“Inside the SDK: With An Eye Towards Production,” An Autodesk Masterclass by Kickstand Partner Greg Elshoff will be presented at Siggraph on Tuesday, August 12, 2008 at 1:30 pm.
This class is aimed at technical directors, developers, and anyone else who is interested in learning how the Autodesk® MotionBuilder® software SDK can improve the efficiency of their animation pipeline. In this session you will learn how to use the SDK to develop a customized animation pipeline. Specifically, we will look at the concept of structuring individual assets, such as characters and props, in order to build and maintain organization within a larger animation scene. We will also cover different uses of the merge feature in order to reduce some programming and share a simple file asset manager and scene manager to demonstrate how the SDK could assist during file opening, saving, and importing. Finally, you will learn how creating custom Autodesk® FBX® software plug-ins can simplify creating connections in a relation constraint.
Don’t Miss…
Kickstand partner Daniel Dawson will co-present “Optimized Multi Strand Beard Setup for ‘Shrek the Halls’” in the “Rigging Outside the Box” session on Friday.
Kickstand partner Rob O’Neill’s book “Digital Character Development: Theory and Practice” will be available for pre-order and on view in a pre-press format at the Morgan-Kaufmann booth on the exhibition floor.
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Kickstand goes to Siggraph 2008
Greg Elshoff Presents Autodesk Masterclass
“Inside the SDK: With An Eye Towards Production,” An Autodesk Masterclass by Kickstand Partner Greg Elshoff will be presented at Siggraph on Tuesday, August 12, 2008 at 1:30 pm.
This class is aimed at technical directors, developers, and anyone else who is interested in learning how the Autodesk® MotionBuilder® software SDK can improve the efficiency of their animation pipeline. In this session you will learn how to use the SDK to develop a customized animation pipeline. Specifically, we will look at the concept of structuring individual assets, such as characters and props, in order to build and maintain organization within a larger animation scene. We will also cover different uses of the merge feature in order to reduce some programming and share a simple file asset manager and scene manager to demonstrate how the SDK could assist during file opening, saving, and importing. Finally, you will learn how creating custom Autodesk® FBX® software plug-ins can simplify creating connections in a relation constraint.
Don’t Miss…