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APPLY NOW As an award-winning animation studio, arx anima is specialized in high-end character animation and development. For our upcoming feature film we are currently looking for motivated, integer people with a hands-on mentality and an open mindset. We truly believe that building up a positive working environment automatically crafts happiness on all ends. As the Environment Supervisor you will work closely with the Art Director, CG Supervisor to set quality standards, identify potential strategies, assess technical options to meet the visual requirements and evaluate production schedules. You participate as a leader and hands-on contributor through all stages of preproduction and asset production. Working period: We are looking for you to start working as soon as possible - throughout the end of asset production which is estimated by April 2020. Location: Preproduction will take place in Vienna, Austria - the world’s most liveable city - until the end of August 2019. You are willing to move to Las Palmas after the preproduction phase with regard to proceed with production on the charismatic island of Gran Canaria. Responsibilities: Equipped with a hands-on-mentality, you will conduct the creation of expressive characters, including the building up of topology, textures, shading and animation rigs. Teamwork is a virtue. You will lead a marvelous team of artists to craft amazing landscape that meet the technical and aesthetic requirements of the project. You will supervise an Environment Team composed of modelers, texture painters and look development artists in the production of extensive open hair sets, providing both artistic and technical mentorship. Environments are an essential part of any production. In this position you will be directly responsible for ensuring disciplines of scene assembly, layout and set dressing. You will work closely with the Pipeline lead, Layout supervisor and Lighting supervisor to guarantee the smooth transition of the Environments to the final stage of production. Requirements: For the open position as Environment Supervisor you will bring Strong knowledge and understanding of the natural world and architecture Experience in producing animated movies and/or series in the same or a similar position for at least 3 years Strong leadership skills with a solution-driven mindset Deep understanding of technical needs to define the production requirements Experience in production of environment is required Experience in procedural modeling and scene optimization is a big plus Proven technical knowledge of Houdini and Maya is a big plus Deep understanding of the relevance of the asset department to ensure a smooth production workflow is a high advantage Ability to delegate and empower your team Social skills for your fellow coworkers, including 50GB of humor and respect Ability to implement and maintain an open and supportive feedback culture APPLY NOW We are an equal opportunity employer and value diversity at our company. We do not discriminate on the basis of race, religion, color, national origin, gender, sexual orientation, age or marital status.
Hello! In this Masterclass, at 41:00, the teacher explains that fracture parts of the object can be localy modified using an attribute. So my question is about this : how do you control what part of the object will fracture? is there a way to connect the FEM solver to a voronoi attribute or anything like that? Thank you for your time!
when I link some parameters some of the main node get crazy wire messing up the node. example Node A has some parameters link between them. example nodeA.parm("bla") and nodeA.parm("ble") is set as reference link to nodeA.parm("bla") nothing crazy one parameter looking at another one in the same node. now I want to create a new node and link all the parameters to this new node I want nodeB parameters to look at nodeA, after running the code witch is a regular stuff just setting parameters, some of the paramters in nodeA that were just a integer now have an expression poiting to another parameter =( should I create something like if its an expression use "setExpression" if is not an expression use the regular set? def linkParmsTo(source_node, target_node): """ Link the parms of the source node to those of the target node if a parameter with the same name exists. # Produced by: # Graham Thompson # email@example.com # www.captainhammy.com """ for parm_to_link in source_node.parms(): # Skip folder parms. if isinstance(parm_to_link.parmTemplate(), hou.FolderSetParmTemplate): continue parm_to_link_to = target_node.parm(parm_to_link.name()) # If the target parm exists if parm_to_link_to is not None: parm_to_link.set(parm_to_link_to)
Hey guys, It's the first time that i'm trying to save a initial state of my sim. In this case i'm working Grains. What I did was: create my grains from a sphere and simulate it until it set on the ground. Now i need to keep it like this, like a initial state, to work on my real scene. My first idea was to save this grains' specific frame as a bgeo and load it back with a file node but, right now, this loaded grain particles don't interact with the other objects anymore. I think that the problem is on importing this back with a file node. Not sure though. Thx again, EDIT: So in case that anyone else got the same doubt, i've just recorded a tutorial about it: Best, Alvaro