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AUTODESK at VIEW with:
Quadruped Class by Javier Solsona
Advanced Character Rigging: Creating Dynamic Characters With Muscles, Tendons and More by TJ Galda
Cinematic Storytelling by Rodrigo Lopez

Javier
Solsona
Lead Creature Technical Director
Propaganda Games
Here you can find all AUTODESK events at VIEW
Javier Solsona is the
lead creature technical director at Vancouver's Propaganda
Games, and is currently working on the latest installment
of Turok.
He was born in Argentina and grew up in Patagonia. From an
early age, he was creating graphics on his Commodore 64 at
home-painstakingly painting pixel by pixel. Many years later-
still in front of a computer- Javier obtained his B.Sc. in
Computer Sciences from the University of Cape Town, South
Africa. During his last year at UCT, he was introduced to
Multimedia and 3D animation and there was no looking back.
He worked for over 3 years at Electonic Arts in Vancouver
as a character animator before making the jump to Propaganda
Games. He is a member of the 3D Program Advisory Committee
for the Arts Institute of Vancouver and can often be found
answering questions on many of the rigging online forums.
Outside of work, Javier is an avid traveler, photographer,
skier and kite-boarder.
Quadruped
Class 1 – The back and neck
In this session, the
creation of a quadruped IK/FK spine setup will be clearly
explained.
Using the knowledge and tricks learnt from the spine setup,
the head and neck setup will be explored.
Attendees will complete this session with an understanding
of the challenges of building a quadruped rig and how to build
a quadruped ik/fk spine. Using a similar technique we'll build
the neck setup. The focus is on thinking outside the box to
solve given problems.
Intended Audience: Intermediate and advanced Maya users who
are familiar with Maya. Aspiring Technical Directors who are
interested in a different type of rig than the standard biped.
Quadruped
Class 2 – The Legs
In this section, the
creation of both the front and back legs setup for a quadruped
will be explored. A reverse foot lock setup will be explored
as well as a very powerful pivot change system where the animator
only requires one simple controller which gives them absolute
freedom to control the foot. A look at how to build an automated
tail setup so that the animation team can create efficient
and fast animations with minimal amount of work. Finishing
and cleaning all the loose ends is a very important part of
rig creation that is often overlooked.
Attendees will complete this session with an understanding
of how to build front and hind legs setups for a quadruped
as well as how to build tools to help the animation team with
tedious animation problems like animating secondary movements.
A complete new look at how to build a foot setup will be explored
and how to go think of new ideas from your existing toolset.
Intended Audience: Intermediate and advanced Maya users who
are familiar with Maya.
Aspiring Technical Directors who are interested in a different
type of rig than the standard biped.

TJ
Galda
CG Supervisor at Technicolour
Here you can find all AUTODESK events at VIEW
Returning instructor
TJ Galda, has distinguished himself in the field of film,
animation, and video games since the '90's. Most notably,
TJ is recognized for being one of last year's Autodesk Maya
Master award recipients, as well as having earned a Lifetime
Achievement award from the Ontario Government and McLean's
Magazine, by age 29. Currently, he is the CG Supervisor for
Technicolor Creative Services, the company who brought colour
to film over 90 years ago. Working out of their Vancouver
office, he helps to guide their visual effects department
across multiple feature films.
An expert in his field, is asked to speak
at round table discussions, and has received several notable
accolades. His noteworthy work includes helping with the creation
of DreamWorks' newest animated logo, and working on award-winning
feature films and television shows such as: Shark Tale,
Over the Hedge, Kung Fu Panda, Fantastic
Four, Rolie Polie Olie and Rescue Heroes.
His projects have accumulated a total of 5 Emmy Awards and
1 Academy Award nomination, as well as countless Annies, VGAs
(including Game of the Year) and other awards.
In his previous role at Electronic Arts Canada,
TJ was in charge of all art production for their 250 million
dollar handheld gaming division (PSP, DS and Wii), and overseeing
production on over 25 games at a time.
Mr. Galda is an active volunteer in the community
and is currently on the Board of Advisors for Zerofootprint.
Overall, TJ is well-respected and highly recommended by his
peers. He is held in this regard not only for his technical
abilities but also for his ability to communicate with everyone,
on every level. From MEL scripting, to modeling, rigging,
texturing, animating, and lighting, TJ Galda can do it all
at an expert level. You can see his Autodesk Maya Master profile
and learn more here: http://usa.autodesk.com/adsk/servlet/item?siteID=123112&id=7314668
or visit TJ on the web at: http://www.tjgalda.com
Advanced
Character Rigging: Creating Dynamic Characters With Muscles,
Tendons and More
You will learn how to
create musculature for your characters that simulates sliding
skin and flesh, while maintaining speed for animation. You
will learn several tricks to create your own muscles, tendons
and more that do not require simulation and baking time. Starting
from examining your forearm and hand, TJ will go in depth
on the usage and explanation of weight painting to maximize
your efficiency. From there, we will progress into advanced
rigging including rigging with muscles, allowing for squash
and stretch, writing custom expressions to account for various
predictable anatomical phenomena and a variety of other advanced
topics. These techniques have been utilized in several feature
films and are based on a solid understanding of anatomy and
Maya. You will learn alternatives to dynamic musculature solutions
and leave with a variety of options. This is going to be one
packed session, and notes will be available on DVD after the
class.
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