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Udemy - Learn 3D Modelling - The Complete Blender Creator Course

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Description
This course is continually updated in response to student suggestions.

Blender is a fantastic platform which enables you to make AAA-quality models which can be exported to any game engine, 3D printer, or other software. Here are some of the reasons why you want to learn Blender with this online tutorial...

- Create assets for video games.
- Make unique 3D printed gifts.
- Design your dream house, car, etc
- Express yourself through 3D artwork.

Learn how to create 3D Models and Assets for games using Blender, the free-to-use 3D production suite. We start super simple so you'll be ok with little or no experience. With our online tutorials, you'll be amazed what you can achieve.

Ben Tristem is one of Udemy's top instructors, and Michael Bridges is an experienced 3D artist. Together Ben and Michael will provide world-class support, encouragement and plenty of challenges.

The course is project-based, so you will applying your new skills immediately to real 3D models. All the project files will be included, as well as additional references and resources - you'll never get stuck. There are talking-head videos, powerful diagrams, quality screencasts and more.

For each model you build you will follow this process...

- Be challenged to build the entire model yourself.
- Be shown step-by step how to build it.
- Apply your knowledge regularly.

You will get full lifetime access for a single one-off fee. The creators are qualified and experienced with modelling and coding, so are able to explain complex concepts clearly, as well as entertain along the way. By the end of the course you'll be very confident in the basics of 3D modelling and rendering, and hungry to learn more.

If you're a complete beginner, we'll teach you all the modelling fundamentals you'll need. If you're an artist, we'll teach you to bring your assets to life. If you're a coder, we'll teach you modelling and design principles.

Note: access to this course comes with an optional, free community site where you can share games and 3D models, as well as connect with other students.

Dive in now, you won't be disappointed!

Who is the target audience?
- Competent and confident with using a computer.
- Artists who want to learn to bring their assets alive.
- Game Developers who wish to expand their Skill Set.
- Complete beginners who are willing to work hard.

https://www.udemy.com/blendertutorial/

3DMotive - Animation Pipeline in UE4 Volume 2

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Duration 1h 15m Project Files Included MP4

In Animation Pipeline in UE4, Chad Mogran will be giving a comprehensive overview of all things animation in Epic’s Unreal 4 Engine. Starting with exporting our character from Maya using the FBX format, we’ll import it into UE4 in such a way that will allow us to share animation blueprints across different characters. Then we’ll go over how to import animations and setting up things like additive aim poses and navigational blend spaces. We will cover the basic concepts of the blueprint scripting system in the Unreal Engine so we can set up our character and then our animation blueprint. We’ll cover how to hook up our character with input from the keyboard and gamepad, connect it to our anim blueprint, and have our character running around the level in the engine. In discussing anim blueprints, we’ll discuss concepts such as applying additive animations and setting up state machines. We’ll add extra features like ik systems, head look-at systems, other procedural animation systems.

MOP Booleans Kit v1.1 for Modo 11

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The Pushing Points MOP Booleans Kit is a MODO 11 KIT designed to remove the challenges of working with complex boolean operations and introduces a non-destructive workflow that makes creating highly detailed meshes a trivial task.

Polygons, MODO Subdivs and Catmul-Clarke SubDs with Edge weights can all be used together in a single mesh allowing you to blend multiple polygon types.

Based on Tor Frick's modeling workflow, this kit opens up a new world of creative possibilities for artists and designers. By adding MOP Booleans to your workflow, you will be able to take advantage of MODO's new Mesh Op modeling operations that will let you interactively blend, add and subtract mesh items to create models faster and more efficiently than ever before.

Kit by William Vaughan and Tor Frick.

MOP Booleans Kit v1.1 for Modo 11

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The Pushing Points MOP Booleans Kit is a MODO 11 KIT designed to remove the challenges of working with complex boolean operations and introduces a non-destructive workflow that makes creating highly detailed meshes a trivial task.

Polygons, MODO Subdivs and Catmul-Clarke SubDs with Edge weights can all be used together in a single mesh allowing you to blend multiple polygon types.

Based on Tor Frick's modeling workflow, this kit opens up a new world of creative possibilities for artists and designers. By adding MOP Booleans to your workflow, you will be able to take advantage of MODO's new Mesh Op modeling operations that will let you interactively blend, add and subtract mesh items to create models faster and more efficiently than ever before.

