
最快的 SkinCluster 导出/导入 – Studio 工作流程:压缩的艺术。
您是一位渴望了解顶级视觉效果工作室中使用的行业秘密和工作流程的 Maya 技术艺术家吗?或者是希望提高脚本编写、开发和工作流程规划技能的个人或学生?
在本培训系列中,我们将学习如何编写 Maya Python Deformer 导入器/导出器,其速度比一些最高级别 VFX 工作室使用的传统工作流程/代码快 40 倍,输出的文件小 60 倍。
十分之九的工作室以相同、缓慢、过时的方式保存 SkinCluster 权重,我们将改变这一点!
我叫 Noah Schnapp,是我当前工作室的 Rigging 和 CFX 主管,也是 VFX 工作流程/管道顾问,我很高兴与您分享我在过去几年中学到和开发的行业技术这些年。
我们将揭开这个极其强大且多功能的压缩算法和工作流程的秘密。我们不仅将研究 Deformer 数据操作和极端压缩比策略,还将为您当前和未来的工具集打开一个充满创意编码机会的世界。您将永远不会再以同样的方式思考开发规划和编写代码。
数千美元用于改进大型、复杂的任务,但频繁运行的小型任务的成本对于工作室的成功来说是最繁重的。在我的职业生涯中,我曾在多个工作室工作过,主要的共同缺陷是多个艺术家使用的核心工具是用 10 多年前实施的相同、缓慢的方法编写的脚本。
为什么工作室不谈论这个?这是“如果没有坏,就不要修理它”的情况。我们都见过经典的 SkinCluster 导出器,但这项技术在当今的世界中已经不存在了。我们有更高的多边形数、更多的关节和更多的角色可供操纵。如果我们减少频繁的短期任务的成本,我们将节省更多的时间和金钱,而不是将精力集中在很少使用的大型任务上。
Duration 4h 8m Project Files Included MP4
Title: CGCircuit – The Fastest SkinCluster Export/Import
Info:
The Fastest SkinCluster Export/Import- A Studio Workflow: The Art of Compression.
Are you a Maya Technical Artist dying to learn the Industry secrets and Workflows used in the Top-tier Visual Effects Studios? Or maybe an Individual or Student looking to improve your Scripting, Development, and Workflow Planning skills?
In this Training Series we’ll learn how to write a Maya Python Deformer Importer/Exporter that is 40 times faster and outputs a file 60 times smaller than the conventional workflow/code that’s used at some of the highest level VFX Studios.
9 out of 10 Studios Save SkinCluster weights in the Same, Slow, Outdated fashion, and we’re going to Change That!
My name is Noah Schnapp and I’m the Head of Rigging and CFX at my current studio and I’m also a VFX Workflow/Pipeline Consultant, and I’m happy to share with you the industry techniques I’ve learned and developed over the years.
We will cover the secret to this incredibly powerful and versatile Compression Algorithm and Workflow. Not only will we examine Deformer data manipulation and extreme compression ratio strategies, we will also open a world of creative coding opportunities to your current and future toolsets. You will never think about development planning and writing code the same way again.
Thousands of dollars are spent on improving large, complex tasks, but the cost of the frequently run, smaller tasks are the most taxing to a studio’s success. I’ve worked at a variety of studios over my career and the main common flaw were core tools used by multiple Artists that were scripted in the same, slow method implemented more than 10 years ago.
Why aren’t Studios talking about this? It’s a case of “If it’s not broken, don’t fix it”. We all have seen the classic SkinCluster exporters, but this technology does not survive in our world today. We have higher polycounts, more joints, and more characters to rig. If we cut down on the costs of the frequent short tasks, we will save much more time and money rather than focusing our efforts on the rarely used large tasks.
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