaeLSL5NU/s320/IMG_2350.JPG" width="240" /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td class="tr-caption" style="text-align: center;"&gt;He has boxes of these delicately carved leaves.&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;br /&gt;&lt;table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td style="text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/-fctpiXtVLrA/TpDjS4U2WaI/AAAAAAAAFBI/HQ4u_ivJ9Pg/s1600/IMG_2354.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"&gt;&lt;img border="0" height="240" src="http://1.bp.blogspot.com/-fctpiXtVLrA/TpDjS4U2WaI/AAAAAAAAFBI/HQ4u_ivJ9Pg/s320/IMG_2354.JPG" width="320" /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td class="tr-caption" style="text-align: center;"&gt;Some of the castles you see sitting around are another of his obsessions: he held one up and remarked that a variation on this same castle has been in every one of his major works since the beginning.&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/-zcQhh6D33TQ/TpDjTuAC70I/AAAAAAAAFBM/wcq6ufozOUU/s1600/IMG_2359.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="240" src="http://1.bp.blogspot.com/-zcQhh6D33TQ/TpDjTuAC70I/AAAAAAAAFBM/wcq6ufozOUU/s320/IMG_2359.JPG" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/-jj0S2MhlmyA/TpDjU1X6BOI/AAAAAAAAFBQ/0aPNMkW6HKs/s1600/IMG_2360.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="320" src="http://1.bp.blogspot.com/-jj0S2MhlmyA/TpDjU1X6BOI/AAAAAAAAFBQ/0aPNMkW6HKs/s320/IMG_2360.JPG" width="240" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/-9Axpce8Yd38/TpDjb3Vc-BI/AAAAAAAAFB0/SXP2aY6A6c8/s1600/IMG_2379.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="320" src="http://4.bp.blogspot.com/-9Axpce8Yd38/TpDjb3Vc-BI/AAAAAAAAFB0/SXP2aY6A6c8/s320/IMG_2379.JPG" width="240" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/-GFhEOXp3xaI/TpDlfFsTewI/AAAAAAAAFCA/DO9DsifYi6c/s1600/IMG_2382b.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="240" src="http://4.bp.blogspot.com/-GFhEOXp3xaI/TpDlfFsTewI/AAAAAAAAFCA/DO9DsifYi6c/s320/IMG_2382b.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;Bruce may be notoriously lackadaisical about getting his work out there, but make no mistake; he's been incessantly building a vast library of work for himself outside of the public eye. He seems to have no qualms about exposing it, he's simply waiting for someone to show an interest. If you are someone with the resources to assist Bruce in getting some of his stories out there for public consumption, please message me so I can put you in contact with him. He's a one-of-a-kind, and when he's gone there will never be another Bruce Bickford. It was a great inspiration to spend an afternoon with him.&lt;br /&gt;&lt;br /&gt;If you'd like to get a taste of Bruce's extraordinary work, YouTube has many teaser snippets, such as &lt;a href="http://www.youtube.com/watch?v=MUBNvqIMAGE&amp;amp;feature=fvst"&gt;this&lt;/a&gt; and &lt;a href="http://www.youtube.com/watch?v=tkEV14A9KWw"&gt;this&lt;/a&gt; and &lt;a href="http://www.youtube.com/watch?v=LEG6YMtOh5w"&gt;this&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/-UqKkArsROgE/TpDatx0N21I/AAAAAAAAE_8/cJQ4j3rNpBM/s1600/IMG_2361.JPG" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;/a&gt; &lt;/div&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5692852886128113529-1792614241913939897?l=sinisthesia.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://sinisthesia.blogspot.com/feeds/1792614241913939897/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=5692852886128113529&amp;postID=1792614241913939897' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5692852886128113529/posts/default/1792614241913939897'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5692852886128113529/posts/default/1792614241913939897'/><link rel='alternate' type='text/html' href='http://sinisthesia.blogspot.com/2011/10/amazing-mr-bickford.html' title='The Amazing Mr. Bickford'/><author><name>Lord North</name><uri>http://www.blogger.com/profile/15890783355425843736</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='30' src='http://4.bp.blogspot.com/_IO6p3Wzw54U/SWprfUgqZwI/AAAAAAAAAvo/Nlx5t9DQ-2k/S220/jackHornerHed.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/-UqKkArsROgE/TpDatx0N21I/AAAAAAAAE_8/cJQ4j3rNpBM/s72-c/IMG_2361.JPG' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-5692852886128113529.post-3063538335756004879</id><published>2011-10-05T00:45:00.000-07:00</published><updated>2011-10-05T00:45:49.648-07:00</updated><title type='text'>Immovable</title><content type='html'>&lt;iframe allowfullscreen="" frameborder="0" height="281" src="http://player.vimeo.com/video/30063307?title=0&amp;amp;byline=0&amp;amp;portrait=0&amp;amp;loop=1" webkitallowfullscreen="" width="500"&gt;&lt;/iframe&gt;&lt;br /&gt;Demonstration of pantomime for my animation students. Uses The Goon rig by Sean Burgoon.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;object width="320" height="266" class="BLOG_video_class" id="BLOG_video-980c6a75f1b7449d" classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"&gt;&lt;param name="movie" value="http://www.youtube.com/get_player"&gt;&lt;param name="bgcolor" value="#FFFFFF"&gt;&lt;param name="allowfullscreen" value="true"&gt;&lt;param name="flashvars" value="flvurl=http://v20.nonxt1.googlevideo.com/videoplayback?id%3D980c6a75f1b7449d%26itag%3D5%26app%3Dblogger%26ip%3D0.0.0.0%26ipbits%3D0%26expire%3D1330196505%26sparams%3Did,itag,ip,ipbits,expire%26signature%3D76B310CA78899834CE6F5E3FFF5B336F1E96D110.3744F31CE2EA7105DD3464B0B3699FCF9FB70762%26key%3Dck1&amp;amp;iurl=http://video.google.com/ThumbnailServer2?app%3Dblogger%26contentid%3D980c6a75f1b7449d%26offsetms%3D5000%26itag%3Dw160%26sigh%3DfLBGPiP-Ui4ex8tvy3xaYghNMl4&amp;amp;autoplay=0&amp;amp;ps=blogger"&gt;&lt;embed src="http://www.youtube.com/get_player" type="application/x-shockwave-flash"width="320" height="266" bgcolor="#FFFFFF"flashvars="flvurl=http://v20.nonxt1.googlevideo.com/videoplayback?id%3D980c6a75f1b7449d%26itag%3D5%26app%3Dblogger%26ip%3D0.0.0.0%26ipbits%3D0%26expire%3D1330196505%26sparams%3Did,itag,ip,ipbits,expire%26signature%3D76B310CA78899834CE6F5E3FFF5B336F1E96D110.3744F31CE2EA7105DD3464B0B3699FCF9FB70762%26key%3Dck1&amp;iurl=http://video.google.com/ThumbnailServer2?app%3Dblogger%26contentid%3D980c6a75f1b7449d%26offsetms%3D5000%26itag%3Dw160%26sigh%3DfLBGPiP-Ui4ex8tvy3xaYghNMl4&amp;autoplay=0&amp;ps=blogger"allowFullScreen="true" /&gt;&lt;/object&gt;&lt;/div&gt;&lt;br /&gt;Here it is after the initial blocking phase. You'll see I animated on  one's or two's for the fast motion parts, and just hit the extremes and  storytelling poses for the regular-speed parts.&lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;object width="320" height="266" class="BLOG_video_class" id="BLOG_video-ff0cad38895a5641" classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"&gt;&lt;param name="movie" value="http://www.youtube.com/get_player"&gt;&lt;param name="bgcolor" value="#FFFFFF"&gt;&lt;param name="allowfullscreen" value="true"&gt;&lt;param name="flashvars" value="flvurl=http://v18.nonxt5.googlevideo.com/videoplayback?id%3Dff0cad38895a5641%26itag%3D5%26app%3Dblogger%26ip%3D0.0.0.0%26ipbits%3D0%26expire%3D1330196505%26sparams%3Did,itag,ip,ipbits,expire%26signature%3D35172C5BF68AC5CD1C0EC647D9825A9D7E1DA779.C0DE49B1D37D5AE675C44B3B39C01836688B0F3%26key%3Dck1&amp;amp;iurl=http://video.google.com/ThumbnailServer2?app%3Dblogger%26contentid%3Dff0cad38895a5641%26offsetms%3D5000%26itag%3Dw160%26sigh%3DB9ZUWECkGvxo1PxZ0Wc2-GReYUY&amp;amp;autoplay=0&amp;amp;ps=blogger"&gt;&lt;embed src="http://www.youtube.com/get_player" type="application/x-shockwave-flash"width="320" height="266" bgcolor="#FFFFFF"flashvars="flvurl=http://v18.nonxt5.googlevideo.com/videoplayback?id%3Dff0cad38895a5641%26itag%3D5%26app%3Dblogger%26ip%3D0.0.0.0%26ipbits%3D0%26expire%3D1330196505%26sparams%3Did,itag,ip,ipbits,expire%26signature%3D35172C5BF68AC5CD1C0EC647D9825A9D7E1DA779.C0DE49B1D37D5AE675C44B3B39C01836688B0F3%26key%3Dck1&amp;iurl=http://video.google.com/ThumbnailServer2?app%3Dblogger%26contentid%3Dff0cad38895a5641%26offsetms%3D5000%26itag%3Dw160%26sigh%3DB9ZUWECkGvxo1PxZ0Wc2-GReYUY&amp;autoplay=0&amp;ps=blogger"allowFullScreen="true" /&gt;&lt;/object&gt;&lt;/div&gt;&lt;br /&gt;And here is the same sequence, with stepped tangents switched to  Maya2012's new "Auto" tangent type. As you can see, not bad right out of  the box. Much more intelligent than splines. Great time saver!&lt;br /&gt;&lt;br /&gt;Finally, after several polishing passes, you get the result embedded at the top. This is a playblast using Maya's new Viewport 2.0. Screenspace ambient occlusion in realtime! Great for contact positions. Maya's improvements in the last couple of versions has been kind to animators.&lt;br /&gt;&lt;br /&gt;By the way, for my animation classes I use &lt;a href="http://howtocheatinmaya.com/"&gt;How to Cheat in Maya 2012&lt;/a&gt; - awesome reference for beginning Maya animators - as well as Uncle Richard's Almanack (&lt;a href="http://www.theanimatorssurvivalkit.com/"&gt;Animation Survival Kit&lt;/a&gt;).&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5692852886128113529-3063538335756004879?l=sinisthesia.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://sinisthesia.blogspot.com/feeds/3063538335756004879/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=5692852886128113529&amp;postID=3063538335756004879' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5692852886128113529/posts/default/3063538335756004879'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5692852886128113529/posts/default/3063538335756004879'/><link rel='alternate' type='text/html' href='http://sinisthesia.blogspot.com/2011/10/immovable.html' title='Immovable'/><author><name>Lord North</name><uri>http://www.blogger.com/profile/15890783355425843736</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='30' src='http://4.bp.blogspot.com/_IO6p3Wzw54U/SWprfUgqZwI/AAAAAAAAAvo/Nlx5t9DQ-2k/S220/jackHornerHed.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-5692852886128113529.post-8122794473864626604</id><published>2011-09-17T17:02:00.000-07:00</published><updated>2011-09-17T17:16:11.918-07:00</updated><title type='text'>Botbuilding 101</title><content type='html'>&lt;div style="text-align: center;"&gt;&lt;a href="https://picasaweb.google.com/lh/photo/DUf_k2EEpgaanOQsIrW0vcJHvFoVyi0ii4I120rs7dU?feat=embedwebsite"&gt;&lt;img height="400" src="https://lh6.googleusercontent.com/-bNHbeqYoGMo/TnUhp-phQeI/AAAAAAAAE_g/PseOJNSYEuc/s400/mybot14-%2525280-00-00-03%252529_1.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;a href="https://picasaweb.google.com/lh/photo/M9K4uzLbLw8GCPHXnXg-_MJHvFoVyi0ii4I120rs7dU?feat=embedwebsite"&gt;&lt;img height="400" src="https://lh6.googleusercontent.com/-v-lf9RXDTbs/TnUhqeZPCvI/AAAAAAAAE_k/z-KsIAb57E8/s400/mybot14-%2525280-00-01-04%252529.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;object width="320" height="266" class="BLOG_video_class" id="BLOG_video-dbeef918e4582b76" classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"&gt;&lt;param name="movie" value="http://www.youtube.com/get_player"&gt;&lt;param name="bgcolor" value="#FFFFFF"&gt;&lt;param name="allowfullscreen" value="true"&gt;&lt;param name="flashvars" value="flvurl=http://v13.nonxt6.googlevideo.com/videoplayback?id%3Ddbeef918e4582b76%26itag%3D5%26app%3Dblogger%26ip%3D0.0.0.0%26ipbits%3D0%26expire%3D1330196505%26sparams%3Did,itag,ip,ipbits,expire%26signature%3D23E388AF4AC1AEA459AD9DBC48F02E51A965C3DA.3BB131D43E8BA95A86808270E4836AB5BDE6DD9%26key%3Dck1&amp;amp;iurl=http://video.google.com/ThumbnailServer2?app%3Dblogger%26contentid%3Ddbeef918e4582b76%26offsetms%3D5000%26itag%3Dw160%26sigh%3DYWm4HJ8WpuwoxDswKIzqcTRH2K0&amp;amp;autoplay=0&amp;amp;ps=blogger"&gt;&lt;embed src="http://www.youtube.com/get_player" type="application/x-shockwave-flash"width="320" height="266" bgcolor="#FFFFFF"flashvars="flvurl=http://v13.nonxt6.googlevideo.com/videoplayback?id%3Ddbeef918e4582b76%26itag%3D5%26app%3Dblogger%26ip%3D0.0.0.0%26ipbits%3D0%26expire%3D1330196505%26sparams%3Did,itag,ip,ipbits,expire%26signature%3D23E388AF4AC1AEA459AD9DBC48F02E51A965C3DA.3BB131D43E8BA95A86808270E4836AB5BDE6DD9%26key%3Dck1&amp;iurl=http://video.google.com/ThumbnailServer2?app%3Dblogger%26contentid%3Ddbeef918e4582b76%26offsetms%3D5000%26itag%3Dw160%26sigh%3DYWm4HJ8WpuwoxDswKIzqcTRH2K0&amp;autoplay=0&amp;ps=blogger"allowFullScreen="true" /&gt;&lt;/object&gt;&lt;/div&gt;&lt;br /&gt;I began this study when I assigned my modeling class a "Mech" project. I figured it was a more interesting way to approach "hard-body" modeling than, say, modeling from blueprints of a car or existing product. Students were asked to come up with their own concepts. This way, I could ensure that they were exercising their conceptual facilities, not just their technical modeling skills (nothing against technical modelers, but these days that skill is so easily outsourced). Since my approach to teaching involves participating in every assignment --teachers should always do the assignments so they know what the students are dealing with-- I developed my own bot. First, a doodle on a piece of paper:&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;a href="https://picasaweb.google.com/lh/photo/CNjWvIjZoU3256g6tZ10qsJHvFoVyi0ii4I120rs7dU?feat=embedwebsite"&gt;&lt;img height="339" src="https://lh4.googleusercontent.com/-NqYCfRPn6cM/TnUhBaGRv_I/AAAAAAAAE-A/_BN7q0MleQo/s400/bot-sketch-0.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;As you can see, my first instinct was the old "big-guns-as-hands" approach. I changed them to hand-like clamps with the first ink sketch, simply because I thought they would make a nicer silhouette. I decided early on that this was going to be all about design, not realism or backstory. This freed me up to exaggerate design elements without concern about how "practical" they were.&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;a href="https://picasaweb.google.com/lh/photo/yCKj20d1Irs31-WWN14CZMJHvFoVyi0ii4I120rs7dU?feat=embedwebsite"&gt;&lt;img height="390" src="https://lh5.googleusercontent.com/-e56OdKaHGTs/TnUg_IQTdpI/AAAAAAAAE90/18OGSNCE6_0/s400/bot-ruff-1.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;For my second draft, I sought to emphasize the rhythmic quality with repeating forms.&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;a href="https://picasaweb.google.com/lh/photo/_wNYc0iMqscpP4Nna3jsYMJHvFoVyi0ii4I120rs7dU?feat=embedwebsite"&gt;&lt;img height="376" src="https://lh4.googleusercontent.com/-7kKJIAufDY0/TnUg_6CzlpI/AAAAAAAAE94/Czb3ujMZ6qQ/s400/bot-cleanup-2.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;This was developed into a front and side image plane to bring into Maya:&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;a href="https://picasaweb.google.com/lh/photo/kTffQjaNsDS9BRmX1mOmxcJHvFoVyi0ii4I120rs7dU?feat=embedwebsite"&gt;&lt;img height="237" src="https://lh6.googleusercontent.com/-K4uvxmTMTiw/TnUhAkSym_I/AAAAAAAAE98/vgnipmpajPE/s400/bot-imageplane-3.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;And a low-poly cage was developed using an image plane:&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;a href="https://picasaweb.google.com/lh/photo/5KL7M53LOFY4qKY-X-TTFMJHvFoVyi0ii4I120rs7dU?feat=embedwebsite"&gt;&lt;img height="382" src="https://lh6.googleusercontent.com/-BM6F5XQaTTw/TnUhDO4IUlI/AAAAAAAAE-I/3j-HKUWWPWU/s400/bot-blocking-5.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;Sometimes it was easier to add it as a projected texture to a plane that I could rotate to build the offset parts:&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;a href="https://picasaweb.google.com/lh/photo/NU4Wk1_0tJB9TFYdk1K83cJHvFoVyi0ii4I120rs7dU?feat=embedwebsite"&gt;&lt;img height="385" src="https://lh4.googleusercontent.com/-zEwBlfmw6pw/TnUhEE7ScmI/AAAAAAAAE-M/T9IiynHZiTI/s400/bot-blocking-6.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;And the resulting low-poly mesh:&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;a href="https://picasaweb.google.com/lh/photo/_bECg2bSE_TuqkaaP_oUvsJHvFoVyi0ii4I120rs7dU?feat=embedwebsite"&gt;&lt;img height="372" src="https://lh5.googleusercontent.com/--u0pnD8rCgc/TnUhFillrlI/AAAAAAAAE-Q/HE4AGBPf-5o/s400/bot-blocking-7.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;a href="https://picasaweb.google.com/lh/photo/aa59hdLAh2On9RT8tvRn7MJHvFoVyi0ii4I120rs7dU?feat=embedwebsite"&gt;&lt;img height="363" src="https://lh3.googleusercontent.com/-lkTFlRCklyM/TnUhGYngFoI/AAAAAAAAE-U/Vm0yf4OUvt8/s400/bot-blocking-8.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;a href="https://picasaweb.google.com/lh/photo/QrVnUjlNZUcIxpToozJWHcJHvFoVyi0ii4I120rs7dU?feat=embedwebsite"&gt;&lt;img height="362" src="https://lh6.googleusercontent.com/-duFIWGdpboI/TnUhIxWRzEI/AAAAAAAAE-Y/vjNHT9Fipb8/s400/bot-blocking-9-back.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;a href="https://picasaweb.google.com/lh/photo/aRPin7HYB6VPcMk1VnaThsJHvFoVyi0ii4I120rs7dU?feat=embedwebsite"&gt;&lt;img height="400" src="https://lh6.googleusercontent.com/-HulN34gF6tw/TnUhRYi3XWI/AAAAAAAAE-s/gHYBSxn6IYk/s400/10-mybot6-wire.jpg" width="372" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;Laboriously, I laid out UV coordinates for all 50+ parts, then added a procedural bump texture in Maya to see how it looked:&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;a href="https://picasaweb.google.com/lh/photo/ABA7bax2bFwpYy_qLCv5icJHvFoVyi0ii4I120rs7dU?feat=embedwebsite"&gt;&lt;img height="389" src="https://lh3.googleusercontent.com/-IJvdejqY2zE/TnUhPytCWjI/AAAAAAAAE-o/FsYgfUFg7u0/s400/10-mybot6-hqr.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;In Mudbox, I put down the first base layer of rust. &lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;a href="https://picasaweb.google.com/lh/photo/C5ZIyjrFaw5yS8-9HRqLccJHvFoVyi0ii4I120rs7dU?feat=embedwebsite"&gt;&lt;img height="296" src="https://lh6.googleusercontent.com/-w9XGUePBeik/TnUhR5rxJ-I/AAAAAAAAE-w/xVaV-cDhVUA/s400/11-mudboxrenders.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;Back in Maya I could see all the texture stretching due to the smoothing of the subdivision levels. After refining many UVs and model parts, I returned to Mudbox for the next layer of diffuse texture:&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;a href="https://picasaweb.google.com/lh/photo/MmEXtEx1aYyEVUBbLn4x2cJHvFoVyi0ii4I120rs7dU?feat=embedwebsite"&gt;&lt;img height="371" src="https://lh5.googleusercontent.com/-g5C8u6MQGf4/TnUhftVZ3lI/AAAAAAAAE-8/NhaVj4TZY0A/s400/12-secondcoat.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;a href="https://picasaweb.google.com/lh/photo/oEzr2eRXa_SHIoJr4Nbb0sJHvFoVyi0ii4I120rs7dU?feat=embedwebsite"&gt;&lt;img height="373" src="https://lh6.googleusercontent.com/-FEk4dPxpnAY/TnUhgwjVYEI/AAAAAAAAE_A/MknRjNCTCr0/s400/12-secondcoatback.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;After a couple more round trips to Mudbox, here it is rendered in Maya with Spec, Normal and Diffuse maps:&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;a href="https://picasaweb.google.com/lh/photo/9L_STtNcduceILvVjK8sJcJHvFoVyi0ii4I120rs7dU?feat=embedwebsite"&gt;&lt;img height="400" src="https://lh5.googleusercontent.com/--0mvLeyHPgo/TnUhh3_UBjI/AAAAAAAAE_I/s_Z6SwVTzJ4/s400/mybot12.031.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;a href="https://picasaweb.google.com/lh/photo/LEX4hamOo0lJmxiVzSe7JsJHvFoVyi0ii4I120rs7dU?feat=embedwebsite"&gt;&lt;img height="400" src="https://lh3.googleusercontent.com/-rStgdIqBE6E/TnUhiZXQggI/AAAAAAAAE_Q/HJ6akvQshw0/s400/mybot13.061.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div style="text-align: center;"&gt;&lt;br /&gt;&lt;a href="https://picasaweb.google.com/lh/photo/vIiNE7bL1p8xRHKBz1A_msJHvFoVyi0ii4I120rs7dU?feat=embedwebsite"&gt;&lt;img height="400" src="https://lh4.googleusercontent.com/-76a_-t7XVIE/TnUhjFD2qiI/AAAAAAAAE_U/EpA1CKZAByo/s400/mybot14.003.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;I'm all botted out for now, but to really make this production-quality would require another layer of texture for asymmetry (currently, most parts reference the same texture on the left and right sides, so this wouldn't hold up to cinematic scrutiny). There are lots of places you could go with this, rigging-wise, but this makes for a good base mesh to work from. He's game-ready at the lowest LOD, and since all his parts are swappable I just might get around to adding some big guns back in. Some day.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5692852886128113529-8122794473864626604?l=sinisthesia.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://sinisthesia.blogspot.com/feeds/8122794473864626604/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=5692852886128113529&amp;postID=8122794473864626604' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5692852886128113529/posts/default/8122794473864626604'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5692852886128113529/posts/default/8122794473864626604'/><link rel='alternate' type='text/html' href='http://sinisthesia.blogspot.com/2011/09/botbuilding-101.html' title='Botbuilding 101'/><author><name>Lord North</name><uri>http://www.blogger.com/profile/15890783355425843736</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='30' src='http://4.bp.blogspot.com/_IO6p3Wzw54U/SWprfUgqZwI/AAAAAAAAAvo/Nlx5t9DQ-2k/S220/jackHornerHed.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='https://lh6.googleusercontent.com/-bNHbeqYoGMo/TnUhp-phQeI/AAAAAAAAE_g/PseOJNSYEuc/s72-c/mybot14-%2525280-00-00-03%252529_1.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-5692852886128113529.post-1517823487108385893</id><published>2011-09-04T15:25:00.000-07:00</published><updated>2011-09-04T15:27:00.232-07:00</updated><title type='text'>Jeannie</title><content type='html'>&lt;table style="width: auto;"&gt;&lt;tbody&gt;&lt;tr align="center"&gt;&lt;td&gt;&lt;a href="https://picasaweb.google.com/lh/photo/5EwM9Sr756ZSuwmL2DsNHSBpqKkL5RAy1aYcCMnhZCQ?feat=embedwebsite"&gt;&lt;img height="218" src="https://lh5.googleusercontent.com/--9vaiL4vY0M/TmPbzsUjhKI/AAAAAAAAE80/DkhkpJ7RD6I/s288/jeannie10k.jpg" width="288" /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td style="font-family: arial,sans-serif; font-size: 11px; text-align: right;"&gt;From &lt;a href="https://picasaweb.google.com/100626864302584545948/Renders?authuser=0&amp;amp;authkey=Gv1sRgCLu22s7ozsvnvgE&amp;amp;feat=embedwebsite"&gt;renders&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;a href="https://picasaweb.google.com/lh/photo/KFnzqtxaZAGmMHegJWni_iBpqKkL5RAy1aYcCMnhZCQ?feat=embedwebsite"&gt;&lt;img height="291" src="https://lh4.googleusercontent.com/-XIDhUpEq-F4/TmProKV8A8I/AAAAAAAAE9A/9GezVrT431A/s400/jeannie10k_10closewithAO.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;a href="https://picasaweb.google.com/lh/photo/wlgt9k2hDWE-tiBfQ4twBCBpqKkL5RAy1aYcCMnhZCQ?feat=embedwebsite"&gt;&lt;img height="380" src="https://lh4.googleusercontent.com/-WolzZcMD74U/TmProWRjOdI/AAAAAAAAE9E/bxggs1Fb0rw/s400/jeannie10k_11.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;table style="width: auto;"&gt;&lt;tbody&gt;&lt;tr align="center"&gt;&lt;td&gt;&lt;a href="https://picasaweb.google.com/lh/photo/-OnZlBn2ZlRl4UFdWWGMLyBpqKkL5RAy1aYcCMnhZCQ?feat=embedwebsite"&gt;&lt;img height="162" src="https://lh6.googleusercontent.com/-Bp9uuZhMt6c/TmPwkICiFFI/AAAAAAAAE9I/XHT3q4NQWCs/s288/jeannie10l_free5.jpg" width="288" /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td style="font-family: arial,sans-serif; font-size: 11px; text-align: right;"&gt;Mudbox Video&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;br /&gt;A game-ready character based on &lt;a href="http://free-textures.got3d.com/natural/free-character-references/free-character-texture-references-woman-3/index.html"&gt;this got3d model&lt;/a&gt;. Started as a classroom demo for the Modeling II class I was teaching. I was testing the Mudbox-to-Maya workflow for a game pipeline. The polygonal hair will be replaced by sim hair for the hi-res version, and eyelashes will be polygons instead of cards.&lt;br /&gt;&lt;br /&gt;Here she is back in Maya at little over 13k triangles:&lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/-hxNS5SHrbXc/TmP5_iAgjsI/AAAAAAAAE9c/DfDYpowpHxI/s1600/wireframe.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="320" src="http://1.bp.blogspot.com/-hxNS5SHrbXc/TmP5_iAgjsI/AAAAAAAAE9c/DfDYpowpHxI/s320/wireframe.png" width="293" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/-sRgbgHvyX4M/TmP5_MhKbbI/AAAAAAAAE9Y/OPWzqJPsdUc/s1600/viewport.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="320" src="http://4.bp.blogspot.com/-sRgbgHvyX4M/TmP5_MhKbbI/AAAAAAAAE9Y/OPWzqJPsdUc/s320/viewport.png" width="293" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/-ZosNfM3XQ6w/TmP5-cTdFHI/AAAAAAAAE9U/gIQyt5HQV4I/s1600/UVs.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="320" src="http://1.bp.blogspot.com/-ZosNfM3XQ6w/TmP5-cTdFHI/AAAAAAAAE9U/gIQyt5HQV4I/s320/UVs.jpg" width="319" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5692852886128113529-1517823487108385893?l=sinisthesia.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://sinisthesia.blogspot.com/feeds/1517823487108385893/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=5692852886128113529&amp;postID=1517823487108385893' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5692852886128113529/posts/default/1517823487108385893'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5692852886128113529/posts/default/1517823487108385893'/><link rel='alternate' type='text/html' href='http://sinisthesia.blogspot.com/2011/09/jeannie.html' title='Jeannie'/><author><name>Lord North</name><uri>http://www.blogger.com/profile/15890783355425843736</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='30' src='http://4.bp.blogspot.com/_IO6p3Wzw54U/SWprfUgqZwI/AAAAAAAAAvo/Nlx5t9DQ-2k/S220/jackHornerHed.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='https://lh5.googleusercontent.com/--9vaiL4vY0M/TmPbzsUjhKI/AAAAAAAAE80/DkhkpJ7RD6I/s72-c/jeannie10k.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-5692852886128113529.post-1824689006813038257</id><published>2011-08-21T12:12:00.000-07:00</published><updated>2011-08-21T12:12:04.403-07:00</updated><title type='text'>Summer 2011 Figure Drawings</title><content type='html'>&lt;embed type="application/x-shockwave-flash" src="https://picasaweb.google.com/s/c/bin/slideshow.swf" width="400" height="267" flashvars="host=picasaweb.google.com&amp;hl=en_US&amp;feat=flashalbum&amp;RGB=0x000000&amp;feed=https%3A%2F%2Fpicasaweb.google.com%2Fdata%2Ffeed%2Fapi%2Fuser%2F100626864302584545948%2Falbumid%2F5643380202824823649%3Falt%3Drss%26kind%3Dphoto%26authkey%3DGv1sRgCKuZiv7_3vLcTw%26hl%3Den_US" pluginspage="http://www.macromedia.com/go/getflashplayer"&gt;&lt;/embed&gt;&lt;br /&gt;&lt;br /&gt;&lt;table style="width:auto;"&gt;&lt;tr&gt;&lt;td&gt;&lt;a href="https://picasaweb.google.com/lh/photo/l9scKLoju3mlgd0mf38Zrn5Au2lcU3G2HCRGLwSGbgI?feat=embedwebsite"&gt;&lt;img src="https://lh6.googleusercontent.com/-KyaKbd9ym9w/TlFRDSz3qBI/AAAAAAAAE5E/Da0wQqgiHdw/s400/DSC_1104.jpg" height="400" width="304" /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td style="font-family:arial,sans-serif; font-size:11px; text-align:right"&gt;From &lt;a href="https://picasaweb.google.com/100626864302584545948/Summer2011FigureDrawings?authuser=0&amp;authkey=Gv1sRgCKuZiv7_3vLcTw&amp;feat=embedwebsite"&gt;Summer 2011 Figure Drawings&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;br /&gt;&lt;table style="width:auto;"&gt;&lt;tr&gt;&lt;td&gt;&lt;a href="https://picasaweb.google.com/lh/photo/tUGCqDFQacCuztK5XM_8UH5Au2lcU3G2HCRGLwSGbgI?feat=embedwebsite"&gt;&lt;img src="https://lh5.googleusercontent.com/-c1lRNjVHjDA/TlFRKo4lr_I/AAAAAAAAE5Q/KZXydhrhhhE/s400/DSC_1117.jpg" height="400" width="267" /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td style="font-family:arial,sans-serif; font-size:11px; text-align:right"&gt;From &lt;a href="https://picasaweb.google.com/100626864302584545948/Summer2011FigureDrawings?authuser=0&amp;authkey=Gv1sRgCKuZiv7_3vLcTw&amp;feat=embedwebsite"&gt;Summer 2011 Figure Drawings&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;br /&gt;&lt;table style="width:auto;"&gt;&lt;tr&gt;&lt;td&gt;&lt;a href="https://picasaweb.google.com/lh/photo/vl-KFKWqjK7c_4FqNRalNH5Au2lcU3G2HCRGLwSGbgI?feat=embedwebsite"&gt;&lt;img src="https://lh3.googleusercontent.com/-VmLlcxJ1E-Q/TlFRiSzcalI/AAAAAAAAE58/8kDvDOtG8uA/s400/DSC_0028.jpg" height="400" width="305" /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td style="font-family:arial,sans-serif; font-size:11px; text-align:right"&gt;From &lt;a href="https://picasaweb.google.com/100626864302584545948/Summer2011FigureDrawings?authuser=0&amp;authkey=Gv1sRgCKuZiv7_3vLcTw&amp;feat=embedwebsite"&gt;Summer 2011 Figure Drawings&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;br /&gt;&lt;table style="width:auto;"&gt;&lt;tr&gt;&lt;td&gt;&lt;a href="https://picasaweb.google.com/lh/photo/mIurxbEbLxO6l4tb4dhvF35Au2lcU3G2HCRGLwSGbgI?feat=embedwebsite"&gt;&lt;img src="https://lh4.googleusercontent.com/-4YCC08a_p5w/TlFSA_H_w-I/AAAAAAAAE6w/hmL18-jS0FI/s400/DSC_0071.jpg" height="400" width="276" /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td style="font-family:arial,sans-serif; font-size:11px; text-align:right"&gt;From &lt;a href="https://picasaweb.google.com/100626864302584545948/Summer2011FigureDrawings?authuser=0&amp;authkey=Gv1sRgCKuZiv7_3vLcTw&amp;feat=embedwebsite"&gt;Summer 2011 Figure Drawings&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;br /&gt;&lt;table style="width:auto;"&gt;&lt;tr&gt;&lt;td&gt;&lt;a href="https://picasaweb.google.com/lh/photo/qUBEPE63t2vH6GOV9DQ4in5Au2lcU3G2HCRGLwSGbgI?feat=embedwebsite"&gt;&lt;img src="https://lh3.googleusercontent.com/-5ioj2jjhcdI/TlFSDX3USKI/AAAAAAAAE60/pxRUekYOhBs/s400/DSC_0073.jpg" height="400" width="294" /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td style="font-family:arial,sans-serif; font-size:11px; text-align:right"&gt;From &lt;a href="https://picasaweb.google.com/100626864302584545948/Summer2011FigureDrawings?authuser=0&amp;authkey=Gv1sRgCKuZiv7_3vLcTw&amp;feat=embedwebsite"&gt;Summer 2011 Figure Drawings&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;br /&gt;&lt;table style="width:auto;"&gt;&lt;tr&gt;&lt;td&gt;&lt;a href="https://picasaweb.google.com/lh/photo/FpiqZWAxawr2Ggf9qGxOe35Au2lcU3G2HCRGLwSGbgI?feat=embedwebsite"&gt;&lt;img src="https://lh6.googleusercontent.com/-60Hjaa41W8M/TlFSIAUUMYI/AAAAAAAAE68/OuQOx3v3jVI/s400/DSC_0078.jpg" height="400" width="297" /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td style="font-family:arial,sans-serif; font-size:11px; text-align:right"&gt;From &lt;a href="https://picasaweb.google.com/100626864302584545948/Summer2011FigureDrawings?authuser=0&amp;authkey=Gv1sRgCKuZiv7_3vLcTw&amp;feat=embedwebsite"&gt;Summer 2011 Figure Drawings&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;br /&gt;&lt;table style="width:auto;"&gt;&lt;tr&gt;&lt;td&gt;&lt;a href="https://picasaweb.google.com/lh/photo/MmZ483e8Hjl-ZJkWqq5hSn5Au2lcU3G2HCRGLwSGbgI?feat=embedwebsite"&gt;&lt;img src="https://lh6.googleusercontent.com/-WYNPiXUsBCA/TlFSNJbASsI/AAAAAAAAE7E/z2Wj9Jupnic/s400/DSC_0082.jpg" height="400" width="294" /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td style="font-family:arial,sans-serif; font-size:11px; text-align:right"&gt;From &lt;a href="https://picasaweb.google.com/100626864302584545948/Summer2011FigureDrawings?authuser=0&amp;authkey=Gv1sRgCKuZiv7_3vLcTw&amp;feat=embedwebsite"&gt;Summer 2011 Figure Drawings&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;br /&gt;&lt;table style="width:auto;"&gt;&lt;tr&gt;&lt;td&gt;&lt;a href="https://picasaweb.google.com/lh/photo/ZmTjpOi6JbxgZ-aKR2haNn5Au2lcU3G2HCRGLwSGbgI?feat=embedwebsite"&gt;&lt;img src="https://lh4.googleusercontent.com/-gVcovX0EXqE/TlFSYm78hvI/AAAAAAAAE7Y/lPnbyYSdQlM/s400/DSC_0131.jpg" height="255" width="400" /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td style="font-family:arial,sans-serif; font-size:11px; text-align:right"&gt;From &lt;a href="https://picasaweb.google.com/100626864302584545948/Summer2011FigureDrawings?authuser=0&amp;authkey=Gv1sRgCKuZiv7_3vLcTw&amp;feat=embedwebsite"&gt;Summer 2011 Figure Drawings&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;br /&gt;&lt;table style="width:auto;"&gt;&lt;tr&gt;&lt;td&gt;&lt;a href="https://picasaweb.google.com/lh/photo/isGNucx3jsCuV-s5O_ro4X5Au2lcU3G2HCRGLwSGbgI?feat=embedwebsite"&gt;&lt;img src="https://lh5.googleusercontent.com/-jz7-jasnkJs/TlFSTqI9wMI/AAAAAAAAE7Q/B-yjwynhmbI/s400/DSC_0127.jpg" height="400" width="259" /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td style="font-family:arial,sans-serif; font-size:11px; text-align:right"&gt;From &lt;a href="https://picasaweb.google.com/100626864302584545948/Summer2011FigureDrawings?authuser=0&amp;authkey=Gv1sRgCKuZiv7_3vLcTw&amp;feat=embedwebsite"&gt;Summer 2011 Figure Drawings&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;br /&gt;&lt;table style="width:auto;"&gt;&lt;tr&gt;&lt;td&gt;&lt;a href="https://picasaweb.google.com/lh/photo/QRTof16_zSfc-DVNCdsGEX5Au2lcU3G2HCRGLwSGbgI?feat=embedwebsite"&gt;&lt;img src="https://lh3.googleusercontent.com/-QcLFUyHb6E4/TlFQv_ASqvI/AAAAAAAAE4k/KbT_VE4x3-Q/s400/DSC_1071.jpg" height="400" width="294" /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td style="font-family:arial,sans-serif; font-size:11px; text-align:right"&gt;From &lt;a href="https://picasaweb.google.com/100626864302584545948/Summer2011FigureDrawings?authuser=0&amp;authkey=Gv1sRgCKuZiv7_3vLcTw&amp;feat=embedwebsite"&gt;Summer 2011 Figure Drawings&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;br /&gt;&lt;table style="width:auto;"&gt;&lt;tr&gt;&lt;td&gt;&lt;a href="https://picasaweb.google.com/lh/photo/BmFN3FUqEG-28xC2jBhEBn5Au2lcU3G2HCRGLwSGbgI?feat=embedwebsite"&gt;&lt;img src="https://lh6.googleusercontent.com/-Kaw4C_k_qKE/TlFQeEssrKI/AAAAAAAAE4A/VE1bSquoCGs/s400/DSC_1040.jpg" height="400" width="334" /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td style="font-family:arial,sans-serif; font-size:11px; text-align:right"&gt;From &lt;a href="https://picasaweb.google.com/100626864302584545948/Summer2011FigureDrawings?authuser=0&amp;authkey=Gv1sRgCKuZiv7_3vLcTw&amp;feat=embedwebsite"&gt;Summer 2011 Figure Drawings&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;br /&gt;&lt;table style="width:auto;"&gt;&lt;tr&gt;&lt;td&gt;&lt;a href="https://picasaweb.google.com/lh/photo/wInFhrTysrMpxg067-9JrH5Au2lcU3G2HCRGLwSGbgI?feat=embedwebsite"&gt;&lt;img src="https://lh6.googleusercontent.com/-20m5I7zcAY0/TlFRM25xzqI/AAAAAAAAE5U/FllQfypbf_g/s400/DSC_1127.jpg" height="317" width="400" /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td style="font-family:arial,sans-serif; font-size:11px; text-align:right"&gt;From &lt;a href="https://picasaweb.google.com/100626864302584545948/Summer2011FigureDrawings?authuser=0&amp;authkey=Gv1sRgCKuZiv7_3vLcTw&amp;feat=embedwebsite"&gt;Summer 2011 Figure Drawings&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5692852886128113529-1824689006813038257?l=sinisthesia.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://sinisthesia.blogspot.com/feeds/1824689006813038257/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=5692852886128113529&amp;postID=1824689006813038257' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5692852886128113529/posts/default/1824689006813038257'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5692852886128113529/posts/default/1824689006813038257'/><link rel='alternate' type='text/html' href='http://sinisthesia.blogspot.com/2011/08/summer-2011-figure-drawings.html' title='Summer 2011 Figure Drawings'/><author><name>Lord North</name><uri>http://www.blogger.com/profile/15890783355425843736</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='30' src='http://4.bp.blogspot.com/_IO6p3Wzw54U/SWprfUgqZwI/AAAAAAAAAvo/Nlx5t9DQ-2k/S220/jackHornerHed.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='https://lh6.googleusercontent.com/-KyaKbd9ym9w/TlFRDSz3qBI/AAAAAAAAE5E/Da0wQqgiHdw/s72-c/DSC_1104.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-5692852886128113529.post-4923017689024459506</id><published>2011-07-19T02:09:00.000-07:00</published><updated>2011-07-19T22:49:51.314-07:00</updated><title type='text'>Character Development Workshop, Part 3: Skinning and Facial Setup</title><content type='html'>&lt;div style="font-family: Arial,Helvetica,sans-serif;"&gt;&lt;/div&gt;&lt;br /&gt;&lt;h2 style="font-family: Arial,Helvetica,sans-serif;"&gt;Skinning&lt;/h2&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif;"&gt;When we last met Generikat he was rig-ready and geometry-ready, but the geometry was not yet bound to the rig. Let’s do that now.&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif;"&gt;Select the root-bone and shift-select the geometry and &lt;b style="mso-bidi-font-weight: normal;"&gt;Skin→Bind Skin→Interactive Skin Bind&lt;/b&gt; – I used the default options.&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;span style="font-family: Arial,Helvetica,sans-serif;"&gt;  &lt;/span&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; font-family: Arial,Helvetica,sans-serif; text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/-_IUE_L4ZiZ8/TiVEig6z7LI/AAAAAAAAEy0/90O1HakjaMw/s1600/image001.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="217" src="http://3.bp.blogspot.com/-_IUE_L4ZiZ8/TiVEig6z7LI/AAAAAAAAEy0/90O1HakjaMw/s320/image001.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif;"&gt;Now a capsule appears around the root bone of your character. You should see “root” highlighted under the “influences” section of the tool settings window. The capsule gives you a visual representation of the influence envelop around each joint. Successively click through the influence list, selecting each bone and adjusting the capsules size so that they more tightly fit around each joint. Select the different parts of the capsule manipulator to resize in different ways, using the SHIFT key to constrain in different ways.&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;span style="font-family: Arial,Helvetica,sans-serif;"&gt;  &lt;/span&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; font-family: Arial,Helvetica,sans-serif; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/-iyHcnRnjiKs/TiVEjqinyaI/AAAAAAAAEy8/rAag1hcJQOI/s1600/image003.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="320" src="http://4.bp.blogspot.com/-iyHcnRnjiKs/TiVEjqinyaI/AAAAAAAAEy8/rAag1hcJQOI/s320/image003.jpg" width="279" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;span style="font-family: Arial,Helvetica,sans-serif;"&gt;  &lt;/span&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; font-family: Arial,Helvetica,sans-serif; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/-Jy2Q0uKtOvU/TiVEkrzKvYI/AAAAAAAAEzE/FxvIG2SEc4c/s1600/image005.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="273" src="http://4.bp.blogspot.com/-Jy2Q0uKtOvU/TiVEkrzKvYI/AAAAAAAAEzE/FxvIG2SEc4c/s320/image005.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif;"&gt;Note: with Reflection turned on you only need to adjust capsules for one side of the rig.&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif;"&gt;After you adjust the capsules, test the rig by moving various controls. Also, select the nose and the head joint and &lt;b style="mso-bidi-font-weight: normal;"&gt;Skin→Bind Skin→Smooth Bind (options)&lt;/b&gt;: Change &lt;b style="mso-bidi-font-weight: normal;"&gt;Bind To&lt;/b&gt; to &lt;b style="mso-bidi-font-weight: normal;"&gt;Selected Joints&lt;/b&gt; and bind.&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;span style="font-family: Arial,Helvetica,sans-serif;"&gt;  &lt;/span&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; font-family: Arial,Helvetica,sans-serif; text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/-yatv22VJt6k/TiVEl8v-9kI/AAAAAAAAEzM/Aum_CfpzgYw/s1600/image007.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="273" src="http://2.bp.blogspot.com/-yatv22VJt6k/TiVEl8v-9kI/AAAAAAAAEzM/Aum_CfpzgYw/s320/image007.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif;"&gt;To further refine the skin, select the geometry, make sure you are in &lt;b style="mso-bidi-font-weight: normal;"&gt;Shading→Smooth Shade All&lt;/b&gt; mode and &lt;b style="mso-bidi-font-weight: normal;"&gt;Renderer→Default Quality Rendering&lt;/b&gt; and go to &lt;b style="mso-bidi-font-weight: normal;"&gt;Skin→Edit Smooth Skin→Paint Skin Weights Tool&lt;/b&gt;. Select joints on the influence list and paint the geometry to adjust the area of influence. For quick results, paint areas of influence with &lt;b style="mso-bidi-font-weight: normal;"&gt;Paint Operation: Replace&lt;/b&gt; and a value of 1 (a pressure-sensitive tablet will vary the value) and then go back though with &lt;b style="mso-bidi-font-weight: normal;"&gt;Paint Operation: Smooth&lt;/b&gt; to even out the falloff. Paint one half of the body, and then use&lt;b style="mso-bidi-font-weight: normal;"&gt; Skin→Edit Smooth Skin→Mirror Skin Weights&lt;/b&gt; to copy the edits to the other half.&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;span style="font-family: Arial,Helvetica,sans-serif;"&gt;  &lt;/span&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; font-family: Arial,Helvetica,sans-serif; text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/-tJN7G8w_aGw/TiVEnSCcReI/AAAAAAAAEzU/iKULsKirWPw/s1600/image009.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="273" src="http://3.bp.blogspot.com/-tJN7G8w_aGw/TiVEnSCcReI/AAAAAAAAEzU/iKULsKirWPw/s320/image009.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif;"&gt;Tips: Click on a joint with MMB and use MMB to rotate the joints to test while using the paint skin weights tool. Click with LMB to switch back to the brush. Alternatively, set keyframes for various callisthenic poses throughout your timeline and paint on different frames to view the skin under different deformation conditions. There’s also a handy RMB-menu to use over joints while using the paint skin weights tool. The icons in the Paint Skin Weights tool settings window enable you to smooth selected vertex weights (weight hammer), copy and paste weights from vertex to vertex, and transfer vertices from influence to influence, all without leaving the tool! As a result of these updates to the tool, you will find less need to go into the Component Editor to adjust weights than in previous versions of Maya. &lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif;"&gt;Now go into the attribute editor for the skinCluster node and under &lt;b style="mso-bidi-font-weight: normal;"&gt;Smooth Skin Attributes&lt;/b&gt; change &lt;b style="mso-bidi-font-weight: normal;"&gt;Skinning Method&lt;/b&gt; to &lt;b style="mso-bidi-font-weight: normal;"&gt;Weight Blended&lt;/b&gt;. This will allow you to use the paint skin weights tool to paint in areas of dual quaternion (DQ) skinning. Basically dual quaternion holds volume around joints better, so you will paint the shoulders, elbows and knees with dual quaternion. By leaving the other areas alone we default to the classic linear skinning method (which most skinning artists find has more predictable results in non-joint areas). Go back into the Paint Skin Weights tool and switch &lt;b style="mso-bidi-font-weight: normal;"&gt;Weight Type&lt;/b&gt; to &lt;b style="mso-bidi-font-weight: normal;"&gt;DQ Blend Weight&lt;/b&gt; and then paint the elbows, shoulders and knees white (DQ) while leaving all else black (classic linear). Note: as of Maya2011 Mirror Weights does not yet mirror blend weights, so your best bet is to do it manually to both sides.