Kit by William Vaughan and Tor Frick.

Pluralsight – Inventor: Working with Curves and Splines

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Inventor is a mechanical CAD program that's packed with amazing functionality. In this course, Inventor: Working with Curves and Splines, you'll learn the basics of 2D and 3D curves in Inventor. First, you'll begin by learning the difference between the surface and continuity options available in Autodesk Inventor, and an overview of Class A surfacing. Once you have an understanding of curvature, you'll create several 2D sketches to explore various curvature types. Next, you'll discover the creation of interpolation splines, how to convert each spline, analyze the curvature, and understand the difference between good and bad curvature. Additionally, you'll explore equation driven curves, what types of industries will make use of them, along with understanding the Bridge Curve. Finally, you'll move into 3D and cover how to create various curves, both sketched and inferred, and how to apply them to complex models. By the end of this course, you'll be comfortable with all aspects of complex sketching curves. Software required: Inventor.

https://www.pluralsight.com/courses/inventor-working-curves-splines

Pluralsight – Premiere Pro CC 360° Video

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360 degree VR video is the most immersive and powerful form of content creation that is just now being realized by the general public. This new paradigm of video is a great chance for you to leverage immersive visual storytelling like never before. In this course, Premiere Pro CC 360° Video, you'll learn exactly how to work with 360 degree footage inside of Adobe Premiere Pro CC with the help of a third party plug-in called Skybox 360/VR. First, you'll develop an understanding of the power of 360 degree video in modern marketing. Next, you'll be guided through a step-by-step framework for pre-processing, importing, editing, and exporting unforgettable 360 degree video content for your audience and clients. Finally, you'll engage with 360 degree video inside of Premiere using native tools, as well as the Skybox 360/VR plugin tools. By the end of this course, you'll be able to create fully immersive 360 degree video content. Software required: Adobe Premiere Pro CC 2017.

https://www.pluralsight.com/courses/premiere-pro-cc-360-video

Pluralsight – Lightroom CC Map and Web Modules

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One of the downsides to digital photography is finding an adequate system to organize the overwhelming volume of photos that get produced, and sharing those photos with others. In this course, Lightroom CC Map and Web Modules, you'll learn how you can organize your photos by location, and create a simple but customizeable web page to share your photos. First, you'll discover how Lightroom uses and stores GPS data, how to work with images in the built-in map viewer, and how to use advanced features, such as saved locations and tracklogs. Next, you'll explore how to use the Web module in Lightroom to setup a template and then customize the settings, including adding captions and changing colors. Finally, you'll cover how to export the pages so they can be loaded to a web server to be shared. By the end this course, you’ll know how to work with both the maps and web module confidently in order to organize your photos by location and to create simple to use web pages, so you can share your photos with your clients, friends, and family. Software required: Adobe Lightroom CC/6.

https://www.pluralsight.com/courses/lightroom-cc-map-web-modules

MOP Booleans Kit v1.1 for Modo 11

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The Pushing Points MOP Booleans Kit is a MODO 11 KIT designed to remove the challenges of working with complex boolean operations and introduces a non-destructive workflow that makes creating highly detailed meshes a trivial task.

Polygons, MODO Subdivs and Catmul-Clarke SubDs with Edge weights can all be used together in a single mesh allowing you to blend multiple polygon types.

Based on Tor Frick's modeling workflow, this kit opens up a new world of creative possibilities for artists and designers. By adding MOP Booleans to your workflow, you will be able to take advantage of MODO's new Mesh Op modeling operations that will let you interactively blend, add and subtract mesh items to create models faster and more efficiently than ever before.

Kit by William Vaughan and Tor Frick.

