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SFBurning

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Everything posted by SFBurning

  1. Nice to see the overwhelming positive response over yonder at the blog post's comments. Even if there are things that I'd like to see changed and improved from a feature/workflow perspective, I definitely think that the opportunity for the the AE team to spend a full year focusing primarily on "invisible" improvements is too rare and valuable of a thing to pass up. The After Effects community is wonderful at creating scripts and plugins to fill the holes left in the native AE workflow, but there's no workaround for raw speed.
  2. I've looked several times for mograph-specific podcasts and, aside from Nick Cambells sporadic-but-occasionally-thoughtful GSG Live ustream outings, I've returned disappointed and empty-handed. It's kind of an affliction of this industry (due in no small part, I'm sure, to a competitive freelance scene) to be so obsessed with the minutiae of how to do that one cool thing that there's not a lot of wide-lens industry-talk media out there. As far as I can find we're great at tutorials, but pretty lacking when it comes to offering real insight into the broader aspects of working in mograph.
  3. I'm down with this like misguided rural teenagers are down with the clown. And Faygo. ICP jokes, guys. They never get old.
  4. I think I speak for my reptilian brain when I say, "HNNNNGGG." ...and then thrash about on the floor for a little while drooling and sweating, yet somehow also managing to enter my credit card information in the process.
  5. Sites like this kind of need to have a bit of that tough love edge to them in order to be useful. I think we've all had our asses handed to us at some point and come out of it on the other end a little bit better off... nothing like getting disdain from a potential mentor to get your blood boiling, right?
  6. The amount of riled here seems wildly disproportionate to the topic.
  7. Righteous. Thanks again Todd for taking the time to respond to these kinds of posts. You remain, as ever, a champion of the people.
  8. Are there plans to release a CS6 update to cover it as well? I'm forced to work on whatever product version my company is using, and with this CS6 install less than a week old I somehow don't foresee a CC upgrade coming any time soon...
  9. Gonna go ahead and resurrect this old thing to check if there has been a fix or a better solution? We just got CS6 at my office and although we're all patched up to 11.0.2, it looks like this is still happening. I'm living without cache indicators for now but, guys, I really like cache indicators.
  10. Been on this jam for a while now-- their editor can be a little bit aggravating if you're used to being spoiled by the likes of Sublime Text and the lessons can be hit-or-miss in some sections, but overall it's a great resource to learn a few programming languages. Their Python course was how I got my sea legs in that language.
  11. I thoroughly enjoyed that. This whole tongue-in-cheek 80's revival thing is pretty fly. I definitely like the idea of dusting this style off but approaching it with a wink, especially now that we actually have the technology/resources to make it look good.
  12. Signed and sent. I'm hoping that many people who would have gone for CS7 in a heartbeat choose to sit back on CS6 licenses instead, at least until this decision gets reversed. We don't need the latest and greatest to do good work, and now is a good time for people to remind Adobe of that fact with their wallets. Petitions are great, but I think boycotts speak more in a language that Adobe's top dogs can understand.
  13. That functionality has been built into Lloyd Alvarez's BG Renderer script. It's pretty sweet.
  14. As a 5-year Hackintosh user who's jumped between three different builds, the only problems I've ever experienced have been hardware-centric. I've been using gigabyte motherboards running Intel chips and either ATi/AMD or nVidia GPU's. My experience has been that initial set-up of these machines can take as much as 10 hours troubleshooting and optimization but once you've got a stable build going, it stays stable. I'm willing to deal with a few nonfunctional front-firing USB ports for the money saved, and have never experienced any software problems once the build is finished. I'm also the kind of person who really likes putting together computers, though, so your mileage may vary.
  15. Squinting real hard and I can't tell if this is a troll or not... ...but, um, that's really not enough info to go off of.
  16. Cool idea, but honestly I'm not sure if this is something I'd pay money for. The problem it tries to solve really doesn't bother me that much... I guess if I had multiple individuals giving feedback independently of one another it might by handy. For the most part though I prefer to just have a printout of any feedback I receive and just cross them off with a pen. And yeah, per anothernames note I'm pretty sure uploading to a non-company server would raise a few eyebrows where I work.
  17. That would be the monster I created. It got a little hostile towards the end there.
  18. I live in Boston and every day the weather permits I rollerblade four miles to work. I am completely comfortable with how lame that is.
  19. I'm no cell animator, but from what little I've used the paint system for (painting out rigs and mics from shots), it can be pretty cool. The ability to have all your strokes appear in the timeline is a nice touch, but I feel like the actual painting tools (brushes etc) are limiting and rudimentary. As I understand it, ToonBoom Animate Pro is favored and far more robust. From the demos I've seen it looks very powerful.
  20. A useful way to think of it might be that "speed" influences the direction in which your graph handle is pointing, while "influence" will alter its length. The "speed" field is a little unwieldy to think about, since it's all relative to the units you're working in. Fortunately a speed of "0"is predictable regardless of what property you're working on. I used to think that the value graph was the way to go in all situations, but in the past few months I've found that getting comfortable with editing keyframe velocities numerically. Getting used to understanding how the influence percentage will affect your animation can take some time, but once you've made that investment it'll save you a lot of time toggling between the different value curves and adjusting them visually.
  21. Had the same problem, rolled back to an older version and now works like a charm. If charms made 3D animation. Which they don't.
  22. Haven't you heard? Seriously, though... I'm not touching Creative Cloud with a 10' pole.
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