&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;span style="font-family: Arial,Helvetica,sans-serif;"&gt;  &lt;/span&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; font-family: Arial,Helvetica,sans-serif; text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/-nx2QPFpJw28/TiVEoute05I/AAAAAAAAEzc/PaG7kz22FZA/s1600/image011.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="273" src="http://3.bp.blogspot.com/-nx2QPFpJw28/TiVEoute05I/AAAAAAAAEzc/PaG7kz22FZA/s320/image011.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif;"&gt;Continue refining the skin envelope, being careful to test every deformation as you go.&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif;"&gt;To clean up your skinning, finalize by going to &lt;b style="mso-bidi-font-weight: normal;"&gt;Skin→Edit Smooth Skin→Prune Small Weights&lt;/b&gt; and then &lt;b style="mso-bidi-font-weight: normal;"&gt;Skin→Edit Smooth Skin→Remove Unused Influences&lt;/b&gt;.&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;h2 style="font-family: Arial,Helvetica,sans-serif;"&gt;Basic Face Blendshapes, Method 1: using Maya&lt;/h2&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif; margin-left: 0.75in;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif;"&gt;This is the “old” method, still the preferred method if you don’t have Mudbox.&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif;"&gt;First we’ll duplicate the entire character mesh for facial blendshapes. We will create facial sculpts that will act as morph targets for the character’s facial expressions.&lt;br /&gt;&lt;b style="mso-bidi-font-weight: normal;"&gt;Notes on head extraction:&lt;/b&gt; Because this is a seamless mesh, we’ll copy the entire character. Only vertices that move will be evaluated in a blendshape, so duplicating the entire body mesh won’t create too big a performance hit (although it will increase scene size). If you’d like to separate the head you can perform an extract operation, duplicate that for blendshapes and then combine the second mesh back to the body; however, this method will leave you with a mesh that you cannot delete history on, nor adjust skin weighting, so it is not recommended. The third option would be to download the popular detatchSeparate script from creative crash: &lt;a href="http://www.creativecrash.com/maya/downloads/scripts-plugins/polygon/c/detachseparate-mel/download_page"&gt;http://www.creativecrash.com/maya/downloads/scripts-plugins/polygon/c/detachseparate-mel/download_page&lt;/a&gt; which will allow you to extract the head with no history, leaving the body untouched. However, the head will have to be reskinned afterwards. Best practices is always to design characters with heads modeled as a separate mesh to begin with, if you know you will be doing blendshapes for facial animation.&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif; line-height: normal; margin: 0in 0in 0.0001pt 1in; text-indent: -0.25in;"&gt;&lt;span style="font-size: 9pt;"&gt;●&lt;span style="-moz-font-feature-settings: normal; -moz-font-language-override: normal; font-size-adjust: none; font-size: 7pt; font-stretch: normal; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;If you haven’t already, group all your meshes into a group called &lt;b style="mso-bidi-font-weight: normal;"&gt;&lt;i style="mso-bidi-font-style: normal;"&gt;geoGRP&lt;/i&gt;&lt;/b&gt;.&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif; line-height: normal; margin: 0in 0in 0.0001pt 1in; text-indent: -0.25in;"&gt;&lt;span style="font-size: 9pt;"&gt;●&lt;span style="-moz-font-feature-settings: normal; -moz-font-language-override: normal; font-size-adjust: none; font-size: 7pt; font-stretch: normal; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;Duplicate the &lt;b style="mso-bidi-font-weight: normal;"&gt;&lt;i style="mso-bidi-font-style: normal;"&gt;geoGRP&lt;/i&gt;&lt;/b&gt; group and move new one to the side (CTRL+D)&lt;br /&gt;(By duplicating the group, we are copying the eyes as reference so we can create eyelid blendshapes properly)&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif; line-height: normal; margin: 0in 0in 0.0001pt 1in; text-indent: -0.25in;"&gt;&lt;span style="font-size: 9pt;"&gt;●&lt;span style="-moz-font-feature-settings: normal; -moz-font-language-override: normal; font-size-adjust: none; font-size: 7pt; font-stretch: normal; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;Shift+D to duplicate with transform 5 more times&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif; line-height: normal; margin: 0in 0in 0.0001pt 1in; text-indent: -0.25in;"&gt;&lt;span style="font-size: 9pt;"&gt;●&lt;span style="-moz-font-feature-settings: normal; -moz-font-language-override: normal; font-size-adjust: none; font-size: 7pt; font-stretch: normal; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;Select those six, duplicate them and move them up to be a second row (12 in all). The top six will be the upper face blends, the bottom six the lower face blends.&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif; line-height: normal; margin-bottom: 0.0001pt;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;span style="font-family: Arial,Helvetica,sans-serif;"&gt;  &lt;/span&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; font-family: Arial,Helvetica,sans-serif; text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/-I7b0OjH8dY0/TiVEpUana6I/AAAAAAAAEzk/bw_YtDPwqKs/s1600/image013.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="319" src="http://2.bp.blogspot.com/-I7b0OjH8dY0/TiVEpUana6I/AAAAAAAAEzk/bw_YtDPwqKs/s320/image013.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif; line-height: normal; margin-bottom: 0.0001pt;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif; line-height: normal; margin-bottom: 0.0001pt;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif; line-height: normal; margin: 0in 0in 0.0001pt 1in; text-indent: -0.25in;"&gt;&lt;span style="font-size: 9pt;"&gt;●&lt;span style="-moz-font-feature-settings: normal; -moz-font-language-override: normal; font-size-adjust: none; font-size: 7pt; font-stretch: normal; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;Create the BlendShapes (see below) by using the move tool with soft select and reflection turned on. Name each copied group the name you want the blendshape to be (browsUp, browsDown, etc). Be careful not to move any vertices but the ones in the local area of the particular blendshape. For example, brow shapes should only move vertices around the brow.&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif; line-height: normal; margin-bottom: 0.0001pt;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;span style="font-family: Arial,Helvetica,sans-serif;"&gt;  &lt;/span&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; font-family: Arial,Helvetica,sans-serif; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/--7O4uQ-lbmo/TiVEqt2XndI/AAAAAAAAEzs/2u4hIpkNqS8/s1600/image015.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="319" src="http://1.bp.blogspot.com/--7O4uQ-lbmo/TiVEqt2XndI/AAAAAAAAEzs/2u4hIpkNqS8/s320/image015.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif; line-height: normal; margin-bottom: 0.0001pt;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;span style="font-family: Arial,Helvetica,sans-serif;"&gt;  &lt;/span&gt;  &lt;br /&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif;"&gt;The Upper Face Shapes:&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif; line-height: normal; margin: 0in 0in 0.0001pt 0.5in; text-indent: -0.25in;"&gt;&lt;span style="font-size: 9pt;"&gt;●&lt;span style="-moz-font-feature-settings: normal; -moz-font-language-override: normal; font-size-adjust: none; font-size: 7pt; font-stretch: normal; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;Brows down – brows uniformly down and slightly forward over eyes&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif; line-height: normal; margin: 0in 0in 0.0001pt 0.5in; text-indent: -0.25in;"&gt;&lt;span style="font-size: 9pt;"&gt;●&lt;span style="-moz-font-feature-settings: normal; -moz-font-language-override: normal; font-size-adjust: none; font-size: 7pt; font-stretch: normal; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;Brows up – "surprise" brows, pushed up and back along forehead&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif; line-height: normal; margin: 0in 0in 0.0001pt 0.5in; text-indent: -0.25in;"&gt;&lt;span style="font-size: 9pt;"&gt;●&lt;span style="-moz-font-feature-settings: normal; -moz-font-language-override: normal; font-size-adjust: none; font-size: 7pt; font-stretch: normal; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;Sad – inner brows raised, outer brows lowered&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif; line-height: normal; margin: 0in 0in 0.0001pt 0.5in; text-indent: -0.25in;"&gt;&lt;span style="font-size: 9pt;"&gt;●&lt;span style="-moz-font-feature-settings: normal; -moz-font-language-override: normal; font-size-adjust: none; font-size: 7pt; font-stretch: normal; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;Angry – outer brows raised, inner brows lowered&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif; line-height: normal; margin: 0in 0in 0.0001pt 0.5in; text-indent: -0.25in;"&gt;&lt;span style="font-size: 9pt;"&gt;●&lt;span style="-moz-font-feature-settings: normal; -moz-font-language-override: normal; font-size-adjust: none; font-size: 7pt; font-stretch: normal; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;Closed – eyelids closed as in a blink&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif;"&gt;The Lower face shapes:&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif; line-height: normal; margin: 0in 0in 0.0001pt 0.5in; text-indent: -0.25in;"&gt;&lt;span style="font-size: 9pt;"&gt;●&lt;span style="-moz-font-feature-settings: normal; -moz-font-language-override: normal; font-size-adjust: none; font-size: 7pt; font-stretch: normal; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;Narrow – lips pursed or puckered as if blowing or saying "oooo"&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif; line-height: normal; margin: 0in 0in 0.0001pt 0.5in; text-indent: -0.25in;"&gt;&lt;span style="font-size: 9pt;"&gt;●&lt;span style="-moz-font-feature-settings: normal; -moz-font-language-override: normal; font-size-adjust: none; font-size: 7pt; font-stretch: normal; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;Wide &amp;nbsp;- lips long and thin, corners pulled back around the contours of the face&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif; line-height: normal; margin: 0in 0in 0.0001pt 0.5in; text-indent: -0.25in;"&gt;&lt;span style="font-size: 9pt;"&gt;●&lt;span style="-moz-font-feature-settings: normal; -moz-font-language-override: normal; font-size-adjust: none; font-size: 7pt; font-stretch: normal; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;FV – lower lip curled inward at the top, to fit under the upper teeth in a closed position (as in saying "f" or "v")&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif; line-height: normal; margin: 0in 0in 0.0001pt 0.5in; text-indent: -0.25in;"&gt;&lt;span style="font-size: 9pt;"&gt;●&lt;span style="-moz-font-feature-settings: normal; -moz-font-language-override: normal; font-size-adjust: none; font-size: 7pt; font-stretch: normal; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;Frown – ends of mouth pulled slightly downward&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif; line-height: normal; margin: 0in 0in 0.0001pt 0.5in; text-indent: -0.25in;"&gt;&lt;span style="font-size: 9pt;"&gt;●&lt;span style="-moz-font-feature-settings: normal; -moz-font-language-override: normal; font-size-adjust: none; font-size: 7pt; font-stretch: normal; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;Disgust – a snear: upper lip slightly curled outward and nasal folds lifted higher around nose&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif; line-height: normal; margin: 0in 0in 0.0001pt 0.5in; text-indent: -0.25in;"&gt;&lt;span style="font-size: 9pt;"&gt;●&lt;span style="-moz-font-feature-settings: normal; -moz-font-language-override: normal; font-size-adjust: none; font-size: 7pt; font-stretch: normal; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;Smile – ends of mouth pulled upward slightly&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif; line-height: normal; margin-bottom: 0.0001pt;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif;"&gt;Reference: &lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif;"&gt;&lt;a href="http://face-and-emotion.com/"&gt;http://face-and-emotion.com&lt;/a&gt; &lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif;"&gt;&lt;a href="http://www.artnatomia.net/"&gt;http://www.artnatomia.net/&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif; line-height: normal; margin-bottom: 0.0001pt;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif; line-height: normal; margin-bottom: 0.0001pt;"&gt;By making blendshapes very local they are as modular as possible; that is, meant to be used in combination to create the widest variety of possible shapes. Notice we didn't make mouth open / mouth closed shapes; that's because we weighted the jaw area to be driven by a jaw bone, which we will animate for open/closed mouth action.&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif; line-height: normal; margin-bottom: 0.0001pt;"&gt;Note: to dial in facial asymmetry (so important!) you’ll additionally have to break out each face shape to right/left side only versions. This can be time consuming - you can't just mirror geometry in Maya or you'll reverse the vertex order which blendshapes depend on. Because of this, the use of Mudbox (see below) is highly recommended for blendshapes.&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif; line-height: normal; margin-bottom: 0.0001pt;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif; line-height: normal; margin-bottom: 0.0001pt;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif; line-height: normal; margin: 0in 0in 0.0001pt 1in; text-indent: -0.25in;"&gt;&lt;span style="font-size: 9pt;"&gt;●&lt;span style="-moz-font-feature-settings: normal; -moz-font-language-override: normal; font-size-adjust: none; font-size: 7pt; font-stretch: normal; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;Select all the mesh copies, shift+select the original (base) model and perform &lt;b style="mso-bidi-font-weight: normal;"&gt;Create Deformers→Blend shape (options)&lt;/b&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif; line-height: normal; margin: 0in 0in 0.0001pt 1in; text-indent: -0.25in;"&gt;&lt;span style="font-size: 9pt;"&gt;●&lt;span style="-moz-font-feature-settings: normal; -moz-font-language-override: normal; font-size-adjust: none; font-size: 7pt; font-stretch: normal; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;On the basic tab, give it a name under BlendShape node: &lt;b style="mso-bidi-font-weight: normal;"&gt;&lt;i style="mso-bidi-font-style: normal;"&gt;faceblends&lt;br /&gt;&lt;/i&gt;&lt;/b&gt;On the Advanced tab, change &lt;b style="mso-bidi-font-weight: normal;"&gt;Deformation Order&lt;/b&gt; to &lt;b style="mso-bidi-font-weight: normal;"&gt;Front of Chain &lt;/b&gt;(the blendshape deformer will evaluate before the skincluster)&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif; line-height: normal; margin: 0in 0in 0.0001pt 1in; text-indent: -0.25in;"&gt;&lt;span style="font-size: 9pt;"&gt;●&lt;span style="-moz-font-feature-settings: normal; -moz-font-language-override: normal; font-size-adjust: none; font-size: 7pt; font-stretch: normal; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;Open &lt;b style="mso-bidi-font-weight: normal;"&gt;Window→Animation Editors→Blend Shape&lt;/b&gt; to access sliders for these new blends, or use the channel box (with base shape selected).&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif; line-height: normal; margin: 0in 0in 0.0001pt 1in; text-indent: -0.25in;"&gt;&lt;span style="font-size: 9pt;"&gt;●&lt;span style="-moz-font-feature-settings: normal; -moz-font-language-override: normal; font-size-adjust: none; font-size: 7pt; font-stretch: normal; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;You can now delete or hide all the target blend heads (you can change the targets to update the base head, so you may wish to keep them around on a hidden layer).&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif; line-height: normal; margin-bottom: 0.0001pt;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;span style="font-family: Arial,Helvetica,sans-serif;"&gt;  &lt;/span&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; font-family: Arial,Helvetica,sans-serif; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/-Mhw960Hd7jU/TiVEr-kXU9I/AAAAAAAAEz0/7w0TRZGfCYU/s1600/image017.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="207" src="http://4.bp.blogspot.com/-Mhw960Hd7jU/TiVEr-kXU9I/AAAAAAAAEz0/7w0TRZGfCYU/s320/image017.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif; line-height: normal; margin-bottom: 0.0001pt;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;span style="font-family: Arial,Helvetica,sans-serif;"&gt;  &lt;/span&gt;  &lt;br /&gt;&lt;h2 style="font-family: Arial,Helvetica,sans-serif;"&gt;Basic Face Blendshapes, Method 2: Using Mudbox&lt;/h2&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif;"&gt;If you have Mudbox, this is the preferred method, as it makes the breaking out into left and right side shapes much easier.&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif;"&gt;Select your skinned character mesh and &lt;b style="mso-bidi-font-weight: normal;"&gt;File→Export Selected to Mudbox… &lt;/b&gt;(Maya2011)&lt;b style="mso-bidi-font-weight: normal;"&gt; &lt;/b&gt;or &lt;b style="mso-bidi-font-weight: normal;"&gt;File→Send to Mudbox→Send as New Scene &lt;/b&gt;(Maya2012). (In Mudbox2012 there is a bug that may cause errors importing a skinned character ... in this case, duplicate the mesh first and send the duplicate.)&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif;"&gt;In Mudbox, immediately create a sculpt layer. Name it &lt;b style="mso-bidi-font-weight: normal;"&gt;&lt;i style="mso-bidi-font-style: normal;"&gt;Brows Down&lt;/i&gt;&lt;/b&gt;.&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;span style="font-family: Arial,Helvetica,sans-serif;"&gt;  &lt;/span&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; font-family: Arial,Helvetica,sans-serif; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/-mGqn8g2h7fk/TiVEsiT9xRI/AAAAAAAAEz8/W0_xe_rT-cg/s1600/image019.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="316" src="http://4.bp.blogspot.com/-mGqn8g2h7fk/TiVEsiT9xRI/AAAAAAAAEz8/W0_xe_rT-cg/s320/image019.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif;"&gt;Using the grab tool, grab the vertices in the vicinity of the brows and pull them down (hit W to see the wireframe) to sculpt a brows down shape. Turn on Mirror: X under tool properties (click the tool icon and look in the Properties palette) so that you can sculpt with symmetry.&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;span style="font-family: Arial,Helvetica,sans-serif;"&gt;  &lt;/span&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; font-family: Arial,Helvetica,sans-serif; text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/-SYRXN2FMV3A/TiVEtQ-tonI/AAAAAAAAE0E/08vnHchE-2M/s1600/image021.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="295" src="http://3.bp.blogspot.com/-SYRXN2FMV3A/TiVEtQ-tonI/AAAAAAAAE0E/08vnHchE-2M/s320/image021.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif;"&gt;Under the layers palette menu, Duplicate Selected twice. Hide all sculpt layers except the current one while you sculpt. Do this by clicking the bullet under the eyeball column in the layers palette.&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;span style="font-family: Arial,Helvetica,sans-serif;"&gt;  &lt;/span&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; font-family: Arial,Helvetica,sans-serif; text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/--n9z-Uqosrs/TiVEuHMONLI/AAAAAAAAE0M/0IjrdpagiwE/s1600/image023.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="284" src="http://2.bp.blogspot.com/--n9z-Uqosrs/TiVEuHMONLI/AAAAAAAAE0M/0IjrdpagiwE/s320/image023.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif;"&gt;The first duplicate rename &lt;b style="mso-bidi-font-weight: normal;"&gt;&lt;i style="mso-bidi-font-style: normal;"&gt;Left Brow Down&lt;/i&gt;&lt;/b&gt;. With this layer current, select the &lt;b style="mso-bidi-font-weight: normal;"&gt;Erase&lt;/b&gt; tool (under the Sculpt tools palette) and erase away all changes made to the right side. Toggle the layer’s visibility on and off and look for any vertices popping on the right side to make sure you got them all. (May have to turn off Mirror in the erase tool properties.)&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;span style="font-family: Arial,Helvetica,sans-serif;"&gt;  &lt;/span&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; font-family: Arial,Helvetica,sans-serif; text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/-CnId1b2KJXM/TiVEvCwUNTI/AAAAAAAAE0U/ttJyzYPG0gs/s1600/image025.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="320" src="http://2.bp.blogspot.com/-CnId1b2KJXM/TiVEvCwUNTI/AAAAAAAAE0U/ttJyzYPG0gs/s320/image025.jpg" width="297" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif;"&gt;Do this for the other duplicate layer, naming it &lt;b style="mso-bidi-font-weight: normal;"&gt;&lt;i style="mso-bidi-font-style: normal;"&gt;Right Brow Down&lt;/i&gt;&lt;/b&gt;, and erasing all changes made to the left side.&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;span style="font-family: Arial,Helvetica,sans-serif;"&gt;  &lt;/span&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; font-family: Arial,Helvetica,sans-serif; text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/-trJm8_HeYQc/TiVEwNzsqbI/AAAAAAAAE0c/XZ-8HsU6RZU/s1600/image027.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="196" src="http://2.bp.blogspot.com/-trJm8_HeYQc/TiVEwNzsqbI/AAAAAAAAE0c/XZ-8HsU6RZU/s320/image027.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif;"&gt;Repeat this basic process for all the blend shapes.&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;span style="font-family: Arial,Helvetica,sans-serif;"&gt;  &lt;/span&gt;&lt;br /&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif;"&gt;Upper face:&lt;/div&gt;&lt;span style="font-family: Arial,Helvetica,sans-serif;"&gt;  &lt;/span&gt;&lt;br /&gt;&lt;ul style="font-family: Arial,Helvetica,sans-serif;"&gt;&lt;li&gt;&lt;span style="-moz-font-feature-settings: normal; -moz-font-language-override: normal; font-size-adjust: none; font-size: 7pt; font-stretch: normal; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;"&gt;&lt;/span&gt;Brows Down&lt;/li&gt;&lt;li&gt;&lt;span style="-moz-font-feature-settings: normal; -moz-font-language-override: normal; font-size-adjust: none; font-size: 7pt; font-stretch: normal; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;"&gt;&lt;/span&gt;Left Brow Down&lt;/li&gt;&lt;li&gt;&lt;span style="-moz-font-feature-settings: normal; -moz-font-language-override: normal; font-size-adjust: none; font-size: 7pt; font-stretch: normal; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;"&gt;&lt;/span&gt;Right Brow Down&lt;/li&gt;&lt;li&gt;&lt;span style="-moz-font-feature-settings: normal; -moz-font-language-override: normal; font-size-adjust: none; font-size: 7pt; font-stretch: normal; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;"&gt;&lt;/span&gt;Brows Up&lt;/li&gt;&lt;li&gt;&lt;span style="-moz-font-feature-settings: normal; -moz-font-language-override: normal; font-size-adjust: none; font-size: 7pt; font-stretch: normal; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;"&gt;&lt;/span&gt;Left Brow Up&lt;/li&gt;&lt;li&gt;&lt;span style="-moz-font-feature-settings: normal; -moz-font-language-override: normal; font-size-adjust: none; font-size: 7pt; font-stretch: normal; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;"&gt;&lt;/span&gt;Right Brow Up&lt;/li&gt;&lt;li&gt;&lt;span style="-moz-font-feature-settings: normal; -moz-font-language-override: normal; font-size-adjust: none; font-size: 7pt; font-stretch: normal; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;"&gt;&lt;/span&gt;Sad&lt;/li&gt;&lt;li&gt;&lt;span style="-moz-font-feature-settings: normal; -moz-font-language-override: normal; font-size-adjust: none; font-size: 7pt; font-stretch: normal; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;"&gt;&lt;/span&gt;Left Sad&lt;/li&gt;&lt;li&gt;&lt;span style="-moz-font-feature-settings: normal; -moz-font-language-override: normal; font-size-adjust: none; font-size: 7pt; font-stretch: normal; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;"&gt;&lt;/span&gt;Right Sad&lt;/li&gt;&lt;li&gt;&lt;span style="-moz-font-feature-settings: normal; -moz-font-language-override: normal; font-size-adjust: none; font-size: 7pt; font-stretch: normal; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;"&gt;&lt;/span&gt;Angry&lt;/li&gt;&lt;li&gt;&lt;span style="-moz-font-feature-settings: normal; -moz-font-language-override: normal; font-size-adjust: none; font-size: 7pt; font-stretch: normal; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;"&gt;&lt;/span&gt;Left Angry &lt;/li&gt;&lt;li&gt;&lt;span style="-moz-font-feature-settings: normal; -moz-font-language-override: normal; font-size-adjust: none; font-size: 7pt; font-stretch: normal; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;"&gt;&lt;/span&gt;Right Angry&lt;/li&gt;&lt;li&gt;&lt;span style="-moz-font-feature-settings: normal; -moz-font-language-override: normal; font-size-adjust: none; font-size: 7pt; font-stretch: normal; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;"&gt;&lt;/span&gt;Closed&lt;/li&gt;&lt;li&gt;&lt;span style="-moz-font-feature-settings: normal; -moz-font-language-override: normal; font-size-adjust: none; font-size: 7pt; font-stretch: normal; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;"&gt;&lt;/span&gt;Left Eye Closed&lt;/li&gt;&lt;li&gt;&lt;span style="-moz-font-feature-settings: normal; -moz-font-language-override: normal; font-size-adjust: none; font-size: 7pt; font-stretch: normal; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;"&gt;&lt;/span&gt;Right Eye Closed&lt;/li&gt;&lt;li&gt;&lt;span style="-moz-font-feature-settings: normal; -moz-font-language-override: normal; font-size-adjust: none; font-size: 7pt; font-stretch: normal; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;"&gt;&lt;/span&gt;possibly others, such as Squint ...&lt;/li&gt;&lt;/ul&gt;&lt;span style="font-family: Arial,Helvetica,sans-serif;"&gt;  &lt;/span&gt;                              &lt;br /&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif;"&gt;Lower Face:&lt;/div&gt;&lt;span style="font-family: Arial,Helvetica,sans-serif;"&gt;  &lt;/span&gt;&lt;br /&gt;&lt;ul style="font-family: Arial,Helvetica,sans-serif;"&gt;&lt;li&gt;&lt;span style="-moz-font-feature-settings: normal; -moz-font-language-override: normal; font-size-adjust: none; font-size: 7pt; font-stretch: normal; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;"&gt;&lt;/span&gt;Narrow&lt;/li&gt;&lt;li&gt;&lt;span style="-moz-font-feature-settings: normal; -moz-font-language-override: normal; font-size-adjust: none; font-size: 7pt; font-stretch: normal; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;"&gt;&lt;/span&gt;Wide&lt;/li&gt;&lt;li&gt;&lt;span style="-moz-font-feature-settings: normal; -moz-font-language-override: normal; font-size-adjust: none; font-size: 7pt; font-stretch: normal; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;"&gt;&lt;/span&gt;FV&lt;/li&gt;&lt;li&gt;&lt;span style="-moz-font-feature-settings: normal; -moz-font-language-override: normal; font-size-adjust: none; font-size: 7pt; font-stretch: normal; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;"&gt;&lt;/span&gt;Frown&lt;/li&gt;&lt;li&gt;&lt;span style="-moz-font-feature-settings: normal; -moz-font-language-override: normal; font-size-adjust: none; font-size: 7pt; font-stretch: normal; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;"&gt;&lt;/span&gt;Left Frown&lt;/li&gt;&lt;li&gt;&lt;span style="-moz-font-feature-settings: normal; -moz-font-language-override: normal; font-size-adjust: none; font-size: 7pt; font-stretch: normal; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;"&gt;&lt;/span&gt;Right Frown&lt;/li&gt;&lt;li&gt;&lt;span style="-moz-font-feature-settings: normal; -moz-font-language-override: normal; font-size-adjust: none; font-size: 7pt; font-stretch: normal; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;"&gt;&lt;/span&gt;Smile&lt;/li&gt;&lt;li&gt;&lt;span style="-moz-font-feature-settings: normal; -moz-font-language-override: normal; font-size-adjust: none; font-size: 7pt; font-stretch: normal; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;"&gt;&lt;/span&gt;Left Smile &lt;/li&gt;&lt;li&gt;&lt;span style="-moz-font-feature-settings: normal; -moz-font-language-override: normal; font-size-adjust: none; font-size: 7pt; font-stretch: normal; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;"&gt;&lt;/span&gt;Right Smile&lt;/li&gt;&lt;li&gt;&lt;span style="-moz-font-feature-settings: normal; -moz-font-language-override: normal; font-size-adjust: none; font-size: 7pt; font-stretch: normal; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;"&gt;&lt;/span&gt;Snear&lt;/li&gt;&lt;li&gt;&lt;span style="-moz-font-feature-settings: normal; -moz-font-language-override: normal; font-size-adjust: none; font-size: 7pt; font-stretch: normal; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;"&gt;&lt;/span&gt;Left Snear&lt;/li&gt;&lt;li&gt;&lt;span style="-moz-font-feature-settings: normal; -moz-font-language-override: normal; font-size-adjust: none; font-size: 7pt; font-stretch: normal; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;"&gt;&lt;/span&gt;Right Snear&lt;/li&gt;&lt;/ul&gt;&lt;span style="font-family: Arial,Helvetica,sans-serif;"&gt;  &lt;/span&gt;                      &lt;br /&gt;&lt;div class="MsoListParagraphCxSpLast" style="font-family: Arial,Helvetica,sans-serif; text-indent: -0.25in;"&gt;·&lt;span style="-moz-font-feature-settings: normal; -moz-font-language-override: normal; font-size-adjust: none; font-size: 7pt; font-stretch: normal; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;possibly others, such as Cheek Puff or Lip Curl In/Lip Curl out&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif;"&gt;Note: Best not to subdivide the mesh after you start working on blendshapes – sculpt layers are tied to the particular subdivision level you edit them on.&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif;"&gt;Return the current layer to the base mesh (all other layers visibility turned off) and go to &lt;b style="mso-bidi-font-weight: normal;"&gt;File→Send to Maya&lt;/b&gt;. (In Mudbox2012 you can &lt;b style="mso-bidi-font-weight: normal;"&gt;Update Current Scene.&lt;/b&gt;) In the Send options, change &lt;b style="mso-bidi-font-weight: normal;"&gt;If there are sculpt layers&lt;/b&gt;: to &lt;b style="mso-bidi-font-weight: normal;"&gt;Export sculpt layers on current mesh level as Maya blendshapes&lt;/b&gt;. (In Mudbox2012 this is under &lt;b style="mso-bidi-font-weight: normal;"&gt;File→Send to Maya→Preferences ...&lt;/b&gt;)&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif;"&gt;If you sent the character back to Maya as a new scene, Maya will prompt you to save and start a new scene. Your mesh comes in, complete with blendshapes. Test them out.&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif;"&gt;Save this temporary file and then reopen your character file. Import the version of your model with the blendshapes on it – it should be in the same position as your skinned model. Select the skinned model, shift-select the blendshapes model, and &lt;b style="mso-bidi-font-weight: normal;"&gt;Skin→Edit Smooth Skin→Substitute Geometry&lt;/b&gt;. You now have a skinned model with blendshapes.&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;h2 style="font-family: Arial,Helvetica,sans-serif;"&gt;Setting Up Animation Control Objects for Facial Animation&lt;/h2&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif;"&gt;Next we’ll create a control object that animators can use to manipulate the jawbone and the faceblends. By doing one control object, you’ll be able to see how this process works.&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif;"&gt;Using the &lt;b style="mso-bidi-font-weight: normal;"&gt;EP curve tool&lt;/b&gt; set to &lt;b style="mso-bidi-font-weight: normal;"&gt;linear&lt;/b&gt;, create a square on the grid in the front camera. &lt;b style="mso-bidi-font-weight: normal;"&gt;Modify→Center Pivot&lt;/b&gt;. Move and scale this into place next to your character and freeze transformations. Name it &lt;b style="mso-bidi-font-weight: normal;"&gt;&lt;i style="mso-bidi-font-style: normal;"&gt;mouthControlBox&lt;/i&gt;&lt;/b&gt;.&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;span style="font-family: Arial,Helvetica,sans-serif;"&gt;  &lt;/span&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; font-family: Arial,Helvetica,sans-serif; text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/-5yOIisAUHGA/TiVExX84anI/AAAAAAAAE0k/RC-1NIPn98c/s1600/image029.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="320" src="http://3.bp.blogspot.com/-5yOIisAUHGA/TiVExX84anI/AAAAAAAAE0k/RC-1NIPn98c/s320/image029.jpg" width="312" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif;"&gt;&lt;b style="mso-bidi-font-weight: normal;"&gt;Create→Locator&lt;/b&gt; and point constrain it (&lt;b style="mso-bidi-font-weight: normal;"&gt;maintain offset&lt;/b&gt; turned &lt;b style="mso-bidi-font-weight: normal;"&gt;off&lt;/b&gt;) to the NURBS square, then delete the constraint. This is to place the locator in the dead center of the square. Freeze transformations on the locator. Name it &lt;b style="mso-bidi-font-weight: normal;"&gt;&lt;i style="mso-bidi-font-style: normal;"&gt;mouthControl&lt;/i&gt;&lt;/b&gt;. Parent it under the &lt;b style="mso-bidi-font-weight: normal;"&gt;&lt;i style="mso-bidi-font-style: normal;"&gt;mouthControlBox&lt;/i&gt;&lt;/b&gt;. In the attribute editor for mouthControlBoxShape node, under Object display, turn on Template so the box itself can't be selected. You can turn this back off if you ever need to move the whole control.&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;span style="font-family: Arial,Helvetica,sans-serif;"&gt;  &lt;/span&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; font-family: Arial,Helvetica,sans-serif; text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/-XDD2Hwa9meo/TiVEyexR1kI/AAAAAAAAE0s/Bz7Qbc9jPMw/s1600/image031.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="320" src="http://2.bp.blogspot.com/-XDD2Hwa9meo/TiVEyexR1kI/AAAAAAAAE0s/Bz7Qbc9jPMw/s320/image031.jpg" width="312" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif;"&gt;Now select the locator and move it in x to the edge of the square, taking note of what value you reach in the channel box. In my case, I created a 5x5 unit square, so the locator travels 2.5 units to reach the sides. This is where we will set the limits on the locator.&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif;"&gt;Go to the Attribute Editor for the locator and under &lt;b style="mso-bidi-font-weight: normal;"&gt;Transform Attributes→Limit Information&lt;/b&gt; turn on limits for Trans limit X and Y, setting min and Max to -2.5 and 2.5 (or your numbers noted in the previous step). Lock and hide translate z, scale and visibility attributes. You now have a locator constrained within the limits of the NURBS square. Try it out.&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;span style="font-family: Arial,Helvetica,sans-serif;"&gt;  &lt;/span&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; font-family: Arial,Helvetica,sans-serif; text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/-R0dOA-usNNM/TiVEzg0tdmI/AAAAAAAAE00/jzZ4JrFpbY0/s1600/image033.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="320" src="http://3.bp.blogspot.com/-R0dOA-usNNM/TiVEzg0tdmI/AAAAAAAAE00/jzZ4JrFpbY0/s320/image033.jpg" width="312" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif;"&gt;Now we'll use Set Driven Key to drive four blend shapes from one control object, simplifying the control system for the animator by consolidating several channels into one keyframeable object.&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif;"&gt;Animate→Set Driven Key→Set...&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif;"&gt;With the &lt;b style="mso-bidi-font-weight: normal;"&gt;&lt;i style="mso-bidi-font-style: normal;"&gt;mouthControl &lt;/i&gt;&lt;/b&gt;locator still selected, hit &lt;b style="mso-bidi-font-weight: normal;"&gt;Load Driver&lt;/b&gt;. Select the mesh and in the channel box select the &lt;b style="mso-bidi-font-weight: normal;"&gt;&lt;i style="mso-bidi-font-style: normal;"&gt;lowerFace&lt;/i&gt;&lt;/b&gt; blend node. Hit &lt;b style="mso-bidi-font-weight: normal;"&gt;Load Driven&lt;/b&gt;.&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;span style="font-family: Arial,Helvetica,sans-serif;"&gt;  &lt;/span&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; font-family: Arial,Helvetica,sans-serif; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/-Ld1aooOnFGw/TiVE0lz0NVI/AAAAAAAAE08/SZmVMFJhZpU/s1600/image035.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="320" src="http://4.bp.blogspot.com/-Ld1aooOnFGw/TiVE0lz0NVI/AAAAAAAAE08/SZmVMFJhZpU/s320/image035.jpg" width="312" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif;"&gt;The translateX of the mouthControl will be used to drive the narrow and wide blend shapes. Select &lt;b style="mso-bidi-font-weight: normal;"&gt;TranslateX&lt;/b&gt; in the upper field and both &lt;b style="mso-bidi-font-weight: normal;"&gt;&lt;i style="mso-bidi-font-style: normal;"&gt;Narrow&lt;/i&gt;&lt;/b&gt; and &lt;b style="mso-bidi-font-weight: normal;"&gt;&lt;i style="mso-bidi-font-style: normal;"&gt;Wide&lt;/i&gt;&lt;/b&gt; in the lower field to set a default key at a value of 0. Hit the &lt;b style="mso-bidi-font-weight: normal;"&gt;Key&lt;/b&gt; button.&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;span style="font-family: Arial,Helvetica,sans-serif;"&gt;  &lt;/span&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; font-family: Arial,Helvetica,sans-serif; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/-XWIYoumsj8A/TiVE1p7wttI/AAAAAAAAE1E/qsgCEWmSwvg/s1600/image037.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="320" src="http://4.bp.blogspot.com/-XWIYoumsj8A/TiVE1p7wttI/AAAAAAAAE1E/qsgCEWmSwvg/s320/image037.jpg" width="312" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif;"&gt;Now select &lt;b style="mso-bidi-font-weight: normal;"&gt;&lt;i style="mso-bidi-font-style: normal;"&gt;mouthControl&lt;/i&gt;&lt;/b&gt; in the SDK window to bring its attributes into the channel box. Set translateX to the maximum: 2.5. Select &lt;b style="mso-bidi-font-weight: normal;"&gt;&lt;i style="mso-bidi-font-style: normal;"&gt;lowerFace&lt;/i&gt;&lt;/b&gt; in the SDK window to bring its attributes into the channel box and set the value for &lt;b style="mso-bidi-font-weight: normal;"&gt;&lt;i style="mso-bidi-font-style: normal;"&gt;Wide&lt;/i&gt;&lt;/b&gt; to its maximum: 1. Hit &lt;b style="mso-bidi-font-weight: normal;"&gt;Key&lt;/b&gt;.&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;span style="font-family: Arial,Helvetica,sans-serif;"&gt;  &lt;/span&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; font-family: Arial,Helvetica,sans-serif; text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/-1fL4e1Ugjh4/TiVE28LkEnI/AAAAAAAAE1M/8SfmUJGEOQE/s1600/image039.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="320" src="http://3.bp.blogspot.com/-1fL4e1Ugjh4/TiVE28LkEnI/AAAAAAAAE1M/8SfmUJGEOQE/s320/image039.jpg" width="312" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif;"&gt;Now change the &lt;b style="mso-bidi-font-weight: normal;"&gt;&lt;i style="mso-bidi-font-style: normal;"&gt;mouthControl.translateX&lt;/i&gt;&lt;/b&gt; value to its minimum: -2.5 and the &lt;b style="mso-bidi-font-weight: normal;"&gt;&lt;i style="mso-bidi-font-style: normal;"&gt;lowerface.narrow&lt;/i&gt;&lt;/b&gt; shape to its maximum:1 and hit &lt;b style="mso-bidi-font-weight: normal;"&gt;Key&lt;/b&gt;. Test your slider by moving the mouthControl's translateX between its minimum and maximum to see it slide between the &lt;b style="mso-bidi-font-weight: normal;"&gt;&lt;i style="mso-bidi-font-style: normal;"&gt;Narrow&lt;/i&gt;&lt;/b&gt; and &lt;b style="mso-bidi-font-weight: normal;"&gt;&lt;i style="mso-bidi-font-style: normal;"&gt;Wide&lt;/i&gt;&lt;/b&gt; shapes.&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;span style="font-family: Arial,Helvetica,sans-serif;"&gt;  &lt;/span&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; font-family: Arial,Helvetica,sans-serif; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/-AkdI1ZUvEfw/TiVE33cXtII/AAAAAAAAE1U/jZcqj0Sugq4/s1600/image041.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="320" src="http://1.bp.blogspot.com/-AkdI1ZUvEfw/TiVE33cXtII/AAAAAAAAE1U/jZcqj0Sugq4/s320/image041.jpg" width="312" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif;"&gt;Now set a default 0 key on mouthControl's translateY and lowerFace's &lt;b style="mso-bidi-font-weight: normal;"&gt;&lt;i style="mso-bidi-font-style: normal;"&gt;Frown&lt;/i&gt;&lt;/b&gt; and &lt;b style="mso-bidi-font-weight: normal;"&gt;&lt;i style="mso-bidi-font-style: normal;"&gt;Smile&lt;/i&gt;&lt;/b&gt; shapes.&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;span style="font-family: Arial,Helvetica,sans-serif;"&gt;  &lt;/span&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; font-family: Arial,Helvetica,sans-serif; text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/-DhZh9TcPG9c/TiVE4_9kJoI/AAAAAAAAE1c/7YTEjIJpyWg/s1600/image043.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="320" src="http://3.bp.blogspot.com/-DhZh9TcPG9c/TiVE4_9kJoI/AAAAAAAAE1c/7YTEjIJpyWg/s320/image043.jpg" width="312" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif;"&gt;Set a Key with mouthControl.translateY set to its maximum: 2.5 and lowerFace.smile set to its maximum:1.&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;span style="font-family: Arial,Helvetica,sans-serif;"&gt;  &lt;/span&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; font-family: Arial,Helvetica,sans-serif; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/-4NLFDb9W_Go/TiVE6C5pezI/AAAAAAAAE1k/8k3fkrteE9M/s1600/image045.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="320" src="http://4.bp.blogspot.com/-4NLFDb9W_Go/TiVE6C5pezI/AAAAAAAAE1k/8k3fkrteE9M/s320/image045.jpg" width="312" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif;"&gt;Now set a key with mouthControl.translateY at its minimum: -2.5 and lowerface.frown at its maximum: 1.&amp;nbsp;&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;span style="font-family: Arial,Helvetica,sans-serif;"&gt;  &lt;/span&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; font-family: Arial,Helvetica,sans-serif; text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/-d-E-DI8A68g/TiVE7MAn8-I/AAAAAAAAE1s/QeHgD6rR1aI/s1600/image047.