Pluralsight – Game Character Rigging Fundamentals

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For many, rigging is the last area of game development they want to learn and it's easy to understand why. You don't play a game to be wowed by the controllers used to animate that dragon or marvel at the adventurer's joint system. It's one of those disciplines between forward facing art and back-end design that takes a back seat to most everything else you can see happening on the screen. However, understanding how to rig is what will take your dragon or adventurer character further than ever before and give them potential for a life of their very own. In this course, Game Character Rigging Fundamentals, you will find that rigging doesn't have to be overwhelming if you learn the fundamentals in a comfortable and digestible way. First, you will start the basics of creating joints and building a skeleton. Once that's complete, you will jump right into creating animation controllers and their constraints to help the joints move. After that, the character can be bound to the rig and you can modify those skin weights. Finally, to give the rig more complex movement, you will create set driven keys for elements like finger gripping and foot roll. By the end of this course, you will have everything you need to rig your characters and an excellent foundation for moving on to more advanced rigging. Software required: Maya 2017.

https://www.pluralsight.com/courses/game-character-rigging-fundamentals

Pluralsight – Cinema 4D Mograph Fundamentals

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Are you a new motion designer just starting out, or are simply looking to expand your skill-set by adding the power of Cinema 4D's Mograph tools? In this course, Cinema 4D Mograph Fundamentals, you'll be introduced to Cinema 4D's Mograph tools and learn how to utilize them in practice. First, you'll learn a basic overview of the fundamental building blocks of Cinema 4D's Mograph module - generators, cloners, effectors, and how to use them together. Next, you'll explore several different real-world scenarios, which will give you a chance to get more in-depth with specific tools, while creating animations similar to real design challenges. Some of these scenarios will include using C4D r18's new Voronoi Fracture object to procedurally break something into pieces and make it crumble, cloning a swarm of objects along a spline path, and using the Inheritance Effector with dynamics to form them into a logo. Finally, you'll learn how to use the Sound Effector to make things react to any music or sound clip, and how to use the Volume Effector to create a 3D pixelated animation effect. When you're finished with this course, you'll have a solid understanding of some of the most powerful and widely-used motion design tools in the industry. You'll have a great foundation for creating robust animations, and creating your own awesome animations using Cinema 4D R18's Mograph tools. Software required: Cinema 4D R18.

https://www.pluralsight.com/courses/cinema-4d-mograph-fundamentals

Convexity Edu V1.16 - Flux^TEAM

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Reseed request: Cannot find DVD with original torrent on it, so created a new one

onvexity Pro is an architectural plug-in for Autodesk's 3ds max®, 3ds max Design® and viz® which allows for the rapid creation of 3D buildings.
The buildings it creates are not only suitable for visualizations but also for game levels.




Who is it for?
Architectural designers, Level Designers and anyone who wants to create buildings within 3ds max® or viz®.

Can Convexity do both Visualizations and Levels?
Yes, Convexity is a unique package in that it meets the requirements of two markets.

It is capable of creating complex buildings quickly by simply drawing walls and clicking in doors and windows etc., thus appealing to architectural designers, but it creates all of it's objects in convex solid geometry (CSG). This means the objects are suitable for game engines which makes Convexity a powerful tool for Level designers.

The unique merging of these two markets has great benefits for each side:

Architectural designers can now create real-time interactive walkthroughs by exporting their visualizations to a game engine.

Level designers can create game levels with ease using wall creation tools that are powerful enough to suit architects.

Convexity is robust enough to create complex game levels and large commercial buildings; and it does all this in the same user-friendly way.

www.maple3d.com/Convexity/ConvexityIntro.htm

Lynda - AutoCAD: Developing CAD Standards

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AutoCAD is the leader in CAD drafting. In this course, author Shaun Bryant takes you through the various CAD standards available that are used by professionals worldwide. Learn how to work with the AutoCAD standard DWS file format, leverage industry standards (including US NCS and BIMuk), and use AutoCAD standards to audit and check against your work. Shaun also shows you how to develop standard AutoCAD templates—complete with title blocks and viewports—to apply your internal CAD standards.

Topics include:

Setting up standards in AutoCAD
Using layer and text, dimension, and multileaders style standards
Leveraging industry standards
Using standards (DWS) files
Creating a metric template with standard layers, units, and styles
Creating a standard layout with a title block and viewport
Developing a drawing from the standard template
Auditing a drawing using a DWS
Publishing a verified drawing

http://lynda.com/tutorial/599606

Lynda - ZBrush 4R8 New Features

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ZBrush 4R8 adds several powerful new features that make the process of creating digital art faster than ever. Gizmo 3D provides new ways to move, rotate, and scale models. The enhanced ZModeler Brush gives you greater freedom for polygonal modeling, including extremely low-res modeling. Live Boolean mode lets you add, subtract, and overlay objects in real time, while some of the smaller new features—straight line strokes, inverse masks, and the vector displacement map brush—make drawing and sculpting in ZBrush even better. Watch this course to learn the basics of how the new features work and get professional results with them every time.

