This is really cool, robots used to despatch online orders:
Thursday, 18 July 2013
Saturday, 13 July 2013
TD Channel on youtube
And here is another great looking youtube channel with videos about programming and scripting. And there is a lot of videos focused on programming for Maya. Definitely check this out if you are a Maya TD either working in pipeline or for a specific department.
http://www.youtube.com/user/TDChannel11?feature=watch
Autodesk learning channel for TDs
This is great channel which is run by Autodesk for learning their products, including Maya. I have found really good videos for making python plugins for Maya starting from a basic level. Even explaining ideal installation of my favourite python IDE, Eclipse.
http://www.youtube.com/playlist?list=PLC046B3E3DEA809D4
If you want to learn developing tools for Maya or need to be more efficient as a TD make sure to check out this channel, there might be some useful information for you.
ftrack online pipeline v1.5
ftrack_documentation_link
It looks very promising, as now it is pretty much a plug`n`play installation to get a user working and publishing the work.
The assets published are stored on cloud with no setup needed, although this can be customized as many other parts. Current applications with provided tools are Maya and Nuke. Other applications can be connected as well via ftrack python API.
I think Ftrack is going in good direction providing a cheap pipeline and production tracking solution for smaller teams who can manage all their work online working from home. No need for opening and renting an office spaces somewhere and paying all the bills.
Monday, 1 July 2013
Hollenshead leaves ID
After 17 years Tod Hollenshead leaves ID Software. I just found when searching for some ID news. I think this is connected to overall organisation crisis at the company after failing to deliver Doom franchise in time. I was writing a post on this blog a while ago, linking an article from Kotaku. Id Software will hopefully re-organise its team and get more focused on the direction and delivering on a settled deadline. One would think that loosing the burden of developping new engine will make it much easier to make a new game in shorter time. As ID had chosen to use the same idTech5 engine used on Rage for making Doom 4, although with few modifications. It seems even this did not help.
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