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="320" src="http://3.bp.blogspot.com/-d-E-DI8A68g/TiVE7MAn8-I/AAAAAAAAE1s/QeHgD6rR1aI/s320/image047.jpg" width="312" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif;"&gt;Now select the locator in your window and test your fully funtional control slider. Pulling it to the top of the box invokes a smile, toward the bottom for a frown, to the right for wide shapes and to the left for narrow shapes. The corners blend between harmonious shapes (narrow smile, widefrown, etc) but the overall setup prohibits the simultaneous invoking of shapes that are in opposition to each other. For example, simultaneously invoking both narrow and wide shapes would produce strange results, since the vertices are moving in opposite directions, so you would never use these incompatible shapes simultaneously. This setup prohibits such awkward distortions and makes the blendshape system easy for the animator to control and key.&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif;"&gt;You can use the &lt;b style="mso-bidi-font-weight: normal;"&gt;Create→Text&lt;/b&gt; to create a label for the control, positioning it over the control box and templating it.&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;span style="font-family: Arial,Helvetica,sans-serif;"&gt;  &lt;/span&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; font-family: Arial,Helvetica,sans-serif; text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/-SMMyOdPasCA/TiVE7zqmFUI/AAAAAAAAE10/CMe8fhaNHvA/s1600/image049.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="320" src="http://2.bp.blogspot.com/-SMMyOdPasCA/TiVE7zqmFUI/AAAAAAAAE10/CMe8fhaNHvA/s320/image049.jpg" width="312" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif;"&gt;With this procedure, you can create the rest of the facial setup in the same way. One interesting case study is Package Man, downloadable at http://www.rigging101.com/.&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif;"&gt;His facial setup includes a slider that controls the rotation of the jawbone, linear sliders controlling the eyelids and eyebrows, and a slider controlling bend/squash blendshapes on a lattice deformer around the head for cartoon squash 'n' stretch. You can set up sliders to drive nonlinear deformers the same way (&lt;b style="mso-bidi-font-weight: normal;"&gt;Create Deformers→Nonlinear→...&lt;/b&gt;). If you broke out your blendshapes into left and right shapes, you'll want to have separate sliders for the left and rights sides, or you can get fancy and use utility nodes such as the Condition node to create a box controller that slides between the left and right versions of a shape. In short, this same procedure can be used to drive just about any attribute value on a character rig! Here's a screen shot of the Package Man setup:&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;span style="font-family: Arial,Helvetica,sans-serif;"&gt;  &lt;/span&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; font-family: Arial,Helvetica,sans-serif; text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/-dj3aqXeb7gU/TiVE8tdlQdI/AAAAAAAAE18/WtsxL747wWQ/s1600/image051.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="307" src="http://2.bp.blogspot.com/-dj3aqXeb7gU/TiVE8tdlQdI/AAAAAAAAE18/WtsxL747wWQ/s320/image051.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif;"&gt;&amp;nbsp;When you are done setting up your facial rig, group the whole thing and parent it under the head control. It is best to add an attribute to the head control (or root control) that drives the visibility of the facial rig group, so you can turn it on when doing facial animation, and turn it off otherwise to avoid screen clutter.&lt;/div&gt;&lt;h2 style="font-family: Arial,Helvetica,sans-serif;"&gt;Wrap-Up&lt;/h2&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif;"&gt;Now we've followed the development cycle of Generikat from a line drawing to a fully rigged, animatable character. This set of tutorials was meant to demonstrate the most common practices in character modeling and setup using a simple test case. Characters of higher complexity can be set up by utilizing the same procedures demonstrated here.&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;span style="font-family: Arial,Helvetica,sans-serif;"&gt;  &lt;/span&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; font-family: Arial,Helvetica,sans-serif; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/-yv1sZzYaGl4/TiVE9QksTYI/AAAAAAAAE2A/4Td8fRqga2k/s1600/image052.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="320" src="http://1.bp.blogspot.com/-yv1sZzYaGl4/TiVE9QksTYI/AAAAAAAAE2A/4Td8fRqga2k/s320/image052.jpg" width="312" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5692852886128113529-4923017689024459506?l=sinisthesia.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://sinisthesia.blogspot.com/feeds/4923017689024459506/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=5692852886128113529&amp;postID=4923017689024459506' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5692852886128113529/posts/default/4923017689024459506'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5692852886128113529/posts/default/4923017689024459506'/><link rel='alternate' type='text/html' href='http://sinisthesia.blogspot.com/2011/07/character-development-workshop-part-3.html' title='Character Development Workshop, Part 3: Skinning and Facial Setup'/><author><name>Lord North</name><uri>http://www.blogger.com/profile/15890783355425843736</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='30' src='http://4.bp.blogspot.com/_IO6p3Wzw54U/SWprfUgqZwI/AAAAAAAAAvo/Nlx5t9DQ-2k/S220/jackHornerHed.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/-_IUE_L4ZiZ8/TiVEig6z7LI/AAAAAAAAEy0/90O1HakjaMw/s72-c/image001.jpg' height='72' width='72'/><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-5692852886128113529.post-3486687100085804995</id><published>2011-06-24T01:58:00.000-07:00</published><updated>2011-06-24T02:07:15.074-07:00</updated><title type='text'>Character Development Workshop, Part 2: Rigging</title><content type='html'>&lt;div class="WordSection1"&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/-v8CKo3Wy468/TgQzfYISheI/AAAAAAAAEuU/l-VMZMiMaKo/s400/image002.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://4.bp.blogspot.com/-v8CKo3Wy468/TgQzfYISheI/AAAAAAAAEuU/l-VMZMiMaKo/s1600/image002.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;When we last met our friend Generikat he had morphed into sort of a teddy bear. (This same “cat” toon template can be used for bears, bunnies, any anthropomorphized cuddly critter.) We took it to the end of the modeling phase in Tutorial 1, which can be found &lt;a href="http://sinisthesia.blogspot.com/2011/06/character-development-workshop-part-1.html"&gt;here&lt;/a&gt;.&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;br /&gt;&lt;h2&gt;Cleanup &amp;amp; UVs&lt;/h2&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;Before we start rigging there’s some preparatory work to be done. First, delete the instanced half and duplicate it over again, this time changing the duplicate special options to “copy” rather than “instance.” (Still scale -1 in x). &lt;span class="GramE"&gt;For the new half, &lt;b&gt;Modify→Freeze Transformations&lt;/b&gt; and then &lt;b style="mso-bidi-font-weight: normal;"&gt;Normals→Reverse&lt;/b&gt;.&lt;/span&gt; Then select both halves &lt;span class="GramE"&gt;and &amp;nbsp;&lt;b style="mso-bidi-font-weight: normal;"&gt;Mesh&lt;/b&gt;&lt;/span&gt;&lt;b style="mso-bidi-font-weight: normal;"&gt;→Combine&lt;/b&gt; and &lt;b style="mso-bidi-font-weight: normal;"&gt;Edit Mesh→Merge (Options):&lt;/b&gt; Set threshold to as low as possible (.0001). This should merge only verts directly on top of each other, which should be just the centerline. Finally &lt;b style="mso-bidi-font-weight: normal;"&gt;Edit→Delete all by Type→History&lt;/b&gt;.&lt;/div&gt;&lt;div class="MsoNormal"&gt;I also gave him a little tail:&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/-hBL1pWWFXBg/TgQzfmj_j1I/AAAAAAAAEuY/xsp-YdTTNjs/s400/image004.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://3.bp.blogspot.com/-hBL1pWWFXBg/TgQzfmj_j1I/AAAAAAAAEuY/xsp-YdTTNjs/s1600/image004.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;As a model check, run &lt;b style="mso-bidi-font-weight: normal;"&gt;Mesh→Cleanup …&lt;/b&gt; Use the settings shown here:&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/-9UDDRr4XETo/TgQzfxTmcJI/AAAAAAAAEuc/9Tkgu-MWziQ/s400/image006.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://1.bp.blogspot.com/-9UDDRr4XETo/TgQzfxTmcJI/AAAAAAAAEuc/9Tkgu-MWziQ/s1600/image006.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;If anything comes up selected, you know you have some problem geometry to deal with.&lt;/div&gt;&lt;div class="MsoNormal"&gt;After all mesh issues are dealt with, we need to get some UVs laid out.&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;If you are lucky enough to have Bonus Tools installed, just go to “&lt;b style="mso-bidi-font-weight: normal;"&gt;Assign Texture Shader&lt;/b&gt;.” Otherwise, create a new lambert texture and map a checker texture to its color swatch. This will help you visualize the uniformity of the UVs.&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/-9xsym-CJPZU/TgQzhM2hwxI/AAAAAAAAEug/ExL3E9hXyVY/s400/image008.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="320" src="http://1.bp.blogspot.com/-9xsym-CJPZU/TgQzhM2hwxI/AAAAAAAAEug/ExL3E9hXyVY/s320/image008.jpg" width="284" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;Start the UV process by getting some … any … UVs on there. &lt;b style="mso-bidi-font-weight: normal;"&gt;Create UVs→Planar Mapping&lt;/b&gt;. You’ll get one big shell. Check &lt;b style="mso-bidi-font-weight: normal;"&gt;Window→UV Texture Editor.&lt;/b&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/-togz7NvB_0s/TgQzhrqEqYI/AAAAAAAAEuk/dsPZIfUWGKI/s400/image010.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="320" src="http://2.bp.blogspot.com/-togz7NvB_0s/TgQzhrqEqYI/AAAAAAAAEuk/dsPZIfUWGKI/s320/image010.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;Now before we slice these UVs into islands, make a selection set of all the UV border edges. By shift-selecting edges, select all of the edges that will make good seams for your character. Think ahead to how it will unwrap and put in enough edges to minimize distortion, all the while trying to keep the number of UV islands low and placing seams where they are least likely to be noticed (occluded areas, areas of low texture detail or "natural" borders between different textures). When you have all of your edges selected, &lt;b style="mso-bidi-font-weight: normal;"&gt;Create→Sets→Quick Select Set&lt;/b&gt; so that you can return to this selection if need be. The following images show where I put mine.&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/-I2nqHW-wU9Q/TgQzh9ZSTQI/AAAAAAAAEuo/Am5yRsy0GOA/s400/image012.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://3.bp.blogspot.com/-I2nqHW-wU9Q/TgQzh9ZSTQI/AAAAAAAAEuo/Am5yRsy0GOA/s1600/image012.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/-iDnFk8SisPw/TgQziYEdBSI/AAAAAAAAEus/-0NDPyMaOeQ/s400/image014.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://3.bp.blogspot.com/-iDnFk8SisPw/TgQziYEdBSI/AAAAAAAAEus/-0NDPyMaOeQ/s1600/image014.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/-tmrsaXWYV1U/TgQzioGkAKI/AAAAAAAAEuw/cT-ijtOh04U/s400/image016.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://4.bp.blogspot.com/-tmrsaXWYV1U/TgQzioGkAKI/AAAAAAAAEuw/cT-ijtOh04U/s1600/image016.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/-6cescRj6JHc/TgQziziYS_I/AAAAAAAAEu0/fcB1g4yAwF0/s400/image018.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://4.bp.blogspot.com/-6cescRj6JHc/TgQziziYS_I/AAAAAAAAEu0/fcB1g4yAwF0/s1600/image018.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;Then go to the UV editor and &lt;b style="mso-bidi-font-weight: normal;"&gt;Polygons→Cut UV Edges&lt;/b&gt;. Use the &lt;b style="mso-bidi-font-weight: normal;"&gt;Tool→Move UV Shell Tool&lt;/b&gt; to move the shells apart.&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/-9kLegXpJfZg/TgQzjdh4xyI/AAAAAAAAEu4/8uIB1YWeRzY/s400/image020.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://2.bp.blogspot.com/-9kLegXpJfZg/TgQzjdh4xyI/AAAAAAAAEu4/8uIB1YWeRzY/s1600/image020.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;With every piece selected, do a &lt;b style="mso-bidi-font-weight: normal;"&gt;Polygons→Unfold&lt;/b&gt; and then a &lt;b style="mso-bidi-font-weight: normal;"&gt;Polygons→Layout&lt;/b&gt; to get results similar to below. I selected the top and bottom center UV on the face shell (highlighted in the screencap below) before I did a second Unfold on it, with options set to &lt;b style="mso-bidi-font-weight: normal;"&gt;Pin Selected UVs&lt;/b&gt;, coaxing it to unfold symmetrically.&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/-xYJpUpNUIDg/TgQzjsvmvCI/AAAAAAAAEu8/ATc6lATY-Vk/s400/image022.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://2.bp.blogspot.com/-xYJpUpNUIDg/TgQzjsvmvCI/AAAAAAAAEu8/ATc6lATY-Vk/s1600/image022.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;Since this is not a UVs tutorial, we'll stop there - the bare minimum you should do is have every piece non-overlapping, as we do. For a real project you should take it further to maximize &lt;span class="GramE"&gt;texel&lt;/span&gt; space by carefully arranging and manipulating shells. I highly recommend Headus UVLayout as a tool to quickly achieve good results.&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;We do most of our UV work before rigging, simply because it tends to create history on our model. Once we get into skinning, we normally don't want to delete history any more, so doing things in this order makes the most sense. Delete history now. At this point I'll create a temporary "animation texture" – it may not get its final texture until after rigging and animating, depending on the project. Final texture mapping is most conveniently done as part of the lighting and rendering phase of production, so there's no rush on the final texture in most character pipelines. It helps the animators to have at least some surface information, though, so you can do some 3d paint in Maya or Mudbox at this point if you choose. I just plopped some colored materials on him:&amp;nbsp;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/-kkmBAOjjFsg/TgQzj6QqyYI/AAAAAAAAEvA/K0SOKl9O5G4/s400/image024.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://4.bp.blogspot.com/-kkmBAOjjFsg/TgQzj6QqyYI/AAAAAAAAEvA/K0SOKl9O5G4/s1600/image024.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;At this point, make sure all your geometry and material nodes are named per your naming convention, maybe grouping all geometry to keep it away from the rigging clutter you're about to make. Now may be a good time to run &lt;b style="mso-bidi-font-weight: normal;"&gt;File→Optimize Scene Size&lt;/b&gt; to delete any junk nodes left over from modeling.&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;h2&gt;Rigging the Legs&lt;/h2&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;Remember the point of rigging is to anticipate all of the articulation and range of motion in animation. The best riggers continuously visualize the extremes of movement the character will eventually exhibit throughout the rigging process, and even refer to animation motion reference before beginning. YouTube and Vimeo have lots of reference for human and animal locomotion. Take time to plan before you begin.&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;Put on your geometry on a template layer for now. You will only need it as a reference while you lay out the joints for your rig.&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;Switch to the side view and the animation menu set. Choose &lt;b style="mso-bidi-font-weight: normal;"&gt;Skeleton→Joint Tool&lt;/b&gt; and click to place 5 joints, as below. Middle mouse moves last joint placed. Enter to complete tool.&amp;nbsp;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/-sBjNZLJa1Zo/TgQzkciNYyI/AAAAAAAAEvE/9XJmAHmAOiM/s400/image026.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://3.bp.blogspot.com/-sBjNZLJa1Zo/TgQzkciNYyI/AAAAAAAAEvE/9XJmAHmAOiM/s1600/image026.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;Name the joints &lt;b style="mso-bidi-font-weight: normal;"&gt;&lt;i style="mso-bidi-font-style: normal;"&gt;hip&lt;/i&gt;&lt;/b&gt;, &lt;b style="mso-bidi-font-weight: normal;"&gt;&lt;i style="mso-bidi-font-style: normal;"&gt;knee&lt;/i&gt;&lt;/b&gt;, &lt;b style="mso-bidi-font-weight: normal;"&gt;&lt;i style="mso-bidi-font-style: normal;"&gt;ankle&lt;/i&gt;&lt;/b&gt;, &lt;b style="mso-bidi-font-weight: normal;"&gt;&lt;i style="mso-bidi-font-style: normal;"&gt;ball&lt;/i&gt;&lt;/b&gt;, &lt;span class="GramE"&gt;&lt;b style="mso-bidi-font-weight: normal;"&gt;&lt;i style="mso-bidi-font-style: normal;"&gt;toe&lt;/i&gt;&lt;/b&gt;&lt;/span&gt;. Then shift-select them all in the Outliner and &lt;b style="mso-bidi-font-weight: normal;"&gt;Modify→Prefix Hierarchy Names&lt;/b&gt; with &lt;b style="mso-bidi-font-weight: normal;"&gt;&lt;i style="mso-bidi-font-style: normal;"&gt;left_&lt;/i&gt;&lt;/b&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;In the front view, position the joint chain to fit inside the left leg geometry.&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/-O9KonMLYjbs/TgQzkkInpAI/AAAAAAAAEvI/J4PCWO9uhGo/s400/image028.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://1.bp.blogspot.com/-O9KonMLYjbs/TgQzkkInpAI/AAAAAAAAEvI/J4PCWO9uhGo/s1600/image028.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;Go to &lt;b style="mso-bidi-font-weight: normal;"&gt;Skeleton&amp;gt;IK Spline Handle Tool&lt;/b&gt; (set to ikRPsolver, sticky) and click the hip bone and then the ankle bone. Name this new IK handle &lt;b style="mso-bidi-font-weight: normal;"&gt;&lt;i style="mso-bidi-font-style: normal;"&gt;left_ankleIK&lt;/i&gt;&lt;/b&gt;.&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/-0ro_V5lzDEU/TgQzlN44wTI/AAAAAAAAEvM/2ucOuo_swNQ/s400/image030.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://2.bp.blogspot.com/-0ro_V5lzDEU/TgQzlN44wTI/AAAAAAAAEvM/2ucOuo_swNQ/s1600/image030.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;Now go back into the IK Handle tool but change the solver to ikSCsolver. Create an IK handle from the ankle to the ball joint, and one from the ball to the toe joint. &lt;span class="GramE"&gt;Name these &lt;b style="mso-bidi-font-weight: normal;"&gt;&lt;i style="mso-bidi-font-style: normal;"&gt;left_ballIK&lt;/i&gt;&lt;/b&gt; and &lt;b style="mso-bidi-font-weight: normal;"&gt;&lt;i style="mso-bidi-font-style: normal;"&gt;left_toeIK&lt;/i&gt;&lt;/b&gt;.&lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;Select the top bone in the hierarchy, go to &lt;b style="mso-bidi-font-weight: normal;"&gt;Skeleton→Mirror Joint (Options)&lt;/b&gt; and mirror across YZ with function set to Behavior. Also, under replacement names, search for &lt;b style="mso-bidi-font-weight: normal;"&gt;&lt;i style="mso-bidi-font-style: normal;"&gt;left_&lt;/i&gt;&lt;/b&gt; and replace with &lt;b style="mso-bidi-font-weight: normal;"&gt;&lt;i style="mso-bidi-font-style: normal;"&gt;right_.&lt;/i&gt;&lt;/b&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;This will duplicate your leg system across to the right side.&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/-d04koWa0AXA/TgQzmIPW5nI/AAAAAAAAEvQ/DsiqapVjnVU/s400/image032.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://2.bp.blogspot.com/-d04koWa0AXA/TgQzmIPW5nI/AAAAAAAAEvQ/DsiqapVjnVU/s1600/image032.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;Now we'll set up the feet with a simple reverse-foot setup. Starting at the character's heel, place a joint in the side view and then hold v (point-snap) to place joints at the toe, then ball, then ankle going in the reverse direction from your original chain. Name these joints &lt;b style="mso-bidi-font-weight: normal;"&gt;&lt;i style="mso-bidi-font-style: normal;"&gt;revHeel&lt;/i&gt;&lt;/b&gt;, &lt;b style="mso-bidi-font-weight: normal;"&gt;&lt;i style="mso-bidi-font-style: normal;"&gt;revToe&lt;/i&gt;&lt;/b&gt;, &lt;b style="mso-bidi-font-weight: normal;"&gt;&lt;i style="mso-bidi-font-style: normal;"&gt;revBall&lt;/i&gt;&lt;/b&gt;, &lt;b style="mso-bidi-font-weight: normal;"&gt;&lt;i style="mso-bidi-font-style: normal;"&gt;revAnkle&lt;/i&gt;&lt;/b&gt;. (Tip: to accurately place the first joint, you can point-snap it to the ball joint and then middle-mouse-drag it behind to the heel).&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/-ra_WWE_qTWI/TgQzme-InGI/AAAAAAAAEvU/QojkJBKvbwo/s400/image034.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://4.bp.blogspot.com/-ra_WWE_qTWI/TgQzme-InGI/AAAAAAAAEvU/QojkJBKvbwo/s1600/image034.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;Prefix hierarchy names with &lt;b style="mso-bidi-font-weight: normal;"&gt;&lt;i style="mso-bidi-font-style: normal;"&gt;left_&lt;/i&gt;&lt;/b&gt; and then mirror joint on this reverse chain, replacing &lt;b style="mso-bidi-font-weight: normal;"&gt;&lt;i style="mso-bidi-font-style: normal;"&gt;left_&lt;/i&gt;&lt;/b&gt; with &lt;b style="mso-bidi-font-weight: normal;"&gt;&lt;i style="mso-bidi-font-style: normal;"&gt;right_&lt;/i&gt;&lt;/b&gt;. Now parent the leg's IK handles under the corresponding joint in the reverse foot (select the handle, than CTRL-select the joint in the reverse foot and hit p to parent) – &lt;b style="mso-bidi-font-weight: normal;"&gt;&lt;i style="mso-bidi-font-style: normal;"&gt;ankleIK&lt;/i&gt;&lt;/b&gt; to &lt;b style="mso-bidi-font-weight: normal;"&gt;&lt;i style="mso-bidi-font-style: normal;"&gt;revAnkle&lt;/i&gt;&lt;/b&gt;, &lt;b style="mso-bidi-font-weight: normal;"&gt;&lt;i style="mso-bidi-font-style: normal;"&gt;ballIK&lt;/i&gt;&lt;/b&gt; to &lt;b style="mso-bidi-font-weight: normal;"&gt;&lt;i style="mso-bidi-font-style: normal;"&gt;revBall&lt;/i&gt;&lt;/b&gt;, &lt;b style="mso-bidi-font-weight: normal;"&gt;&lt;i style="mso-bidi-font-style: normal;"&gt;toeIK&lt;/i&gt;&lt;/b&gt; to &lt;b style="mso-bidi-font-weight: normal;"&gt;&lt;i style="mso-bidi-font-style: normal;"&gt;revToe&lt;/i&gt;&lt;/b&gt;. You can test this setup by lifting and rotating the &lt;b style="mso-bidi-font-weight: normal;"&gt;&lt;i style="mso-bidi-font-style: normal;"&gt;revHeel&lt;/i&gt;&lt;/b&gt; bone. Undo after testing to reset foot position. Remember to do this for both feet.&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/-_QSzvUJjaoI/TgQzmoSVfCI/AAAAAAAAEvY/68qv2r2LZHA/s400/image036.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://1.bp.blogspot.com/-_QSzvUJjaoI/TgQzmoSVfCI/AAAAAAAAEvY/68qv2r2LZHA/s1600/image036.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;Create a foot control object: character setup involves creating a set of easy-to-select manipulators for animators to set keys on, thereby animating parts of the underlying rig. We will try to make all of our control objects out of NURBS curves, because they don't render by default. &lt;b style="mso-bidi-font-weight: normal;"&gt;Create→NURBS&lt;/b&gt;&lt;b style="mso-bidi-font-weight: normal;"&gt; primitives&lt;/b&gt;&lt;b style="mso-bidi-font-weight: normal;"&gt;→Circle&lt;/b&gt; and with the move tool, v+MMB click on the ball joint to snap the center of the circle around the ball (v=point snap). Scale it to fit around the templated foot geometry.&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/-ehGFnOJ5ub0/TgQzm4ujl3I/AAAAAAAAEvc/OiMVITB-L9Y/s400/image038.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://4.bp.blogspot.com/-ehGFnOJ5ub0/TgQzm4ujl3I/AAAAAAAAEvc/OiMVITB-L9Y/s1600/image038.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;Switch to control vertex mode (F8 or RMB over the curve to select &lt;span class="GramE"&gt;cv&lt;/span&gt; mode) and fashion the cvs of the curve to a shape more approximating the foot.&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/-rDrj1HQ3XUc/TgQzm49sjUI/AAAAAAAAEvg/Laq3i4RKt9k/s400/image040.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://3.bp.blogspot.com/-rDrj1HQ3XUc/TgQzm49sjUI/AAAAAAAAEvg/Laq3i4RKt9k/s1600/image040.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;Name this control object &lt;b style="mso-bidi-font-weight: normal;"&gt;&lt;i style="mso-bidi-font-style: normal;"&gt;left_footControl&lt;/i&gt;&lt;/b&gt;. Duplicate a copy flipped negative in scaleX, and then add a negative to the translateX value to pop it over to the right side. Rename this copy &lt;b style="mso-bidi-font-weight: normal;"&gt;&lt;i style="mso-bidi-font-style: normal;"&gt;right_footControl&lt;/i&gt;&lt;/b&gt;. Freeze transformations and delete history on both, and then move the pivot points to their respective heel joints (hold d and v while MMB-snapping the pivot point to the heel bone).&amp;nbsp;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/-GLPhjtidlQI/TgQznIJIpxI/AAAAAAAAEvk/U2zQFDtanTw/s400/image042.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://4.bp.blogspot.com/-GLPhjtidlQI/TgQznIJIpxI/AAAAAAAAEvk/U2zQFDtanTw/s1600/image042.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;Parent each heel joint under its respective footControl (select heel joint, shift-select footControl, hit p). Now you can move the feet around by their footControl nodes.&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;Shift-select both footControl objects, then add some custom attributes to help drive the animation. &lt;b style="mso-bidi-font-weight: normal;"&gt;Modify→Add attribute...&lt;/b&gt; and in the dialog, set Attribute Name to &lt;b style="mso-bidi-font-weight: normal;"&gt;&lt;i style="mso-bidi-font-style: normal;"&gt;heelRotX&lt;/i&gt;&lt;/b&gt;, data type to &lt;b style="mso-bidi-font-weight: normal;"&gt;Float&lt;/b&gt;, then click &lt;b style="mso-bidi-font-weight: normal;"&gt;Add&lt;/b&gt;. Add all of these attributes before closing the window:&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;span class="GramE"&gt;heelRotX&lt;/span&gt;&lt;br /&gt;heelRotY&lt;br /&gt;heelRotZ&lt;br /&gt;ballRotZ&lt;br /&gt;toeRotX&lt;br /&gt;toeRotY&lt;br /&gt;toeRotZ&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;Open &lt;b style="mso-bidi-font-weight: normal;"&gt;Window→General Editors→Connection Editor&lt;/b&gt;. Select one of the footControl objects and click the &lt;b style="mso-bidi-font-weight: normal;"&gt;Reload Left&lt;/b&gt; button, then select the revHeel joint and hit &lt;b style="mso-bidi-font-weight: normal;"&gt;Reload Right&lt;/b&gt;. In the left column, select the &lt;b style="mso-bidi-font-weight: normal;"&gt;Heel Rot X&lt;/b&gt; &lt;span class="GramE"&gt;attribute&lt;/span&gt; and in the right column, open the &lt;b style="mso-bidi-font-weight: normal;"&gt;Rotate&lt;/b&gt; section and select the &lt;b style="mso-bidi-font-weight: normal;"&gt;Rotate X&lt;/b&gt; attribute. This creates a direct connection between the two attributes.&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;Make the following connections:&lt;/div&gt;&lt;div class="MsoNormal"&gt;Heel Rot X to revHeel Rotate X&lt;br /&gt;Heel Rot Y to revHeel Rotate Y&lt;br /&gt;Heel Rot Z to revHeel Rotate Z&lt;br /&gt;Ball Rot Z to revBall Rotate Z&lt;br /&gt;Toe Rot X to revToe Rotate X&lt;br /&gt;Toe Rot Y to revToe Rotate Y&lt;br /&gt;Toe Rot Z to revToe Rotate Z&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;img border="0" src="http://4.bp.blogspot.com/-GDyCd2hCvIA/TgQznWAfsDI/AAAAAAAAEvo/tO4hnk5zvmY/s1600/image044.jpg" /&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;Now test all the custom attributes on each footControl. If you want to add limits to each control, you can do so by selecting a footControl and &lt;b style="mso-bidi-font-weight: normal;"&gt;Modify→Edit Attribute&lt;/b&gt; and turning on &lt;b style="mso-bidi-font-weight: normal;"&gt;Has Minimum&lt;/b&gt; or &lt;b style="mso-bidi-font-weight: normal;"&gt;Has Maximum&lt;/b&gt; and typing in a value based on your testing (optional).&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;Select both footControls again and &lt;b style="mso-bidi-font-weight: normal;"&gt;Modify→Add Attribute...&lt;/b&gt; create a new attribute,&amp;nbsp; &lt;b style="mso-bidi-font-weight: normal;"&gt;&lt;i style="mso-bidi-font-style: normal;"&gt;ikFkBlend&lt;/i&gt;&lt;/b&gt;, &lt;b style="mso-bidi-font-weight: normal;"&gt;Date Type Float, Minimum 0, Maximum 1, Default 1&lt;/b&gt;. Connect each ikFkBlend attribute to the IK Blend attributes of all three IK handles on the respective leg. &lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;Now you can use the Ik Fk Blend attributes on the footControls to disable all IK when you want to animate the legs with FK (for example, when the character is hanging from something with legs swaying).&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;To clean up each footControl, select &lt;b style="mso-bidi-font-weight: normal;"&gt;Scale X, Y, Z&lt;/b&gt; and &lt;b style="mso-bidi-font-weight: normal;"&gt;Visibility&lt;/b&gt; in the channel box and RMB in the channel box to &lt;b style="mso-bidi-font-weight: normal;"&gt;Lock and Hide Selected&lt;/b&gt;.&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/-9Ll3VqnSiR8/TgQzn8vAN5I/AAAAAAAAEvs/_CRbQRK-KUs/s400/image046.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://2.bp.blogspot.com/-9Ll3VqnSiR8/TgQzn8vAN5I/AAAAAAAAEvs/_CRbQRK-KUs/s1600/image046.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;Now we'll create Pole Vector manipulators to control the direction of the knees. Text curves make good manipulators for this. &lt;b style="mso-bidi-font-weight: normal;"&gt;Create→&lt;span class="GramE"&gt;Text(&lt;/span&gt;options):&lt;/b&gt; enter Text: K, Font: Arial, and hit Apply.&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/-HgZojiyQyLY/TgQzoJHtAmI/AAAAAAAAEvw/pShJrlaGYbw/s400/image048.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://4.bp.blogspot.com/-HgZojiyQyLY/TgQzoJHtAmI/AAAAAAAAEvw/pShJrlaGYbw/s1600/image048.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;span class="GramE"&gt;&lt;b&gt;Modify→Center Pivot&lt;/b&gt; and then scale the "K" icon to a good size.&lt;/span&gt; Snap it to the knee joint and then pull it forward in Z so that it is in front of the leg at knee level. &lt;span class="GramE"&gt;Ctrl+D to duplicate it and snap the new one to the other knee and pull forward.&lt;/span&gt; Name them &lt;b style="mso-bidi-font-weight: normal;"&gt;&lt;i style="mso-bidi-font-style: normal;"&gt;left_kneeControl&lt;/i&gt;&lt;/b&gt; and &lt;b style="mso-bidi-font-weight: normal;"&gt;&lt;i style="mso-bidi-font-style: normal;"&gt;right_kneeControl&lt;/i&gt;&lt;/b&gt;. Freeze transformations.&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/-Itdhi7vx4Gk/TgQzoRz990I/AAAAAAAAEv0/-VSRIS7QY3E/s400/image050.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://1.bp.blogspot.com/-Itdhi7vx4Gk/TgQzoRz990I/AAAAAAAAEv0/-VSRIS7QY3E/s1600/image050.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;Select &lt;b style="mso-bidi-font-weight: normal;"&gt;&lt;i style="mso-bidi-font-style: normal;"&gt;left_kneeControl&lt;/i&gt;&lt;/b&gt;, shift-select &lt;b style="mso-bidi-font-weight: normal;"&gt;&lt;i style="mso-bidi-font-style: normal;"&gt;left_ankleIK&lt;/i&gt;&lt;/b&gt; and &lt;b style="mso-bidi-font-weight: normal;"&gt;Constrain→Pole Vector&lt;/b&gt;. Do the same for the other leg. Test by moving the kneeControls and witness the knees rotating. Lock and Hide all attributes except for translate on the kneeControls.&lt;/div&gt;&lt;h2&gt;Rigging the arms&lt;/h2&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;Go to the top view and place joints for the arm according to the picture below. Place the first joint halfway between the neck and shoulder – name it &lt;b style="mso-bidi-font-weight: normal;"&gt;&lt;i style="mso-bidi-font-style: normal;"&gt;clavicle&lt;/i&gt;&lt;/b&gt;; next one in the center of the shoulder – name it &lt;b style="mso-bidi-font-weight: normal;"&gt;&lt;i style="mso-bidi-font-style: normal;"&gt;shoulder&lt;/i&gt;&lt;/b&gt;; third one &lt;b style="mso-bidi-font-weight: normal;"&gt;&lt;i style="mso-bidi-font-style: normal;"&gt;elbow&lt;/i&gt;&lt;/b&gt;, fourth one &lt;b style="mso-bidi-font-weight: normal;"&gt;&lt;i style="mso-bidi-font-style: normal;"&gt;wrist&lt;/i&gt;&lt;/b&gt;. Switch to the front view to lift the chain off the grid and place the bones inside the arm geometry. Continue to create a joint in the middle of the palm (&lt;b style="mso-bidi-font-weight: normal;"&gt;&lt;i style="mso-bidi-font-style: normal;"&gt;hand&lt;/i&gt;&lt;/b&gt;) and then do the fingers (&lt;b style="mso-bidi-font-weight: normal;"&gt;&lt;i style="mso-bidi-font-style: normal;"&gt;pinky1, pinky2, pinky3, index1, index2, index3, middle1, middle2, middle3, thumb1, thumb2, thumb3&lt;/i&gt;&lt;/b&gt;). Note that we are leaving out the third knuckle on each finger to keep with the cartoon-hand convention – a realistic character would have another joint in each finger. Tip: In the input field of the status line there’s a drop-down that switches it to rename mode – you can use this to rename multiple objects at once and they will automatically be given index numbers.&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/-JO02tHougHc/TgQzoxO4k8I/AAAAAAAAEv4/VTvnBwhygZE/s400/image052.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://3.bp.blogspot.com/-JO02tHougHc/TgQzoxO4k8I/AAAAAAAAEv4/VTvnBwhygZE/s1600/image052.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;Tips: To continue placing joints from an existing joint, just click on the joint first with the joint tool before adding new ones. To navigate up/down the hierarchy while placing joints, use arrow keys. Backspace while placing joints deletes most recently placed joint. Insert key with the move tool moves a joint without moving its children. Always move joints into place (rather than rotating or scaling) for best practices – by keeping rotational values clean you can always “zero out” a joint later to return it to its default position, and it allows you to auto-correct rotation axes with &lt;b style="mso-bidi-font-weight: normal;"&gt;Skeleton→Orient Joint&lt;/b&gt;).&lt;/div&gt;&lt;div class="MsoNormal"&gt;Use the &lt;b style="mso-bidi-font-weight: normal;"&gt;Skeleton→Insert Joint Tool &lt;/b&gt;to create a &lt;b style="mso-bidi-font-weight: normal;"&gt;&lt;i style="mso-bidi-font-style: normal;"&gt;forearm&lt;/i&gt;&lt;/b&gt; joint between elbow and wrist. (This ensures it is in a straight line with the other bones). Select the &lt;b style="mso-bidi-font-weight: normal;"&gt;&lt;i style="mso-bidi-font-style: normal;"&gt;clavicle&lt;/i&gt;&lt;/b&gt; and &lt;b style="mso-bidi-font-weight: normal;"&gt;Prefix hierarchy names&lt;/b&gt; with &lt;b style="mso-bidi-font-weight: normal;"&gt;&lt;i style="mso-bidi-font-style: normal;"&gt;_left&lt;/i&gt;&lt;/b&gt;.&lt;/div&gt;&lt;div class="MsoNormal"&gt;Create &lt;b style="mso-bidi-font-weight: normal;"&gt;&lt;i style="mso-bidi-font-style: normal;"&gt;left_armIK&lt;/i&gt;&lt;/b&gt; from the &lt;b style="mso-bidi-font-weight: normal;"&gt;&lt;i style="mso-bidi-font-style: normal;"&gt;left_shoulder&lt;/i&gt;&lt;/b&gt; and the &lt;b style="mso-bidi-font-weight: normal;"&gt;&lt;i style="mso-bidi-font-style: normal;"&gt;left_forearm&lt;/i&gt;&lt;/b&gt;. Set the solver to ikRPsolver in the IK Handle tool settings, and set &lt;b style="mso-bidi-font-weight: normal;"&gt;Stickiness&lt;/b&gt; to &lt;b style="mso-bidi-font-weight: normal;"&gt;off&lt;/b&gt;.&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;Go to the outliner and find the end effector under the forearm joint; select it and, with the move tool, hit &lt;b style="mso-bidi-font-weight: normal;"&gt;insert&lt;/b&gt; to snap the end effector pivot to the wrist joint. Then toggle off pivot mode (&lt;b style="mso-bidi-font-weight: normal;"&gt;insert&lt;/b&gt;). Go into the attribute editor for the IK handle and under &lt;b style="mso-bidi-font-weight: normal;"&gt;IK Handle Attributes&lt;/b&gt;, set &lt;b style="mso-bidi-font-weight: normal;"&gt;Stickiness&lt;/b&gt; to &lt;b style="mso-bidi-font-weight: normal;"&gt;sticky&lt;/b&gt;. (The reason we create a forearm joint is to divide the rotation of the forearm between two joints to minimize distortion of the skin. We’ll create a utility node to handle this, below.)&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;b style="mso-bidi-font-weight: normal;"&gt;Create→NURBS Primitives→Circle&lt;/b&gt; and hold v to snap it to the wrist bone. Rotate in 90 in Z and scale it so it fits outside the surface of the character’s wrist. Name it &lt;b style="mso-bidi-font-weight: normal;"&gt;&lt;i style="mso-bidi-font-style: normal;"&gt;left_armControl&lt;/i&gt;&lt;/b&gt;.&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/-KkzhwDrsKeA/TgQzpG9sbyI/AAAAAAAAEv8/2ltPrafIk2E/s400/image054.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://1.bp.blogspot.com/-KkzhwDrsKeA/TgQzpG9sbyI/AAAAAAAAEv8/2ltPrafIk2E/s1600/image054.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;Freeze transformations and delete history on the armControl. Select left_armIK and shift-select left_armControl and hit p to parent the IK under the control. Select armControl and shift-select the wrist joint, then &lt;b style="mso-bidi-font-weight: normal;"&gt;Constrain→&lt;span class="GramE"&gt;Orient(&lt;/span&gt;Options&lt;/b&gt;), make sure &lt;b style="mso-bidi-font-weight: normal;"&gt;Maintain Offset&lt;/b&gt; is checked, and hit &lt;b style="mso-bidi-font-weight: normal;"&gt;Add&lt;/b&gt;. Now the armControl both moves the hand in IK and rotates it in FK. Lock and hide its scale and visibility attributes.&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/-Q7B665OthGM/TgQzpT5hg5I/AAAAAAAAEwA/_XXo9nsHoxk/s400/image056.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://3.bp.blogspot.com/-Q7B665OthGM/TgQzpT5hg5I/AAAAAAAAEwA/_XXo9nsHoxk/s1600/image056.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;b style="mso-bidi-font-weight: normal;"&gt;Create→&lt;span class="GramE"&gt;Text(&lt;/span&gt;Options)&lt;/b&gt; and create the letter E in an Arial font. Snap this to the elbow and pull back in Z so that it is behind the character’s elbow. Freeze transformations and rename it &lt;b style="mso-bidi-font-weight: normal;"&gt;&lt;i style="mso-bidi-font-style: normal;"&gt;left_elbowControl&lt;/i&gt;&lt;/b&gt;. Select it, shift-select the arm IK, and &lt;b style="mso-bidi-font-weight: normal;"&gt;Constrain→Pole Vector&lt;/b&gt;. Lock and hide its rotation, scale, and visibility.&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/-O058QZhWDw8/TgQzpZ7Y7YI/AAAAAAAAEwE/VIKNp48E4Lc/s400/image058.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://2.bp.blogspot.com/-O058QZhWDw8/TgQzpZ7Y7YI/AAAAAAAAEwE/VIKNp48E4Lc/s1600/image058.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;Select the top of the hierarchy and mirror joint, remembering to set the options to search and replace prefixes. You also need to create &lt;b style="mso-bidi-font-weight: normal;"&gt;&lt;i style="mso-bidi-font-style: normal;"&gt;right_armIK&lt;/i&gt;&lt;/b&gt; since IK only mirrors if it's attached to the root joint you're mirroring (which ours is not). Don’t forget to move the end effector.&lt;/div&gt;&lt;div class="MsoNormal"&gt;Set up armControls and elbowControls for the right side as well.&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/-9G4rH8N8oWM/TgQzpuGFOuI/AAAAAAAAEwI/S9u4rBAXVtc/s400/image060.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://2.bp.blogspot.com/-9G4rH8N8oWM/TgQzpuGFOuI/AAAAAAAAEwI/S9u4rBAXVtc/s1600/image060.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;span class="GramE"&gt;Now to create clavicle controls&lt;b style="mso-bidi-font-weight: normal;"&gt;.&lt;/b&gt;&lt;/span&gt;&lt;b style="mso-bidi-font-weight: normal;"&gt; Create→EP Curve &lt;span class="GramE"&gt;Tool(&lt;/span&gt;Options)&lt;/b&gt; and set &lt;b style="mso-bidi-font-weight: normal;"&gt;Curve Degree&lt;/b&gt; to &lt;b style="mso-bidi-font-weight: normal;"&gt;Linear&lt;/b&gt;. In the front view, hold x to snap to grid to draw the following arrow:&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/-NyZ3HtWGVcU/TgQzpzcvrqI/AAAAAAAAEwM/8yDadtXMH7M/s288/image062.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://4.bp.blogspot.com/-NyZ3HtWGVcU/TgQzpzcvrqI/AAAAAAAAEwM/8yDadtXMH7M/s288/image062.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;Name it &lt;b style="mso-bidi-font-weight: normal;"&gt;&lt;i style="mso-bidi-font-style: normal;"&gt;left_clavicleControl&lt;/i&gt;&lt;/b&gt; and &lt;b style="mso-bidi-font-weight: normal;"&gt;Modify→Center Pivot&lt;/b&gt;. Move and scale it so it is above the left shoulder. Snap its pivot to the clavicle joint. Parent it to the clavicle bone, and then group it (name it &lt;b style="mso-bidi-font-weight: normal;"&gt;&lt;i style="mso-bidi-font-style: normal;"&gt;left_clavicleGRP&lt;/i&gt;&lt;/b&gt;) and unparent the group. Freeze transforms on the clavicleControl. This causes the clavicleControl to inherit the local rotation axis of the shoulder. Now select the clavicleControl, shift-select the clavicle joint, and &lt;b style="mso-bidi-font-weight: normal;"&gt;Constrain→&lt;span class="GramE"&gt;Parent(&lt;/span&gt;Options&lt;/b&gt;). Set &lt;b style="mso-bidi-font-weight: normal;"&gt;Maintain offset&lt;/b&gt; to &lt;span class="GramE"&gt;&lt;b style="mso-bidi-font-weight: normal;"&gt;On&lt;/b&gt;&lt;/span&gt; and constrain. Lock and hide &lt;span class="GramE"&gt;its translate&lt;/span&gt;, scale, visibility.&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/-9GfD_9r4KVc/TgQzqHoy36I/AAAAAAAAEwQ/IRsLQEe1cho/s400/image064.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://1.bp.blogspot.com/-9GfD_9r4KVc/TgQzqHoy36I/AAAAAAAAEwQ/IRsLQEe1cho/s1600/image064.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;Select the armControl and &lt;b style="mso-bidi-font-weight: normal;"&gt;Modify→Add attribute...&lt;/b&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;Name: ikFkBlend&lt;br /&gt;Data type: Float&lt;br /&gt;Minimum: 0&lt;br /&gt;Maximum: 1&lt;br /&gt;Default: 1&lt;br /&gt;&lt;br style="mso-special-character: line-break;" /&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;Use the connection editor to connect this new attribute to the IK Blend of the IK Handle. In the Attribute editor, turn on &lt;b style="mso-bidi-font-weight: normal;"&gt;IK FK Control&lt;/b&gt; under the &lt;b style="mso-bidi-font-weight: normal;"&gt;IK Solver Attributes&lt;/b&gt;. Also connect the IKFK blend attribute to the &lt;b style="mso-bidi-font-weight: normal;"&gt;armControlWO&lt;/b&gt; attribute in the &lt;b style="mso-bidi-font-weight: normal;"&gt;left_wrist_orientConstraint1&lt;/b&gt; node (look under the wrist joint in the Outliner) – this will enable and disable the orient constraint when switching to FK mode so you may manually rotate the hand. Now you can select the IK handle and set its visibility to off to keep it from being accidentally selected.&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;To automate the roll bone in the forearm, create a &lt;b style="mso-bidi-font-weight: normal;"&gt;Multiply Divide&lt;/b&gt; node in the &lt;b style="mso-bidi-font-weight: normal;"&gt;Hypershade&lt;/b&gt;, then go to the &lt;b style="mso-bidi-font-weight: normal;"&gt;Connection Edito&lt;/b&gt;r and load it on the right side. Select the armControl and load it on the left. Connect the &lt;b style="mso-bidi-font-weight: normal;"&gt;Rotate X&lt;/b&gt; attribute of armControl to the &lt;b style="mso-bidi-font-weight: normal;"&gt;Input1 X&lt;/b&gt; attribute of the utility node. Open the &lt;b style="mso-bidi-font-weight: normal;"&gt;Attribute Editor&lt;/b&gt; for the utility node and &lt;b style="mso-bidi-font-weight: normal;"&gt;set Input2 X&lt;/b&gt; to &lt;b style="mso-bidi-font-weight: normal;"&gt;0.5&lt;/b&gt;. In the &lt;b style="mso-bidi-font-weight: normal;"&gt;Connection Editor&lt;/b&gt;, load the utility node in the left side and the forearm joint on the right. Connect the &lt;b style="mso-bidi-font-weight: normal;"&gt;Output X&lt;/b&gt; attribute of the utility node with the &lt;b style="mso-bidi-font-weight: normal;"&gt;Rotate X&lt;/b&gt; attribute of the forearm joint. Now half of the x rotation of the wrist will go to the roll bone.