Topics include:

Creating primitives and deforming meshes with Gizmo 3D
Creating vector displacement maps
Creasing edges with ZModeler
Generating Booleaned results with Live Boolean mode
Drawing straight strokes in ZBrush 4R8
Creating text in ZBrush 4R8

http://lynda.com/tutorial/441599

Lynda - Photoshop: Texturing and Shading Techniques

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This course provides techniques you can use in Photoshop to add texture and properly shade a variety of materials and surfaces—whether fibrous, hard, translucent, three-dimensional, or organic. First, learn how to prepare an artboard and import reference images. Next, find out how shaders, highlights, shadows, color, and subsurface scattering can be leveraged to create textures and shading. Then, see how to set up seamless textures and flats, and how to adjust linework, colors, and values. Additionally, this course covers base shading and highlighting steps you can follow to control lighting and refine shadows. Last, discover how to make refinements and final touches.

Topics include:

Setting up an artboard
Cleaning up lines
Using material shaders
Working with base highlights and shadows
Setting up seamless textures
Creating color and surface texture
Balancing colors and values
Handling transparency
Adjusting a main light source
Refining highlights and shadows
Working with specularity and roughness

http://lynda.com/tutorial/597016

Unreal Engine 4 Boxing Motion Capture Animations

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Unreal Engine 4 Boxing Motion Capture Animations

https://www.unrealengine.com/marketplace/boxing-motion-capture-animations



Video: https://vimeo.com/129670678

Updated: Rev. 2
A full set of boxing animation for game development and CG production. Including: idles, dodges, hooks, jabs, uppercuts, injuries, blocks, celebrations and knockouts.
Many versions of idles and fidgets in normal, tired and hurt states.
Left and Right punches with many variations of jabs, crosses, hooks and uppercuts from different states. Hits and attacks from all directions. Many variations of knockouts, countdowns and victory celebrations.
All idles and transitions have been carefully pose-matched, for seamless motion trees.

Please read the complete PDF motion list:
https://goo.gl/Ft3SHq
Technical Details

Rev. 2 Update:
Unreal Engine 4.9
All animations now include root motion.
Motion list now has detailed descriptions of each animation.
All animations are on the UE4 template skeleton with IK bones.
All idles and transitions have been carefully pose-matched, for seamless motion trees. All animations are realistic and natural human motion. They could be truncated, re-timed or otherwise altered for any over-the-top or stylistic personal preference.
FBX source files are also included as single Take animations on the UE4 template skeleton, ready for direct import on any other character using the UE4 template skeleton, or for skeleton-to-skeleton retargeting in UE4 to any other Humanoid character. They are in “\Content\Boxing_01\Source\FBX\” (not visible in the editor).
A Motionbuilder 2015 file is included with the UE4 template skeleton setup with the the HIK rig. Any of the FBX files can be imported, edited and animated as desired, and re-exported as new animations.
A Maya 2015 file is included with the UE4 template skeleton setup with the the HIK rig. Any of the FBX files can be imported, edited and animated as desired, and re-exported as new animations.

More Details: http://www.motioncaptureonline.com/#!boxing-01/cle9

FXPHD - AFX303 Advanced Scripting for After Effects, Part 1.torrent

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Link: https://www.fxphd.com/details/539/

You already have some experience with scripting in After Effects (or attended the Beginner Scripting Course AFX226)? Then this course will take your scripting work to the next level! In the course, scripting expert Mathias Möhl will focus on three aspects: scripting tools, clean code and hands-on examples.

# Scripting Tools #
Learn how to use the distributed version control system git that turns your code into a time machine in which you can track changes, access previous version of your code and collaborate with other team members. Also, learn how to configure the Atom text editor for After Effects scripting to turn it into a very powerful alternative for ExtendScript Toolkit. The best of it: Both git and Atom are not just highly professional software development tools, but also available free.