&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/-MTx1p41VoxE/TgQzqupHHTI/AAAAAAAAEwU/4XEJ9oFCylQ/s400/image066.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://1.bp.blogspot.com/-MTx1p41VoxE/TgQzqupHHTI/AAAAAAAAEwU/4XEJ9oFCylQ/s1600/image066.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;/div&gt;&lt;h2&gt;Rigging the Hands&lt;/h2&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;NURBS circles get boring when overused for control objects, and they can get confusing when they all look the same. To mix things up, I suggest a shelf of handmade control objects of various shapes, or you can download a free generator, such as &lt;a href="http://www.creativecrash.com/maya/downloads/scripts-plugins/c/rig-controllers"&gt;Sin’s rig controllers&lt;/a&gt;&lt;span class="GramE"&gt;&lt;/span&gt;.&lt;/div&gt;&lt;div class="MsoNormal"&gt;For the hands, I recommend putting finger FK controls on a separate object, since the IK object will be left behind in FK mode. I just &lt;span class="GramE"&gt;doodled&lt;/span&gt; an outline of a hand in the top viewport for mine:&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/-4mNyWkToc5E/TgQzq28QvBI/AAAAAAAAEwY/kMH7RXGWnI4/s800/image068.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://4.bp.blogspot.com/-4mNyWkToc5E/TgQzq28QvBI/AAAAAAAAEwY/kMH7RXGWnI4/s1600/image068.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;Scale it down to not be so big, place it just above or behind the hand, center the pivot, parent it to the hand joint, freeze transforms, delete history and name it &lt;b style="mso-bidi-font-weight: normal;"&gt;&lt;i style="mso-bidi-font-style: normal;"&gt;left_handControl&lt;/i&gt;&lt;/b&gt;. Lock and hide all attributes.&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;b style="mso-bidi-font-weight: normal;"&gt;Modify→Add Attribute …&lt;/b&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;b style="mso-bidi-font-weight: normal;"&gt;Name: indexCurl&lt;br /&gt;Make Attribute Keyable: On&lt;br /&gt;Data Type: Float&lt;br /&gt;Min Value: 0&lt;br /&gt;Max Value: 10&lt;br /&gt;Default Value: 0&lt;/b&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;Also add:&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;span class="GramE"&gt;&lt;b style="mso-bidi-font-weight: normal;"&gt;middleCurl&lt;/b&gt;&lt;/span&gt;&lt;b style="mso-bidi-font-weight: normal;"&gt;&lt;br /&gt;pinkyCurl&lt;br /&gt;thumbCurl&lt;/b&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;Then set Min, Max and Default values to &lt;b style="mso-bidi-font-weight: normal;"&gt;-10, 10, &lt;span class="GramE"&gt;0&lt;/span&gt;&lt;/b&gt; for:&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;span class="GramE"&gt;&lt;b style="mso-bidi-font-weight: normal;"&gt;thumbRotX&lt;/b&gt;&lt;/span&gt;&lt;b style="mso-bidi-font-weight: normal;"&gt;&lt;br /&gt;thumbRotY&lt;br /&gt;thumbRotZ&lt;br /&gt;fingerSpread&lt;/b&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;Now we'll use Set Driven Keys (SDK) to control the fingers.&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;b style="mso-bidi-font-weight: normal;"&gt;Animate→Set Driven Key→Set...&lt;/b&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;Select handControl and click &lt;b style="mso-bidi-font-weight: normal;"&gt;Load Driver&lt;/b&gt;. Select both the index finger joints and click &lt;b style="mso-bidi-font-weight: normal;"&gt;Load Driven&lt;/b&gt;. Highlight &lt;b style="mso-bidi-font-weight: normal;"&gt;Index Curl &lt;/b&gt;under driver and &lt;b style="mso-bidi-font-weight: normal;"&gt;Rotate Z&lt;/b&gt; under driven (with both joints highlighted). Click on &lt;b style="mso-bidi-font-weight: normal;"&gt;Key&lt;/b&gt; to set the initial keyframe.&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;In the SDK window, select left_handControl and in the channel box set indexCurl to 10. Rotate all the index joints until the tip of the finger touches the palm. Press &lt;b style="mso-bidi-font-weight: normal;"&gt;Key&lt;/b&gt;.&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;Test the driven key by selecting the handControl and in the Channel Box, highlight the Index curl attribute and MMB+drag in the viewport to invoke the virtual slider. After testing, return the value to 0.&amp;nbsp;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/-tIp3C-YDYRo/TgQzrFjfw-I/AAAAAAAAEwc/nY5ghGnQsr4/s400/image070.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://2.bp.blogspot.com/-tIp3C-YDYRo/TgQzrFjfw-I/AAAAAAAAEwc/nY5ghGnQsr4/s1600/image070.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;Tip: You can see the animation curve in &lt;b style="mso-bidi-font-weight: normal;"&gt;Window→Animation Editors→Graph Editor&lt;/b&gt; with one of the driven joints selected. Sliding one of these keys vertically (hold shift) will change the value.&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;Repeat this process for the other fingers. Also move the fingers farther apart for fingerSpread=10 and closer together for fingerSpread=-10. &lt;span class="GramE"&gt;Before&lt;/span&gt; setting SDK on the thumb, go into component mode and look at Local Rotation Axes (RMB over the question mark icon in the status bar's component selection area and choose &lt;b&gt;Local Rotation Axes&lt;/b&gt; to view and manipulate them. You can use the rotate tool to line them up so that rotating the joints on the Z axis folds them inwards naturalistically.&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/-Fj58eAqytjo/TgQzrfxADGI/AAAAAAAAEwg/_0Qvja3s76s/s400/image072.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://2.bp.blogspot.com/-Fj58eAqytjo/TgQzrfxADGI/AAAAAAAAEwg/_0Qvja3s76s/s1600/image072.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;Set keys on the two lower thumb joints for thumbCurl (thumb2, thumb3)&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/-4xBBJft3iAU/TgQzr6XXCbI/AAAAAAAAEwk/NKpOiaWw2vg/s400/image074.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://4.bp.blogspot.com/-4xBBJft3iAU/TgQzr6XXCbI/AAAAAAAAEwk/NKpOiaWw2vg/s1600/image074.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;Set SDK on the first thumb joint for Thumb Rot X, Thumb Rot Y, Thumb Rot Z&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/-ZqyG8-0A46U/TgQzsNYYo8I/AAAAAAAAEwo/eWlmsr8qVRc/s400/image076.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://2.bp.blogspot.com/-ZqyG8-0A46U/TgQzsNYYo8I/AAAAAAAAEwo/eWlmsr8qVRc/s1600/image076.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;Don’t forget to set up the right arm as well!&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;h2&gt;Create the Spine and Head Joints&lt;/h2&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;To setup the spine we’ll introduce deformers for the first time, so now might be your last chance to easily &lt;b style="mso-bidi-font-weight: normal;"&gt;Edit→Delete All by Type→History&lt;/b&gt; and &lt;b style="mso-bidi-font-weight: normal;"&gt;File→Optimize Scene Size.&lt;/b&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;span class="GramE"&gt;In the side view, start by placing a root joint just above the hip joints of the legs.&lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/-99KRMONQ4sE/TgQzsY0LuuI/AAAAAAAAEws/A07s3q5-jJs/s800/image078.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://2.bp.blogspot.com/-99KRMONQ4sE/TgQzsY0LuuI/AAAAAAAAEws/A07s3q5-jJs/s1600/image078.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;From there, draw an s-curve of spine joints up the back, as in the picture below. Try for even spacing and follow the contour of the back near the top. 5 of 6 joints should do.&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/-lfPMj8pk8RI/TgQzsrZi90I/AAAAAAAAEww/IaNEtLMrAgc/s800/image080.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://2.bp.blogspot.com/-lfPMj8pk8RI/TgQzsrZi90I/AAAAAAAAEww/IaNEtLMrAgc/s1600/image080.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;Name the first joint &lt;b style="mso-bidi-font-weight: normal;"&gt;&lt;i style="mso-bidi-font-style: normal;"&gt;root&lt;/i&gt;&lt;/b&gt;, then &lt;b style="mso-bidi-font-weight: normal;"&gt;&lt;i style="mso-bidi-font-style: normal;"&gt;spine1, spine2, spine3&lt;/i&gt;&lt;/b&gt;, etc.&lt;/div&gt;&lt;div class="MsoNormal"&gt;Use the joint to click directly on the last spine bone to continue the chain up the neck. Two or three neck joints should do. Name them &lt;b style="mso-bidi-font-weight: normal;"&gt;&lt;i style="mso-bidi-font-style: normal;"&gt;neck1, neck2&lt;/i&gt;&lt;/b&gt;, etc.&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/-zT1czQc0b00/TgQztWtXT7I/AAAAAAAAEw0/IJwryQaC2c8/s800/image082.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://3.bp.blogspot.com/-zT1czQc0b00/TgQztWtXT7I/AAAAAAAAEw0/IJwryQaC2c8/s1600/image082.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;Then do &lt;b style="mso-bidi-font-weight: normal;"&gt;&lt;i style="mso-bidi-font-style: normal;"&gt;head&lt;/i&gt;&lt;/b&gt; – right in the center of the head – and &lt;b style="mso-bidi-font-weight: normal;"&gt;&lt;i style="mso-bidi-font-style: normal;"&gt;skull&lt;/i&gt;&lt;/b&gt; – right at the top.&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/-kYEhmR3IXWM/TgQzt_mzmgI/AAAAAAAAEw4/qKnIjhfHRPw/s800/image084.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://2.bp.blogspot.com/-kYEhmR3IXWM/TgQzt_mzmgI/AAAAAAAAEw4/qKnIjhfHRPw/s1600/image084.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;Hit the up arrow to start at head again, and then do&lt;b style="mso-bidi-font-weight: normal;"&gt;&lt;i style="mso-bidi-font-style: normal;"&gt; jaw&lt;/i&gt;&lt;/b&gt; and &lt;b style="mso-bidi-font-weight: normal;"&gt;&lt;i style="mso-bidi-font-style: normal;"&gt;chin&lt;/i&gt;&lt;/b&gt; – jaw should be placed on a realistic human character right where the mandible meets the maxilla – the origination of the jaw rotation. For our cartoon character, somewhere behind the corner of the mouth will work. These two joints allow us to rig the jaw opening and closing.&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/-G_pEgwW8vaI/TgQzt3fM4YI/AAAAAAAAEw8/O3zl5s7PUZM/s800/image086.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="289" src="http://3.bp.blogspot.com/-G_pEgwW8vaI/TgQzt3fM4YI/AAAAAAAAEw8/O3zl5s7PUZM/s320/image086.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;Now we’ll create joints to drive the eye rotation. These have to be in the exact center of the eye geometry. Start by creating a joint anywhere and then zeroing out all its translation values in the channel box. You should find it sitting at the world origin. Untemplate the character’s eye geometry so you can select it. Select the joint, then the eye geometry, and invoke &lt;b style="mso-bidi-font-weight: normal;"&gt;Modify→Snap Align Objects→Align Objects (Options)&lt;/b&gt; and set it to &lt;b style="mso-bidi-font-weight: normal;"&gt;Mid, World x&lt;span class="GramE"&gt;,y,z&lt;/span&gt;&lt;/b&gt; and &lt;b style="mso-bidi-font-weight: normal;"&gt;Last Selected object&lt;/b&gt;. The joint should pop to the center of the eyeball. &amp;nbsp;(Note: Align objects only works with joints if they are zeroed out first.)&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/-i6uxOu1yHMM/TgQzuPivBhI/AAAAAAAAExA/NQRWV-gPWvE/s800/image088.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://3.bp.blogspot.com/-i6uxOu1yHMM/TgQzuPivBhI/AAAAAAAAExA/NQRWV-gPWvE/s1600/image088.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;Name these joints &lt;b style="mso-bidi-font-weight: normal;"&gt;&lt;i style="mso-bidi-font-style: normal;"&gt;left_eye&lt;/i&gt;&lt;/b&gt; and &lt;b style="mso-bidi-font-weight: normal;"&gt;&lt;i style="mso-bidi-font-style: normal;"&gt;right_eye&lt;/i&gt;&lt;/b&gt; and parent them to &lt;b style="mso-bidi-font-weight: normal;"&gt;&lt;i style="mso-bidi-font-style: normal;"&gt;head&lt;/i&gt;&lt;/b&gt;.&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/-DtrVaOHGTDA/TgQzufuyjkI/AAAAAAAAExE/zKImB5RXtvY/s800/image090.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://3.bp.blogspot.com/-DtrVaOHGTDA/TgQzufuyjkI/AAAAAAAAExE/zKImB5RXtvY/s1600/image090.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;/div&gt;&lt;h2&gt;Spine setup&lt;/h2&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;Now check the local rotation axes in the spine. Switch to component mode and right-click the question mark on the status line to be in local rotation axis mode. Ideally, all of the secondary axes (Y) should be facing the same way – we see that half of them are flipped.&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/-KQ-Xw1QsV9g/TgQzu92zUqI/AAAAAAAAExI/RTBx19e383o/s800/image092.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://4.bp.blogspot.com/-KQ-Xw1QsV9g/TgQzu92zUqI/AAAAAAAAExI/RTBx19e383o/s1600/image092.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;Select any spine joint rotation axes that are facing the wrong way and type the following in the MEL command line:&lt;br /&gt;&lt;i&gt;rotate -r -os 180 0 0;&lt;br /&gt;&lt;/i&gt;This command will rotate 180 degrees in X in relative (-r) object space (-os) mode. You can MMB-drag this command from the script editor to the shelf to make a handy button to execute this. Line up all the Y axes in the same direction. Then leave component mode.&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/-NF232Z77mW4/TgQzvG4X5fI/AAAAAAAAExM/O8DpAkF33rM/s800/image094.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://1.bp.blogspot.com/-NF232Z77mW4/TgQzvG4X5fI/AAAAAAAAExM/O8DpAkF33rM/s1600/image094.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;b style="mso-bidi-font-weight: normal;"&gt;Skeleton &amp;gt; IK Spline Handle Tool (Options).&lt;/b&gt; Turn off &lt;b style="mso-bidi-font-weight: normal;"&gt;Auto parent curve&lt;/b&gt;. Click on first spine joint (the one above the root) and then click on the last (or second to last) spine joint to set an IK spline handle. This IK creates a NURBS curve running down the center of the joint chain which you can manipulate to shape the joint chain. (Note: we will be creating clusters out of the curve control vertices which we will parent to animation control objects, so we didn’t want to &lt;b style="mso-bidi-font-weight: normal;"&gt;Auto parent curve&lt;/b&gt; or this would result in double transformations when the character rig is translated. We could have also kept ON &lt;b style="mso-bidi-font-weight: normal;"&gt;Auto parent curve&lt;/b&gt; and later turned on &lt;b style="mso-bidi-font-weight: normal;"&gt;Relative&lt;/b&gt; in the cluster attributes to compensate.)&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/-JMECkKUcS-w/TgQzvQdlJ-I/AAAAAAAAExQ/2d9DsW9L59g/s800/image096.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://2.bp.blogspot.com/-JMECkKUcS-w/TgQzvQdlJ-I/AAAAAAAAExQ/2d9DsW9L59g/s1600/image096.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;Select the back curve – find it at the bottom of the outliner called curve1 – rename it back-curve and go into CV mode. The curve should have four CVs- one at the bottom, one at the top, and two in the middle. Select the bottom two CVs and Create &lt;b style="mso-bidi-font-weight: normal;"&gt;Deformers→Cluster&lt;/b&gt;. Do this for the top two CVs as well. Rotate and translate the “c” icons to test your IK back rig.&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/-GIOPk9yqJz4/TgQzvtjfPSI/AAAAAAAAExU/6oIFq8h9YpA/s800/image098.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://4.bp.blogspot.com/-GIOPk9yqJz4/TgQzvtjfPSI/AAAAAAAAExU/6oIFq8h9YpA/s1600/image098.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;The bottom cluster won’t be animated, so parent it to the root bone. You can also turn off its visibility and lock and hide all its attributes. Next make another IK spline handle from the base to the top of the neck. &lt;span class="GramE"&gt;Don’t start&lt;/span&gt; on the same bone your spine IK ended on or you’ll be sorry. Instead, start at the next bone up. Create clusters from the top two CVs and bottom two CVs again. Again, parent the lower cluster to the bone below the IK handle (spine6 or 7) and hide it. Name all of your new nodes in the Outliner (&lt;b style="mso-bidi-font-weight: normal;"&gt;&lt;i&gt;neckIK, spineIK, neck_upper_cluster&lt;/i&gt;&lt;/b&gt;, etc).&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/-7ElNtmfy9xU/TgQzv3rLNHI/AAAAAAAAExY/2kBCtz5d-58/s800/image100.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://1.bp.blogspot.com/-7ElNtmfy9xU/TgQzv3rLNHI/AAAAAAAAExY/2kBCtz5d-58/s1600/image100.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;Create a polygon cube and then go to &lt;b style="mso-bidi-font-weight: normal;"&gt;Create→EP Curve Tool (Options).&lt;/b&gt; Set it to &lt;b style="mso-bidi-font-weight: normal;"&gt;linear.&lt;/b&gt; Hold v and snap a curve to every vertex of the cube, making sure to get a curve along every edge. Then delete the poly cube and you are left with a NURBS curve cube you can use as a control object.&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/-PxI8JgEc3ww/TgQzwLGhN3I/AAAAAAAAExc/vQGydLNrUCA/s800/image102.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://4.bp.blogspot.com/-PxI8JgEc3ww/TgQzwLGhN3I/AAAAAAAAExc/vQGydLNrUCA/s1600/image102.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;Move and scale this to surround the upper torso, then CTRL+D to duplicate and create one to fit around the hips. Name the upper &lt;b style="mso-bidi-font-weight: normal;"&gt;&lt;i&gt;spineControl&lt;/i&gt;&lt;/b&gt; and the lower &lt;b style="mso-bidi-font-weight: normal;"&gt;&lt;i&gt;rootControl&lt;/i&gt;&lt;/b&gt;.&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/-DL3SrmxhaJY/TgQzwYH3WyI/AAAAAAAAExg/LvOZhi1mpPg/s800/image104.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://2.bp.blogspot.com/-DL3SrmxhaJY/TgQzwYH3WyI/AAAAAAAAExg/LvOZhi1mpPg/s1600/image104.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;Now create two NURBS circles and position them around the neck and the waist at the root bone. Name them &lt;b style="mso-bidi-font-weight: normal;"&gt;&lt;i&gt;neckControl&lt;/i&gt;&lt;/b&gt; and &lt;b style="mso-bidi-font-weight: normal;"&gt;&lt;i&gt;hipsControl&lt;/i&gt;&lt;/b&gt;. Freeze transformations and delete history on all new control objects.&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/-slHoJ2OEewM/TgQzwiDfegI/AAAAAAAAExk/2XR1mBahHis/s800/image106.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://4.bp.blogspot.com/-slHoJ2OEewM/TgQzwiDfegI/AAAAAAAAExk/2XR1mBahHis/s1600/image106.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;span class="GramE"&gt;Now to rig 'em up.&lt;/span&gt; Select spineControl with the move tool and hold d to temporarily invoke pivot point mode, and also hold v to MMB-snap its pivot to the spine cluster. Then select the cluster, shift-select the spineControl and hit p to parent. Test by moving and rotating the spineControl to move the spine. Lock and hide scale and visibility attributes.&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/-dZpam5Ir-rQ/TgQzw0L4PRI/AAAAAAAAExo/D2YqAumsWBc/s800/image108.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="275" src="http://1.bp.blogspot.com/-dZpam5Ir-rQ/TgQzw0L4PRI/AAAAAAAAExo/D2YqAumsWBc/s320/image108.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;b style="mso-bidi-font-weight: normal;"&gt;Modify→Add Attribute&lt;/b&gt; and add &lt;b style="mso-bidi-font-weight: normal;"&gt;&lt;i&gt;twist&lt;/i&gt;&lt;/b&gt; and &lt;b style="mso-bidi-font-weight: normal;"&gt;&lt;i&gt;ikFkBlend&lt;/i&gt;&lt;/b&gt;. Set min, max, and default values of ikFkBlend to 0&lt;span class="GramE"&gt;,1,1&lt;/span&gt;. Open connection editor and load spineControl on the left side, spineIK on the right. Connect &lt;b style="mso-bidi-font-weight: normal;"&gt;&lt;i&gt;twist&lt;/i&gt;&lt;/b&gt; with &lt;b style="mso-bidi-font-weight: normal;"&gt;&lt;i&gt;twist&lt;/i&gt;&lt;/b&gt;, &lt;b style="mso-bidi-font-weight: normal;"&gt;&lt;i&gt;ikFkBlend&lt;/i&gt;&lt;/b&gt; with &lt;b style="mso-bidi-font-weight: normal;"&gt;&lt;i&gt;ikBlend&lt;/i&gt;&lt;/b&gt;. Test these attributes by selecting the spineControl object and using twist to rotate the spine and ikBlend to turn off the IK for direct manipulation of the spine bones.&lt;/div&gt;&lt;div class="MsoNormal"&gt;Follow the same procedure for the neck: snap neckControl pivot to the neckcluster, parent the cluster to the neckControl, add attributes for twist and IKblend and wire them from the neckIK.&lt;/div&gt;&lt;div class="MsoNormal"&gt;In the side view, select the joint tool and click on the root joint to highlight it. Then place a single joint just below it, centered between the hip joints. Call this &lt;b style="mso-bidi-font-weight: normal;"&gt;&lt;i&gt;pelvis&lt;/i&gt;&lt;/b&gt;.&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/-ev078Hvdvn0/TgQzxCZF_HI/AAAAAAAAExs/I3PQwhlDVAc/s800/image110.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://3.bp.blogspot.com/-ev078Hvdvn0/TgQzxCZF_HI/AAAAAAAAExs/I3PQwhlDVAc/s1600/image110.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;Select both hip joints and then the pelvis and hit p to parent.&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/-3Z6HtkPb8bo/TgQzxaKui1I/AAAAAAAAExw/uI4JQphf4f4/s800/image112.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://4.bp.blogspot.com/-3Z6HtkPb8bo/TgQzxaKui1I/AAAAAAAAExw/uI4JQphf4f4/s1600/image112.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;span id="goog_817048894"&gt;&lt;/span&gt;&lt;span id="goog_817048895"&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;Select hipsControl and snap its pivot to the pelvis joint. Select the control and then the joint and &lt;b style="mso-bidi-font-weight: normal;"&gt;&lt;i&gt;Constrain→Orient&lt;/i&gt;&lt;/b&gt;.&lt;/div&gt;&lt;div class="MsoNormal"&gt;Select rootControl and snap its pivot to the root joint. Select the control and then the joint and &lt;b style="mso-bidi-font-weight: normal;"&gt;&lt;i&gt;Constrain→Parent&lt;/i&gt;&lt;/b&gt;.&lt;/div&gt;&lt;div class="MsoNormal"&gt;Lock and hide translate, scale, visibility from hipsControl. Lock and hide scale and visibility from rootControl.&lt;/div&gt;&lt;h2&gt;Creating the Master Node and bringing it all together&lt;/h2&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;From the top view, draw a four point arrow like this:&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/-1cgtDpw4THs/TgQzxwuxrFI/AAAAAAAAEx0/bzrh3NsjAQY/s800/image114.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://1.bp.blogspot.com/-1cgtDpw4THs/TgQzxwuxrFI/AAAAAAAAEx0/bzrh3NsjAQY/s1600/image114.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;Center pivot and snap it to the world origin:&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/-QaOewSx0LQU/TgQzyKksGII/AAAAAAAAEx4/I1IiJ9tfQ0Y/s800/image116.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://4.bp.blogspot.com/-QaOewSx0LQU/TgQzyKksGII/AAAAAAAAEx4/I1IiJ9tfQ0Y/s1600/image116.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;Freeze its transformations. Rename it to &lt;b style="mso-bidi-font-weight: normal;"&gt;&lt;i&gt;masterControl&lt;/i&gt;&lt;/b&gt;. Lock and hide scale and visibility.&lt;/div&gt;&lt;div class="MsoNormal"&gt;Select left_footControl, right_footControl, rootControl and finally masterControl and hit p to parent them.&lt;/div&gt;&lt;div class="MsoNormal"&gt;Select hipsControl and parent to rootControl.&lt;/div&gt;&lt;div class="MsoNormal"&gt;Select right_kneeControl and left_kneeControl and parent to rootControl.&lt;/div&gt;&lt;div class="MsoNormal"&gt;Select spineControl and parent it to rootControl.&lt;/div&gt;&lt;div class="MsoNormal"&gt;Select left_clavicle and right_clavicle and parent them to the joint above the spineIK (spine6?).&lt;/div&gt;&lt;div class="MsoNormal"&gt;Select left_clavicleControl, right_clavicleControl, neckControl and then parent them to the joint above the spinkIK (spine6?). Note: &lt;/div&gt;&lt;div class="MsoNormal"&gt;Select spineControl, then the joint above the spine IK and &lt;b style="mso-bidi-font-weight: normal;"&gt;Constrain→Orient&lt;/b&gt;.&lt;/div&gt;&lt;div class="MsoNormal"&gt;Select left_armControl, left_elbowControl, right_armControl and right_elbowControl and parent to masterControl.&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/-lfYrYxEelLE/TgQzydylp8I/AAAAAAAAEx8/7HJ1OeZGt4k/s400/image118.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://2.bp.blogspot.com/-lfYrYxEelLE/TgQzydylp8I/AAAAAAAAEx8/7HJ1OeZGt4k/s1600/image118.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;/div&gt;&lt;h2&gt;Head and Eyes Setup&lt;/h2&gt;&lt;div class="MsoNormal"&gt;Create a NURBS object and snap its pivot to the joint that starts at the base of the head (in my case &lt;b style="mso-bidi-font-weight: normal;"&gt;&lt;i&gt;neck2&lt;/i&gt;&lt;/b&gt;). I made a little pyramid and placed it over his head:&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/-DeC00bYCHBM/TgQzyzKw97I/AAAAAAAAEyA/rFKNyEjmDsM/s400/image120.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://1.bp.blogspot.com/-DeC00bYCHBM/TgQzyzKw97I/AAAAAAAAEyA/rFKNyEjmDsM/s1600/image120.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;Name it &lt;b style="mso-bidi-font-weight: normal;"&gt;&lt;i&gt;headControl&lt;/i&gt;&lt;/b&gt;. Freeze transforms and then orient constrain the same joint (&lt;b style="mso-bidi-font-weight: normal;"&gt;&lt;i&gt;neck2&lt;/i&gt;&lt;/b&gt;) to the headControl (remember to Maintain Offset in the options). Parent the headControl to the neckControl. Lock and hide translate, scale, visibility. &lt;/div&gt;&lt;div class="MsoNormal"&gt;Optional: you can add a Boolean headOrient attribute to the headControl, connected to the orient constraint’s &lt;b style="mso-bidi-font-weight: normal;"&gt;Head Control WO&lt;/b&gt; attribute, to be able to turn on or off orientation driven by the head control. By turning it off you’d basically be using the neck control to orient the head.&lt;/div&gt;&lt;div class="MsoNormal"&gt;Now make another NURBS circle, transform it into position in front of the eyes and pinch its center UVs to create a mask shape:&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/-qyzD0QwIj8Q/TgQzzGb744I/AAAAAAAAEyE/1zLo72low10/s400/image122.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://1.bp.blogspot.com/-qyzD0QwIj8Q/TgQzzGb744I/AAAAAAAAEyE/1zLo72low10/s1600/image122.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;Name it &lt;b style="mso-bidi-font-weight: normal;"&gt;&lt;i&gt;eyesControl&lt;/i&gt;&lt;/b&gt;. &lt;b style="mso-bidi-font-weight: normal;"&gt;Create→Locator&lt;/b&gt; and snap it to the left eye. Drag it out front in Z, and holding the C key, MMB-click on the eyesControl to snap it to the same Z-plane as eyescontrol. Name it &lt;b style="mso-bidi-font-weight: normal;"&gt;&lt;i&gt;left_eyeControl&lt;/i&gt;&lt;/b&gt;. Duplicate it and snap the duplicate to the right eye, moving it into the eyesControl Z-plane as well, and naming it &lt;b style="mso-bidi-font-weight: normal;"&gt;&lt;i&gt;right_eyeControl&lt;/i&gt;&lt;/b&gt;. Resize the eyesControl to fit around the two locators, as pictured below. Freeze transformations and delete history on all three, and then parent the locators to the eyesControl.&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/-R99-xO7dNQw/TgQzzTpwY7I/AAAAAAAAEyI/Laj1XGFSqUI/s400/image124.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://4.bp.blogspot.com/-R99-xO7dNQw/TgQzzTpwY7I/AAAAAAAAEyI/Laj1XGFSqUI/s1600/image124.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;Select the left_eyeControl and then the left_eye joint. &lt;b style="mso-bidi-font-weight: normal;"&gt;Constrain→Aim (Options)&lt;/b&gt; and set to &lt;b style="mso-bidi-font-weight: normal;"&gt;Maintain Offset&lt;/b&gt;. Do the same for the right eye.&lt;/div&gt;&lt;div class="MsoNormal"&gt;Parent the eyesControl under the masterControl. (Some animators prefer to parent the eyesControl under the headControl, but I find this encourages an overall "spaced out" look in the CG character – the eyes shouldn't be following the body movements, they should typically be locked in focus on something. In animation, you can use this totally independent eyesControl to snap or constrain it to objects in your scene so the character appears focused and alert.)&lt;/div&gt;&lt;div class="MsoNormal"&gt;To test these eyes out, go ahead and skin them to the eye geometry. Select the left eye joint and the left eye geometry, and go to &lt;b style="mso-bidi-font-weight: normal;"&gt;Skin→Bind Skin→Smooth Bind (Options)&lt;/b&gt;. Set &lt;b style="mso-bidi-font-weight: normal;"&gt;Bind to: selected joints.&lt;/b&gt; Do the same for the other eye and then move eyesControl to see the eyes rotate.&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/-17xSaBOPzVM/TgQzzvwW7VI/AAAAAAAAEyM/6wjgrnb-RoY/s400/image126.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://2.bp.blogspot.com/-17xSaBOPzVM/TgQzzvwW7VI/AAAAAAAAEyM/6wjgrnb-RoY/s1600/image126.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;/div&gt;&lt;h2&gt;Clean Up&lt;/h2&gt;&lt;div class="MsoNormal"&gt;Now go to your Outliner and make sure &lt;b style="mso-bidi-font-weight: normal;"&gt;Display→DAG Objects &lt;span class="GramE"&gt;Only&lt;/span&gt;&lt;/b&gt; is on. Delete any empty groups and unused nodes. Select masterControl and group it – name this controlGRP. Select the root joint of the skeleton and group it – name this skelGRP. Select all the geometry and group them – name it geoGRP. Select any IK splines or any other nodes that are left over and group them – name it miscGRP. You should have four groups at the top of your scene graph now.&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/-IBWP5pfeEVM/TgQzz6xlrpI/AAAAAAAAEyQ/P6JMNeHqmxc/s400/image128.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://3.bp.blogspot.com/-IBWP5pfeEVM/TgQzz6xlrpI/AAAAAAAAEyQ/P6JMNeHqmxc/s1600/image128.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;You could group these four into a main "generikat" group so that it remains discrete when you import or reference this rig into other scenes, but you could also have this happen automatically upon import. You may also be utilizing Maya Assets in your pipeline which will require a little further setup. For best practices, try to keep all of your control objects in one hierarchy, skeleton in another, and geometry in another. In this lesson we cheated a bit and parented a few control objects straight to bones to avoid more elaborate setup. When you do this, however, be mindful that joints have "dirty" attributes that can pass down to a "clean" (zeroed out) control object and make their attributes nonzero. To keep this from happening, always &lt;b style="mso-bidi-font-weight: normal;"&gt;Create→Empty Group&lt;/b&gt; and parent it to the joint first, and then parent the control object to the empty group. The group acts as a buffer that will not pass down the dirty attributes so your zeroed out control stays clean.&lt;/div&gt;&lt;div class="MsoNormal"&gt;Check once more that every control &lt;span class="GramE"&gt;object&lt;/span&gt; is zeroed out and that you have locked and hidden any unused attributes. Save your scene as a backup, and then optimize scene size and delete all non-deformer history. &lt;span class="GramE"&gt;organize&lt;/span&gt; your layer editor so that all geometry is on a layer so you can later make it a reference layer, and everything "hidden" (like IKhandles, joints, etc.) is on its own layer that you can hide.&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;It's also a good idea to color-code your control objects, because pole vector objects and hand controls get all mixed up during animation. Select each of the left-side objects and color them blue by going under their attribute editors to &lt;b style="mso-bidi-font-weight: normal;"&gt;Drawing Overrides&lt;/b&gt; and turning on &lt;b style="mso-bidi-font-weight: normal;"&gt;Enable Overrides&lt;/b&gt; – then adjust the color slider to blue. Do red for the right side and green or yellow for the middle.&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/-5v6j5ndrmy8/TgQz0GtPuoI/AAAAAAAAEyU/adC1wobVnUY/s400/image130.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://2.bp.blogspot.com/-5v6j5ndrmy8/TgQz0GtPuoI/AAAAAAAAEyU/adC1wobVnUY/s1600/image130.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;You are ready for facial setup and then skinning the mesh to the rig, but those are subjects for future lessons.&lt;/div&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5692852886128113529-3486687100085804995?l=sinisthesia.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://sinisthesia.blogspot.com/feeds/3486687100085804995/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=5692852886128113529&amp;postID=3486687100085804995' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5692852886128113529/posts/default/3486687100085804995'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5692852886128113529/posts/default/3486687100085804995'/><link rel='alternate' type='text/html' href='http://sinisthesia.blogspot.com/2011/06/character-development-workshop-part-2.html' title='Character Development Workshop, Part 2: Rigging'/><author><name>Lord North</name><uri>http://www.blogger.com/profile/15890783355425843736</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='30' src='http://4.bp.blogspot.com/_IO6p3Wzw54U/SWprfUgqZwI/AAAAAAAAAvo/Nlx5t9DQ-2k/S220/jackHornerHed.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/-v8CKo3Wy468/TgQzfYISheI/AAAAAAAAEuU/l-VMZMiMaKo/s72-c/image002.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-5692852886128113529.post-7938977219661109876</id><published>2011-06-14T09:35:00.000-07:00</published><updated>2011-06-14T09:35:11.207-07:00</updated><title type='text'>Character Development Workshop: Part 1 - Modeling</title><content type='html'>&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/-5Jru_QZolec/Tfb4rZ3nRgI/AAAAAAAAEt8/YP_ZIbzhGcI/s1600/teddybear_fini2.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="278" src="http://3.bp.blogspot.com/-5Jru_QZolec/Tfb4rZ3nRgI/AAAAAAAAEt8/YP_ZIbzhGcI/s320/teddybear_fini2.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;/div&gt;&lt;br /&gt;The purpose of this tutorial is to provide an&amp;nbsp;overview of the character development process in Maya using a very simple character design. We will use an archetypal toon-style character. To jumpstart the process and get us on the same page, I've provided a Photoshop template file to enable you to customize your creation while still holding true to the basic form.&lt;br /&gt;&lt;br /&gt;Download the layered .psd file &lt;span id="goog_589236977"&gt;&lt;/span&gt;&lt;a href="https://docs.google.com/leaf?id=0B5Doz8z2R6hVMWMwODRlODUtYjRhNy00ZDRlLTliNDYtYjg5NGIxYmUyOGMw&amp;amp;hl=en_US&amp;amp;authkey=CK3Uw-kF target=&amp;quot;blank&amp;quot;"&gt;here&lt;/a&gt;&lt;span id="goog_589236978"&gt;&lt;/span&gt;.&lt;br /&gt;&lt;br /&gt;In this file, you will find the layers as they appear in this screencap:&lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/-6BUsxmfrcQo/Tfb4Et47n_I/AAAAAAAAEqE/2fggprUs6-0/s1600/generikat_layers.jpg" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="193" src="http://1.bp.blogspot.com/-6BUsxmfrcQo/Tfb4Et47n_I/AAAAAAAAEqE/2fggprUs6-0/s320/generikat_layers.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;On the "example" layer, you'll find an ambiguous bear/cat-like design that you can use if you like. Or, hide the example layer and draw your own variation on the "draw here" layer. The shaded shape areas are your guides: simply trace around the shapes and bridge them to create a unique character. Or, hide the "template" layer and show the "Shapes" layer group. These are the vector shapes from which the template layer was originally rasterized. By selecting layers with the Move tool (turn on "Auto Select" and "Show Transform Controls" on the options bar) you can manipulate their size and placement to create a new template for toon designs of different proportions.&lt;br /&gt;&lt;br /&gt;Tip: Copy your line art layer, create a new channel and paste it in, and then &lt;b&gt;Image→Adjustments→Invert &lt;/b&gt;(CTRL+I) to create a negative of the line art in an alpha channel. Save the file as a 32-bit image (such as tiff or targa) and the alpha channel will read as transparency in Maya. This means your image plane will only show the line art, not the white of the page. If you want, use the version I've already done this to: &lt;a href="https://docs.google.com/leaf?id=0B5Doz8z2R6hVMDI3NGFmOTItYjhhNS00OWZiLWEyYjEtMTFmZjY3MTY2NGJi&amp;amp;hl=en_US&amp;amp;authkey=CPyhkecD target=&amp;quot;blank&amp;quot;"&gt;generikat2.tif&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Once you have something you are happy with, turn off all layers but the "draw here" layer and save it as a flat file. Bring it into your 3D modeling package as an image plane in both the front and side views. In the image plane attributes, under &lt;b&gt;Placement Extras&lt;/b&gt;, manipulate the &lt;b&gt;Center&lt;/b&gt;, &lt;b&gt;Width&lt;/b&gt; and &lt;b&gt;Height&lt;/b&gt; values until the character is centered over the vertical axis in both views and standing flat-footed on the ground plane. Copy the width/height and center Y values between the two image planes to ensure the character lines up in both views.&lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/-5la_s4usRbA/Tfb4FvuKJYI/AAAAAAAAEqI/uOWYlt47jNw/s1600/imageplanesetup.jpg" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="267" src="http://3.bp.blogspot.com/-5la_s4usRbA/Tfb4FvuKJYI/AAAAAAAAEqI/uOWYlt47jNw/s320/imageplanesetup.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;b&gt;Create→Polygon Primitives→Cube&lt;/b&gt;. Move and size it to just fit within the character's largest bulk; in this case, the belly. Give it a center line in all directions. In other words, Subdivisions set to "2" in all dimensions.&lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/-_DgrnNMIrRg/Tfb4Gd03eYI/AAAAAAAAEqM/zll5o4lE5FQ/s1600/mod1.jpg" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="127" src="http://2.bp.blogspot.com/-_DgrnNMIrRg/Tfb4Gd03eYI/AAAAAAAAEqM/zll5o4lE5FQ/s320/mod1.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;Go into face mode and delete half (all faces on one side of the y axis in the front view). Select the other half and &lt;b&gt;Edit→Duplicate Special→Options&lt;/b&gt;. Set it to "Instance" and scale negative 1 on the x. This will create a mirror across the x axis for symmetrical modeling. We will create the rest of the model with a series of extrusions; just remember from time to time to delete the inner faces that will be created anytime you extrude along the center line.&lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/-L0jDdSC96oY/Tfb4HWmJS3I/AAAAAAAAEqU/n58Eavz5_3o/s1600/mod3.jpg" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="254" src="http://4.bp.blogspot.com/-L0jDdSC96oY/Tfb4HWmJS3I/AAAAAAAAEqU/n58Eavz5_3o/s320/mod3.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;Drag-select the top faces and &lt;b&gt;Edit Mesh→Extrude&lt;/b&gt; with 3 divisions to the top of the torso.&lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/-PL_lrFWCw-o/Tfb4ICD9d9I/AAAAAAAAEqY/WIspPcXj0kk/s1600/mod4.jpg" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="254" src="http://4.bp.blogspot.com/-PL_lrFWCw-o/Tfb4ICD9d9I/AAAAAAAAEqY/WIspPcXj0kk/s320/mod4.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;Tip: &lt;b&gt;Window→Settings→Preferences→Selection→Polygon selection: Select faces with Center&lt;/b&gt;. Use this setting in order to drag-select edge faces in the orthographic views easier.&lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/-CnCgKuYXikI/Tfb4Ix9_mpI/AAAAAAAAEqc/0cVgVsXZHn4/s1600/mod5.jpg" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="254" src="http://2.bp.blogspot.com/-CnCgKuYXikI/Tfb4Ix9_mpI/AAAAAAAAEqc/0cVgVsXZHn4/s320/mod5.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;Remember to delete these inner faces and all faces along the centerline going forward. Hit "3" to smooth preview and it will remind you if you have hidden faces to delete. Hit "1" to return to unsmoothed mode.&lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/-TGiH4g2tDUU/Tfb4JAabvXI/AAAAAAAAEqg/atyEmLqzxV0/s1600/mod6.jpg" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="254" src="http://4.bp.blogspot.com/-TGiH4g2tDUU/Tfb4JAabvXI/AAAAAAAAEqg/atyEmLqzxV0/s320/mod6.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;Tip: Double-click the Move Tool icon to get at its settings. Turn on "&lt;b&gt;Reflection&lt;/b&gt;" and "&lt;b&gt;Preserve Seam&lt;/b&gt;" to keep you from accidentally moving vertices from the center line. In case a center vertex ever does get moved, hold "X" to grid-snap it back to the center.&lt;br /&gt;&lt;br /&gt;Move the top of the three new verts to the edge of the neck. Move the next one down to the top of the shoulder. Move the next one down to the armpit. Remember to drag-select rather than pick select in the ortho views to get the unseen vertices behind.&lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/-HrJS8Ji3PzM/Tfb4JlBa9dI/AAAAAAAAEqk/GuluUQphqFU/s1600/mod7.jpg" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="254" src="http://3.bp.blogspot.com/-HrJS8Ji3PzM/Tfb4JlBa9dI/AAAAAAAAEqk/GuluUQphqFU/s320/mod7.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;Move the bottommost side verts inward toward the crotch to represent the inside of the leg. Move the next vert down to become the outside of the leg. It should now look like this:&lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/-mH5FpRD-xoQ/Tfb4KMYr5YI/AAAAAAAAEqo/PyXJQoDaDMc/s1600/mod8.jpg" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="254" src="http://4.bp.blogspot.com/-mH5FpRD-xoQ/Tfb4KMYr5YI/AAAAAAAAEqo/PyXJQoDaDMc/s320/mod8.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;Add a new edgeloop in the center of the belly. You can use the &lt;b&gt;Edit mesh→Insert Edge Loop Tool&lt;/b&gt; or I suggest a shelf button with the following MEL command: &lt;i&gt;PolyConvertToRingAndSplit;&lt;/i&gt; - this command will split any edge you currently have selected with a new edgeloop. Move the new vert to the character's silhouette.&lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/-Ykt3KNz3bh0/Tfb4Ksx9LdI/AAAAAAAAEqs/mJIs43nnJYg/s1600/mod9.jpg" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="254" src="http://3.bp.blogspot.com/-Ykt3KNz3bh0/Tfb4Ksx9LdI/AAAAAAAAEqs/mJIs43nnJYg/s320/mod9.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;The rest of the process will follow this basic procedure: Extrude to get new geometry, move verts to refine shape, add edge loops to further refine.&lt;br /&gt;&lt;br /&gt;Next extrude for the arm. Select the arm face, extrude to the wrist with 4 divisions. The middle one will be the elbow.&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&amp;nbsp;&lt;a href="http://4.bp.blogspot.com/-S8zZsaFwdS4/Tfb4LDV2foI/AAAAAAAAEqw/jmHCNjlfwBs/s1600/mod10.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="254" src="http://4.bp.blogspot.com/-S8zZsaFwdS4/Tfb4LDV2foI/AAAAAAAAEqw/jmHCNjlfwBs/s320/mod10.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;Move the verts to position.&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/-uTriBbpOlqg/Tfb4LeebUFI/AAAAAAAAEq0/GzhyhRNK4OA/s1600/mod11.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="254" src="http://1.bp.blogspot.com/-uTriBbpOlqg/Tfb4LeebUFI/AAAAAAAAEq0/GzhyhRNK4OA/s320/mod11.jpg" width="320" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;/div&gt;Do the same for the leg: select the face, extrude to ankle, divisions 4, move verts into place.&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/-uiswBATGdUg/Tfb4LxJfDrI/AAAAAAAAEq4/sYl9KoBsltc/s1600/mod12.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="254" src="http://4.bp.blogspot.com/-uiswBATGdUg/Tfb4LxJfDrI/AAAAAAAAEq4/sYl9KoBsltc/s320/mod12.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;Uh oh. Looks like we've been neglecting the side view. Move all the verts to the nearest character silhouette. Keep the center line in the center.&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/-rw4tTB7y9Gs/Tfb4MaAQtmI/AAAAAAAAEq8/lZamikAN8Ts/s1600/mod13.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="254" src="http://2.bp.blogspot.com/-rw4tTB7y9Gs/Tfb4MaAQtmI/AAAAAAAAEq8/lZamikAN8Ts/s320/mod13.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div style="text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/-yOmFAxS8Az8/Tfb4M_SPT-I/AAAAAAAAErA/zTV5Lm0c2lg/s1600/mod14.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="254" src="http://1.bp.blogspot.com/-yOmFAxS8Az8/Tfb4M_SPT-I/AAAAAAAAErA/zTV5Lm0c2lg/s320/mod14.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;Now your model should look something like this:&lt;br /&gt;&lt;br /&gt;&lt;div align="center"&gt;&lt;a href="http://1.bp.blogspot.com/-Dcd3huORix0/Tfb4Nd3er-I/AAAAAAAAErE/Y2QI7EgqBds/s1600/mod15.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="254" src="http://1.bp.blogspot.com/-Dcd3huORix0/Tfb4Nd3er-I/AAAAAAAAErE/Y2QI7EgqBds/s320/mod15.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;Next extrude the bottom leg-face down for the foot. Flatten out the verts so they lay flat on the ground plane. You might want to add a division.&lt;br /&gt;&lt;br /&gt;&lt;div align="center"&gt;&lt;a href="http://1.bp.blogspot.com/-Joef8ikMtgc/Tfb4N39mkRI/AAAAAAAAErI/To1aqKWPXUQ/s1600/mod16.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="254" src="http://1.bp.blogspot.com/-Joef8ikMtgc/Tfb4N39mkRI/AAAAAAAAErI/To1aqKWPXUQ/s320/mod16.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;Next select the front faces of the last extrusion and extrude them forward in the side view to form the foot:&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/-rGUM14euvtM/Tfb4OvMLLEI/AAAAAAAAErM/aXbt6yHgjlU/s1600/mod17.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="254" src="http://1.bp.blogspot.com/-rGUM14euvtM/Tfb4OvMLLEI/AAAAAAAAErM/aXbt6yHgjlU/s320/mod17.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;Fashion all these new vertices into the foot shape by dragging them in the side view.&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/-cHW3SGbUwcs/Tfb4PALuuiI/AAAAAAAAErQ/y2ri0h4wqIo/s1600/mod18.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="254" src="http://2.bp.blogspot.com/-cHW3SGbUwcs/Tfb4PALuuiI/AAAAAAAAErQ/y2ri0h4wqIo/s320/mod18.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;Next extrude the end-of-arm faces for the hand – pull it out to the end of the palm (beginning of fingers – approximately half the length of the overall hand). Give it three divisions.&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/-XTA355kreF0/Tfb4PYPWy1I/AAAAAAAAErU/JcKnELnpANs/s1600/mod19.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="254" src="http://4.bp.blogspot.com/-XTA355kreF0/Tfb4PYPWy1I/AAAAAAAAErU/JcKnELnpANs/s320/mod19.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;Grab the faces at the end and scale them inward along Z until the middle two faces are collectively the same width as the inner and outer face. These will form the finger bases (since this is a cartoon, we will be sticking with the cartoon convention of three fingers).&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/-to6_I0iD9wE/Tfb4QF956fI/AAAAAAAAErY/L4mxNFmyFMw/s1600/mod20.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="254" src="http://2.bp.blogspot.com/-to6_I0iD9wE/Tfb4QF956fI/AAAAAAAAErY/L4mxNFmyFMw/s320/mod20.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;Select the first face and extrude for the index finger. Add divisions=4.&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/-ofyJ8aFKwVc/Tfb4Q7wYWbI/AAAAAAAAErc/NWQtTUt7apc/s1600/mod21.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="254" src="http://1.bp.blogspot.com/-ofyJ8aFKwVc/Tfb4Q7wYWbI/AAAAAAAAErc/NWQtTUt7apc/s320/mod21.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;Select the middle two coplanar faces and extrude the same distance for the middle finger. Divisions=4.&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/-PQ1DPaHMPH4/Tfb4RfXpvpI/AAAAAAAAErg/oSQbemiuE_c/s1600/mod22.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="254" src="http://4.bp.blogspot.com/-PQ1DPaHMPH4/Tfb4RfXpvpI/AAAAAAAAErg/oSQbemiuE_c/s320/mod22.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;Then do the final finger.&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/-rjc3pgw-AI0/Tfb4R5CSGcI/AAAAAAAAErk/YQC6R3T-w8s/s1600/mod23.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="254" src="http://3.bp.blogspot.com/-rjc3pgw-AI0/Tfb4R5CSGcI/AAAAAAAAErk/YQC6R3T-w8s/s320/mod23.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;Now, swing to the bottom and select and extrude from this face to make the thumb:&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/-abhlJ_p2a64/Tfb4SVMLW8I/AAAAAAAAEro/LnRaP-e-8Hk/s1600/mod24.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="254" src="http://1.bp.blogspot.com/-abhlJ_p2a64/Tfb4SVMLW8I/AAAAAAAAEro/LnRaP-e-8Hk/s320/mod24.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;Switch to the front view and move verts to the thumb silhouette. It should protrude from the bottom of the palm at a 45 degree angle forward:&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/-Em3P5yoA3Ac/Tfb4TLkzGYI/AAAAAAAAErs/e5rNT2wSlzY/s1600/mod25.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="254" src="http://4.bp.blogspot.com/-Em3P5yoA3Ac/Tfb4TLkzGYI/AAAAAAAAErs/e5rNT2wSlzY/s320/mod25.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;Now swing back to the top of the hand. Split the ring from the pinky to the index to create a center line on each digit, as shown:&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/-j-wp7t3YnHc/Tfb4Ti3cQQI/AAAAAAAAErw/CMauPxaAVWY/s1600/mod26.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="254" src="http://3.bp.blogspot.com/-j-wp7t3YnHc/Tfb4Ti3cQQI/AAAAAAAAErw/CMauPxaAVWY/s320/mod26.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;And split the thumb ring as well. now all digits should have a center line running through them.&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/-VVx5jeidnRY/Tfb4U2IAGcI/AAAAAAAAEr0/aQx_9naYXEE/s1600/mod27.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="254" src="http://2.bp.blogspot.com/-VVx5jeidnRY/Tfb4U2IAGcI/AAAAAAAAEr0/aQx_9naYXEE/s320/mod27.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;Speaking of center lines, it's time to add a center line to each half of our symmetry. Select any horizontal edge on the front of the torso and split them with an edgeloop:&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/-KpWVwSljOew/Tfb4VB_MjjI/AAAAAAAAEr4/NllB4nwMzQM/s1600/mod28.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="254" src="http://4.bp.blogspot.com/-KpWVwSljOew/Tfb4VB_MjjI/AAAAAAAAEr4/NllB4nwMzQM/s320/mod28.jpg" width="320" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;a href="http://3.bp.blogspot.com/-GI5bGAFOq6s/Tfb4VgN9BdI/AAAAAAAAEr8/8VresmPLkoM/s1600/mod29.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="254" src="http://3.bp.blogspot.com/-GI5bGAFOq6s/Tfb4VgN9BdI/AAAAAAAAEr8/8VresmPLkoM/s320/mod29.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;Do the same for the arm:&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/-PddkwZTk11k/Tfb4WJZUGnI/AAAAAAAAEsA/SlfoJ4mHYXE/s1600/mod30.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="254" src="http://4.bp.blogspot.com/-PddkwZTk11k/Tfb4WJZUGnI/AAAAAAAAEsA/SlfoJ4mHYXE/s320/mod30.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;And leg:&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/-jtxAwe9itYY/Tfb4W9uELiI/AAAAAAAAEsE/KJnTMRAgAfo/s1600/mod31.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="254" src="http://4.bp.blogspot.com/-jtxAwe9itYY/Tfb4W9uELiI/AAAAAAAAEsE/KJnTMRAgAfo/s320/mod31.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;Now you should have enough vertices you can "punch back" the corners to create a less boxy shape. The fastest way is to double-click whole edgeloops along the corners and hit &lt;strong&gt;Mesh&amp;gt;Average Vertices&lt;/strong&gt; (make this a shelf button for repeated selecting of components and averaging to smooth the shape).&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/-o3GtAbJYWnc/Tfb4XSug5cI/AAAAAAAAEsI/_iqakTwgCAY/s1600/mod32.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="254" src="http://1.bp.blogspot.com/-o3GtAbJYWnc/Tfb4XSug5cI/AAAAAAAAEsI/_iqakTwgCAY/s320/mod32.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;Also take a moment to thin out the arm from the top view if you haven't yet.&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/-p6IgSd0Cm-A/Tfb4X6b8NsI/AAAAAAAAEsM/PmDBF6E6mbY/s1600/mod33.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="254" src="http://4.bp.blogspot.com/-p6IgSd0Cm-A/Tfb4X6b8NsI/AAAAAAAAEsM/PmDBF6E6mbY/s320/mod33.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;And tweak the foot vertices in the front and perspective view.&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/-V5-BsrThFtU/Tfb4YVkQwZI/AAAAAAAAEsQ/LCCY1lOotK8/s1600/mod34.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="254" src="http://2.bp.blogspot.com/-V5-BsrThFtU/Tfb4YVkQwZI/AAAAAAAAEsQ/LCCY1lOotK8/s320/mod34.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;In the top view, double-click to select the edge rings between joints in each finger and scale them down.&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/-dnQ3_gmbOps/Tfb4Y71EpsI/AAAAAAAAEsU/XFootO1lTTA/s1600/mod35.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="254" src="http://3.bp.blogspot.com/-dnQ3_gmbOps/Tfb4Y71EpsI/AAAAAAAAEsU/XFootO1lTTA/s320/mod35.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;Then add edgeloops on either side of the middle loop on each finger – this will be the knuckle. Since this is a cartoon, we will also stick with the convention of only having one central knuckle per finger (leaving off the smaller outer knuckle). Also add an edgeloop close the base of each finger.&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/-QtOgdHgolbk/Tfb4ZTLSdaI/AAAAAAAAEsY/CAxyUMn5TJw/s1600/mod36.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="254" src="http://2.bp.blogspot.com/-QtOgdHgolbk/Tfb4ZTLSdaI/AAAAAAAAEsY/CAxyUMn5TJw/s320/mod36.jpg" width="320" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;/div&gt;Also add an extra edgeloop at the wrist, either side of the elbow, and the shoulder.&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/-Jm8d66Pzps0/Tfb4ZydAhkI/AAAAAAAAEsc/DWQOyHv8TZM/s1600/mod37.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="254" src="http://4.bp.blogspot.com/-Jm8d66Pzps0/Tfb4ZydAhkI/AAAAAAAAEsc/DWQOyHv8TZM/s320/mod37.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;Do this for the legs too.&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/-hOaC7ktj1qg/Tfb4abj_w2I/AAAAAAAAEsg/-xWQgTEZnHE/s1600/mod38.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="254" src="http://1.bp.blogspot.com/-hOaC7ktj1qg/Tfb4abj_w2I/AAAAAAAAEsg/-xWQgTEZnHE/s320/mod38.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;Check you work in smooth mesh preview mode (3). It is starting to look tooney!&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/-5dM_DbgBnIA/Tfb4bCytRTI/AAAAAAAAEsk/jwBmqQhreWc/s1600/mod39.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="254" src="http://3.bp.blogspot.com/-5dM_DbgBnIA/Tfb4bCytRTI/AAAAAAAAEsk/jwBmqQhreWc/s320/mod39.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;Now in the front view, select the top faces and extrude up for the neck. Give it a division or two.&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/-lnIefNGWob4/Tfb4bmHspQI/AAAAAAAAEso/gBismRvdwPY/s1600/mod40.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="254" src="http://3.bp.blogspot.com/-lnIefNGWob4/Tfb4bmHspQI/AAAAAAAAEso/gBismRvdwPY/s320/mod40.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;On the next extrude, scale the faces to the width of the head in the front and side views.&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/-Tv4bzQ2ndI0/Tfb4bxyV83I/AAAAAAAAEss/wz6MnBh-p_4/s1600/mod41.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="254" src="http://2.bp.blogspot.com/-Tv4bzQ2ndI0/Tfb4bxyV83I/AAAAAAAAEss/wz6MnBh-p_4/s320/mod41.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;Extrude once more upward with 6 divisions (remember to toggle the switch on the extrude manipulator to be extruding in worldspace so as not to stray from the centerline).&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/-vBXNXRthxZA/Tfb4cUYRzqI/AAAAAAAAEsw/g5ZbDjXSTSY/s1600/mod42.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="254" src="http://1.bp.blogspot.com/-vBXNXRthxZA/Tfb4cUYRzqI/AAAAAAAAEsw/g5ZbDjXSTSY/s320/mod42.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;More the edge vertices to the silhouette of the character in the front and side views. Scootch the highest one inward to form the inside of the ear.&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/-SNbnJC0LOBU/Tfb4cz4SQeI/AAAAAAAAEs0/1StZyzrQ61Y/s1600/mod43.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="254" src="http://2.bp.blogspot.com/-SNbnJC0LOBU/Tfb4cz4SQeI/AAAAAAAAEs0/1StZyzrQ61Y/s320/mod43.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;Select the corner edges and average vertices to round off the corners.&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/-__r5TL6FfOY/Tfb4dRm9Y3I/AAAAAAAAEs4/FBarFFdNH7Y/s1600/mod44.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="254" src="http://4.bp.blogspot.com/-__r5TL6FfOY/Tfb4dRm9Y3I/AAAAAAAAEs4/FBarFFdNH7Y/s320/mod44.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;Select the backmost top face to extrude upwards for the ear.&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/-0r1drk4_2dE/Tfb4eAvHvGI/AAAAAAAAEs8/Hu9zv8pSwGk/s1600/mod45.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="254" src="http://3.bp.blogspot.com/-0r1drk4_2dE/Tfb4eAvHvGI/AAAAAAAAEs8/Hu9zv8pSwGk/s320/mod45.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div style="text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/-1_DpvDzmDIE/Tfb4eykBLPI/AAAAAAAAEtA/DZR-zMkLCpQ/s1600/mod46.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="254" src="http://1.bp.blogspot.com/-1_DpvDzmDIE/Tfb4eykBLPI/AAAAAAAAEtA/DZR-zMkLCpQ/s320/mod46.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;Select the front faces of the ear and extrude by scaling uniformly inward and then extrude again and push those faces back to make a cup-shaped ear.&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/-FGd3XjgV2OY/Tfb4fZE_UzI/AAAAAAAAEtE/PIg7pzcrTNk/s1600/mod47.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="254" src="http://4.bp.blogspot.com/-FGd3XjgV2OY/Tfb4fZE_UzI/AAAAAAAAEtE/PIg7pzcrTNk/s320/mod47.jpg" width="320" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;a href="http://3.bp.blogspot.com/-cGr6O6giuqc/Tfb4f71nrAI/AAAAAAAAEtI/ejVN171ZGI0/s1600/mod48.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="254" src="http://3.bp.blogspot.com/-cGr6O6giuqc/Tfb4f71nrAI/AAAAAAAAEtI/ejVN171ZGI0/s320/mod48.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;Use the split polygon tool to draw the following edge up the center of the face:&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/-1QbWYuibLX4/Tfb4glI319I/AAAAAAAAEtM/4TZO1OkAtFM/s1600/mod49.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="254" src="http://3.bp.blogspot.com/-1QbWYuibLX4/Tfb4glI319I/AAAAAAAAEtM/4TZO1OkAtFM/s320/mod49.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;And then select the following faces and extrude scaling inward with three divisions to create a series of edgeloops around the eye sockets.&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/-KWybC2uNhNQ/Tfb4hXZKEuI/AAAAAAAAEtQ/EWhYUdLzuKM/s1600/mod50.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="254" src="http://2.bp.blogspot.com/-KWybC2uNhNQ/Tfb4hXZKEuI/AAAAAAAAEtQ/EWhYUdLzuKM/s320/mod50.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div style="text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/-xUd_qPREdLk/Tfb4iPMSphI/AAAAAAAAEtU/iQTRm040hwY/s1600/mod51.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="254" src="http://1.bp.blogspot.com/-xUd_qPREdLk/Tfb4iPMSphI/AAAAAAAAEtU/iQTRm040hwY/s320/mod51.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;Do the same for the mouth, but remember to delete the inside faces and then snap the remaining verts to the centerline.&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/-MZ9VgMnMlPs/Tfb4i9zuDOI/AAAAAAAAEtY/GmtspxYh7eQ/s1600/mod52.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="254" src="http://3.bp.blogspot.com/-MZ9VgMnMlPs/Tfb4i9zuDOI/AAAAAAAAEtY/GmtspxYh7eQ/s320/mod52.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div style="text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/-Q0vMbdBcSHo/Tfb4jnyb4jI/AAAAAAAAEtc/rgfbclgquns/s1600/mod53.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="254" src="http://1.bp.blogspot.com/-Q0vMbdBcSHo/Tfb4jnyb4jI/AAAAAAAAEtc/rgfbclgquns/s320/mod53.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div style="text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/-s-kb-yIRITA/Tfb4kcE3zUI/AAAAAAAAEtg/-CANqSqlhgU/s1600/mod54.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="254" src="http://4.bp.blogspot.com/-s-kb-yIRITA/Tfb4kcE3zUI/AAAAAAAAEtg/-CANqSqlhgU/s320/mod54.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;Extrude the innermost mouth faces back in Z to create the mouth sack. You can use ALT+H to isolate a selected half of the body to see what you're doing while working on the mouth sack. It can be relatively primitive, but there needs to be some geometry inside the mouth to cast shadows and hold the teeth and tongue that will be imported later.&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/-0s9-zz2rC4M/Tfb4lbUL62I/AAAAAAAAEtk/w7bfdKzwlyQ/s1600/mod55.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="254" src="http://4.bp.blogspot.com/-0s9-zz2rC4M/Tfb4lbUL62I/AAAAAAAAEtk/w7bfdKzwlyQ/s320/mod55.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div style="text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/-O_vxZR-vstk/Tfb4mLX_CQI/AAAAAAAAEto/CxJBgM54GF0/s1600/mod56.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="254" src="http://4.bp.blogspot.com/-O_vxZR-vstk/Tfb4mLX_CQI/AAAAAAAAEto/CxJBgM54GF0/s320/mod56.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;Now you have a "base mesh" for the Generikat. &lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/-rYEDUJSd9Eg/Tfb4mi_JNOI/AAAAAAAAEts/zKhJ908dIc0/s1600/mod57.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="254" src="http://2.bp.blogspot.com/-rYEDUJSd9Eg/Tfb4mi_JNOI/AAAAAAAAEts/zKhJ908dIc0/s320/mod57.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;Next is the time-consuming process of messaging all the verts into place. Get a cup of coffee, stretch, and then sit down and spend an hour using soft select, average vertices, and other tools to smooth and nudge every vertex into place based on the line drawings of your image plane.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Import spheres for your nose and eyes. Use stock teeth and tongue or quickly build simple ones from cylinders and planes. When you are ready to move on to UVing and then rigging, your model should&amp;nbsp;be at the resolution of&amp;nbsp;the one below. &lt;br /&gt;&amp;nbsp; &lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/-vEkxlapsPp0/Tfb4ovraUhI/AAAAAAAAEt0/3eBJDp4xo1k/s1600/mod59.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="320" src="http://3.bp.blogspot.com/-vEkxlapsPp0/Tfb4ovraUhI/AAAAAAAAEt0/3eBJDp4xo1k/s320/mod59.jpg" width="286" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5692852886128113529-7938977219661109876?l=sinisthesia.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://sinisthesia.blogspot.com/feeds/7938977219661109876/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=5692852886128113529&amp;postID=7938977219661109876' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5692852886128113529/posts/default/7938977219661109876'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5692852886128113529/posts/default/7938977219661109876'/><link rel='alternate' type='text/html' href='http://sinisthesia.blogspot.com/2011/06/character-development-workshop-part-1.html' title='Character Development Workshop: Part 1 - Modeling'/><author><name>Lord North</name><uri>http://www.blogger.com/profile/15890783355425843736</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='30' src='http://4.bp.blogspot.com/_IO6p3Wzw54U/SWprfUgqZwI/AAAAAAAAAvo/Nlx5t9DQ-2k/S220/jackHornerHed.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/-5Jru_QZolec/Tfb4rZ3nRgI/AAAAAAAAEt8/YP_ZIbzhGcI/s72-c/teddybear_fini2.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-5692852886128113529.post-529883419697412662</id><published>2011-06-12T02:40:00.000-07:00</published><updated>2011-06-12T10:46:20.757-07:00</updated><title type='text'>The Base Mesh, Part 2</title><content type='html'>&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/-WUSYtZcVnKE/TfRxoqZF9kI/AAAAAAAAEoA/QVxd51iflJ0/s1600/ear_basemesh.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;/div&gt;&lt;span style="font-family: Arial,Helvetica,sans-serif;"&gt;My last post was a whole lot of pontificating on the concept of the base mesh library -- starter meshes from which you can launch multiple future projects. It pays to have a variety of base meshes at varied levels of development. The less developed (more generic) ones can be used in the widest variety of circumstances, while the more refined (but less generic) meshes give a greater head-start to the project (but are limited to more specific circumstances).&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-family: Arial,Helvetica,sans-serif;"&gt;Allow me to show you some of the base meshes I've created. This library is very much a work-in-progress, so I would appreciate comments and suggestions.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-family: Arial,Helvetica,sans-serif;"&gt;As a starting point, I believe every CG artist needs a "parts" directory, with eyes and ears and such. Here's a stock eyeball with a simple procedural texture map:&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/-fWBOeneZ3Ms/TfRxvepmefI/AAAAAAAAEoY/3QjzOID3oiU/s1600/eyeball.jpg" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="319" src="http://4.bp.blogspot.com/-fWBOeneZ3Ms/TfRxvepmefI/AAAAAAAAEoY/3QjzOID3oiU/s320/eyeball.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;span style="font-family: Arial,Helvetica,sans-serif;"&gt;Notice it's two meshes, the transparent (but reflective) cornea over the glossy iris/pupil layer. Use a ramp texture with stretched fractal noise mapped to the iris band. The "color" of the eye can be changed pretty quickly by changing the color of this noise texture. Looks good enough for 90% of CG jobs. For game engines, leave off the cornea sphere and just use the inner eyeball.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/-WUSYtZcVnKE/TfRxoqZF9kI/AAAAAAAAEoA/QVxd51iflJ0/s1600/ear_basemesh.jpg" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="320" src="http://4.bp.blogspot.com/-WUSYtZcVnKE/TfRxoqZF9kI/AAAAAAAAEoA/QVxd51iflJ0/s320/ear_basemesh.jpg" width="265" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: left;"&gt;&lt;span style="font-family: Arial,Helvetica,sans-serif;"&gt;Next up we have an ear. Keep a few ears around; they are laborious to model. Import and attach a stock ear whenever you can; it could save an hour of development time. I have more refined ears, but I find a simple block outline of an ear (above) to be the most flexible. It allows me to get a decent head-start while leaving me free to model unique characteristics (ears, like noses, are highly individualistic).&lt;/span&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/-SbwG_x6SVL8/TfRyCVoyIPI/AAAAAAAAEpU/m4qkt_ekoJI/s1600/mouth+interior.jpg" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="239" src="http://1.bp.blogspot.com/-SbwG_x6SVL8/TfRyCVoyIPI/AAAAAAAAEpU/m4qkt_ekoJI/s320/mouth+interior.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;span style="font-family: Arial,Helvetica,sans-serif;"&gt;Next you need a good set of choppers. That is, every character needs at least teeth and gums. They show up in almost every facial expression. Primary characters also need a tongue, to form phonemes and create more refined expressions. You should keep a few levels of detail of teeth around. The most extravagant should have individually modeled teeth, tongue, and mouth roof (above). The next level down will be the most useful: a simple set of teeth and gums mindful of poly count. Great starting point for most characters.&lt;/span&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/-aeh_n8PZrj4/TfRyJohZGwI/AAAAAAAAEpw/XXo7UJ6Ra30/s1600/teeth2000.jpg" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="232" src="http://1.bp.blogspot.com/-aeh_n8PZrj4/TfRyJohZGwI/AAAAAAAAEpw/XXo7UJ6Ra30/s320/teeth2000.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;span style="font-family: Arial,Helvetica,sans-serif;"&gt;At the next level you should have a very simple two-dimensional set of teeth for background characters. At a distance, they won't be revealed in the round, so just model the front side of the teeth. This one has around 900 tris: &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/-J5c0TtbTpts/TfRyKiG8NZI/AAAAAAAAEp0/ROGaRelAC5k/s1600/teeth_game900.jpg" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="217" src="http://2.bp.blogspot.com/-J5c0TtbTpts/TfRyKiG8NZI/AAAAAAAAEp0/ROGaRelAC5k/s320/teeth_game900.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;span style="font-family: Arial,Helvetica,sans-serif;"&gt;Next you need a good hand. Most of the time I go ahead and model the hand to suit the individual, but I keep a stock of generic hands around just in case I'm running out of time, like this quickie I recently built: &lt;/span&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/-xGS3G4LgXjE/TfRx_brTkdI/AAAAAAAAEpM/gRc8Ro0c1ZQ/s1600/hand_basestart.jpg" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="258" src="http://1.bp.blogspot.com/-xGS3G4LgXjE/TfRx_brTkdI/AAAAAAAAEpM/gRc8Ro0c1ZQ/s320/hand_basestart.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/-OAEQwyzCVs0/TfRyBPPvbkI/AAAAAAAAEpQ/G48mfYQgkP4/s1600/hand_basestart2.jpg" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="267" src="http://4.bp.blogspot.com/-OAEQwyzCVs0/TfRyBPPvbkI/AAAAAAAAEpQ/G48mfYQgkP4/s320/hand_basestart2.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;span style="font-family: Arial,Helvetica,sans-serif;"&gt;Next you need a few heads. Facial topology takes the longest to refine, so any time savings here is greatly welcome. Once you hit upon a good working topology, it can be morphed to create any number of characters, male or female, merely by pushing groups of points to change proportions. Below is an early one I've used in a few projects, inspired by the &lt;a href="http://www.osipaentertainment.com/"&gt;Osipa&lt;/a&gt; method. It has a fairly decent nose, mouth and eyes. The ear is pretty ridiculous, but it was meant to be obscured by hair so it was never really developed.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/-qU6Srchgq4o/TfRx1Y0HRrI/AAAAAAAAEos/MeQCEk-iIB4/s1600/generic+head.jpg" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="320" src="http://1.bp.blogspot.com/-qU6Srchgq4o/TfRx1Y0HRrI/AAAAAAAAEos/MeQCEk-iIB4/s320/generic+head.jpg" width="235" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;span style="font-family: Arial,Helvetica,sans-serif;"&gt;Next up, you should have some seamless full-body base meshes. At least one male and one female. I've been working on females recently so that's what I'll be focusing on. Here's a simple generic one:&lt;/span&gt;&lt;br /&gt;&amp;nbsp; &lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/-KuZvLDkczQA/TfRxx1KloPI/AAAAAAAAEog/Wmpnemyk9fw/s1600/generic+female+front.jpg" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="267" src="http://4.bp.blogspot.com/-KuZvLDkczQA/TfRxx1KloPI/AAAAAAAAEog/Wmpnemyk9fw/s320/generic+female+front.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/-7u2VyBUFenM/TfRxw1gNauI/AAAAAAAAEoc/TQByNryHJF0/s1600/generic+female+back.jpg" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="267" src="http://3.bp.blogspot.com/-7u2VyBUFenM/TfRxw1gNauI/AAAAAAAAEoc/TQByNryHJF0/s320/generic+female+back.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/-86tzE-dm-SY/TfRxzDxVW4I/AAAAAAAAEok/5_w8a5UUijI/s1600/generic+female+persp1.jpg" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="267" src="http://4.bp.blogspot.com/-86tzE-dm-SY/TfRxzDxVW4I/AAAAAAAAEok/5_w8a5UUijI/s320/generic+female+persp1.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/-oRw9qjc3i3M/TfRx0N5Bf4I/AAAAAAAAEoo/IpOfSBv6jVU/s1600/generic+female+side.jpg" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="267" src="http://2.bp.blogspot.com/-oRw9qjc3i3M/TfRx0N5Bf4I/AAAAAAAAEoo/IpOfSBv6jVU/s320/generic+female+side.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&amp;nbsp;&lt;span style="font-family: Arial,Helvetica,sans-serif;"&gt;Then I pushed it to create a more stylized version:&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/-jRiS8t6k0Ps/TfRx8S78ylI/AAAAAAAAEpA/Gq8iEgUJUAg/s1600/generiwoman_persp.jpg" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="268" src="http://4.bp.blogspot.com/-jRiS8t6k0Ps/TfRx8S78ylI/AAAAAAAAEpA/Gq8iEgUJUAg/s320/generiwoman_persp.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/-6-5B72wBH5o/TfRx9Dc2EiI/AAAAAAAAEpE/aJF2PHd4Z_E/s1600/generiwoman_persp2.jpg" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="268" src="http://4.bp.blogspot.com/-6-5B72wBH5o/TfRx9Dc2EiI/AAAAAAAAEpE/aJF2PHd4Z_E/s320/generiwoman_persp2.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&amp;nbsp;&lt;a href="http://1.bp.blogspot.com/-XjBLoZ_kXxQ/TfRx2ZfAFzI/AAAAAAAAEow/F27GD_4mOhM/s1600/generiwoman_back.jpg" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="268" src="http://1.bp.blogspot.com/-XjBLoZ_kXxQ/TfRx2ZfAFzI/AAAAAAAAEow/F27GD_4mOhM/s320/generiwoman_back.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/-cMDHwnGySzk/TfRx3gLsE_I/AAAAAAAAEo0/wFOoFFWGTQg/s1600/generiwoman_front.jpg" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="268" src="http://3.bp.blogspot.com/-cMDHwnGySzk/TfRx3gLsE_I/AAAAAAAAEo0/wFOoFFWGTQg/s320/generiwoman_front.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/-1ySQoSiNaT4/TfRx5MjRKxI/AAAAAAAAEo4/QkVw0cUyoMA/s1600/generiwoman_hand.jpg" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="268" src="http://1.bp.blogspot.com/-1ySQoSiNaT4/TfRx5MjRKxI/AAAAAAAAEo4/QkVw0cUyoMA/s320/generiwoman_hand.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/-gVI1U6BnEJk/TfRx7EMB5AI/AAAAAAAAEo8/Cqm1yHYAcjo/s1600/generiwoman_head.jpg" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="268" src="http://2.bp.blogspot.com/-gVI1U6BnEJk/TfRx7EMB5AI/AAAAAAAAEo8/Cqm1yHYAcjo/s320/generiwoman_head.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/-rlIHJHhQAcI/TfRx-aqmjKI/AAAAAAAAEpI/cMru-UeJoY8/s1600/generiwoman_side.jpg" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="268" src="http://3.bp.blogspot.com/-rlIHJHhQAcI/TfRx-aqmjKI/AAAAAAAAEpI/cMru-UeJoY8/s320/generiwoman_side.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;span style="font-family: Arial,Helvetica,sans-serif;"&gt;I pushed things even further with this highly stylized hero-woman base, employing the technique of extruding individual muscle groups to create a lo-poly topology that defines exaggerated form with minimal geometry:&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/-LuT9AjWRJUo/TfRxq8mHPzI/AAAAAAAAEoI/Fz9An-QYmRI/s1600/evangelina_6front.jpg" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="320" src="http://2.bp.blogspot.com/-LuT9AjWRJUo/TfRxq8mHPzI/AAAAAAAAEoI/Fz9An-QYmRI/s320/evangelina_6front.jpg" width="309" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/-VV1IuTp_fsQ/TfRxp1MZVkI/AAAAAAAAEoE/NWKUON7Xraw/s1600/evangelina_6back.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="320" src="http://3.bp.blogspot.com/-VV1IuTp_fsQ/TfRxp1MZVkI/AAAAAAAAEoE/NWKUON7Xraw/s320/evangelina_6back.jpg" width="309" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/-F9GYS8rqNkI/TfRxsIXan3I/AAAAAAAAEoM/A-mHWEsN2Tc/s1600/evangelina_6perspwiresmooth.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="320" src="http://3.bp.blogspot.com/-F9GYS8rqNkI/TfRxsIXan3I/AAAAAAAAEoM/A-mHWEsN2Tc/s320/evangelina_6perspwiresmooth.jpg" width="309" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/-v26uRumcoC0/TfRxtsONbjI/AAAAAAAAEoQ/DK7f2cGM4wM/s1600/evangelina_6perspwiresmooth2.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="320" src="http://1.bp.blogspot.com/-v26uRumcoC0/TfRxtsONbjI/AAAAAAAAEoQ/DK7f2cGM4wM/s320/evangelina_6perspwiresmooth2.jpg" width="316" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/-4LHcymVF5HA/TfRxueuyM_I/AAAAAAAAEoU/9FHlaVRx0Y4/s1600/evangelina_6side.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="320" src="http://2.bp.blogspot.com/-4LHcymVF5HA/TfRxueuyM_I/AAAAAAAAEoU/9FHlaVRx0Y4/s320/evangelina_6side.jpg" width="309" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;/div&gt;&lt;br /&gt;&lt;span style="font-family: Arial,Helvetica,sans-serif;"&gt;I've also been working on this more "realistic" base for female characters that aren't stylized:&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/-4zGWjI8b-uQ/TfRyETglAhI/AAAAAAAAEpc/elBMPpic5dU/s1600/roughgirl_front.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="316" src="http://1.bp.blogspot.com/-4zGWjI8b-uQ/TfRyETglAhI/AAAAAAAAEpc/elBMPpic5dU/s320/roughgirl_front.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/-4MjlPLu3FBY/TfRyDVbS3lI/AAAAAAAAEpY/pXuv-fzdzag/s1600/roughgirl_back.jpg" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;br /&gt;&lt;img border="0" height="316" src="http://3.bp.blogspot.com/-4MjlPLu3FBY/TfRyDVbS3lI/AAAAAAAAEpY/pXuv-fzdzag/s320/roughgirl_back.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/-wKCmkNKvKkE/TfRyFb1-5iI/AAAAAAAAEpg/2BkQ-i2p-YI/s1600/roughgirl_hand.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="316" src="http://3.bp.blogspot.com/-wKCmkNKvKkE/TfRyFb1-5iI/AAAAAAAAEpg/2BkQ-i2p-YI/s320/roughgirl_hand.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/-4cu3HteSBFo/TfRyGtd71aI/AAAAAAAAEpk/at-b7z66SUs/s1600/roughgirl_head.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="316" src="http://2.bp.blogspot.com/-4cu3HteSBFo/TfRyGtd71aI/AAAAAAAAEpk/at-b7z66SUs/s320/roughgirl_head.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/-kfBdJvAbTv8/TfRyIMXaRyI/AAAAAAAAEpo/Tw5LmibLY-U/s1600/roughgirl_headside.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="316" src="http://3.bp.blogspot.com/-kfBdJvAbTv8/TfRyIMXaRyI/AAAAAAAAEpo/Tw5LmibLY-U/s320/roughgirl_headside.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/-UL4_rR21bpM/TfRyImDZYVI/AAAAAAAAEps/Ai29U618Dyo/s1600/roughgirl_side.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="316" src="http://3.bp.blogspot.com/-UL4_rR21bpM/TfRyImDZYVI/AAAAAAAAEps/Ai29U618Dyo/s320/roughgirl_side.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;div style="font-family: Arial,Helvetica,sans-serif;"&gt;Also, I keep a lot of character primitives around as a starting point for cartoon archetypes. Like this guy:&lt;/div&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/-srDx3H8ln0w/TfRyLGK5W_I/AAAAAAAAEp4/ZNWv8qe9RmU/s1600/widebody.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="187" src="http://4.bp.blogspot.com/-srDx3H8ln0w/TfRyLGK5W_I/AAAAAAAAEp4/ZNWv8qe9RmU/s320/widebody.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5692852886128113529-529883419697412662?l=sinisthesia.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://sinisthesia.blogspot.com/feeds/529883419697412662/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=5692852886128113529&amp;postID=529883419697412662' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5692852886128113529/posts/default/529883419697412662'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5692852886128113529/posts/default/529883419697412662'/><link rel='alternate' type='text/html' href='http://sinisthesia.blogspot.com/2011/06/base-mesh-part-2.html' title='The Base Mesh, Part 2'/><author><name>Lord North</name><uri>http://www.blogger.com/profile/15890783355425843736</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='30' src='http://4.bp.blogspot.com/_IO6p3Wzw54U/SWprfUgqZwI/AAAAAAAAAvo/Nlx5t9DQ-2k/S220/jackHornerHed.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/-fWBOeneZ3Ms/TfRxvepmefI/AAAAAAAAEoY/3QjzOID3oiU/s72-c/eyeball.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-5692852886128113529.post-745682053560351795</id><published>2011-06-09T13:16:00.000-07:00</published><updated>2011-06-09T13:16:40.968-07:00</updated><title type='text'>The Base Mesh, Part 1</title><content type='html'>&lt;a href="http://3.bp.blogspot.com/-Levdt6ZFEUI/TfEpV-dfpJI/AAAAAAAAEn4/-xtM73pdNM4/s1600/blockmesh.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;/a&gt;Poly modeling has changed a lot in recent years. Once was, there were "hi-poly" modelers, employing NURBs and Beziers, moving around very dense meshes with brush-like tools, and "lo-poly" modelers, specializing in meticulously placing points to create sparse meshes that were abstract suggestions of form.&lt;br /&gt;In a manner of speaking, the lo-poly method won out, in part because of &lt;a href="http://en.wikipedia.org/wiki/Catmull%E2%80%93Clark_subdivision_surface"&gt;Mr. Catmull and Mr. Clark&lt;/a&gt;. But in another manner of speaking, the new workflow is a hybrid of the two. Today, no matter the output medium, you will almost always create both a hi-poly and a lo-poly version of the mesh. For high-def media like film, the high-res mesh is the star, and for interactive/realtime, the lo-res mesh is the hero; but in both cases, both meshes are employed. For film, a high-resolution mesh is tessellated or substituted at render time from a low-resolution proxy mesh. For games, a low-resolution mesh is dressed with a normal map extracted from its high-resolution counterpart.&lt;br /&gt;The result of all this has been the coalescence of 3d modeling as an art form. Today, want ads no longer ask specifically for a "hi-poly" modeler or a "lo-poly" modeler; but simply, a modeler. This does not simplify things for the average modeler, however. Now it isn't enough to master either the Haiku of lo-poly or the Rococo of hi-poly - you must do both.&lt;br /&gt;Theoretically, either model can come first in the process. Half the professional modelers out there start with a hi-res mesh, sculpted with the more immediate, intuitive toolset of digital sculpting packages like ZBrush or 3d-Coat, with lo-poly meshes later derived through the process of retopology (basically, drawing the lo-poly mesh onto the surface of the hi-poly). They prefer to start with "ZSpheres" or simply a sphere – a lump of virtual clay sufficiently generic enough to be the starting point for anything. Others create the base mesh first, and through subsequent subdivision and sculpting on layers derive the higher-level LODs. Both workflows are appropriate depending on the job. A third approach is to start with a very generic base mesh (the "block mesh"), then the sculpt, then retopology for good edgeflow.&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/-Levdt6ZFEUI/TfEpV-dfpJI/AAAAAAAAEn4/-xtM73pdNM4/s1600/blockmesh.jpg" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="294" src="http://3.bp.blogspot.com/-Levdt6ZFEUI/TfEpV-dfpJI/AAAAAAAAEn4/-xtM73pdNM4/s320/blockmesh.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;My main approach is to start with a topologically organized base mesh, which belies my origins in the dark ages of console games. Back then, every polygon was counted, and oftentimes 200 triangles were too many for a character. So I'm comfortable with the approach of laying down meshes poly-by-poly. I also feel that this approach affords certain advantages. No retopology phase, for one; which bypasses a process as mindless and tedious as UV layout. Also, by starting with a carefully thought-out base mesh, you can sculpt a hi-res mesh with great ease, since all the basic forms are already blocked out, so no unsightly stretching has to occur.&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/-GqHXVLJvU8g/TfEpWTcAf2I/AAAAAAAAEn8/Y19zrfuUZZo/s1600/orgmesh.jpg" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="294" src="http://4.bp.blogspot.com/-GqHXVLJvU8g/TfEpWTcAf2I/AAAAAAAAEn8/Y19zrfuUZZo/s320/orgmesh.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;The other reason it pays to start out with a good lo-poly base mesh: you can reuse them. Yes, digital sculpting is fast; ZBrush can allow you to crank out multiple variations on a design concept in a single day. Topology, on the other hand, is tedious: figuring out when to use a quad, when to use a triangle, when to flip an edge, when to add an edge loop. Watching poly counts and studying anatomical references for correct edge flow. Tedious. The good news: a good base mesh can be reused for multiple characters. In fact, you put in the time up front to create a set of base meshes, and most of your future contract jobs are already done. You will need a realistically proportioned adult male, adult female, and child. You also need several archetypes of "toon" characters. With a small collection of solid base meshes, you can start cranking out digital characters like there's no tomorrow. The next couple blog posts will be about the sometimes tedious process of creating that base mesh library.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5692852886128113529-745682053560351795?l=sinisthesia.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://sinisthesia.blogspot.com/feeds/745682053560351795/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=5692852886128113529&amp;postID=745682053560351795' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5692852886128113529/posts/default/745682053560351795'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5692852886128113529/posts/default/745682053560351795'/><link rel='alternate' type='text/html' href='http://sinisthesia.blogspot.com/2011/06/base-mesh-part-1.html' title='The Base Mesh, Part 1'/><author><name>Lord North</name><uri>http://www.blogger.com/profile/15890783355425843736</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='30' src='http://4.bp.blogspot.com/_IO6p3Wzw54U/SWprfUgqZwI/AAAAAAAAAvo/Nlx5t9DQ-2k/S220/jackHornerHed.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/-Levdt6ZFEUI/TfEpV-dfpJI/AAAAAAAAEn4/-xtM73pdNM4/s72-c/blockmesh.