# Clean Code #
The larger your scripting projects become, the more important it is to write clean code, that consists of independent, modular and reusable code blocks. In this course you learn how to write such clean code and how to create your own library of reusable code snippets. To achieve this goal, you also learn how to use functions effectively and how to use the Module and Constructor patterns.

# Hands-on Example #
All the concepts mentioned above are explained based on hands-on After Effects scripting examples. You learn, for example, how to embed images for the user interface of a script directly in the code and how to read data from a spreadsheet.

Mathias Möhl is cofounder of mamoworld.com, a company with a strong focus on the development of scripts and other extensions for After Effects and Premiere Pro. His most popular developments comprise the After Effects scripts MochaImport+, iExpressions and Auto Lip-Sync as well as BeatEdit for Premiere Pro. Mathias is also an experienced trainer. He released more than 100 free video tutorials on mamoworld.com and has been invited to present at events like Animago and the After Effects World Conference. In an earlier life, Mathias did a PhD in Computer Science (which got the top rating “summa cum laude”) and as a researcher in Bioinformatics, he published more than 15 articles in international, scientific conferences and journals.

FXPHD - AFX303 Advanced Scripting for After Effects, Part 1

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Link: http://www.fxphd.com/details/539/

You already have some experience with scripting in After Effects (or attended the Beginner Scripting Course AFX226)? Then this course will take your scripting work to the next level! In the course, scripting expert Mathias Möhl will focus on three aspects: scripting tools, clean code and hands-on examples.

# Scripting Tools #
Learn how to use the distributed version control system git that turns your code into a time machine in which you can track changes, access previous version of your code and collaborate with other team members. Also, learn how to configure the Atom text editor for After Effects scripting to turn it into a very powerful alternative for ExtendScript Toolkit. The best of it: Both git and Atom are not just highly professional software development tools, but also available free.

# Clean Code #
The larger your scripting projects become, the more important it is to write clean code, that consists of independent, modular and reusable code blocks. In this course you learn how to write such clean code and how to create your own library of reusable code snippets. To achieve this goal, you also learn how to use functions effectively and how to use the Module and Constructor patterns.

# Hands-on Example #
All the concepts mentioned above are explained based on hands-on After Effects scripting examples. You learn, for example, how to embed images for the user interface of a script directly in the code and how to read data from a spreadsheet.

Mathias Möhl is cofounder of mamoworld.com, a company with a strong focus on the development of scripts and other extensions for After Effects and Premiere Pro. His most popular developments comprise the After Effects scripts MochaImport+, iExpressions and Auto Lip-Sync as well as BeatEdit for Premiere Pro. Mathias is also an experienced trainer. He released more than 100 free video tutorials on mamoworld.com and has been invited to present at events like Animago and the After Effects World Conference. In an earlier life, Mathias did a PhD in Computer Science (which got the top rating “summa cum laude”) and as a researcher in Bioinformatics, he published more than 15 articles in international, scientific conferences and journals.

FXPHD - AFX304 Advanced Scripting for After Effects, Part 2

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Link: https://www.fxphd.com/details/541/

This course by Mathis Möhl continues the scripting project from Advanced Scripting for After Effects, Part 1 and mainly concentrates on the following three advanced topics:

1) Gulp Build System
2) Collaboration with Git
3) Scripting the Render Queue

Gulp Build System

Gulp will help us to automate many tasks of script development. In the previous course AFX303 we have seen that it makes a lot of sense to develop modular code that is distributed over many source files. But when we deliver the project to a client, he usually want to have a single, self-contained script file that often should also be obfuscated to protect our intellectual property.

Gulp can do all of this an much more fully automatically.

Collaboration with Git

In the course AFX303 you learned already the basics of using the git version control system. Now you learn how to use it when working with several people on the same project in parallel. For this, you learn how to work with different branches, how to deal with merge conflicts and how to synchronize your project with a server that can be accessed by all team members.

Scripting the Render Queue

You learn how to start the After Effects render queue or Adobe Media Encoder directly from a script. We cover all the details of controlling the render settings and output modules. As an example, we write a script that renders different variants of a lower thirds project based on data stored in a spreadsheet file. Similar to a watch folder, the script can even monitor the spreadsheet and as soon as the content of the spreadsheet changes, the script starts rendering the new content fully automatically.