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-5692852886128113529.post-3639396345861198628</id><published>2011-05-27T00:51:00.000-07:00</published><updated>2011-06-08T23:07:52.714-07:00</updated><title type='text'>UV Solutions for a Maya Pipeline</title><content type='html'>Ah, the UV layout process. You know: the long, soul-draining buzzkill after modeling and before texturing? I have yet to meet an artist that looks forward to it. Thankfully, recent trends have been toward expediting the process through automation wherever possible, and in some cases &lt;a href="http://ptex.us/" target="_blank"&gt;doing away with it completely&lt;/a&gt;. This week I’ll focus on a few of the more popular tools as I weigh the options available.&lt;br /&gt;&lt;br /&gt;Since Maya’s UV toolset is generally considered to be an incomplete solution, the question always arises: what tools best fill the void? &lt;br /&gt;One method that I find quickest:&lt;br /&gt;&lt;ol&gt;&lt;li&gt;Use RoadKill plugin in Maya to identify seams and make the initial split into islands (faster selection of edgeloops using Maya’s toolset; more intuitive than UVLayout’s flow)&lt;/li&gt;&lt;li&gt;Export as obj and open in Headus UVLayout to flatten (better flattening algorithm than RoadKill)&lt;/li&gt;&lt;li&gt;Import back into Maya and do final tweaking&lt;/li&gt;&lt;/ol&gt;Still missing from this workflow: a set of brushes with falloff to allow pinch/magnify/smooth of UVs – think Artisan brushes for UVs. Anyone know of a plugin that can add this functionality to Maya? While I’m on the subject, why is Maya so far behind on this? UVing is something every digital artist deals with every day, yet we still have to rely on external applications or plugins to get basic functionality? Also, since UVing is basically “poly modeling in 2D,” why not have the same robust set of tools for moving UVs around, including Artisan brushes?&amp;nbsp; /end of rant&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Headus UVLayout&lt;/b&gt;&lt;br /&gt;&lt;a href="http://www.uvlayout.com/" target="_blank"&gt;http://www.uvlayout.com/&lt;/a&gt;&amp;nbsp; $300 pro version&lt;br /&gt;The most complete toolset with the crappiest interface. Most of the “pros” recommend it; it does just about everything you’d want a layout tool to do, except the ridiculous interface requires some getting used to. (At least some tooltips for the cryptic icon-less buttons? Please?) &lt;br /&gt;Pros: awesome flattening tools and other goodies &lt;br /&gt;Cons: external to Maya so requires an import/export. Also, did I mention the horrid interface?&lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/-TZfSbr5Tc8Q/Td9VKfYr0jI/AAAAAAAAEnk/YnvUgzG7C78/s1600/headus.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="320" src="http://3.bp.blogspot.com/-TZfSbr5Tc8Q/Td9VKfYr0jI/AAAAAAAAEnk/YnvUgzG7C78/s320/headus.jpg" width="318" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;br /&gt;&lt;b&gt;RoadKill&lt;/b&gt; &lt;br /&gt;&lt;a href="http://www.pullin-shapes.co.uk/" target="_blank"&gt;http://www.pullin-shapes.co.uk&lt;/a&gt;&amp;nbsp; free!&lt;br /&gt;Two components: a Maya plugin and a more full-featured standalone interface. Basically brings Blender UV unwrapping to Maya users. &lt;br /&gt;Pros: brings “pelt-mapping” paradigm into Maya, and did I mention it’s free? &lt;br /&gt;Cons: not a complete solution&lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/-VJUEhSHCk0o/Td9VUcOp9II/AAAAAAAAEno/0AyQ5EjAlw8/s1600/roadkill.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="168" src="http://4.bp.blogspot.com/-VJUEhSHCk0o/Td9VUcOp9II/AAAAAAAAEno/0AyQ5EjAlw8/s320/roadkill.jpg" style="cursor: move;" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;b&gt;Auto Unwrap UVs tool&lt;/b&gt; (MEL script, included in Bonus Tools)&lt;br /&gt;&lt;a href="http://area.autodesk.com/blogs/stevenr/unwrap_uvs_tool_update_an_interactive_tool_for_automatically_unwrapping_uvs" target="_blank"&gt;http://area.autodesk.com/blogs/stevenr/unwrap_uvs_tool_update_an_interactive_tool_for_automatically_unwrapping_uvs&lt;/a&gt;&amp;nbsp; &lt;br /&gt;Autodesk’s “official” attempt to add RoadKill-like pelt-mapping technique to Maya’s workflow (i.e. selecting edgeloop seams as a basis for cutting UVs into “islands”)&lt;br /&gt;Pros: lots of different methods to accommodate different topologies&lt;br /&gt;Cons: none of the flatten methods are very good. Tried all of the techniques; the results required lots of back-and-forth between “Unfold” and “Relax” with the smooth UV tool before the results started to be useable.&lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/-TLu_LG0uLyk/Td9Vu78ewJI/AAAAAAAAEns/N1Tktw1e7VQ/s1600/autounwrapuvs.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="224" src="http://4.bp.blogspot.com/-TLu_LG0uLyk/Td9Vu78ewJI/AAAAAAAAEns/N1Tktw1e7VQ/s320/autounwrapuvs.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Cas_autoUnfold tool&lt;/b&gt;&lt;br /&gt;&lt;a href="http://www.castorlee.com/maya-tools/auto-uv-mapper" target="_blank"&gt;http://www.castorlee.com/maya-tools/auto-uv-mapper&lt;/a&gt;&amp;nbsp; Free! &lt;br /&gt;MEL script, organizes a lot of Maya tools into a convenient toolbox for easy access. Also brings together some of the more popular unwrapping algorithms available from other plugins from Highend 3d.&lt;br /&gt;Pros: useful tools&lt;br /&gt;Cons: a bit buggy and largely devoid of up-to-date documentation&lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/-RbT-2vq01YE/Td9V2jRTikI/AAAAAAAAEnw/tEw7f9b6F4k/s1600/cas-abf1.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="228" src="http://1.bp.blogspot.com/-RbT-2vq01YE/Td9V2jRTikI/AAAAAAAAEnw/tEw7f9b6F4k/s320/cas-abf1.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;br /&gt;&lt;b&gt;ZBrush: UV Master plugin&lt;/b&gt;&lt;br /&gt;&lt;a href="http://www.pixologic.com/zbrush/features/UV-Master/" target="_blank"&gt;http://www.pixologic.com/zbrush/features/UV-Master/&lt;/a&gt;&amp;nbsp; Free download if you already have ZBrush&lt;br /&gt;Great for quick and dirty mapping of complex organic objects. For when speed, not optimization, is the directive. Automatically produces acceptable results for 3d painting (a la Mudbox or ZBrush).&lt;br /&gt;Pros: the best option if you already have a Zbrush-based pipeline. The best automatic results of any tested. Zbrush consistently has some of the most ingenious solutions to common problems – this is no exception. For example, auto-creating seams based on ambient occlusion ensures they will be in low-visibility areas –brilliant!&lt;br /&gt;Cons: not a complete solution for most jobs (however, a GREAT starting point for any UV workflow)&lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/-eEhZaJyGzSY/Td9Xl3I0VVI/AAAAAAAAEn0/te4QzVoaxRQ/s1600/UVmaster.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="290" src="http://1.bp.blogspot.com/-eEhZaJyGzSY/Td9Xl3I0VVI/AAAAAAAAEn0/te4QzVoaxRQ/s320/UVmaster.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;b&gt;3D Coat&lt;/b&gt;&lt;br /&gt;&lt;a href="http://www.3d-coat.com/" target="_blank"&gt;http://www.3d-coat.com/&lt;/a&gt; &lt;br /&gt;The best solution if you already have a 3d-Coat based solution. 3d-Coat, if you don’t know, is the dark horse many predict could be the future of 3d; they ooze innovation in every area. If you get comfortable with their interface, their UV tools are top-notch. By the way, they have the UV smoothing brush I wish Maya had.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Whatever happened to DeepUV?&lt;/b&gt;&lt;br /&gt;Back in the day I was an expert in the DeepPaint/DeepUV workflow. Sadly, this package fell into neglect and has not been developed for years. Amazingly, I just checked and it’s still for sale, though it “doesn’t run on Vista.” &lt;br /&gt;&lt;a href="http://www.righthemisphere.com/products/dp3d/deep3d_uv/index.html" target="_blank"&gt;http://www.righthemisphere.com/products/dp3d/deep3d_uv/index.html&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Unwrap 3D&lt;/b&gt;: I know nothing about this one, but it’s 50-60 bucks.&lt;br /&gt;Check out its feature list: &lt;a href="http://www.unwrap3d.com/u3d/features.aspx" target="_blank"&gt;http://www.unwrap3d.com/u3d/features.aspx&lt;/a&gt; &lt;br /&gt;&lt;br /&gt;&lt;b&gt;UV Mapper&lt;/b&gt;, another standalone I haven’t used, around 60 smackers: &lt;a href="http://uvmapper.com/" target="_blank"&gt;http://uvmapper.com&lt;/a&gt; &lt;br /&gt;&lt;br /&gt;&lt;b&gt;Unwrella&lt;/b&gt;, a plugin for Max or Maya, though I suspect their Max integration is better: &lt;a href="http://www.unwrella.com/" target="_blank"&gt;http://www.unwrella.com/&lt;/a&gt;&amp;nbsp; £150&lt;br /&gt;&lt;br /&gt;At the high end is &lt;b&gt;Unfold UV&lt;/b&gt;, too rich for my blood but rumored to be awesome:&lt;br /&gt;&lt;a href="http://www.polygonal-design.fr/e_unfold/index.php" target="_blank"&gt;http://www.polygonal-design.fr/e_unfold/index.php&lt;/a&gt;&amp;nbsp; £700&lt;br /&gt;&lt;br /&gt;Also, &lt;b&gt;Blender&lt;/b&gt; is free and useful for more than just UVs – it’s a complete 3d production pipeline:&lt;br /&gt;&lt;a href="http://www.blender.org/" target="_blank"&gt;http://www.blender.org/&lt;/a&gt; &lt;br /&gt;&lt;br /&gt;Also, Silo, Modo, and just about any other 3d modeling package has the ability to generate UVs with variable ease of use. XSI users swear by theirs. Let me know your thoughts. What is the best UV toolset out there? What is the best solution for Maya pipeline?&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Lessons Learned&lt;/b&gt;&lt;br /&gt;To push the thousands of objects through the pipe for my short film, I’m moving toward ZBrush as the fastest method for the majority of set dressing objects, only optimizing in Headus UVLayout and Maya for “hero” objects. It just makes the most sense when the crucial factor is time.&lt;br /&gt;Going forward, I’m all for a UV-less future: Mudbox Ptex texturing and rendering in realtime with Maya 2012’s Viewport 2.0 (which supports Ptex, or UV-less texturing). Without UVs OR render farms to contend with, I’m envisioning a 25% time savings in the 3d pipeline.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;More about UVs for those have no idea what I'm talking about:&lt;/b&gt;&lt;br /&gt;&lt;a href="http://en.wikipedia.org/wiki/UV_mapping" target="_blank"&gt;http://en.wikipedia.org/wiki/UV_mapping&lt;/a&gt; &lt;br /&gt;&lt;b&gt;Popular Flattening Algorithms:&lt;/b&gt;&lt;br /&gt;ABF: &lt;a href="http://www.cs.ubc.ca/%7Esheffa/ABF++/abf.htm" target="_blank"&gt;http://www.cs.ubc.ca/~sheffa/ABF++/abf.htm&lt;/a&gt;&lt;br /&gt;LSCM: &lt;a href="http://www.blender.org/download/sandbox/lscm-basics/" target="_blank"&gt;http://www.blender.org/download/sandbox/lscm-basics/&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5692852886128113529-3639396345861198628?l=sinisthesia.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://sinisthesia.blogspot.com/feeds/3639396345861198628/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=5692852886128113529&amp;postID=3639396345861198628' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5692852886128113529/posts/default/3639396345861198628'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5692852886128113529/posts/default/3639396345861198628'/><link rel='alternate' type='text/html' href='http://sinisthesia.blogspot.com/2011/05/uv-solutions-for-maya-pipeline.html' title='UV Solutions for a Maya Pipeline'/><author><name>Lord North</name><uri>http://www.blogger.com/profile/15890783355425843736</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='30' src='http://4.bp.blogspot.com/_IO6p3Wzw54U/SWprfUgqZwI/AAAAAAAAAvo/Nlx5t9DQ-2k/S220/jackHornerHed.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/-TZfSbr5Tc8Q/Td9VKfYr0jI/AAAAAAAAEnk/YnvUgzG7C78/s72-c/headus.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-5692852886128113529.post-5798548499851696535</id><published>2011-05-06T09:44:00.000-07:00</published><updated>2011-05-06T09:44:45.186-07:00</updated><title type='text'>Old Baldie</title><content type='html'>&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;object width="320" height="266" class="BLOG_video_class" id="BLOG_video-ab101ec93062d868" classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"&gt;&lt;param name="movie" value="http://www.youtube.com/get_player"&gt;&lt;param name="bgcolor" value="#FFFFFF"&gt;&lt;param name="allowfullscreen" value="true"&gt;&lt;param name="flashvars" value="flvurl=http://v12.nonxt4.googlevideo.com/videoplayback?id%3Dab101ec93062d868%26itag%3D5%26app%3Dblogger%26ip%3D0.0.0.0%26ipbits%3D0%26expire%3D1330196505%26sparams%3Did,itag,ip,ipbits,expire%26signature%3DBA2AB288060733A15C49829BF54848546454A50.1537663B78AEF19ECF48FFE34B3356A0BAD61502%26key%3Dck1&amp;amp;iurl=http://video.google.com/ThumbnailServer2?app%3Dblogger%26contentid%3Dab101ec93062d868%26offsetms%3D5000%26itag%3Dw160%26sigh%3DB_hs2Z5T7An31yfLW6QMfM7d0Jw&amp;amp;autoplay=0&amp;amp;ps=blogger"&gt;&lt;embed src="http://www.youtube.com/get_player" type="application/x-shockwave-flash"width="320" height="266" bgcolor="#FFFFFF"flashvars="flvurl=http://v12.nonxt4.googlevideo.com/videoplayback?id%3Dab101ec93062d868%26itag%3D5%26app%3Dblogger%26ip%3D0.0.0.0%26ipbits%3D0%26expire%3D1330196505%26sparams%3Did,itag,ip,ipbits,expire%26signature%3DBA2AB288060733A15C49829BF54848546454A50.1537663B78AEF19ECF48FFE34B3356A0BAD61502%26key%3Dck1&amp;iurl=http://video.google.com/ThumbnailServer2?app%3Dblogger%26contentid%3Dab101ec93062d868%26offsetms%3D5000%26itag%3Dw160%26sigh%3DB_hs2Z5T7An31yfLW6QMfM7d0Jw&amp;autoplay=0&amp;ps=blogger"allowFullScreen="true" /&gt;&lt;/object&gt;&lt;/div&gt;Another bald wrinkly guy from Mudbox. Why does Mudbox always seem to elicit bald wrinkly guys? 'Cuz hair is hard but wrinkles are easy? Maybe. Next digital sculpting doodle will not be bald and wrinkly. I swear.&lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/-v0FUm59Er6k/TcPM6GYj9QI/AAAAAAAAEnY/2Z1nVbAU-YY/s1600/_old-baldie-17ao8.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="320" src="http://1.bp.blogspot.com/-v0FUm59Er6k/TcPM6GYj9QI/AAAAAAAAEnY/2Z1nVbAU-YY/s320/_old-baldie-17ao8.jpg" width="259" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/-UdBaOWOwK7s/TcPM7UBCkmI/AAAAAAAAEnc/ohjyxlR0pqA/s1600/_old-baldie-17tm.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="320" src="http://2.bp.blogspot.com/-UdBaOWOwK7s/TcPM7UBCkmI/AAAAAAAAEnc/ohjyxlR0pqA/s320/_old-baldie-17tm.jpg" width="290" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/-ClQ6Yfoz_ok/TcPM8pWMGUI/AAAAAAAAEng/wbRl0_AwhWE/s1600/_old-baldie-17tm-ca.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="320" src="http://1.bp.blogspot.com/-ClQ6Yfoz_ok/TcPM8pWMGUI/AAAAAAAAEng/wbRl0_AwhWE/s320/_old-baldie-17tm-ca.jpg" width="290" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5692852886128113529-5798548499851696535?l=sinisthesia.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://sinisthesia.blogspot.com/feeds/5798548499851696535/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=5692852886128113529&amp;postID=5798548499851696535' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5692852886128113529/posts/default/5798548499851696535'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5692852886128113529/posts/default/5798548499851696535'/><link rel='alternate' type='text/html' href='http://sinisthesia.blogspot.com/2011/05/old-baldie.html' title='Old Baldie'/><author><name>Lord North</name><uri>http://www.blogger.com/profile/15890783355425843736</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='30' src='http://4.bp.blogspot.com/_IO6p3Wzw54U/SWprfUgqZwI/AAAAAAAAAvo/Nlx5t9DQ-2k/S220/jackHornerHed.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/-v0FUm59Er6k/TcPM6GYj9QI/AAAAAAAAEnY/2Z1nVbAU-YY/s72-c/_old-baldie-17ao8.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-5692852886128113529.post-3096639255855920232</id><published>2011-04-29T23:44:00.000-07:00</published><updated>2011-06-18T23:39:30.470-07:00</updated><title type='text'>The In(dy) Crowd: thoughts on crowdfunding and crowdsourcing</title><content type='html'>&lt;div style="font-family: Arial,Helvetica,sans-serif;"&gt;It's been a while since I've done an update on my short film. After all, that's the main purpose for starting this blog, so I feel an update is overdue. I will update soon, but first, an update on the independent film environment.&lt;br /&gt;A lot has happened in the past couple years since I've gone mum on the subject. A pivotal revolution in film-making has transpired in the interim; the new funding and distribution model for indies is now "crowdfunding." Sites like &lt;a href="https://www.sokap.com/"&gt;Sokap&lt;/a&gt; and &lt;a href="http://www.yourmoneyyourmovie.com/"&gt;Audience Productions&lt;/a&gt; have joined the likes of pioneers &lt;a href="http://www.indiegogo.com/"&gt;IndyGoGo&lt;/a&gt;, &lt;a href="http://www.rockethub.com/"&gt;RocketHub&lt;/a&gt; and &lt;a href="http://www.kickstarter.com/"&gt;Kickstarter&lt;/a&gt; in allowing the potential audience for a film to participate in its funding. A brilliant model, in that it not only circumvents the prejudices of corporate distributors (who are usually too scared of their own shadows to innovate) but it virtually guarantees an audience when it is released (well, to the same degree that Gallup Polls can "guarantee" a winner in a political election). I've personally witnessed both success and failure among my peers in regards to crowdfunding. Certainly one of the successes was a project I followed for years before a tweet from Neil Gaiman pushed it over the top. &lt;a href="http://www.theprice-movie.com/"&gt;The Price&lt;/a&gt; began as a labor of love by Christopher Salmon, a Gaiman fanboy seeking to animate the short story of the same title. At first, I considered his $150,000 goal to be far-fetched. To date, it is at $161,774. What this basically means for Mr. Salmon is that he can now concentrate on finishing his film as his full-time job, not something to devote an hour to each evening after the kids are in bed. The indy animator's holy grail. &lt;a href="http://www.kickstarter.com/projects/2024077040/neil-gaimans-the-price"&gt;http://www.kickstarter.com/projects/2024077040/neil-gaimans-the-price&lt;/a&gt;&lt;br /&gt;Crowdfunding is a variation on crowdsourcing, which is the idea that creative communities naturally gravitate toward collaboration, even sans compensation, for the right project (see the successes of Wikipedia or Open Source if you don't believe). Along these lines, there are other films I'm following to track the success of their zero-budget business models.&amp;nbsp; &lt;a href="http://michaelcawood.com/CGShort.htm"&gt;Devils, Angels and Dating&lt;/a&gt; taps in on the trend of 3d artists either underemployed or underwhelmed with their current creative lives that are seeking inspirational volunteer service to bolster their demo reels. There seems to be steady progress posted on director Michael Cawood's blog, which is an educational service to the community which certainly justifies the experiment. Then there's &lt;a href="http://pinkslipanimation.blogspot.com/"&gt;Pink Slip Animation&lt;/a&gt;.&lt;br /&gt;&lt;a href="http://anatomyofanightmare.blogspot.com/"&gt;Anatomy of a Nightmare&lt;/a&gt; is the labor of love of DreamWorks animator Ben Rush. Though a volunteer project, it has a good chance of making it: &lt;a href="http://www.firstflightshort.com/"&gt;First Flight&lt;/a&gt; originated in a similar manner and eventually was greenlit by the studio. When I was at Disney, we tried to tap in on this proto-crowdsourcing movement with something called the "Disney Shorts Club." As an institution, it never really went anywhere (as soon as it gains the Company's participation, it loses its Indy status and everyone wonders why they are not getting paid to work on it). However, individual projects associated with Shorts Club are still in the works. &lt;a href="http://www.indiegogo.com/Mila"&gt;Mila&lt;/a&gt; and &lt;a href="http://www.balladofsinister.com/"&gt;Ballad of Sinister&lt;/a&gt; are prominent examples.&lt;br /&gt;Why isn't "Ballad" on Kickstarter? I'm not ruling it out, but I'd rather wait until it's 75% done and I'm in the final push. With all of the finished material I'd have on hand by then, it would be easier to promote and convince investors of its potential. Until then, it will have to remain a weekend hobby.&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5692852886128113529-3096639255855920232?l=sinisthesia.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://sinisthesia.blogspot.com/feeds/3096639255855920232/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=5692852886128113529&amp;postID=3096639255855920232' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5692852886128113529/posts/default/3096639255855920232'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5692852886128113529/posts/default/3096639255855920232'/><link rel='alternate' type='text/html' href='http://sinisthesia.blogspot.com/2011/04/indy-crowd-thoughts-on-crowdfunding-and.html' title='The In(dy) Crowd: thoughts on crowdfunding and crowdsourcing'/><author><name>Lord North</name><uri>http://www.blogger.com/profile/15890783355425843736</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='30' src='http://4.bp.blogspot.com/_IO6p3Wzw54U/SWprfUgqZwI/AAAAAAAAAvo/Nlx5t9DQ-2k/S220/jackHornerHed.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-5692852886128113529.post-3556475102636585417</id><published>2011-04-09T16:01:00.000-07:00</published><updated>2011-04-09T22:44:53.752-07:00</updated><title type='text'>March 2011 Life Drawings</title><content type='html'>&lt;embed flashvars="host=picasaweb.google.com&amp;amp;hl=en_US&amp;amp;feat=flashalbum&amp;amp;RGB=0x000000&amp;amp;feed=https%3A%2F%2Fpicasaweb.google.com%2Fdata%2Ffeed%2Fapi%2Fuser%2FNorfield.Grumweld%2Falbumid%2F5593717900251117633%3Falt%3Drss%26kind%3Dphoto%26authkey%3DGv1sRgCJqVoeyFwoLdBQ%26hl%3Den_US" height="267" pluginspage="http://www.macromedia.com/go/getflashplayer" src="https://picasaweb.google.com/s/c/bin/slideshow.swf" type="application/x-shockwave-flash" width="400"&gt;&lt;/embed&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://2.bp.blogspot.com/-5DhAqTRunG0/TaDhEDy9gVI/AAAAAAAAEk0/p7aMl4I0eGU/s1600/DSC_0069.jpg" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="320" src="http://2.bp.blogspot.com/-5DhAqTRunG0/TaDhEDy9gVI/AAAAAAAAEk0/p7aMl4I0eGU/s320/DSC_0069.jpg" width="217" /&gt;&lt;/a&gt; &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://3.bp.blogspot.com/-Niq-LHRrsDQ/TaDhHpUM5GI/AAAAAAAAElE/MMdCyZhLC44/s1600/DSC_0074.jpg" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="320" src="http://3.bp.blogspot.com/-Niq-LHRrsDQ/TaDhHpUM5GI/AAAAAAAAElE/MMdCyZhLC44/s320/DSC_0074.jpg" width="250" /&gt;&amp;nbsp;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://4.bp.blogspot.com/-MpkNtZbgm1g/TaDhPFKNDqI/AAAAAAAAElk/GXZKvpcphHQ/s1600/DSC_0102.jpg" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="320" src="http://4.bp.blogspot.com/-MpkNtZbgm1g/TaDhPFKNDqI/AAAAAAAAElk/GXZKvpcphHQ/s320/DSC_0102.jpg" width="269" /&gt;&lt;/a&gt; &lt;br /&gt;&lt;br /&gt;&lt;a href="http://4.bp.blogspot.com/-I4swcxf-M98/TaDhQmTT_zI/AAAAAAAAEls/LWEo_-2S2NE/s1600/DSC_0105.jpg" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="320" src="http://4.bp.blogspot.com/-I4swcxf-M98/TaDhQmTT_zI/AAAAAAAAEls/LWEo_-2S2NE/s320/DSC_0105.jpg" width="315" /&gt;&amp;nbsp;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://3.bp.blogspot.com/-Rj0ZW11LOsw/TaDhRREIzcI/AAAAAAAAElw/fYlkRho363Q/s1600/DSC_0108.jpg" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="320" src="http://3.bp.blogspot.com/-Rj0ZW11LOsw/TaDhRREIzcI/AAAAAAAAElw/fYlkRho363Q/s320/DSC_0108.jpg" width="220" /&gt;&amp;nbsp;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://4.bp.blogspot.com/-wTdzz9t4zSU/TaDhZ1WYlMI/AAAAAAAAEmY/nRUOq1WrhLI/s1600/DSC_0145.jpg" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="320" src="http://4.bp.blogspot.com/-wTdzz9t4zSU/TaDhZ1WYlMI/AAAAAAAAEmY/nRUOq1WrhLI/s320/DSC_0145.jpg" width="246" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://3.bp.blogspot.com/-_Srhwu8N7Fg/TaDhgvxpm_I/AAAAAAAAEm0/Omh48YL3Axk/s1600/DSC_0164.jpg" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="320" src="http://3.bp.blogspot.com/-_Srhwu8N7Fg/TaDhgvxpm_I/AAAAAAAAEm0/Omh48YL3Axk/s320/DSC_0164.jpg" width="281" /&gt;&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5692852886128113529-3556475102636585417?l=sinisthesia.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://sinisthesia.blogspot.com/feeds/3556475102636585417/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=5692852886128113529&amp;postID=3556475102636585417' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5692852886128113529/posts/default/3556475102636585417'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5692852886128113529/posts/default/3556475102636585417'/><link rel='alternate' type='text/html' href='http://sinisthesia.blogspot.com/2011/04/march-2011-life-drawings.html' title='March 2011 Life Drawings'/><author><name>Lord North</name><uri>http://www.blogger.com/profile/15890783355425843736</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='30' src='http://4.bp.blogspot.com/_IO6p3Wzw54U/SWprfUgqZwI/AAAAAAAAAvo/Nlx5t9DQ-2k/S220/jackHornerHed.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/-5DhAqTRunG0/TaDhEDy9gVI/AAAAAAAAEk0/p7aMl4I0eGU/s72-c/DSC_0069.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-5692852886128113529.post-5313909149023182386</id><published>2011-03-30T16:37:00.000-07:00</published><updated>2011-04-02T18:19:53.769-07:00</updated><title type='text'>Gamesites</title><content type='html'>&lt;span style="font-family: trebuchet ms;"&gt;Here's a list of bookmarks I made for my Game Production students. They are very specific to game art and the Seattle area in particular, but you may find value in some of them. Enjoy.&lt;/span&gt; &lt;span style="font-family: trebuchet ms;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;div class="MsoNormal" style="margin: 0in 0in 10pt;"&gt;&lt;/div&gt;&lt;span style="font-family: trebuchet ms;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;div class="MsoNormal" style="margin: 0in 0in 10pt;"&gt;&lt;b style="mso-bidi-font-weight: normal;"&gt;&lt;span style="font-family: trebuchet ms;"&gt;Game Industry Sites&lt;/span&gt;&lt;/b&gt;&lt;/div&gt;&lt;br /&gt;&lt;div class="MsoNormal" style="margin: 0in 0in 10pt;"&gt;&lt;span style="font-family: trebuchet ms;"&gt;Gamasutra &lt;/span&gt;&lt;a href="http://www.gamasutra.com/"&gt;&lt;span style="color: blue; font-family: trebuchet ms;"&gt;http://www.gamasutra.com/&lt;/span&gt;&lt;/a&gt;&lt;span style="color: blue; font-family: trebuchet ms;"&gt; &lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="margin: 0in 0in 10pt;"&gt;&lt;span style="font-family: trebuchet ms;"&gt;GameDev.Net &lt;/span&gt;&lt;a href="http://www.gamedev.net/"&gt;&lt;span style="color: blue; font-family: trebuchet ms;"&gt;http://www.gamedev.net/&lt;/span&gt;&lt;/a&gt;&lt;span style="font-family: trebuchet ms;"&gt; &lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="margin: 0in 0in 10pt;"&gt;&lt;span style="font-family: trebuchet ms;"&gt;DevMaster.Net &lt;/span&gt;&lt;a href="http://www.devmaster.net/"&gt;&lt;span style="color: blue; font-family: trebuchet ms;"&gt;http://www.devmaster.net/&lt;/span&gt;&lt;/a&gt;&lt;span style="font-family: trebuchet ms;"&gt; &lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="margin: 0in 0in 10pt;"&gt;&lt;span style="font-family: trebuchet ms;"&gt;Tech Flash (Seattle tech report) &lt;/span&gt;&lt;a href="http://www.techflash.com/"&gt;&lt;span style="color: blue; font-family: trebuchet ms;"&gt;http://www.techflash.com/&lt;/span&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="margin: 0in 0in 10pt;"&gt;&lt;span style="font-family: trebuchet ms;"&gt;Game Dev Kit (Business law for game startups) &lt;/span&gt;&lt;a href="http://www.gamedevkit.com/"&gt;&lt;span style="color: blue; font-family: trebuchet ms;"&gt;http://www.gamedevkit.com/&lt;/span&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="margin: 0in 0in 10pt;"&gt;&lt;span style="font-family: trebuchet ms;"&gt;Game Industry News &lt;/span&gt;&lt;a href="http://www.gameindustry.com/"&gt;&lt;span style="color: blue; font-family: trebuchet ms;"&gt;http://www.gameindustry.com/&lt;/span&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="margin: 0in 0in 10pt;"&gt;&lt;span style="font-family: trebuchet ms;"&gt;Game Politics &lt;/span&gt;&lt;a href="http://www.gamepolitics.com/"&gt;&lt;span style="color: blue; font-family: trebuchet ms;"&gt;http://www.gamepolitics.com/&lt;/span&gt;&lt;/a&gt;&lt;span style="font-family: trebuchet ms;"&gt; &lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="margin: 0in 0in 10pt;"&gt;&lt;span style="font-family: trebuchet ms;"&gt;GamesIndustry.Biz &lt;/span&gt;&lt;a href="http://www.gamesindustry.biz/"&gt;&lt;span style="color: blue; font-family: trebuchet ms;"&gt;http://www.gamesindustry.biz/&lt;/span&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="margin: 0in 0in 10pt;"&gt;&lt;span style="font-family: trebuchet ms;"&gt;Game Industry Map &lt;/span&gt;&lt;a href="http://www.gameindustrymap.com/"&gt;&lt;span style="color: blue; font-family: trebuchet ms;"&gt;http://www.gameindustrymap.com/&lt;/span&gt;&lt;/a&gt;&lt;span style="font-family: trebuchet ms;"&gt; &lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="margin: 0in 0in 10pt;"&gt;&lt;span style="font-family: trebuchet ms;"&gt;Game Dev Map &lt;/span&gt;&lt;a href="http://gamedevmap.com/"&gt;&lt;span style="color: blue; font-family: trebuchet ms;"&gt;http://gamedevmap.com/&lt;/span&gt;&lt;/a&gt;&lt;span style="font-family: trebuchet ms;"&gt; &lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="margin: 0in 0in 10pt;"&gt;&lt;span style="font-family: trebuchet ms;"&gt;List of U.S. Game Studios &lt;/span&gt;&lt;a href="http://en.wikipedia.org/wiki/Category:Video_game_companies_of_the_United_States"&gt;&lt;span style="color: blue; font-family: trebuchet ms;"&gt;http://en.wikipedia.org/wiki/Category:Video_game_companies_of_the_United_States&lt;/span&gt;&lt;/a&gt;&lt;span style="font-family: trebuchet ms;"&gt; &lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="margin: 0in 0in 10pt;"&gt;&lt;span style="font-family: trebuchet ms;"&gt;Game Biz Advice &lt;/span&gt;&lt;a href="http://www.sloperama.com/advice.html"&gt;&lt;span style="color: blue; font-family: trebuchet ms;"&gt;http://www.sloperama.com/advice.html&lt;/span&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="margin: 0in 0in 10pt;"&gt;&lt;span style="font-family: trebuchet ms;"&gt;Google group for Game Industry &lt;/span&gt;&lt;a href="http://groups.google.com/group/comp.games.development.industry/topics?hl=en&amp;amp;lnk"&gt;&lt;span style="color: blue; font-family: trebuchet ms;"&gt;http://groups.google.com/group/comp.games.development.industry/topics?hl=en&amp;amp;lnk&lt;/span&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="margin: 0in 0in 10pt;"&gt;&lt;span style="font-family: trebuchet ms;"&gt;Game Career Guide &lt;/span&gt;&lt;a href="http://www.gamecareerguide.com/"&gt;&lt;span style="color: blue; font-family: trebuchet ms;"&gt;http://www.gamecareerguide.com/&lt;/span&gt;&lt;/a&gt;&lt;span style="font-family: trebuchet ms;"&gt; &lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="margin: 0in 0in 10pt;"&gt;&lt;span style="font-family: trebuchet ms;"&gt;Microsoft Dev Site &lt;/span&gt;&lt;a href="http://create.msdn.com/en-US/"&gt;&lt;span style="color: blue; font-family: trebuchet ms;"&gt;http://create.msdn.com/en-US/&lt;/span&gt;&lt;/a&gt;&lt;span style="font-family: trebuchet ms;"&gt; &lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="margin: 0in 0in 10pt;"&gt;&lt;b style="mso-bidi-font-weight: normal;"&gt;&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;&lt;div class="MsoNormal" style="margin: 0in 0in 10pt;"&gt;&lt;b style="mso-bidi-font-weight: normal;"&gt;&lt;span style="font-family: trebuchet ms;"&gt;Organizations and Conferences&lt;/span&gt;&lt;/b&gt;&lt;/div&gt;&lt;br /&gt;&lt;div class="MsoNormal" style="margin: 0in 0in 10pt;"&gt;&lt;span style="font-family: trebuchet ms;"&gt;International Game Developers Association &lt;/span&gt;&lt;a href="https://www.igda.org/"&gt;&lt;span style="color: blue; font-family: trebuchet ms;"&gt;https://www.igda.org/&lt;/span&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="margin: 0in 0in 10pt;"&gt;&lt;span style="font-family: trebuchet ms;"&gt;Entertainment Software Association &lt;/span&gt;&lt;a href="http://www.theesa.com/"&gt;&lt;span style="color: blue; font-family: trebuchet ms;"&gt;http://www.theesa.com/&lt;/span&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="margin: 0in 0in 10pt;"&gt;&lt;span style="font-family: trebuchet ms;"&gt;The Academy of Interactive Arts and Sciences &lt;/span&gt;&lt;a href="http://www.interactive.org/"&gt;&lt;span style="color: blue; font-family: trebuchet ms;"&gt;http://www.interactive.org/&lt;/span&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="margin: 0in 0in 10pt;"&gt;&lt;span style="font-family: trebuchet ms;"&gt;The E3 Expo &lt;/span&gt;&lt;a href="http://www.e3expo.com/"&gt;&lt;span style="color: blue; font-family: trebuchet ms;"&gt;http://www.e3expo.com/&lt;/span&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="margin: 0in 0in 10pt;"&gt;&lt;span style="font-family: trebuchet ms;"&gt;Game Developers Conference &lt;/span&gt;&lt;a href="http://www.gdconf.com/"&gt;&lt;span style="color: blue; font-family: trebuchet ms;"&gt;http://www.gdconf.com/&lt;/span&gt;&lt;/a&gt;&lt;span style="font-family: trebuchet ms;"&gt; &lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="margin: 0in 0in 10pt;"&gt;&lt;span style="font-family: trebuchet ms;"&gt;The GDC Vault &lt;/span&gt;&lt;a href="http://www.gdcvault.com/"&gt;&lt;span style="color: blue; font-family: trebuchet ms;"&gt;http://www.gdcvault.com&lt;/span&gt;&lt;/a&gt;&lt;span style="font-family: trebuchet ms;"&gt; &lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="margin: 0in 0in 10pt;"&gt;&lt;span style="font-family: trebuchet ms;"&gt;Independent Games Festival &lt;/span&gt;&lt;a href="http://www.igf.com/"&gt;&lt;span style="color: blue; font-family: trebuchet ms;"&gt;http://www.igf.com/&lt;/span&gt;&lt;/a&gt;&lt;span style="font-family: trebuchet ms;"&gt; &lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="margin: 0in 0in 10pt;"&gt;&lt;span style="font-family: trebuchet ms;"&gt;Dice Summit &lt;/span&gt;&lt;a href="http://www.dicesummit.org/"&gt;&lt;span style="color: blue; font-family: trebuchet ms;"&gt;http://www.dicesummit.org/&lt;/span&gt;&lt;/a&gt;&lt;span style="font-family: trebuchet ms;"&gt; &lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="margin: 0in 0in 10pt;"&gt;&lt;span style="font-family: trebuchet ms;"&gt;PAX &lt;/span&gt;&lt;a href="http://www.paxsite.com/paxprime/index.php"&gt;&lt;span style="color: blue; font-family: trebuchet ms;"&gt;http://www.paxsite.com/paxprime/index.php&lt;/span&gt;&lt;/a&gt;&lt;span style="font-family: trebuchet ms;"&gt; &lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="margin: 0in 0in 10pt;"&gt;&lt;span style="font-family: trebuchet ms;"&gt;Seattle Casual Connect &lt;/span&gt;&lt;a href="http://seattle.casualconnect.org/"&gt;&lt;span style="color: blue; font-family: trebuchet ms;"&gt;http://seattle.casualconnect.org/&lt;/span&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="margin: 0in 0in 10pt;"&gt;&lt;span style="font-family: trebuchet ms;"&gt;Seattle Retro Gaming Expo &lt;/span&gt;&lt;a href="http://www.seattleretro.org/"&gt;&lt;span style="color: blue; font-family: trebuchet ms;"&gt;http://www.seattleretro.org/&lt;/span&gt;&lt;/a&gt;&lt;span style="color: blue; font-family: trebuchet ms;"&gt; &lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="margin: 0in 0in 10pt;"&gt;&lt;span style="font-family: trebuchet ms;"&gt;Women in Games International &lt;/span&gt;&lt;a href="http://www.womeningamesinternational.org/"&gt;&lt;span style="color: blue; font-family: trebuchet ms;"&gt;http://www.womeningamesinternational.org/&lt;/span&gt;&lt;/a&gt;&lt;span style="font-family: trebuchet ms;"&gt; &lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="margin: 0in 0in 10pt;"&gt;&lt;span style="font-family: trebuchet ms;"&gt;ACM SIGGRAPH &lt;/span&gt;&lt;a href="http://www.siggraph.org/"&gt;&lt;span style="color: blue; font-family: trebuchet ms;"&gt;http://www.siggraph.org/&lt;/span&gt;&lt;/a&gt;&lt;span style="font-family: trebuchet ms;"&gt; &lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="margin: 0in 0in 10pt;"&gt;&lt;span style="font-family: trebuchet ms;"&gt;Global Game Jam &lt;/span&gt;&lt;a href="http://globalgamejam.org/"&gt;&lt;span style="color: blue; font-family: trebuchet ms;"&gt;http://globalgamejam.org/&lt;/span&gt;&lt;/a&gt;&lt;span style="font-family: trebuchet ms;"&gt; &lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="margin: 0in 0in 10pt;"&gt;&lt;span style="font-family: trebuchet ms;"&gt;NW3D (Northwest 3D artists) &lt;/span&gt;&lt;a href="http://groups.google.com/group/nw3d"&gt;&lt;span style="color: blue; font-family: trebuchet ms;"&gt;http://groups.google.com/group/nw3d&lt;/span&gt;&lt;/a&gt;&lt;span style="font-family: trebuchet ms;"&gt; &lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="margin: 0in 0in 10pt;"&gt;&lt;span style="font-family: trebuchet ms;"&gt;Washington Interactive Network &lt;/span&gt;&lt;a href="http://www.washingtoninteractivenetwork.org/"&gt;&lt;span style="color: blue; font-family: trebuchet ms;"&gt;http://www.washingtoninteractivenetwork.org/&lt;/span&gt;&lt;/a&gt;&lt;span style="font-family: trebuchet ms;"&gt; &lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="margin: 0in 0in 10pt;"&gt;&lt;span style="font-family: trebuchet ms;"&gt;Seattle Flash User Group &lt;/span&gt;&lt;a href="http://seattleflashusergroup.com/"&gt;&lt;span style="color: blue; font-family: trebuchet ms;"&gt;http://seattleflashusergroup.com/&lt;/span&gt;&lt;/a&gt;&lt;span style="font-family: trebuchet ms;"&gt; &lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="margin: 0in 0in 10pt;"&gt;&lt;span style="font-family: trebuchet ms;"&gt;Seattle Game Audio Group &lt;/span&gt;&lt;a href="http://tech.groups.yahoo.com/group/SeattleGameAudioGroup/"&gt;&lt;span style="color: blue; font-family: trebuchet ms;"&gt;http://tech.groups.yahoo.com/group/SeattleGameAudioGroup/&lt;/span&gt;&lt;/a&gt;&lt;span style="font-family: trebuchet ms;"&gt; &lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="margin: 0in 0in 10pt;"&gt;&lt;span style="font-family: trebuchet ms;"&gt;International Festival of Independent Games &lt;/span&gt;&lt;a href="http://www.indiecade.com/index.php"&gt;&lt;span style="color: blue; font-family: trebuchet ms;"&gt;http://www.indiecade.com/index.php&lt;/span&gt;&lt;/a&gt;&lt;span style="font-family: trebuchet ms;"&gt; &lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="margin: 0in 0in 10pt;"&gt;&lt;span style="font-family: trebuchet ms;"&gt;Login Conference &lt;/span&gt;&lt;a href="http://www.2011.loginconference.com/register.php"&gt;&lt;span style="color: blue; font-family: trebuchet ms;"&gt;http://www.2011.loginconference.com/register.php&lt;/span&gt;&lt;/a&gt;&lt;span style="font-family: trebuchet ms;"&gt; &lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="margin: 0in 0in 10pt;"&gt;&lt;/div&gt;&lt;span style="font-family: trebuchet ms;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;div class="MsoNormal" style="margin: 0in 0in 10pt;"&gt;&lt;b style="mso-bidi-font-weight: normal;"&gt;&lt;span style="font-family: trebuchet ms;"&gt;General Game News&lt;/span&gt;&lt;/b&gt;&lt;/div&gt;&lt;br /&gt;&lt;div class="MsoNormal" style="margin: 0in 0in 10pt;"&gt;&lt;a href="http://n4g.com/"&gt;&lt;span style="color: blue; font-family: trebuchet ms;"&gt;http://n4g.com/&lt;/span&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="margin: 0in 0in 10pt;"&gt;&lt;a href="http://www.ign.com/"&gt;&lt;span style="color: blue; font-family: trebuchet ms;"&gt;http://www.ign.com/&lt;/span&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="margin: 0in 0in 10pt;"&gt;&lt;a href="http://www.shacknews.com/"&gt;&lt;span style="color: blue; font-family: trebuchet ms;"&gt;http://www.shacknews.com/&lt;/span&gt;&lt;/a&gt;&lt;span style="font-family: trebuchet ms;"&gt; &lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="margin: 0in 0in 10pt;"&gt;&lt;a href="http://www.gamespy.com/"&gt;&lt;span style="color: blue; font-family: trebuchet ms;"&gt;http://www.gamespy.com/&lt;/span&gt;&lt;/a&gt;&lt;span style="font-family: trebuchet ms;"&gt; &lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="margin: 0in 0in 10pt;"&gt;&lt;a href="http://www.gamesradar.com/"&gt;&lt;span style="color: blue; font-family: trebuchet ms;"&gt;http://www.gamesradar.com/&lt;/span&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="margin: 0in 0in 10pt;"&gt;&lt;a href="http://www.gamespot.com/"&gt;&lt;span style="color: blue; font-family: trebuchet ms;"&gt;http://www.gamespot.com/&lt;/span&gt;&lt;/a&gt;&lt;span style="font-family: trebuchet ms;"&gt; &lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="margin: 0in 0in 10pt;"&gt;&lt;a href="http://worthplaying.com/news/"&gt;&lt;span style="color: blue; font-family: trebuchet ms;"&gt;http://worthplaying.com/news/&lt;/span&gt;&lt;/a&gt;&lt;span style="font-family: trebuchet ms;"&gt; &lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="margin: 0in 0in 10pt;"&gt;&lt;a href="http://gamestyle.com/"&gt;&lt;span style="color: blue; font-family: trebuchet ms;"&gt;http://gamestyle.com/&lt;/span&gt;&lt;/a&gt;&lt;span style="font-family: trebuchet ms;"&gt; &lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="margin: 0in 0in 10pt;"&gt;&lt;a href="http://www.hookedgamers.com/"&gt;&lt;span style="color: blue; font-family: trebuchet ms;"&gt;http://www.hookedgamers.com/&lt;/span&gt;&lt;/a&gt;&lt;span style="font-family: trebuchet ms;"&gt; &lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="margin: 0in 0in 10pt;"&gt;&lt;a href="http://gameinformer.com/"&gt;&lt;span style="color: blue; font-family: trebuchet ms;"&gt;http://gameinformer.com&lt;/span&gt;&lt;/a&gt;&lt;span style="font-family: trebuchet ms;"&gt; &lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="margin: 0in 0in 10pt;"&gt;&lt;a href="http://www.g4tv.com/"&gt;&lt;span style="color: blue; font-family: trebuchet ms;"&gt;http://www.g4tv.com&lt;/span&gt;&lt;/a&gt;&lt;span style="font-family: trebuchet ms;"&gt; &lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="margin: 0in 0in 10pt;"&gt;&lt;a href="http://kotaku.com/"&gt;&lt;span style="font-family: &amp;quot;Arial&amp;quot;,&amp;quot;sans-serif&amp;quot;; line-height: 115%;"&gt;&lt;span style="color: blue; font-family: trebuchet ms;"&gt;http://kotaku.com/&lt;/span&gt;&lt;/span&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="margin: 0in 0in 10pt;"&gt;&lt;a href="http://gotgame.com/"&gt;&lt;span style="color: blue; font-family: trebuchet ms;"&gt;http://gotgame.com/&lt;/span&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="margin: 0in 0in 10pt;"&gt;&lt;a href="http://www.giantbomb.com/"&gt;&lt;span style="color: blue; font-family: trebuchet ms;"&gt;http://www.giantbomb.com/&lt;/span&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="margin: 0in 0in 10pt;"&gt;&lt;a href="http://www.destructoid.com/"&gt;&lt;span style="color: blue; font-family: trebuchet ms;"&gt;http://www.destructoid.com/&lt;/span&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="margin: 0in 0in 10pt;"&gt;&lt;a href="http://epicbattleaxe.com/"&gt;&lt;span style="color: blue; font-family: trebuchet ms;"&gt;http://epicbattleaxe.com/&lt;/span&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="margin: 0in 0in 10pt;"&gt;&lt;a href="http://www.joystiq.com/"&gt;&lt;span style="color: blue; font-family: trebuchet ms;"&gt;http://www.joystiq.com/&lt;/span&gt;&lt;/a&gt;&lt;span style="font-family: trebuchet ms;"&gt; &lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="margin: 0in 0in 10pt;"&gt;&lt;a href="http://en.gamers.com/"&gt;&lt;span style="color: blue; font-family: trebuchet ms;"&gt;http://en.gamers.com/&lt;/span&gt;&lt;/a&gt;&lt;span style="font-family: trebuchet ms;"&gt; &lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="margin: 0in 0in 10pt;"&gt;&lt;a href="http://www.escapistmagazine.com/"&gt;&lt;span style="color: blue; font-family: trebuchet ms;"&gt;http://www.escapistmagazine.com/&lt;/span&gt;&lt;/a&gt;&lt;span style="font-family: trebuchet ms;"&gt; &lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="margin: 0in 0in 10pt;"&gt;&lt;a href="http://www.indiegamemag.com/"&gt;&lt;span style="font-family: &amp;quot;Arial&amp;quot;,&amp;quot;sans-serif&amp;quot;; line-height: 115%;"&gt;&lt;span style="color: blue; font-family: trebuchet ms;"&gt;http://www.indiegamemag.com/&lt;/span&gt;&lt;/span&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="margin: 0in 0in 10pt;"&gt;&lt;span style="font-family: trebuchet ms;"&gt;Game Reviews Aggregators&lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="margin: 0in 0in 10pt 0.5in;"&gt;&lt;span style="font-family: trebuchet ms;"&gt;&lt;/span&gt;&lt;a href="http://www.gamerankings.com/"&gt;&lt;span style="color: blue; font-family: trebuchet ms;"&gt;http://www.gamerankings.com/&lt;/span&gt;&lt;/a&gt;&lt;span style="font-family: trebuchet ms;"&gt; &lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="margin: 0in 0in 10pt 0.5in;"&gt;&lt;a href="http://www.gamestats.com/"&gt;&lt;span style="color: blue; font-family: trebuchet ms;"&gt;http://www.gamestats.com/&lt;/span&gt;&lt;/a&gt;&lt;span style="font-family: trebuchet ms;"&gt; &lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="margin: 0in 0in 10pt 0.5in;"&gt;&lt;a href="http://www.gametab.com/"&gt;&lt;span style="color: blue; font-family: trebuchet ms;"&gt;http://www.gametab.com/&lt;/span&gt;&lt;/a&gt;&lt;span style="font-family: trebuchet ms;"&gt; &lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="margin: 0in 0in 10pt;"&gt;&lt;span style="font-family: trebuchet ms;"&gt;Game History and Information&lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="margin: 0in 0in 10pt 0.5in;"&gt;&lt;a href="http://www.mobygames.com/"&gt;&lt;span style="color: blue; font-family: trebuchet ms;"&gt;http://www.mobygames.com&lt;/span&gt;&lt;/a&gt;&lt;span style="font-family: trebuchet ms;"&gt; &lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="margin: 0in 0in 10pt 0.5in;"&gt;&lt;a href="http://www.arcade-museum.com/"&gt;&lt;span style="color: blue; font-family: trebuchet ms;"&gt;http://www.arcade-museum.com/&lt;/span&gt;&lt;/a&gt;&lt;span style="font-family: trebuchet ms;"&gt; &lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="margin: 0in 0in 10pt 0.5in;"&gt;&lt;a href="http://www.moddb.com/"&gt;&lt;span style="color: blue; font-family: trebuchet ms;"&gt;http://www.moddb.com/&lt;/span&gt;&lt;/a&gt;&lt;span style="font-family: trebuchet ms;"&gt; &lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="margin: 0in 0in 10pt 0.5in;"&gt;&lt;a href="http://www.vgmuseum.com/"&gt;&lt;span style="color: blue; font-family: trebuchet ms;"&gt;http://www.vgmuseum.com/&lt;/span&gt;&lt;/a&gt;&lt;span style="font-family: trebuchet ms;"&gt; &lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="margin: 0in 0in 10pt 0.5in;"&gt;&lt;a href="http://www.gamefaqs.com/"&gt;&lt;span style="color: blue; font-family: trebuchet ms;"&gt;http://www.gamefaqs.com/&lt;/span&gt;&lt;/a&gt;&lt;span style="font-family: trebuchet ms;"&gt; &lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="margin: 0in 0in 10pt 0.5in;"&gt;&lt;a href="http://www.allgame.com/"&gt;&lt;span style="color: blue; font-family: trebuchet ms;"&gt;http://www.allgame.com/&lt;/span&gt;&lt;/a&gt;&lt;span style="font-family: trebuchet ms;"&gt; &lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="margin: 0in 0in 10pt;"&gt;&lt;span style="font-family: trebuchet ms;"&gt;Video game maps database &lt;/span&gt;&lt;a href="http://www.vgmaps.com/"&gt;&lt;span style="color: blue; font-family: trebuchet ms;"&gt;http://www.vgmaps.com/&lt;/span&gt;&lt;/a&gt;&lt;span style="font-family: trebuchet ms;"&gt; &lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="margin: 0in 0in 10pt;"&gt;&lt;span style="font-family: trebuchet ms;"&gt;Video Game Manuals &lt;/span&gt;&lt;a href="http://www.replacementdocs.com/"&gt;&lt;span style="color: blue; font-family: trebuchet ms;"&gt;http://www.replacementdocs.com&lt;/span&gt;&lt;/a&gt;&lt;span style="font-family: trebuchet ms;"&gt; &lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="margin: 0in 0in 10pt;"&gt;&lt;span style="font-family: trebuchet ms;"&gt;Speedruns Archive(sceen captures of game playthroughs) &lt;/span&gt;&lt;a href="http://speeddemosarchive.com/"&gt;&lt;span style="color: blue; font-family: trebuchet ms;"&gt;http://speeddemosarchive.com/&lt;/span&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="margin: 0in 0in 10pt;"&gt;&lt;span style="font-family: trebuchet ms;"&gt;Wikia Gaming &lt;/span&gt;&lt;a href="http://gaming.wikia.com/wiki/Wikia_Gaming"&gt;&lt;span style="color: blue; font-family: trebuchet ms;"&gt;http://gaming.wikia.com/wiki/Wikia_Gaming&lt;/span&gt;&lt;/a&gt;&lt;span style="font-family: trebuchet ms;"&gt; &lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="margin: 0in 0in 10pt;"&gt;&lt;span style="font-family: trebuchet ms;"&gt;Game Deals &lt;/span&gt;&lt;a href="http://www.cheapestgames.com/"&gt;&lt;span style="color: blue; font-family: trebuchet ms;"&gt;http://www.cheapestgames.com/&lt;/span&gt;&lt;/a&gt;&lt;span style="font-family: trebuchet ms;"&gt; &lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="margin: 0in 0in 10pt;"&gt;&lt;span style="font-family: trebuchet ms;"&gt;Indie games blog &lt;/span&gt;&lt;a href="http://www.indiegames.com/blog/"&gt;&lt;span style="color: blue; font-family: trebuchet ms;"&gt;http://www.indiegames.com/blog/&lt;/span&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="margin: 0in 0in 10pt;"&gt;&lt;/div&gt;&lt;span style="font-family: trebuchet ms;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;div class="MsoNormal" style="margin: 0in 0in 10pt;"&gt;&lt;b style="mso-bidi-font-weight: normal;"&gt;&lt;span style="font-family: trebuchet ms;"&gt;Flash Game Development&lt;/span&gt;&lt;/b&gt;&lt;/div&gt;&lt;br /&gt;&lt;div class="MsoNormal" style="margin: 0in 0in 10pt;"&gt;&lt;a href="http://www.gotoandplay.it/"&gt;&lt;span style="color: blue; font-family: trebuchet ms;"&gt;http://www.gotoandplay.it/&lt;/span&gt;&lt;/a&gt;&lt;span style="font-family: trebuchet ms;"&gt; &lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="margin: 0in 0in 10pt;"&gt;&lt;span style="font-family: trebuchet ms;"&gt;Flex/Flash Tutorial &lt;/span&gt;&lt;a href="http://www.brighthub.com/internet/web-development/articles/11010.aspx"&gt;&lt;span style="color: blue; font-family: trebuchet ms;"&gt;http://www.brighthub.com/internet/web-development/articles/11010.aspx&lt;/span&gt;&lt;/a&gt;&lt;span style="font-family: trebuchet ms;"&gt; &lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="margin: 0in 0in 10pt;"&gt;&lt;span style="font-family: trebuchet ms;"&gt;Big list of Tutorials &lt;/span&gt;&lt;a href="http://pelfusion.com/tutorials/35-flash-game-development-tutorials-fla-files/"&gt;&lt;span style="color: blue; font-family: trebuchet ms;"&gt;http://pelfusion.com/tutorials/35-flash-game-development-tutorials-fla-files/&lt;/span&gt;&lt;/a&gt;&lt;span style="font-family: trebuchet ms;"&gt; &lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="margin: 0in 0in 10pt;"&gt;&lt;span style="font-family: trebuchet ms;"&gt;Game tutorials &lt;/span&gt;&lt;a href="http://www.flashkit.com/tutorials/Games/"&gt;&lt;span style="color: blue; font-family: trebuchet ms;"&gt;http://www.flashkit.com/tutorials/Games/&lt;/span&gt;&lt;/a&gt;&lt;span style="font-family: trebuchet ms;"&gt; &lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="margin: 0in 0in 10pt;"&gt;&lt;span style="font-family: trebuchet ms;"&gt;More tutorials &lt;/span&gt;&lt;a href="http://www.tutorialized.com/tutorials/Flash/Games/1"&gt;&lt;span style="color: blue; font-family: trebuchet ms;"&gt;http://www.tutorialized.com/tutorials/Flash/Games/1&lt;/span&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="margin: 0in 0in 10pt;"&gt;&lt;a href="http://www.flash-game-design.com/"&gt;&lt;span style="color: blue; font-family: trebuchet ms;"&gt;http://www.flash-game-design.com/&lt;/span&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="margin: 0in 0in 10pt;"&gt;&lt;a href="http://www.flashperfection.com/categories/Flash-Tutorials-Flash-Games-Tutorials-.html"&gt;&lt;span style="color: blue; font-family: trebuchet ms;"&gt;http://www.flashperfection.com/categories/Flash-Tutorials-Flash-Games-Tutorials-.html&lt;/span&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="margin: 0in 0in 10pt;"&gt;&lt;/div&gt;&lt;span style="font-family: trebuchet ms;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;div class="MsoNormal" style="margin: 0in 0in 10pt;"&gt;&lt;b style="mso-bidi-font-weight: normal;"&gt;&lt;span style="font-family: trebuchet ms;"&gt;Game Art Development&lt;/span&gt;&lt;/b&gt;&lt;/div&gt;&lt;br /&gt;&lt;div class="MsoNormal" style="margin: 0in 0in 10pt;"&gt;&lt;span style="font-family: trebuchet ms;"&gt;Game Artist &lt;/span&gt;&lt;a href="http://www.game-artist.net/"&gt;&lt;span style="color: blue; font-family: trebuchet ms;"&gt;http://www.game-artist.net&lt;/span&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="margin: 0in 0in 10pt;"&gt;&lt;span style="font-family: trebuchet ms;"&gt;Game Artisans &lt;/span&gt;&lt;a href="http://www.gameartisans.org/forums/index.php"&gt;&lt;span style="color: blue; font-family: trebuchet ms;"&gt;http://www.gameartisans.org/forums/index.php&lt;/span&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="margin: 0in 0in 10pt;"&gt;&lt;span style="font-family: trebuchet ms;"&gt;CG Feedback &lt;/span&gt;&lt;a href="http://www.cgfeedback.com/cgfeedback/"&gt;&lt;span style="color: blue; font-family: trebuchet ms;"&gt;http://www.cgfeedback.com/cgfeedback/&lt;/span&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="margin: 0in 0in 10pt;"&gt;&lt;span style="font-family: trebuchet ms;"&gt;Concept Art &lt;/span&gt;&lt;a href="http://www.conceptart.org/"&gt;&lt;span style="color: blue; font-family: trebuchet ms;"&gt;http://www.conceptart.org/&lt;/span&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="margin: 0in 0in 10pt;"&gt;&lt;span style="font-family: trebuchet ms;"&gt;Polycount &lt;/span&gt;&lt;a href="http://www.polycount.com/"&gt;&lt;span style="color: blue; font-family: trebuchet ms;"&gt;http://www.polycount.com/&lt;/span&gt;&lt;/a&gt;&lt;span style="font-family: trebuchet ms;"&gt; &lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="margin: 0in 0in 10pt;"&gt;&lt;a href="http://conceptartworld.com/"&gt;&lt;span style="color: blue; font-family: trebuchet ms;"&gt;http://conceptartworld.com/&lt;/span&gt;&lt;/a&gt;&lt;span style="color: blue; font-family: trebuchet ms;"&gt; &lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="margin: 0in 0in 10pt;"&gt;&lt;a href="http://www.cgsociety.org/"&gt;&lt;span style="color: blue; font-family: trebuchet ms;"&gt;http://www.cgsociety.org/&lt;/span&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="margin: 0in 0in 10pt;"&gt;&lt;a href="http://www.cgchannel.com/"&gt;&lt;span style="color: blue; font-family: trebuchet ms;"&gt;http://www.cgchannel.com/&lt;/span&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="margin: 0in 0in 10pt;"&gt;&lt;a href="http://www.3dm3.com/forum/"&gt;&lt;span style="color: blue; font-family: trebuchet ms;"&gt;http://www.3dm3.com/forum/&lt;/span&gt;&lt;/a&gt;&lt;span style="font-family: trebuchet ms;"&gt; &lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="margin: 0in 0in 10pt;"&gt;&lt;a href="http://www.3dtotal.com/"&gt;&lt;span style="color: blue; font-family: trebuchet ms;"&gt;http://www.3dtotal.com/&lt;/span&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="margin: 0in 0in 10pt;"&gt;&lt;a href="http://www.cghub.com/"&gt;&lt;span style="color: blue; font-family: trebuchet ms;"&gt;http://www.cghub.com/&lt;/span&gt;&lt;/a&gt;&lt;span style="font-family: trebuchet ms;"&gt; &lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="margin: 0in 0in 10pt;"&gt;&lt;a href="http://www.cgarena.com/"&gt;&lt;span style="color: blue; font-family: trebuchet ms;"&gt;http://www.cgarena.com/&lt;/span&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="margin: 0in 0in 10pt;"&gt;&lt;a href="http://www.cgartworld.com/"&gt;&lt;span style="color: blue; font-family: trebuchet ms;"&gt;http://www.cgartworld.com/&lt;/span&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="margin: 0in 0in 10pt;"&gt;&lt;a href="http://www.gfxartist.com/"&gt;&lt;span style="color: blue; font-family: trebuchet ms;"&gt;http://www.gfxartist.com/&lt;/span&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="margin: 0in 0in 10pt;"&gt;&lt;a href="http://www.leewiart.com/"&gt;&lt;span style="color: blue; font-family: trebuchet ms;"&gt;http://www.leewiart.com/&lt;/span&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="margin: 0in 0in 10pt;"&gt;&lt;a href="http://www.3dvf.com/"&gt;&lt;span style="color: blue; font-family: trebuchet ms;"&gt;http://www.3dvf.com/&lt;/span&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="margin: 0in 0in 10pt;"&gt;&lt;a href="http://www.3d4all.org/"&gt;&lt;span style="color: blue; font-family: trebuchet ms;"&gt;http://www.3d4all.org/&lt;/span&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="margin: 0in 0in 10pt;"&gt;&lt;a href="http://www.visualart.ro/forum/"&gt;&lt;span style="color: blue; font-family: trebuchet ms;"&gt;http://www.visualart.ro/forum/&lt;/span&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="margin: 0in 0in 10pt;"&gt;&lt;a href="http://www.cgart.ir/"&gt;&lt;span style="color: blue; font-family: trebuchet ms;"&gt;http://www.cgart.ir/&lt;/span&gt;&lt;/a&gt;&lt;span style="font-family: trebuchet ms;"&gt; &lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="margin: 0in 0in 10pt;"&gt;&lt;a href="http://www.cgtantra.com/"&gt;&lt;span style="color: blue; font-family: trebuchet ms;"&gt;http://www.cgtantra.com/&lt;/span&gt;&lt;/a&gt;&lt;span style="font-family: trebuchet ms;"&gt; &lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="margin: 0in 0in 10pt;"&gt;&lt;a href="http://www.render.ru/"&gt;&lt;span style="color: blue; font-family: trebuchet ms;"&gt;http://www.render.ru/&lt;/span&gt;&lt;/a&gt;&lt;span style="font-family: trebuchet ms;"&gt; &lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="margin: 0in 0in 10pt;"&gt;&lt;a href="http://www.arttalk.ru/"&gt;&lt;span style="color: blue; font-family: trebuchet ms;"&gt;http://www.arttalk.ru/&lt;/span&gt;&lt;/a&gt;&lt;span style="font-family: trebuchet ms;"&gt; &lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="margin: 0in 0in 10pt;"&gt;&lt;a href="http://www.imaginefx.com/"&gt;&lt;span style="color: blue; font-family: trebuchet ms;"&gt;http://www.imaginefx.com/&lt;/span&gt;&lt;/a&gt;&lt;span style="font-family: trebuchet ms;"&gt; &lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="margin: 0in 0in 10pt;"&gt;&lt;a href="http://www.advancedphotoshop.co.uk/"&gt;&lt;span style="color: blue; font-family: trebuchet ms;"&gt;http://www.advancedphotoshop.co.uk/&lt;/span&gt;&lt;/a&gt;&lt;span style="font-family: trebuchet ms;"&gt; &lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="margin: 0in 0in 10pt;"&gt;&lt;a href="http://tech-artists.org/"&gt;&lt;span style="color: blue; font-family: trebuchet ms;"&gt;http://tech-artists.org/&lt;/span&gt;&lt;/a&gt;&lt;span style="font-family: trebuchet ms;"&gt; &lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="margin: 0in 0in 10pt;"&gt;&lt;a href="http://gallery.cgland.com/"&gt;&lt;span style="color: blue; font-family: trebuchet ms;"&gt;http://gallery.cgland.com/&lt;/span&gt;&lt;/a&gt;&lt;span style="font-family: trebuchet ms;"&gt; &lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="margin: 0in 0in 10pt;"&gt;&lt;span style="font-family: trebuchet ms;"&gt;Concept Art Blog &lt;/span&gt;&lt;a href="http://www.sketchfeed.com/"&gt;&lt;span style="color: blue; font-family: trebuchet ms;"&gt;http://www.sketchfeed.com/&lt;/span&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="margin: 0in 0in 10pt;"&gt;&lt;span style="font-family: trebuchet ms;"&gt;Character Design: &lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="margin: 0in 0in 10pt;"&gt;&lt;a href="http://characterdesignnotes.blogspot.com/"&gt;&lt;span style="color: blue; font-family: trebuchet ms;"&gt;http://characterdesignnotes.blogspot.com/&lt;/span&gt;&lt;/a&gt;&lt;span style="color: blue; font-family: trebuchet ms;"&gt; &lt;/span&gt;&lt;span style="color: blue;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="margin: 0in 0in 10pt;"&gt;&lt;a href="http://characterdesign.blogspot.com/"&gt;&lt;span style="color: blue; font-family: trebuchet ms;"&gt;http://characterdesign.blogspot.com/&lt;/span&gt;&lt;/a&gt;&lt;span style="color: blue; font-family: trebuchet ms;"&gt; &lt;/span&gt;&lt;span style="color: blue;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="margin: 0in 0in 10pt;"&gt;&lt;a href="http://www.characterdesigns.com/"&gt;&lt;span style="color: blue; font-family: trebuchet ms;"&gt;http://www.characterdesigns.com&lt;/span&gt;&lt;/a&gt;&lt;span style="color: blue; font-family: trebuchet ms;"&gt; &lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="margin: 0in 0in 10pt;"&gt;&lt;span style="font-family: trebuchet ms;"&gt;Dominance War (Annual Game Art Competition) &lt;/span&gt;&lt;a href="http://www.dominancewar.com/"&gt;&lt;span style="color: blue; font-family: trebuchet ms;"&gt;http://www.dominancewar.com&lt;/span&gt;&lt;/a&gt;&lt;span style="font-family: trebuchet ms;"&gt; &lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="margin: 0in 0in 10pt;"&gt;&lt;span style="font-family: trebuchet ms;"&gt;Modeling reference &lt;/span&gt;&lt;a href="http://www.hippydrome.com/"&gt;&lt;span style="color: blue; font-family: trebuchet ms;"&gt;http://www.hippydrome.com/&lt;/span&gt;&lt;/a&gt;&lt;span style="font-family: trebuchet ms;"&gt; &lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="margin: 0in 0in 10pt;"&gt;&lt;a href="http://face-and-emotion.com/"&gt;&lt;span style="color: blue; font-family: trebuchet ms;"&gt;http://face-and-emotion.com&lt;/span&gt;&lt;/a&gt;&lt;span style="font-family: trebuchet ms;"&gt; &lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="margin: 0in 0in 10pt;"&gt;&lt;/div&gt;&lt;span style="font-family: trebuchet ms;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;div class="MsoNormal" style="margin: 0in 0in 10pt;"&gt;&lt;b style="mso-bidi-font-weight: normal;"&gt;&lt;span style="font-family: trebuchet ms;"&gt;Tutorials&lt;/span&gt;&lt;/b&gt;&lt;/div&gt;&lt;br /&gt;&lt;div class="MsoNormal" style="margin: 0in 0in 10pt;"&gt;&lt;span style="font-family: trebuchet ms;"&gt;Guerilla CG Project (fundamentals of CG) &lt;/span&gt;&lt;a href="http://www.guerrillacg.org/"&gt;&lt;span style="color: blue; font-family: trebuchet ms;"&gt;http://www.guerrillacg.org/&lt;/span&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="margin: 0in 0in 10pt;"&gt;&lt;a href="http://www.free3dtutorials.com/"&gt;&lt;span style="color: blue; font-family: trebuchet ms;"&gt;http://www.free3dtutorials.com/&lt;/span&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="margin: 0in 0in 10pt;"&gt;&lt;a href="http://www.cgbootcamp.com/"&gt;&lt;span style="color: blue; font-family: trebuchet ms;"&gt;http://www.cgbootcamp.com/&lt;/span&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="margin: 0in 0in 10pt;"&gt;&lt;a href="http://cg.tutsplus.com/"&gt;&lt;span style="color: blue; font-family: trebuchet ms;"&gt;http://cg.tutsplus.com/&lt;/span&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="margin: 0in 0in 10pt;"&gt;&lt;a href="http://www.cgtutorials.com/"&gt;&lt;span style="color: blue; font-family: trebuchet ms;"&gt;http://www.cgtutorials.com/&lt;/span&gt;&lt;/a&gt;&lt;br /&gt;&lt;span style="color: blue; font-family: trebuchet ms;"&gt;&amp;nbsp;&lt;/span&gt;&lt;span style="font-family: trebuchet ms;"&gt; &lt;/span&gt;&lt;/div&gt;&lt;br /&gt;&lt;div class="MsoNormal" style="margin: 0in 0in 10pt;"&gt;&lt;b style="mso-bidi-font-weight: normal;"&gt;&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;&lt;div class="MsoNormal" style="margin: 0in 0in 10pt;"&gt;&lt;b style="mso-bidi-font-weight: normal;"&gt;&lt;span style="font-family: trebuchet ms;"&gt;Unreal&lt;/span&gt;&lt;/b&gt;&lt;/div&gt;&lt;br /&gt;&lt;div class="MsoNormal" style="margin: 0in 0in 10pt;"&gt;&lt;span style="font-family: trebuchet ms;"&gt;Docs &lt;/span&gt;&lt;a href="http://www.udk.com/documentation"&gt;&lt;span style="color: blue; font-family: trebuchet ms;"&gt;http://www.udk.com/documentation&lt;/span&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="margin: 0in 0in 10pt;"&gt;&lt;span style="font-family: trebuchet ms;"&gt;Wiki &lt;/span&gt;&lt;a href="http://wiki.beyondunreal.com/"&gt;&lt;span style="color: blue; font-family: trebuchet ms;"&gt;http://wiki.beyondunreal.com/&lt;/span&gt;&lt;/a&gt;&lt;span style="font-family: trebuchet ms;"&gt; &lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="margin: 0in 0in 10pt;"&gt;&lt;span style="font-family: trebuchet ms;"&gt;Unreal Developer Network &lt;/span&gt;&lt;a href="http://udn.epicgames.com/Main/WebHome.html"&gt;&lt;span style="color: blue; font-family: trebuchet ms;"&gt;http://udn.epicgames.com/Main/WebHome.html&lt;/span&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="margin: 0in 0in 10pt;"&gt;&lt;span style="font-family: trebuchet ms;"&gt;Tutorial &lt;/span&gt;&lt;a href="http://www.waylon-art.com/LearningUnreal/"&gt;&lt;span style="color: blue; font-family: trebuchet ms;"&gt;http://www.waylon-art.com/LearningUnreal/&lt;/span&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="margin: 0in 0in 10pt;"&gt;&lt;span style="font-family: trebuchet ms;"&gt;ModDB Tuts &lt;/span&gt;&lt;a href="http://www.moddb.com/engines/unreal-engine-3/tutorials"&gt;&lt;span style="color: blue; font-family: trebuchet ms;"&gt;http://www.moddb.com/engines/unreal-engine-3/tutorials&lt;/span&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="margin: 0in 0in 10pt;"&gt;&lt;span style="font-family: trebuchet ms;"&gt;Wiki &lt;/span&gt;&lt;a href="http://utmapping.wikidot.com/"&gt;&lt;span style="color: blue; font-family: trebuchet ms;"&gt;http://utmapping.wikidot.com/&lt;/span&gt;&lt;/a&gt;&lt;span style="font-family: trebuchet ms;"&gt; &lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="margin: 0in 0in 10pt;"&gt;&lt;/div&gt;&lt;span style="font-family: trebuchet ms;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;div class="MsoNormal" style="margin: 0in 0in 10pt;"&gt;&lt;b style="mso-bidi-font-weight: normal;"&gt;&lt;span style="font-family: trebuchet ms;"&gt;Software and Tools&lt;/span&gt;&lt;/b&gt;&lt;/div&gt;&lt;br /&gt;&lt;div class="MsoNormal" style="margin: 0in 0in 10pt;"&gt;&lt;span style="font-family: trebuchet ms;"&gt;Microsoft Student Developers Program (FREE) &lt;/span&gt;&lt;a href="https://www.dreamspark.com/default.aspx"&gt;&lt;span style="color: blue; font-family: trebuchet ms;"&gt;https://www.dreamspark.com/default.aspx&lt;/span&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="margin: 0in 0in 10pt;"&gt;&lt;span style="font-family: trebuchet ms;"&gt;Apple iOS Developer Program &lt;/span&gt;&lt;a href="http://developer.apple.com/programs/ios/university/"&gt;&lt;span style="color: #3333ff; font-family: trebuchet ms;"&gt;htt&lt;span style="color: blue;"&gt;p://developer.apple.com/programs/ios/university/&lt;/span&gt;&lt;/span&gt;&lt;/a&gt;&lt;span style="color: blue; font-family: trebuchet ms;"&gt; &lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="margin: 0in 0in 10pt;"&gt;&lt;span style="font-family: trebuchet ms;"&gt;Autodesk Student Community &lt;/span&gt;&lt;a href="http://students.autodesk.com/"&gt;&lt;span style="color: blue; font-family: trebuchet ms;"&gt;http://students.autodesk.com/&lt;/span&gt;&lt;/a&gt;&lt;span style="font-family: trebuchet ms;"&gt; &lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="margin: 0in 0in 10pt;"&gt;&lt;span style="font-family: trebuchet ms;"&gt;Photoshop exchange &lt;/span&gt;&lt;a href="http://www.adobe.com/cfusion/exchange/index.cfm?event=productHome&amp;amp;exc=16"&gt;&lt;span style="color: blue; font-family: trebuchet ms;"&gt;http://www.adobe.com/cfusion/exchange/index.cfm?event=productHome&amp;amp;exc=16&lt;/span&gt;&lt;/a&gt;&lt;span style="font-family: trebuchet ms;"&gt; &lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="margin: 0in 0in 10pt;"&gt;&lt;span style="font-family: trebuchet ms;"&gt;NDo &lt;/span&gt;&lt;a href="http://www.cgted.com/"&gt;&lt;span style="color: blue; font-family: trebuchet ms;"&gt;http://www.cgted.com/&lt;/span&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="margin: 0in 0in 10pt;"&gt;&lt;span style="font-family: trebuchet ms;"&gt;nVidia Plugins &lt;/span&gt;&lt;a href="http://developer.nvidia.com/object/photoshop_dds_plugins.html"&gt;&lt;span style="color: blue; font-family: trebuchet ms;"&gt;http://developer.nvidia.com/object/photoshop_dds_plugins.html&lt;/span&gt;&lt;/a&gt;&lt;span style="color: blue; font-family: trebuchet ms;"&gt; &lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="margin: 0in 0in 10pt;"&gt;&lt;span style="font-family: trebuchet ms;"&gt;The Valve Developer Community &lt;/span&gt;&lt;a href="http://developer.valvesoftware.com/wiki/Main_Page"&gt;&lt;span style="color: blue; font-family: trebuchet ms;"&gt;http://developer.valvesoftware.com/wiki/Main_Page&lt;/span&gt;&lt;/a&gt;&lt;span style="color: blue; font-family: trebuchet ms;"&gt; &lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="margin: 0in 0in 10pt;"&gt;&lt;span style="font-family: trebuchet ms;"&gt;3D-Coat &lt;/span&gt;&lt;a href="http://www.3d-coat.com/"&gt;&lt;span style="color: blue; font-family: trebuchet ms;"&gt;http://www.3d-coat.com/&lt;/span&gt;&lt;/a&gt;&lt;span style="color: blue; font-family: trebuchet ms;"&gt; &lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="margin: 0in 0in 10pt;"&gt;&lt;span style="font-family: trebuchet ms;"&gt;Crazybump &lt;/span&gt;&lt;a href="http://www.crazybump.com/"&gt;&lt;span style="color: blue; font-family: trebuchet ms;"&gt;http://www.crazybump.com/&lt;/span&gt;&lt;/a&gt;&lt;span style="color: blue; font-family: trebuchet ms;"&gt; &lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="margin: 0in 0in 10pt;"&gt;&lt;span style="font-family: trebuchet ms;"&gt;xNormal &lt;/span&gt;&lt;a href="http://www.xnormal.net/Downloads.aspx"&gt;&lt;span style="color: blue; font-family: trebuchet ms;"&gt;http://www.xnormal.net/Downloads.aspx&lt;/span&gt;&lt;/a&gt;&lt;span style="color: blue; font-family: trebuchet ms;"&gt; &lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="margin: 0in 0in 10pt;"&gt;&lt;span style="font-family: trebuchet ms;"&gt;RoadKill &lt;/span&gt;&lt;a href="http://www.pullin-shapes.co.uk/page8.htm"&gt;&lt;span style="color: blue; font-family: trebuchet ms;"&gt;http://www.pullin-shapes.co.uk/page8.htm&lt;/span&gt;&lt;/a&gt;&lt;span style="color: blue; font-family: trebuchet ms;"&gt; &lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="margin: 0in 0in 10pt;"&gt;&lt;span style="font-family: trebuchet ms;"&gt;ZBrush &lt;/span&gt;&lt;a href="http://www.zbrushcentral.com/"&gt;&lt;span style="color: blue; font-family: trebuchet ms;"&gt;http://www.zbrushcentral.com/&lt;/span&gt;&lt;/a&gt;&lt;span style="font-family: trebuchet ms;"&gt; and Sculptris &lt;/span&gt;&lt;a href="http://www.zbrushcentral.com/showthread.php?t=090617"&gt;&lt;span style="color: blue; font-family: trebuchet ms;"&gt;http://www.zbrushcentral.com/showthread.php?t=090617&lt;/span&gt;&lt;/a&gt;&lt;span style="color: blue; font-family: trebuchet ms;"&gt; &lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="margin: 0in 0in 10pt;"&gt;&lt;span style="font-family: trebuchet ms;"&gt;Silverlight Show &lt;/span&gt;&lt;a href="http://www.silverlightshow.net/"&gt;&lt;span style="color: blue; font-family: trebuchet ms;"&gt;http://www.silverlightshow.net/&lt;/span&gt;&lt;/a&gt;&lt;span style="color: blue; font-family: trebuchet ms;"&gt; &lt;/span&gt;&lt;/div&gt;&lt;/div&gt;&lt;span style="font-family: trebuchet ms;"&gt;&lt;/span&gt;&lt;/div&gt;&lt;span style="font-family: trebuchet ms;"&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5692852886128113529-5313909149023182386?l=sinisthesia.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://sinisthesia.blogspot.com/feeds/5313909149023182386/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=5692852886128113529&amp;postID=5313909149023182386' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5692852886128113529/posts/default/5313909149023182386'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5692852886128113529/posts/default/5313909149023182386'/><link rel='alternate' type='text/html' href='http://sinisthesia.blogspot.com/2011/03/gamesites.html' title='Gamesites'/><author><name>Lord North</name><uri>http://www.blogger.com/profile/15890783355425843736</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='30' src='http://4.bp.blogspot.com/_IO6p3Wzw54U/SWprfUgqZwI/AAAAAAAAAvo/Nlx5t9DQ-2k/S220/jackHornerHed.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-5692852886128113529.post-2854552134572793224</id><published>2011-03-27T02:30:00.000-07:00</published><updated>2011-03-27T04:10:49.644-07:00</updated><title type='text'>Skipper &amp; Rex</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/-Zba2PqHeCy0/TY8FCwoEx-I/AAAAAAAAEig/S91U9t3ydns/s1600/skipper1.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 355px;" src="http://1.bp.blogspot.com/-Zba2PqHeCy0/TY8FCwoEx-I/AAAAAAAAEig/S91U9t3ydns/s400/skipper1.jpg" alt="" id="BLOGGER_PHOTO_ID_5588691207560939490" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;a href="http://3.bp.blogspot.com/-bpJOUCSWTkw/TY8FJlWXrII/AAAAAAAAEio/9-5pZiavsY4/s1600/skipper2.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 355px;" src="http://3.bp.blogspot.com/-bpJOUCSWTkw/TY8FJlWXrII/AAAAAAAAEio/9-5pZiavsY4/s400/skipper2.jpg" alt="" id="BLOGGER_PHOTO_ID_5588691324792974466" border="0" /&gt;&lt;/a&gt;&lt;a href="http://1.bp.blogspot.com/-hwSH-cI3dGU/TY8FRo11dGI/AAAAAAAAEiw/hB7Qn_6N4wg/s1600/skipper3.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 355px;" src="http://1.bp.blogspot.com/-hwSH-cI3dGU/TY8FRo11dGI/AAAAAAAAEiw/hB7Qn_6N4wg/s400/skipper3.jpg" alt="" id="BLOGGER_PHOTO_ID_5588691463169209442" border="0" /&gt;&lt;/a&gt;&lt;a href="http://2.bp.blogspot.com/-5jlFpjaUNqg/TY8FYRNn1ZI/AAAAAAAAEi4/GbxMw6kpLpE/s1600/skipper4.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 355px;" src="http://2.bp.blogspot.com/-5jlFpjaUNqg/TY8FYRNn1ZI/AAAAAAAAEi4/GbxMw6kpLpE/s400/skipper4.jpg" alt="" id="BLOGGER_PHOTO_ID_5588691577085613458" border="0" /&gt;&lt;/a&gt;&lt;a href="http://4.bp.blogspot.com/-uqexH_VInR0/TY8FdPmWWPI/AAAAAAAAEjA/A4ecmczlpDI/s1600/skipper5.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 355px;" src="http://4.bp.blogspot.com/-uqexH_VInR0/TY8FdPmWWPI/AAAAAAAAEjA/A4ecmczlpDI/s400/skipper5.jpg" alt="" id="BLOGGER_PHOTO_ID_5588691662551800050" border="0" /&gt;&lt;/a&gt;&lt;a href="http://1.bp.blogspot.com/-K1lmLafDZWs/TY8FioEZHGI/AAAAAAAAEjI/pKoparA_RKc/s1600/skipper6.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 355px;" src="http://1.bp.blogspot.com/-K1lmLafDZWs/TY8FioEZHGI/AAAAAAAAEjI/pKoparA_RKc/s400/skipper6.jpg" alt="" id="BLOGGER_PHOTO_ID_5588691755019607138" border="0" /&gt;&lt;/a&gt;&lt;a href="http://1.bp.blogspot.com/-MDmRY9YsJu0/TY8aT1ZYFuI/AAAAAAAAEjY/PsFodS5N3Ic/s1600/skipper8.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 355px;" src="http://1.bp.blogspot.com/-MDmRY9YsJu0/TY8aT1ZYFuI/AAAAAAAAEjY/PsFodS5N3Ic/s400/skipper8.jpg" alt="" id="BLOGGER_PHOTO_ID_5588714590643427042" border="0" /&gt;&lt;/a&gt;&lt;a href="http://1.bp.blogspot.com/-7FdCF3Y_GLs/TY8FodnaoYI/AAAAAAAAEjQ/DMUWeDweo1I/s1600/skipper7.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 355px;" src="http://1.bp.blogspot.com/-7FdCF3Y_GLs/TY8FodnaoYI/AAAAAAAAEjQ/DMUWeDweo1I/s400/skipper7.jpg" alt="" id="BLOGGER_PHOTO_ID_5588691855292932482" border="0" /&gt;&lt;/a&gt;&lt;a href="http://1.bp.blogspot.com/-MDmRY9YsJu0/TY8aT1ZYFuI/AAAAAAAAEjY/PsFodS5N3Ic/s1600/skipper8.jpg"&gt;&lt;br /&gt;&lt;/a&gt;&lt;span style="font-family:arial;"&gt;A ZBrush work in progress.&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5692852886128113529-2854552134572793224?l=sinisthesia.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://sinisthesia.blogspot.com/feeds/2854552134572793224/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=5692852886128113529&amp;postID=2854552134572793224' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5692852886128113529/posts/default/2854552134572793224'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5692852886128113529/posts/default/2854552134572793224'/><link rel='alternate' type='text/html' href='http://sinisthesia.blogspot.com/2011/03/skipper-rex.html' title='Skipper &amp; Rex'/><author><name>Lord North</name><uri>http://www.blogger.com/profile/15890783355425843736</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='30' src='http://4.bp.blogspot.com/_IO6p3Wzw54U/SWprfUgqZwI/AAAAAAAAAvo/Nlx5t9DQ-2k/S220/jackHornerHed.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/-Zba2PqHeCy0/TY8FCwoEx-I/AAAAAAAAEig/S91U9t3ydns/s72-c/skipper1.jpg' height='72' width='72'/><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-5692852886128113529.post-4905269743921373239</id><published>2011-02-26T18:31:00.000-08:00</published><updated>2011-02-27T23:52:30.109-08:00</updated><title type='text'>February Life Drawings</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/-zPeBWjaPlv8/TWtTk6RW4PI/AAAAAAAAEhk/PcgAMaA135Y/s1600/DSC_0070.jpg"&gt;&lt;br /&gt;&lt;/a&gt;&lt;br /&gt;&lt;table style="width: 194px;"&gt;&lt;tbody&gt;&lt;tr align="center"&gt;&lt;td style="background: url(&amp;quot;https://picasaweb.google.com/s/c/transparent_album_background.gif&amp;quot;) no-repeat scroll left 50% transparent; height: 194px;"&gt;&lt;a href="https://picasaweb.google.com/Norfield.Grumweld/FebruaryDrawings?authkey=Gv1sRgCJH21ZWs6c6GRQ&amp;amp;feat=embedwebsite"&gt;&lt;img style="margin: 1px 0px 0px 4px;" src="https://lh3.googleusercontent.com/_IO6p3Wzw54U/TWm5KAHGlJE/AAAAAAAAEhA/RJL7XL182-U/s160-c/FebruaryDrawings.jpg" width="160" height="160" /&gt;&lt;/a&gt;&lt;/td&gt;&lt;td style="vertical-align: top;"&gt;&lt;br /&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td style="text-align: center; font-family: arial,sans-serif; font-size: 11px;"&gt;&lt;a style="color: rgb(77, 77, 77); font-weight: bold; text-decoration: none;" href="https://picasaweb.google.com/Norfield.Grumweld/FebruaryDrawings?authkey=Gv1sRgCJH21ZWs6c6GRQ&amp;amp;feat=embedwebsite"&gt;February Drawings&lt;/a&gt;&lt;/td&gt;&lt;td style="vertical-align: top;"&gt;&lt;br /&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-family:arial;"&gt;As usual, my medium is newsprint and conte crayon.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;embed type="application/x-shockwave-flash" src="https://picasaweb.google.com/s/c/bin/slideshow.swf" flashvars="host=picasaweb.google.com&amp;amp;hl=en_US&amp;amp;feat=flashalbum&amp;amp;RGB=0x000000&amp;amp;feed=https%3A%2F%2Fpicasaweb.google.com%2Fdata%2Ffeed%2Fapi%2Fuser%2FNorfield.Grumweld%2Falbumid%2F5578193194954691729%3Falt%3Drss%26kind%3Dphoto%26authkey%3DGv1sRgCJH21ZWs6c6GRQ%26hl%3Den_US" pluginspage="http://www.macromedia.com/go/getflashplayer" width="288" height="192"&gt;&lt;/embed&gt;&lt;br /&gt;&lt;br&gt;&lt;br /&gt;&lt;a href="http://3.bp.blogspot.com/-zPeBWjaPlv8/TWtTk6RW4PI/AAAAAAAAEhk/PcgAMaA135Y/s1600/DSC_0070.jpg"&gt;&lt;img style="display: block; margin: 0px auto 10px; text-align: center; cursor: pointer; width: 400px; height: 298px;" src="http://3.bp.blogspot.com/-zPeBWjaPlv8/TWtTk6RW4PI/AAAAAAAAEhk/PcgAMaA135Y/s400/DSC_0070.jpg" alt="" id="BLOGGER_PHOTO_ID_5578644457010946290" border="0" /&gt;&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5692852886128113529-4905269743921373239?l=sinisthesia.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://sinisthesia.blogspot.com/feeds/4905269743921373239/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=5692852886128113529&amp;postID=4905269743921373239' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5692852886128113529/posts/default/4905269743921373239'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5692852886128113529/posts/default/4905269743921373239'/><link rel='alternate' type='text/html' href='http://sinisthesia.blogspot.com/2011/02/february-life-drawings.html' title='February Life Drawings'/><author><name>Lord North</name><uri>http://www.blogger.com/profile/15890783355425843736</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='30' src='http://4.bp.blogspot.com/_IO6p3Wzw54U/SWprfUgqZwI/AAAAAAAAAvo/Nlx5t9DQ-2k/S220/jackHornerHed.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='https://lh3.googleusercontent.com/_IO6p3Wzw54U/TWm5KAHGlJE/AAAAAAAAEhA/RJL7XL182-U/s72-c/FebruaryDrawings.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-5692852886128113529.post-689859036556044566</id><published>2011-01-29T02:57:00.000-08:00</published><updated>2011-01-29T03:06:23.311-08:00</updated><title type='text'>New Life Drawings</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_IO6p3Wzw54U/TUP0jPfq34I/AAAAAAAAEes/cFFmbHI3m90/s1600/DSC_0132.jpg"&gt;&lt;img style="display: block; margin: 0px auto 10px; text-align: center; cursor: pointer; width: 304px; height: 400px;" src="http://4.bp.blogspot.com/_IO6p3Wzw54U/TUP0jPfq34I/AAAAAAAAEes/cFFmbHI3m90/s400/DSC_0132.jpg" alt="" id="BLOGGER_PHOTO_ID_5567562450652028802" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_IO6p3Wzw54U/TUP0i5OfPUI/AAAAAAAAEek/cmDEekIoUIc/s1600/DSC_0130.jpg"&gt;&lt;img style="display: block; margin: 0px auto 10px; text-align: center; cursor: pointer; width: 400px; height: 302px;" src="http://4.bp.blogspot.com/_IO6p3Wzw54U/TUP0i5OfPUI/AAAAAAAAEek/cmDEekIoUIc/s400/DSC_0130.jpg" alt="" id="BLOGGER_PHOTO_ID_5567562444674383170" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_IO6p3Wzw54U/TUP0ipFEvHI/AAAAAAAAEec/k3OB0tJB5r8/s1600/DSC_0128.jpg"&gt;&lt;img style="display: block; margin: 0px auto 10px; text-align: center; cursor: pointer; width: 314px; height: 400px;" src="http://4.bp.blogspot.com/_IO6p3Wzw54U/TUP0ipFEvHI/AAAAAAAAEec/k3OB0tJB5r8/s400/DSC_0128.jpg" alt="" id="BLOGGER_PHOTO_ID_5567562440339930226" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_IO6p3Wzw54U/TUP0iL4UPUI/AAAAAAAAEeU/-PyW9rLkLmg/s1600/DSC_0125.jpg"&gt;&lt;img style="display: block; margin: 0px auto 10px; text-align: center; cursor: pointer; width: 342px; height: 400px;" src="http://2.bp.blogspot.com/_IO6p3Wzw54U/TUP0iL4UPUI/AAAAAAAAEeU/-PyW9rLkLmg/s400/DSC_0125.jpg" alt="" id="BLOGGER_PHOTO_ID_5567562432501792066" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_IO6p3Wzw54U/TUPz-CpU8NI/AAAAAAAAEeM/lELvXa7hrRY/s1600/DSC_0117.jpg"&gt;&lt;img style="display: block; margin: 0px auto 10px; text-align: center; cursor: pointer; width: 232px; height: 400px;" src="http://2.bp.blogspot.com/_IO6p3Wzw54U/TUPz-CpU8NI/AAAAAAAAEeM/lELvXa7hrRY/s400/DSC_0117.jpg" alt="" id="BLOGGER_PHOTO_ID_5567561811547713746" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_IO6p3Wzw54U/TUPz9u4NV3I/AAAAAAAAEeE/FUasZ_q-9tU/s1600/DSC_0109.jpg"&gt;&lt;img style="display: block; margin: 0px auto 10px; text-align: center; cursor: pointer; width: 316px; height: 400px;" src="http://1.bp.blogspot.com/_IO6p3Wzw54U/TUPz9u4NV3I/AAAAAAAAEeE/FUasZ_q-9tU/s400/DSC_0109.jpg" alt="" id="BLOGGER_PHOTO_ID_5567561806241421170" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_IO6p3Wzw54U/TUPz9E584JI/AAAAAAAAEd8/iqCWMbHgHYM/s1600/DSC_0116.jpg"&gt;&lt;img style="display: block; margin: 0px auto 10px; text-align: center; cursor: pointer; width: 293px; height: 400px;" src="http://2.bp.blogspot.com/_IO6p3Wzw54U/TUPz9E584JI/AAAAAAAAEd8/iqCWMbHgHYM/s400/DSC_0116.jpg" alt="" id="BLOGGER_PHOTO_ID_5567561794974441618" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_IO6p3Wzw54U/TUPz8xMqGBI/AAAAAAAAEd0/SxmwXAcw8F4/s1600/DSC_0101.jpg"&gt;&lt;img style="display: block; margin: 0px auto 10px; text-align: center; cursor: pointer; width: 276px; height: 400px;" src="http://3.bp.blogspot.com/_IO6p3Wzw54U/TUPz8xMqGBI/AAAAAAAAEd0/SxmwXAcw8F4/s400/DSC_0101.jpg" alt="" id="BLOGGER_PHOTO_ID_5567561789684193298" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_IO6p3Wzw54U/TUPz8hueowI/AAAAAAAAEds/C7MjJAk7yQM/s1600/DSC_0087.jpg"&gt;&lt;img style="display: block; margin: 0px auto 10px; text-align: center; cursor: pointer; width: 282px; height: 400px;" src="http://2.bp.blogspot.com/_IO6p3Wzw54U/TUPz8hueowI/AAAAAAAAEds/C7MjJAk7yQM/s400/DSC_0087.jpg" alt="" id="BLOGGER_PHOTO_ID_5567561785531081474" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_IO6p3Wzw54U/TUPzXAB2FnI/AAAAAAAAEdk/D6tl6Dy2hRc/s1600/DSC_0084.jpg"&gt;&lt;img style="display: block; margin: 0px auto 10px; text-align: center; cursor: pointer; width: 292px; height: 400px;" src="http://4.bp.blogspot.com/_IO6p3Wzw54U/TUPzXAB2FnI/AAAAAAAAEdk/D6tl6Dy2hRc/s400/DSC_0084.jpg" alt="" id="BLOGGER_PHOTO_ID_5567561140830344818" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_IO6p3Wzw54U/TUPzWpbetEI/AAAAAAAAEdc/uX5VBT9aFTs/s1600/DSC_0083.jpg"&gt;&lt;img style="display: block; margin: 0px auto 10px; text-align: center; cursor: pointer; width: 249px; height: 400px;" src="http://2.bp.blogspot.com/_IO6p3Wzw54U/TUPzWpbetEI/AAAAAAAAEdc/uX5VBT9aFTs/s400/DSC_0083.jpg" alt="" id="BLOGGER_PHOTO_ID_5567561134763848770" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_IO6p3Wzw54U/TUPzWDqBtcI/AAAAAAAAEdU/mDOq1Wa0W8M/s1600/DSC_0054.jpg"&gt;&lt;img style="display: block; margin: 0px auto 10px; text-align: center; cursor: pointer; width: 260px; height: 400px;" src="http://3.bp.blogspot.com/_IO6p3Wzw54U/TUPzWDqBtcI/AAAAAAAAEdU/mDOq1Wa0W8M/s400/DSC_0054.jpg" alt="" id="BLOGGER_PHOTO_ID_5567561124624315842" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_IO6p3Wzw54U/TUPzV7Ua7iI/AAAAAAAAEdM/7dSF68mxHzc/s1600/DSC_0051.jpg"&gt;&lt;img style="display: block; margin: 0px auto 10px; text-align: center; cursor: pointer; width: 300px; height: 400px;" src="http://3.bp.blogspot.com/_IO6p3Wzw54U/TUPzV7Ua7iI/AAAAAAAAEdM/7dSF68mxHzc/s400/DSC_0051.jpg" alt="" id="BLOGGER_PHOTO_ID_5567561122386210338" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_IO6p3Wzw54U/TUPzVtHNL_I/AAAAAAAAEdE/FsrnKfoTQ4Y/s1600/DSC_0048.jpg"&gt;&lt;img style="display: block; margin: 0px auto 10px; text-align: center; cursor: pointer; width: 307px; height: 400px;" src="http://1.bp.blogspot.com/_IO6p3Wzw54U/TUPzVtHNL_I/AAAAAAAAEdE/FsrnKfoTQ4Y/s400/DSC_0048.jpg" alt="" id="BLOGGER_PHOTO_ID_5567561118572687346" border="0" /&gt;&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5692852886128113529-689859036556044566?l=sinisthesia.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://sinisthesia.blogspot.com/feeds/689859036556044566/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=5692852886128113529&amp;postID=689859036556044566' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5692852886128113529/posts/default/689859036556044566'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5692852886128113529/posts/default/689859036556044566'/><link rel='alternate' type='text/html' href='http://sinisthesia.blogspot.com/2011/01/new-life-drawings.html' title='New Life Drawings'/><author><name>Lord North</name><uri>http://www.blogger.com/profile/15890783355425843736</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='30' src='http://4.bp.blogspot.com/_IO6p3Wzw54U/SWprfUgqZwI/AAAAAAAAAvo/Nlx5t9DQ-2k/S220/jackHornerHed.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/_IO6p3Wzw54U/TUP0jPfq34I/AAAAAAAAEes/cFFmbHI3m90/s72-c/DSC_0132.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-5692852886128113529.post-2025995084160745258</id><published>2011-01-18T21:06:00.000-08:00</published><updated>2011-01-18T21:45:28.665-08:00</updated><title type='text'>The Day the Dead ... Came Alive</title><content type='html'>&lt;div style="text-align: left; font-family: trebuchet ms;"&gt;Submitted for your approval, the first scene of the first act of The Day the Dead ... Came Alive. This is the most famous portion of an old audio skit I performed extemporaneously into a tape recorder with my neighbor boy around the fifth grade. Years later this tape became a party favorite in Club 202, my college dorm room. We would perform these words nightly as a Dionysian ritual. Now you can bring the magic to your own clubhouse. Everyone choose roles, or have some megalomaniac among you assume the part of the director and assign roles. Lights, camera, action. If you forget your line, everybody drink, the director yells "cut" and stomps around the set, and then makes you start all over from the beginning.&lt;br /&gt;Here, I made some character sketches this weekend to help you visualize your part.&lt;br /&gt;&lt;br /&gt;&lt;/div&gt;&lt;br /&gt;&lt;div style="text-align: center; font-family: trebuchet ms;"&gt;&lt;a href="http://4.bp.blogspot.com/_IO6p3Wzw54U/TTZ0ovz18kI/AAAAAAAAEcc/jEPcKtZhGGE/s1600/baby_007.jpg"&gt;&lt;img style="display: block; margin: 0px auto 10px; text-align: center; cursor: pointer; width: 284px; height: 400px;" src="http://4.bp.blogspot.com/_IO6p3Wzw54U/TTZ0ovz18kI/AAAAAAAAEcc/jEPcKtZhGGE/s400/baby_007.jpg" alt="" id="BLOGGER_PHOTO_ID_5563762633040327234" border="0" /&gt;&lt;/a&gt;&lt;span style="font-size:85%;"&gt;Baby&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="text-align: center; font-family: trebuchet ms;"&gt;&lt;a href="http://3.bp.blogspot.com/_IO6p3Wzw54U/TTZ03Y4JmlI/AAAAAAAAEck/0Zl2uEQ3rzA/s1600/daddy_010.jpg"&gt;&lt;img style="display: block; margin: 0px auto 10px; text-align: center; cursor: pointer; width: 400px; height: 282px;" src="http://3.bp.blogspot.com/_IO6p3Wzw54U/TTZ03Y4JmlI/AAAAAAAAEck/0Zl2uEQ3rzA/s400/daddy_010.jpg" alt="" id="BLOGGER_PHOTO_ID_5563762884582414930" border="0" /&gt;&lt;/a&gt;&lt;span style="font-size:85%;"&gt;Daddy&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="text-align: center; font-family: trebuchet ms;"&gt;&lt;a href="http://2.bp.blogspot.com/_IO6p3Wzw54U/TTZ1C1C6UaI/AAAAAAAAEcs/v17yzUQ2DFw/s1600/joey_003.jpg"&gt;&lt;img style="display: block; margin: 0px auto 10px; text-align: center; cursor: pointer; width: 400px; height: 284px;" src="http://2.bp.blogspot.com/_IO6p3Wzw54U/TTZ1C1C6UaI/AAAAAAAAEcs/v17yzUQ2DFw/s400/joey_003.jpg" alt="" id="BLOGGER_PHOTO_ID_5563763081122304418" border="0" /&gt;&lt;/a&gt;&lt;span style="font-size:85%;"&gt;Joey&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="text-align: center; font-family: trebuchet ms;"&gt;&lt;a href="http://1.bp.blogspot.com/_IO6p3Wzw54U/TTZ1TKqA88I/AAAAAAAAEc0/HaKgTPizSmo/s1600/mommy2_004.jpg"&gt;&lt;img style="display: block; margin: 0px auto 10px; text-align: center; cursor: pointer; width: 400px; height: 278px;" src="http://1.bp.blogspot.com/_IO6p3Wzw54U/TTZ1TKqA88I/AAAAAAAAEc0/HaKgTPizSmo/s400/mommy2_004.jpg" alt="" id="BLOGGER_PHOTO_ID_5563763361801368514" border="0" /&gt;&lt;/a&gt;&lt;span style="font-size:85%;"&gt;Mommy&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;a style="font-family: trebuchet ms;" href="http://3.bp.blogspot.com/_IO6p3Wzw54U/TTZ1d1cfAuI/AAAAAAAAEc8/lBEMZ4hRx0I/s1600/peterFarnswick_006.jpg"&gt;&lt;img style="display: block; margin: 0px auto 10px; text-align: center; cursor: pointer; width: 400px; height: 332px;" src="http://3.bp.blogspot.com/_IO6p3Wzw54U/TTZ1d1cfAuI/AAAAAAAAEc8/lBEMZ4hRx0I/s400/peterFarnswick_006.jpg" alt="" id="BLOGGER_PHOTO_ID_5563763545086034658" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;div style="text-align: center; font-family: trebuchet ms;"&gt;&lt;span style="font-size:85%;"&gt;Peter Farnswick&lt;/span&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="text-align: center; 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  &lt;w:lsdexception locked="false" priority="32" semihidden="false" unhidewhenused="false" qformat="true" name="Intense Reference"&gt;   &lt;w:lsdexception locked="false" priority="33" semihidden="false" unhidewhenused="false" qformat="true" name="Book Title"&gt;   &lt;w:lsdexception locked="false" priority="37" name="Bibliography"&gt;   &lt;w:lsdexception locked="false" priority="39" qformat="true" name="TOC Heading"&gt;  &lt;/w:LatentStyles&gt; &lt;/xml&gt;&lt;![endif]--&gt;&lt;!--[if gte mso 10]&gt; &lt;style&gt;  /* Style Definitions */  table.MsoNormalTable  {mso-style-name:"Table Normal";  mso-tstyle-rowband-size:0;  mso-tstyle-colband-size:0;  mso-style-noshow:yes;  mso-style-priority:99;  mso-style-qformat:yes;  mso-style-parent:"";  mso-padding-alt:0in 5.4pt 0in 5.4pt;  mso-para-margin-top:0in;  mso-para-margin-right:0in;  mso-para-margin-bottom:10.0pt;  mso-para-margin-left:0in;  line-height:115%;  mso-pagination:widow-orphan;  font-size:11.0pt;  font-family:"Calibri","sans-serif";  mso-ascii-font-family:Calibri;  mso-ascii-theme-font:minor-latin;  mso-fareast-font-family:"Times New Roman";  mso-fareast-theme-font:minor-fareast;  mso-hansi-font-family:Calibri;  mso-hansi-theme-font:minor-latin;} &lt;/style&gt; &lt;![endif]--&gt;  &lt;p class="MsoNormal"&gt;The Day the Dead … Came Alive&lt;/p&gt;  &lt;p class="MsoNormal"&gt; &lt;/p&gt;  &lt;p class="MsoNormal"&gt;(Script for an animated movie/drinking game)&lt;/p&gt;  &lt;p class="MsoNormal"&gt; &lt;/p&gt;  &lt;p class="MsoNormal"&gt;Act 1&lt;/p&gt;  &lt;p class="MsoNormal"&gt; &lt;/p&gt;  &lt;p class="MsoNormal"&gt;Peter Farnswick in his study, introduces the story with a Hitchcock-after-a-stroke speech impediment that has him spewing brandy down his quivering chins as he slurridly enunciates.&lt;/p&gt;    &lt;p class="MsoNormal"&gt;Farnswick: Come with me now as we embark on a dark and dismal journey through the stinking corpse of Middle America we call &lt;span style="font-style: italic;"&gt;Suburbia&lt;/span&gt; for a cautionary tale that will leave your sheets wet. A tale we call … The Day the Dead (looks around confused as if making up the title on the spot) …. Came Alive!&lt;/p&gt;    &lt;p class="MsoNormal"&gt;Eerie title in Scooby Doo font floats in front of Fanswick as he tries to laugh menacingly but instead chokes himself up in a phlegm-laden coughing fit.&lt;/p&gt;    &lt;p class="MsoNormal"&gt;Fade to: a quiet family home at dusk. All houses in neighborhood are identical McMansions, all have eerie blue TV glow flickering in the windows.&lt;/p&gt;  &lt;p class="MsoNormal"&gt;Farnswick: (VO) We descend upon the happy household of the Family of 4 …&lt;/p&gt;  &lt;p class="MsoNormal"&gt;Farnswick (Voice over as we jerk the camera from close-up to close-up of the cast): Mommy, Daddy, Baby, and Joey.&lt;/p&gt;  &lt;p class="MsoNormal"&gt; &lt;/p&gt;  &lt;p class="MsoNormal"&gt;Joey: Gee, Mom, what’s for supper?&lt;/p&gt;  &lt;p class="MsoNormal"&gt;Mommy: Asparagus.&lt;/p&gt;  &lt;p class="MsoNormal"&gt;Joey: Aw Mom I hate asparagus.&lt;/p&gt;  &lt;p class="MsoNormal"&gt;Daddy: Son, you have to learn to eat what is set before you.&lt;/p&gt;  &lt;p class="MsoNormal"&gt;Baby: Ga ga goo goo ga ga&lt;/p&gt;  &lt;p class="MsoNormal"&gt;Daddy: Shaddup!&lt;/p&gt;  &lt;p class="MsoNormal"&gt;Mommy: Harold, don’t yell at the baby.&lt;/p&gt;  &lt;p class="MsoNormal"&gt;Joey: Hey Pops, can me and Lewis go snipe hunting after dinner tonight?&lt;/p&gt;  &lt;p class="MsoNormal"&gt;Daddy: NO!&lt;/p&gt;  &lt;p class="MsoNormal"&gt;Joey: Aw, Dad, you promised!&lt;/p&gt;  &lt;p class="MsoNormal"&gt;Daddy: I said only if you get your homework done so get to it!&lt;/p&gt;  &lt;p class="MsoNormal"&gt;(Smacks the kid)&lt;/p&gt;  &lt;p class="MsoNormal"&gt;Joey runs crying up the stairs&lt;/p&gt;  &lt;p class="MsoNormal"&gt;Mommy: Harold, you’re being too hard on the boy.&lt;/p&gt;  &lt;p class="MsoNormal"&gt;Daddy: It’s good for him. Teaches him respect. Say, what’s for supper?&lt;/p&gt;  &lt;p class="MsoNormal"&gt;Mommy: Asparagus.&lt;/p&gt;  &lt;p class="MsoNormal"&gt;Daddy:&lt;span style=""&gt;  &lt;/span&gt;(Lost behind the newspaper) Say did you read here about Old Man Caruthers?&lt;/p&gt;  &lt;p class="MsoNormal"&gt;Mommy: Um … no, no I hadn't ….&lt;/p&gt;  &lt;p class="MsoNormal"&gt;Daddy: Well it says here he died last night from some strange reason they can’t … detect…. &lt;/p&gt;  &lt;p class="MsoNormal"&gt;Mommy: No I hadn’t read that.&lt;/p&gt;  &lt;p class="MsoNormal"&gt;Daddy: Someone should check up on Mrs. Caruthers. Say where’s that supper?&lt;/p&gt;  &lt;p class="MsoNormal"&gt;Mommy: Aspara- oh I burnt the asparagus! Now we’re having pickle juice.&lt;/p&gt;  &lt;p class="MsoNormal"&gt;Baby: Ga ga goo goo ga ga&lt;/p&gt;  &lt;p class="MsoNormal"&gt;Mommy: Shaddup!&lt;/p&gt;  &lt;p class="MsoNormal"&gt; &lt;/p&gt;  &lt;p class="MsoNormal"&gt;Aaaaaand Scene.&lt;/p&gt;  &lt;/div&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5692852886128113529-2025995084160745258?l=sinisthesia.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://sinisthesia.blogspot.com/feeds/2025995084160745258/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=5692852886128113529&amp;postID=2025995084160745258' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5692852886128113529/posts/default/2025995084160745258'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5692852886128113529/posts/default/2025995084160745258'/><link rel='alternate' type='text/html' href='http://sinisthesia.blogspot.com/2011/01/day-dead-came-alive.html' title='The Day the Dead ... Came Alive'/><author><name>Lord North</name><uri>http://www.blogger.com/profile/15890783355425843736</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='30' src='http://4.bp.blogspot.com/_IO6p3Wzw54U/SWprfUgqZwI/AAAAAAAAAvo/Nlx5t9DQ-2k/S220/jackHornerHed.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/_IO6p3Wzw54U/TTZ0ovz18kI/AAAAAAAAEcc/jEPcKtZhGGE/s72-c/baby_007.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-5692852886128113529.post-3225211108825727312</id><published>2010-12-28T00:43:00.000-08:00</published><updated>2010-12-28T02:04:55.501-08:00</updated><title type='text'>Head of a Merchant</title><content type='html'>&lt;a style="font-family: trebuchet ms;" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_IO6p3Wzw54U/TRms4tpqoxI/AAAAAAAAEb8/3Vdqmv3I7to/s1600/hoam14-4.png"&gt;&lt;br /&gt;&lt;/a&gt;&lt;br /&gt;&lt;div style="text-align: center; font-family: trebuchet ms;"&gt;&lt;object width="320" height="266" class="BLOG_video_class" id="BLOG_video-333a3c9b957187d9" classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"&gt;&lt;param name="movie" value="http://www.youtube.com/get_player"&gt;&lt;param name="bgcolor" value="#FFFFFF"&gt;&lt;param name="allowfullscreen" value="true"&gt;&lt;param name="flashvars" value="flvurl=http://v24.nonxt4.googlevideo.com/videoplayback?id%3D333a3c9b957187d9%26itag%3D5%26app%3Dblogger%26ip%3D0.0.0.0%26ipbits%3D0%26expire%3D1330196505%26sparams%3Did,itag,ip,ipbits,expire%26signature%3D8367BF2DF7AF0EE143117B55FAD8DAA42E0BF487.8BEAC765FBDC49A24258C16BF16E1C2BF51267A%26key%3Dck1&amp;amp;iurl=http://video.google.com/ThumbnailServer2?app%3Dblogger%26contentid%3D333a3c9b957187d9%26offsetms%3D5000%26itag%3Dw160%26sigh%3DedW6t4n4lJfQ6OYFVnu4Q-0vCkc&amp;amp;autoplay=0&amp;amp;ps=blogger"&gt;&lt;embed src="http://www.youtube.com/get_player" type="application/x-shockwave-flash"width="320" height="266" bgcolor="#FFFFFF"flashvars="flvurl=http://v24.nonxt4.googlevideo.com/videoplayback?id%3D333a3c9b957187d9%26itag%3D5%26app%3Dblogger%26ip%3D0.0.0.0%26ipbits%3D0%26expire%3D1330196505%26sparams%3Did,itag,ip,ipbits,expire%26signature%3D8367BF2DF7AF0EE143117B55FAD8DAA42E0BF487.8BEAC765FBDC49A24258C16BF16E1C2BF51267A%26key%3Dck1&amp;iurl=http://video.google.com/ThumbnailServer2?app%3Dblogger%26contentid%3D333a3c9b957187d9%26offsetms%3D5000%26itag%3Dw160%26sigh%3DedW6t4n4lJfQ6OYFVnu4Q-0vCkc&amp;autoplay=0&amp;ps=blogger"allowFullScreen="true" /&gt;&lt;/object&gt;&lt;br /&gt;&lt;/div&gt;&lt;br /&gt;&lt;span style="font-family:trebuchet ms;"&gt;Check it: &lt;/span&gt;&lt;span style="font-style: italic;font-family:trebuchet ms;" &gt;Head of a Merchant&lt;/span&gt;&lt;span style="font-family:trebuchet ms;"&gt; is an exercise I did last night to test out &lt;/span&gt;&lt;a style="font-family: trebuchet ms;" href="http://www.sculptris.com/"&gt;Sculptris&lt;/a&gt;&lt;span style="font-family:trebuchet ms;"&gt;.&lt;/span&gt;&lt;br /&gt;&lt;span style="font-family:trebuchet ms;"&gt;Sculptris is a free, independently-made digital sculpting app that started making waves this past summer. Naturally, it was promptly bought out by Pixologic (of ZBrush fame). Schucks, competition quelled in the Sculpting App realm ... for now. (But look out for still-indy darkhorse &lt;/span&gt;&lt;a style="font-family: trebuchet ms;" href="http://www.3d-coat.com/"&gt;3d-Coat&lt;/a&gt;&lt;span style="font-family:trebuchet ms;"&gt;!)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-family:trebuchet ms;"&gt;Both 3d-Coat and Sculptris offer something industry leaders ZBrush and Mudbox do not: dynamic tessellation. DT (I may as well make it an acronym now, lord knows it's coming) is the automated refinement of the surface based on localized detail. In other words, all you do is sculpt; the software subdivides the surface &lt;/span&gt;&lt;span style="font-style: italic;font-family:trebuchet ms;" &gt;on the fly&lt;/span&gt;&lt;span style="font-family:trebuchet ms;"&gt; as necessary to support the added detail. What this means to you, the artist, is: no more back-and-forth to Maya to extrude appendages; it all takes place in the sculpting package. The polygons multiply rather than stretch.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-family:trebuchet ms;"&gt;The upside of the Pixologic acquisition: we can probably expect dynamic tessellation in the next release of industry-leader ZBrush. Which means always-the-copycat Mudbox is sure to follow suit. Their work is cut out for them, though: both use a quad-based subdivision algorithm, which may prove tricky when trying to emulate the relative ease with which Sculptris tessellates on the fly (Sculptris works on basic triangles, the building blocks of all CG).&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-family:trebuchet ms;"&gt;But I digress. My thoughts on Sculptris: fun! Until it crashes. Yes, it crashes a lot (hey, it's a Beta program built by &lt;span style="font-style: italic;"&gt;one guy&lt;/span&gt;, give him a break), but it restores the last session, so I never ended up losing anything (other than the time spent rebooting). Some of the brushes are better than their ZBrush counterparts! (Undoubtedly another reason for the hasty acquisition.) It only outputs to OBJ; no normal-map conversion, so it is not ready for prime-time as a production pipeline tool (except for previs). But as a toy, what a toy! I've never had so much instant fun with a sculpting app before; almost no learning curve! Very intuitive. If you're looking for a great app to practice sculpting, head on over to Pixologic and download the still-free (for how long?) beta version of Sculptris.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a style="font-family: trebuchet ms;" href="http://3.bp.blogspot.com/_IO6p3Wzw54U/TRmqnxv8ypI/AAAAAAAAEbk/CyuN8oz2sTk/s1600/hoam14-1.png"&gt;&lt;img style="display: block; margin: 0px auto 10px; text-align: center; cursor: pointer; width: 400px; height: 295px;" src="http://3.bp.blogspot.com/_IO6p3Wzw54U/TRmqnxv8ypI/AAAAAAAAEbk/CyuN8oz2sTk/s400/hoam14-1.png" alt="" id="BLOGGER_PHOTO_ID_5555659215684291218" border="0" /&gt;&lt;/a&gt;&lt;span style="font-family:trebuchet ms;"&gt;&lt;br /&gt;Here's a few more shots of the semi-stylized  Merchant. By the way, I've come to realize the meaning of "stylized" - a  term that's often bandied about by Art Directors. It's a balance  between the way things look and the way they &lt;/span&gt;&lt;span style="font-style: italic;font-family:trebuchet ms;" &gt;should&lt;/span&gt;&lt;span style="font-family:trebuchet ms;"&gt; look. Certain features are exaggerated as a way of conveying a deeper meaning or subtext. Similar to caricature, but "&lt;/span&gt;&lt;span style="font-style: italic;font-family:trebuchet ms;" &gt;stylization&lt;/span&gt;&lt;span style="font-family:trebuchet ms;"&gt;" is a broader term that conveys information about the artist as much as it does about the subject.&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;a style="font-family: trebuchet ms;" href="http://4.bp.blogspot.com/_IO6p3Wzw54U/TRmshoaaNcI/AAAAAAAAEbs/F6mKRnrsRos/s1600/hoam14-2.png"&gt;&lt;img style="display: block; margin: 0px auto 10px; text-align: center; cursor: pointer; width: 400px; height: 295px;" src="http://4.bp.blogspot.com/_IO6p3Wzw54U/TRmshoaaNcI/AAAAAAAAEbs/F6mKRnrsRos/s400/hoam14-2.png" alt="" id="BLOGGER_PHOTO_ID_5555661309122065858" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;a style="font-family: trebuchet ms;" href="http://2.bp.blogspot.com/_IO6p3Wzw54U/TRmsq1A3G6I/AAAAAAAAEb0/3PxelQkjsV4/s1600/hoam14-3.png"&gt;&lt;img style="display: block; margin: 0px auto 10px; text-align: center; cursor: pointer; width: 400px; height: 295px;" src="http://2.bp.blogspot.com/_IO6p3Wzw54U/TRmsq1A3G6I/AAAAAAAAEb0/3PxelQkjsV4/s400/hoam14-3.png" alt="" id="BLOGGER_PHOTO_ID_5555661467123391394" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;a style="font-family: trebuchet ms;" href="http://4.bp.blogspot.com/_IO6p3Wzw54U/TRms4tpqoxI/AAAAAAAAEb8/3Vdqmv3I7to/s1600/hoam14-4.png"&gt;&lt;img style="display: block; margin: 0px auto 10px; text-align: center; cursor: pointer; width: 400px; height: 295px;" src="http://4.bp.blogspot.com/_IO6p3Wzw54U/TRms4tpqoxI/AAAAAAAAEb8/3Vdqmv3I7to/s400/hoam14-4.png" alt="" id="BLOGGER_PHOTO_ID_5555661705665225490" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;a style="font-family: trebuchet ms;" href="http://3.bp.blogspot.com/_IO6p3Wzw54U/TRmtckHl7QI/AAAAAAAAEcM/Q9GABOXs5c0/s1600/hoam14-7.png"&gt;&lt;img style="display: block; margin: 0px auto 10px; text-align: center; cursor: pointer; width: 400px; height: 295px;" src="http://3.bp.blogspot.com/_IO6p3Wzw54U/TRmtckHl7QI/AAAAAAAAEcM/Q9GABOXs5c0/s400/hoam14-7.png" alt="" id="BLOGGER_PHOTO_ID_5555662321581681922" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;a href="http://1.bp.blogspot.com/_IO6p3Wzw54U/TRm2LIKpNRI/AAAAAAAAEcU/QwF5sZKEF3c/s1600/hoam14-8.png"&gt;&lt;img style="display: block; margin: 0px auto 10px; text-align: center; cursor: pointer; width: 400px; height: 295px;" src="http://1.bp.blogspot.com/_IO6p3Wzw54U/TRm2LIKpNRI/AAAAAAAAEcU/QwF5sZKEF3c/s400/hoam14-8.png" alt="" id="BLOGGER_PHOTO_ID_5555671917625160978" border="0" /&gt;&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5692852886128113529-3225211108825727312?l=sinisthesia.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://sinisthesia.blogspot.com/feeds/3225211108825727312/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=5692852886128113529&amp;postID=3225211108825727312' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5692852886128113529/posts/default/3225211108825727312'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5692852886128113529/posts/default/3225211108825727312'/><link rel='alternate' type='text/html' href='http://sinisthesia.blogspot.com/2010/12/head-of-merchant.html' title='Head of a Merchant'/><author><name>Lord North</name><uri>http://www.blogger.com/profile/15890783355425843736</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='30' src='http://4.bp.blogspot.com/_IO6p3Wzw54U/SWprfUgqZwI/AAAAAAAAAvo/Nlx5t9DQ-2k/S220/jackHornerHed.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_IO6p3Wzw54U/TRmqnxv8ypI/AAAAAAAAEbk/CyuN8oz2sTk/s72-c/hoam14-1.png' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-5692852886128113529.post-9154630736383010538</id><published>2010-12-21T13:36:00.000-08:00</published><updated>2010-12-21T13:36:55.767-08:00</updated><title type='text'>Rigging Reel</title><content type='html'>&lt;iframe src="http://player.vimeo.com/video/18056190" width="400" height="300" frameborder="0"&gt;&lt;/iframe&gt;&lt;p&gt;&lt;a href="http://vimeo.com/18056190"&gt;Rigging Demo Reel&lt;/a&gt; from &lt;a href="http://vimeo.com/erikvanhorn"&gt;Erik Van Horn&lt;/a&gt; on &lt;a href="http://vimeo.com"&gt;Vimeo&lt;/a&gt;.&lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5692852886128113529-9154630736383010538?l=sinisthesia.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://sinisthesia.blogspot.com/feeds/9154630736383010538/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=5692852886128113529&amp;postID=9154630736383010538' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5692852886128113529/posts/default/9154630736383010538'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5692852886128113529/posts/default/9154630736383010538'/><link rel='alternate' type='text/html' href='http://sinisthesia.blogspot.com/2010/12/rigging-reel.html' title='Rigging Reel'/><author><name>Lord North</name><uri>http://www.blogger.com/profile/15890783355425843736</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='30' src='http://4.bp.blogspot.com/_IO6p3Wzw54U/SWprfUgqZwI/AAAAAAAAAvo/Nlx5t9DQ-2k/S220/jackHornerHed.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-5692852886128113529.post-4452256662194959843</id><published>2010-12-17T00:43:00.000-08:00</published><updated>2010-12-17T00:43:03.395-08:00</updated><title type='text'>Drawn to Life</title><content type='html'>&lt;div style="font-family: Arial,Helvetica,sans-serif;"&gt;&lt;!--[if gte mso 9]&gt;&lt;xml&gt; 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  &lt;w:LsdException Locked="false" Priority="32" SemiHidden="false"   UnhideWhenUsed="false" QFormat="true" Name="Intense Reference"/&gt;   &lt;w:LsdException Locked="false" Priority="33" SemiHidden="false"   UnhideWhenUsed="false" QFormat="true" Name="Book Title"/&gt;   &lt;w:LsdException Locked="false" Priority="37" Name="Bibliography"/&gt;   &lt;w:LsdException Locked="false" Priority="39" QFormat="true" Name="TOC Heading"/&gt;  &lt;/w:LatentStyles&gt; &lt;/xml&gt;&lt;![endif]--&gt;&lt;!--[if gte mso 10]&gt; &lt;style&gt; /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin:0in; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;}&lt;/style&gt; &lt;![endif]--&gt;  &lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif;"&gt;Among the challenges I've faced this year, I was brought in to turn around a college Game Art program that had fallen into neglect. First, I did the easy stuff: updated the software, hardware, curriculum and instructors. Then I had to tackle the hard part: trying to raise the artistic level of the students. To this end, I've had to go to great lengths to organize life drawing workshops in an effort to get the kids drawing again.&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif;"&gt;Game Students are an odd bunch: they are willing to devote hours, months even, to the tedium of piecing together an elaborate mod or game level in their favorite engine. But getting them to keep a sketchbook for five minutes a day is a Boss-level effort. What I've noticed among techie-type art students is that they feel that drawing is somehow obsolete, or at least a waste of time. What they have yet to realize is that every technical art process, from constructing level designs to texturing to animating, exists in its purest, most distilled form in the act of drawing.&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif;"&gt;This I repeat to my art students: drawing is not about learning how to draw. That's a side effect of drawing, yes; you learn to draw, but that's not the main reason we, as creatives, do it. Drawing is about learning to see, to observe, to organize information and re-present it through an abstract medium in an act of COMMENTARY. A drawing is a comment. A comment is the expression of an opinion. This is the essence of all art, from dance to writing to acting: teaching oneself how to express an opinion on a given subject. To relay an observation about life to the audience.&amp;nbsp;&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif;"&gt;In a gesture drawing, start with an observation that interests you: it could be the curve of the back of the neck, or the way a specific wrinkle in the drapery falls. Get that observation on the paper, exaggerate it if you have to, just convince your audience to share in the same observation. Drawing is an abstract medium; you decide what to leave out. If you begin a drawing by deciding what the drawing is about (what comment or opinion you're making) then the task of what to leave out becomes obvious: leave out anything that does not support your comment.&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif;"&gt;This is why quick gesture drawings from live models are the most important type of drawing to practice. Having to make a statement in under one minute forces best practices. In a quick gesture drawing, you don't have time to fall into the trap of noodling over details that don't convey the essence of your statement; you have to think while your hand is moving. If you get caught up in doubt or over-analysis, the model moves and the essence is lost forever. You learn to "feel" the drawing, not just see it, and express it in the very moment of observation. If anything, the audience for a gesture drawing is yourself; you are recording a fleeting observation so you can see it later. And the fact that the subject matter is a living, breathing person aids in this effort. The natural tendency in humans is to empathize with others; so when you see a model straining in a difficult or off-balance pose, hopefully that empathy is expressed in the quality of line that you record on the page.&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif;"&gt;Here are some recent drawings I've done at our sessions. Most are 1 to 5-minute gesture poses.&amp;nbsp;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/_IO6p3Wzw54U/TQsg6T3TVSI/AAAAAAAAEak/LN8n2sYHx10/s1600/f1.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="320" src="http://2.bp.blogspot.com/_IO6p3Wzw54U/TQsg6T3TVSI/AAAAAAAAEak/LN8n2sYHx10/s320/f1.jpg" width="241" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/_IO6p3Wzw54U/TQshCfukwjI/AAAAAAAAEao/cxOS8WOSyDI/s1600/f2.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="320" src="http://2.bp.blogspot.com/_IO6p3Wzw54U/TQshCfukwjI/AAAAAAAAEao/cxOS8WOSyDI/s320/f2.jpg" width="214" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/_IO6p3Wzw54U/TQshKB7K4FI/AAAAAAAAEas/QS1VDoaRRq4/s1600/f3.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="245" src="http://1.bp.blogspot.com/_IO6p3Wzw54U/TQshKB7K4FI/AAAAAAAAEas/QS1VDoaRRq4/s320/f3.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/_IO6p3Wzw54U/TQshQuD5V9I/AAAAAAAAEaw/zOhrqvYlU1Q/s1600/f4.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="320" src="http://2.bp.blogspot.com/_IO6p3Wzw54U/TQshQuD5V9I/AAAAAAAAEaw/zOhrqvYlU1Q/s320/f4.jpg" width="212" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/_IO6p3Wzw54U/TQshXLYO5AI/AAAAAAAAEa0/VsLeh8bgdvQ/s1600/f5.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="320" src="http://1.bp.blogspot.com/_IO6p3Wzw54U/TQshXLYO5AI/AAAAAAAAEa0/VsLeh8bgdvQ/s320/f5.jpg" width="243" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/_IO6p3Wzw54U/TQshcbEnhVI/AAAAAAAAEa4/PcgaDFNIxwI/s1600/f6.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="320" src="http://4.bp.blogspot.com/_IO6p3Wzw54U/TQshcbEnhVI/AAAAAAAAEa4/PcgaDFNIxwI/s320/f6.jpg" width="220" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/_IO6p3Wzw54U/TQshkq_NesI/AAAAAAAAEa8/gZ9kasDLVTY/s1600/f7.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="320" src="http://1.bp.blogspot.com/_IO6p3Wzw54U/TQshkq_NesI/AAAAAAAAEa8/gZ9kasDLVTY/s320/f7.jpg" width="246" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/_IO6p3Wzw54U/TQshrLsqn_I/AAAAAAAAEbA/vTyE36u_jLM/s1600/f8.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="320" src="http://3.bp.blogspot.com/_IO6p3Wzw54U/TQshrLsqn_I/AAAAAAAAEbA/vTyE36u_jLM/s320/f8.jpg" width="310" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/_IO6p3Wzw54U/TQshwr77s0I/AAAAAAAAEbE/uA6JwfkkYmc/s1600/f9.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="320" src="http://2.bp.blogspot.com/_IO6p3Wzw54U/TQshwr77s0I/AAAAAAAAEbE/uA6JwfkkYmc/s320/f9.jpg" width="318" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/_IO6p3Wzw54U/TQsh3WgF3TI/AAAAAAAAEbI/ti6JKiOMJJ4/s1600/f10.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="320" src="http://4.bp.blogspot.com/_IO6p3Wzw54U/TQsh3WgF3TI/AAAAAAAAEbI/ti6JKiOMJJ4/s320/f10.jpg" width="236" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/_IO6p3Wzw54U/TQsh9h5dIRI/AAAAAAAAEbM/OfcMWkOVgUQ/s1600/m1.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="247" src="http://1.bp.blogspot.com/_IO6p3Wzw54U/TQsh9h5dIRI/AAAAAAAAEbM/OfcMWkOVgUQ/s320/m1.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="font-family: Arial,Helvetica,sans-serif;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5692852886128113529-4452256662194959843?l=sinisthesia.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://sinisthesia.blogspot.com/feeds/4452256662194959843/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=5692852886128113529&amp;postID=4452256662194959843' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5692852886128113529/posts/default/4452256662194959843'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5692852886128113529/posts/default/4452256662194959843'/><link rel='alternate' type='text/html' href='http://sinisthesia.blogspot.com/2010/12/drawn-to-life.html' title='Drawn to Life'/><author><name>Lord North</name><uri>http://www.blogger.com/profile/15890783355425843736</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='30' src='http://4.bp.blogspot.com/_IO6p3Wzw54U/SWprfUgqZwI/AAAAAAAAAvo/Nlx5t9DQ-2k/S220/jackHornerHed.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/_IO6p3Wzw54U/TQsg6T3TVSI/AAAAAAAAEak/LN8n2sYHx10/s72-c/f1.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-5692852886128113529.post-1705660084349599581</id><published>2010-09-25T19:49:00.000-07:00</published><updated>2010-09-25T19:49:31.251-07:00</updated><title type='text'>I'm Back</title><content type='html'>&lt;span style="font-family: Arial, Helvetica, sans-serif;"&gt;Anyone wondering why it's been so long between posts should know that&amp;nbsp;I just moved my family to Seattle, and after a four-month interruption I've just&amp;nbsp;set up my new studio in my new house.&amp;nbsp;I've got a great wifi&amp;nbsp;workstation setup and a huge garage to do concept and background work in all kinds of traditional media. We are digging the Pacific Northwest and I am eager to get back into Sinister and my other projects after being away for so long. The evergreen forests and magestic mountains make for excellent reference for the kind of Highland/Bavarian landscape I'm crafting for The Ballad of Sinister. Stay tuned for new posts soon!&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5692852886128113529-1705660084349599581?l=sinisthesia.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://sinisthesia.blogspot.com/feeds/1705660084349599581/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=5692852886128113529&amp;postID=1705660084349599581' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5692852886128113529/posts/default/1705660084349599581'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5692852886128113529/posts/default/1705660084349599581'/><link rel='alternate' type='text/html' href='http://sinisthesia.blogspot.com/2010/09/im-back.html' title='I&apos;m Back'/><author><name>Lord North</name><uri>http://www.blogger.com/profile/15890783355425843736</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='30' src='http://4.bp.blogspot.com/_IO6p3Wzw54U/SWprfUgqZwI/AAAAAAAAAvo/Nlx5t9DQ-2k/S220/jackHornerHed.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-5692852886128113529.post-1658055494267337646</id><published>2010-06-19T22:23:00.000-07:00</published><updated>2010-06-20T10:48:39.337-07:00</updated><title type='text'>The Tragic Plight of Hollywood VFX Sweatshops</title><content type='html'>&lt;div style="font-family: Arial,Helvetica,sans-serif;"&gt;I just completed six years tour of duty in the front lines of the Hollywood Visual Effects industry. Like any returning soldier with shell shock, I find myself horrified with what I saw there.&lt;/div&gt;&lt;div style="font-family: Arial,Helvetica,sans-serif;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="font-family: Arial,Helvetica,sans-serif;"&gt;At first I was nestled in the comfortable surreality that is Disney Feature Animation. Sure, my name is in the credits of movies that will be treasured for all time, but it was disparaging to witness the human cost of working in such an "enviable" job. The more famous the company, the more people will do anything to work there, which makes it a buyer's market for the employers, which gives them little incentive for retention. Turns out: the big companies, though financially stable compared to startups, really offer no more job security than their "unstable" indy counterparts. During my Disney tenure, I survived so many senseless mass layoffs, that when my time finally came all I could feel was relief.&lt;/div&gt;&lt;div style="font-family: Arial,Helvetica,sans-serif;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="font-family: Arial,Helvetica,sans-serif;"&gt;&lt;/div&gt;&lt;div style="font-family: Arial,Helvetica,sans-serif;"&gt;In fact, when I finally got the E-ticket to leave the mouse house, I was giddy with excitement. I had for so long been isolated in a cushy job (a rare feat in my industry) that I was excited to come back from my slumber and see how the world had progressed in my absence. After all, I had been part of the proverbial "first wave" of the CG bandwagon, which really came to fruition when hardware capable of running 3D software became consumer-friendly, circa 2000. By that time I had a Master's degree in Computer Art, and I felt like there was no reason someone with my rare technical prowess shouldn't own their own company in no time. So here I was, a recent Disney graduate, ready to take on the World. But the World was not ready. The greatest financial crisis since the Great Depression was now irrevocably underway (this was just after the housing collapse of late 2008/early 2009), but that wasn't the main problem. After all, during times of recession, entertainment industries flourish, with so many newly unemployed customers suddenly having more leisure time for movies and games. But that didn't stop the big Hollywood companies from using the fiasco as an excuse to raise their bottom lines. Job cuts ravaged Hollywood, even the giant studios that were making record profits. I was one of those casualties. But that, too, wasn't the main problem.&lt;/div&gt;&lt;div style="font-family: Arial,Helvetica,sans-serif;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="font-family: Arial,Helvetica,sans-serif;"&gt;The main problem was bound to lead to the collapse of my industry even if a recession had not taken place. Sure, the recession provided the perfect scapegoat for the Hollywood fatcats to accelerate it, but the problem was in place long before any actual recession took place. The visual effects industry was primed for a downfall almost from the time it was born.&lt;/div&gt;&lt;div style="font-family: Arial,Helvetica,sans-serif;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="font-family: Arial,Helvetica,sans-serif;"&gt;&lt;/div&gt;&lt;div style="font-family: Arial,Helvetica,sans-serif;"&gt;Thing is, outsourcing to nations that don't have unions or labor laws was discovered to be a viable option by entrepreneurs in the entertainment industry, made possible by the equally recent innovation of the internet. India, for example, created tens of animation and VFX houses almost overnight in 2000 when hardware became affordable. At first, there were grumblings in the Hollywood industry, as jobs began to be shipped overseas, but in general there was complacency, everyone trying to act politically correct and not defensive. Besides, these early overseas houses couldn't brag the quality of U.S. animation.&lt;/div&gt;&lt;div style="font-family: Arial,Helvetica,sans-serif;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="font-family: Arial,Helvetica,sans-serif;"&gt;&lt;/div&gt;&lt;div style="font-family: Arial,Helvetica,sans-serif;"&gt;Fast forward to 2010. With a decade of practice, India's animation companies are now every bit as good as Hollywood houses, at a tenth of the price. If I was an entrepreneur, I'd be stupid to go with a Hollywood house. Just sayin'.&lt;/div&gt;&lt;div style="font-family: Arial,Helvetica,sans-serif;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="font-family: Arial,Helvetica,sans-serif;"&gt;Let's not blame India, or even Hollywood execs; they are merely making the rational choice in turning to overseas labor. The problem was created long ago, during the Reagan/Bush/Clinton eras, when international boundaries were dissolved to allow companies to be freely multinational. This had the secondary effect of emasculating the unions, to the point that they are now pretty much symbolic puppets. After all, what are we going to do to raise wages for the working man? Have a strike? A sit-in? Wouldn't that just send the last of the remaining jobs to the Philippines?&amp;nbsp;&lt;/div&gt;&lt;div style="font-family: Arial,Helvetica,sans-serif;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="font-family: Arial,Helvetica,sans-serif;"&gt;After I left the Big D, I worked in Hollywood visual effects boutiques for a year. It was there that the true horror of the new State of the Industry was revealed to me. When I arrived, I found workers complacently accepting hourly wages lower than non-degree jobs, with no overtime provided, expected to work 50-plus-hour weeks, no benefits, no health insurance, no creative input, no nuthin'. Keep in mind, these are artists with degrees, many of them at the graduate level, like mine. Also keep in mind that all the top-grossing films of our era are effects films, which should lead one to believe that effects artists should be sharing in these unprecedented profits.&lt;/div&gt;&lt;div style="font-family: Arial,Helvetica,sans-serif;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="font-family: Arial,Helvetica,sans-serif;"&gt;To further their humiliation, these artists were scrambling for short-term contracts on TV shows and movies that offered no set dates of employment, as production schedules were always shifting. In fact, they spent much of their time "on hold" for a company; a promise to the company that they will keep their schedule clear by not taking any contracts from any competing companies, so that they would be available when needed. They were not being paid to be in these "on hold" positions. They did it under fear of being "blacklisted;" if you break your hold, you were rumored to be deemed unemployable by the VFX houses that apparently demanded allegiance, even though they offered none in return.&lt;/div&gt;&lt;div style="font-family: Arial,Helvetica,sans-serif;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="font-family: Arial,Helvetica,sans-serif;"&gt;Then it dawned on me: the only way we could compete with the Third World was to become the Third World! We were rolling back the clocks to the pre-union era, when corporations held all the cards and workers kissed their boss's gold rings, thankful for the chance to serve their corporate overlords. Maybe this phenomenon is happening all over, but it is most apparent in Hollywood, where everyone in VFX is in their twenties - no offspring, no responsibilities - so they can afford to live like serfs for a few years to get their names in credits. And when they burn out at the ripe age of 28, Hollywood doesn't mind: the vocational schools all now offer VFX degrees, and are continuously churning out starry-eyed youth to take their place. The American Third World has arrived. Albeit with student loan debt.&lt;/div&gt;&lt;div style="font-family: Arial,Helvetica,sans-serif;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="font-family: Arial,Helvetica,sans-serif;"&gt;It's a sad thing to witness the glory of a technological revolution with all its promise, and yet see the industry it spawned being killed in its infancy by unregulated corporate greed. America brought the world the light bulb, the automobile, Jazz, the airplane. It is sad to see our culture of innovation give way to the immediacy of quarterly profit. Yes, companies headquartered in America will continue to make great films. But when the bulk of the work is done in other countries, can we really take credit for them being "American" films?&lt;/div&gt;&lt;div style="font-family: Arial,Helvetica,sans-serif;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="font-family: Arial,Helvetica,sans-serif;"&gt;I never heard one of my twentysomething coworkers pontificate about the prospect of full-time employment, so conditioned they'd been to expect nothing but short-term, non-benefit contract work. No wonder the burnout age for Hollywood artists is 28.&amp;nbsp;&lt;/div&gt;&lt;div style="font-family: Arial,Helvetica,sans-serif;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="font-family: Arial,Helvetica,sans-serif;"&gt;Made me think of the words of wisdom of onetime president George W. Bush, who insisted that there were jobs Americans "aren't willing to do." Well, maybe housecleaning, Mr. Bush. Maybe cleaning latrines. Maybe. But Animation jobs? Visual Effects jobs? These are exactly the kind of jobs Americans ARE WILLING to do. Very much so. And when you send them all oversees, are we to be a nation of managers? Because there's a reason many of us did not go to school for MBA's. Many of us have no desire to be managers. Or administrators. Or coordinators. Some personality types demand to be artists and craftspeople. And we will continue to be artists despite the poverty. As we've done in the past.&lt;/div&gt;&lt;div style="font-family: Arial,Helvetica,sans-serif;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="font-family: Arial,Helvetica,sans-serif;"&gt;For a heartbreakingly brief period of American history, you could be an artist and NOT have to live in poverty. But that light was snuffed almost as soon as it was lit. So now, as artists re-align themselves with the poverty that has historically been their calling, I ask: could there have been another way? Could unions have acted more strongly and decisively early on? Also: since the soul of an industry lies in its artists, does our soul now reside overseas? Can America never again stand on its own? Are we watching something, so recently full of life, now rapidly dying? Is it too late to revive it?&lt;/div&gt;&lt;div style="font-family: Arial,Helvetica,sans-serif;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="font-family: Arial,Helvetica,sans-serif;"&gt;There are two solutions as I see it: give tax incentives to American companies to keep jobs local, or revolutionize the Third World such that they must adhere to the same labor laws we do as a condition of participating in the same economy. I think we need to do both. A