While focusing on those three topics, you will also hone your skills to write clean and modular code. With gulp, for example, we also configure a linter that permanently checks your code quality in the background. And in our scripting code for the render queue, for example, we exercise how to minimize redundancy in the code by using functions as arguments of other functions.

Mathias Möhl is cofounder of mamoworld.com, a company with a strong focus on the development of scripts and other extensions for After Effects and Premiere Pro. His most popular developments comprise the After Effects scripts MochaImport+, iExpressions and Auto Lip-Sync as well as BeatEdit for Premiere Pro. Mathias is also an experienced trainer. He released more than 100 free video tutorials on mamoworld.com and has been invited to present at events like Animago and the After Effects World Conference. In an earlier life, Mathias did a PhD in Computer Science (which got the top rating “summa cum laude”) and as a researcher in Bioinformatics, he published more than 15 articles in international, scientific conferences and journals.

FXPHD - SYS205 Coding Multiple Layer Interaction for After Effects Plug-ins

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Link: https://www.fxphd.com/details/548/

Building on the fundamentals taught in SYS204, we focus on the interaction between two layers (worlds), and how we can leverage available SDK functions to quickly perform operations such as transformation, blending, blurring, and convolution. We're going to build a seemingly simple plugin that incorporates all of these, learn the ins and outs of using PF and AEGP suites, tackle the complex issue of extent hint, and apply several best practices for working with plugins.

Contrary to SYS204, this course focuses on development on OS X using XCode, and only concerns After Effects. Watching SYS204 is a highly recommended prerequisite. Some math skills are useful, but not required. Working C/C++ knowledge is essential.

Bart Walczak wears many creative hats - an editor, a vfx artist, a developer. Among other things he's an Adobe Certified Expert in Premiere Pro and an author of a few useful Premiere and After Effects tools that you might already be using without even knowing it. You can find his plug-ins and scripts on his website - www.creativeimpatience.com.

FXPHD - PYT201 Python Fundamentals for the Pipeline

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Link: https://www.fxphd.com/details/303/

Taught by returning prof Michael Morehouse, PYT201 will explore the use (and, only occasionally, abuse) of Python in solving the fundamental problems of a VFX pipeline. Rather than focus on the various APIs of the dozens of proprietary and commercial packages you might encounter in your career moving from facility to facility, this course will emphasize the core fundamentals of building robust, efficient, well-documented and easily maintained modules and command-line tools that do the job well and do it often, and yet remain customizable enough to be empower future development as you build a library of useful tools. We will focus on keeping your code and skills as portable as possible, leveraging on the versatility of the core Python package and a few basic open source packages such as PyYAML. You will learn to document code using the Sphinx document generation system and ReStructured Text, and you will learn to check your good coding habits using Pylint.

Throughout the course the emphasis will remain on thinking through a problem and attacking it with a library or command line tool, then testing and optimizing your code, while documenting it all the way through. While some of the more glamorous and exotic solutions will have to wait for later courses, this course will give you the fundamental skills that will help get you and keep you employed in the pipeline.

For this course you should come prepared with a reasonable familiarity with the basic Python language. Be comfortable with the idea of creating several modules which import from each other. Be familiar with how to define functions and classes, and have at least a passing understanding of object-oriented inheritance. Be prepared to work along in the command line and be reasonably familiar with terminals and their operation. Some basic shell scripting and administrator knowledge is desirable, and ideally you are comfortable enough to download and compile some simple code from source. The lessons assume you are either working in a Unix-style environment, or have your Windows configured sufficiently to engage in Unix-like command line operations. Additionally it is presumed that you have a working copy of Python 2.X installed, preferably at least Python 2.6, as well as the text editor of your choice that supports Python syntax highlighting.

Having come from a life where he rose through the ranks and changed careers more often that some people changed their pants, it's pretty surprising to realize that Morehouse has been a 2D TD at Digital Domain for almost three years now. At Digital Domain he has been responsible for large projects involving cross-facility asset and software syncing, outsource data ingestion, and the overall Nuke pipeline while also supporting films such as Tron: Legacy and Thor. Prior to that he worked in motion tracking while teaching himself Python, and before that he did everything from build and prep cameras to inventory management, tax accounting, and Sarbanes-Oxley compliance in the production rentals end of the industry. In short Michael is far more flexible than a rubber sheet and equally as hard to pin down.
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