global proc ResetFreezedValues(){ string $selection = `ls -sl`; for($node in $selection){ vector $valueBefore = `getAttr ($node + ".center")`; setAttr ($node + ".translateX") (($valueBefore.x)*-1); setAttr ($node + ".translateY") (($valueBefore.y)*-1); setAttr ($node + ".translateZ") (($valueBefore.z)*-1); makeIdentity -apply true -t 1 -r 1 -s 1 -n 2; setAttr ($node + ".translateX") (($valueBefore.x));

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I am presenting you a book written by "koo" from nofilmschool.com. This book is for everyone who wants to refresh his knowledge on DSLR-Filmmaking or is new and wants to die into the deepness of dslr-filmmaking. This E-Book consists of 114 Sites of valuable information.I find it also usefull to share this document with people you are working, whome you

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Hi Guys, i searched very hard to find the firmware 2.0.8. Canon is not supporting older firmwares, but if you want to use magic-lantern, you have to be using mark II 5D . Firmware 2.0.8. Here the link: http://www.x-drivers.com/catalog/bios_firmware/digital_cameras/companies/canon/models/eos_5d_mark_ii/wrong_code/20139.html enjoy

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Hi @ all, das Voting ist nun beendet, mit "587" Stimmen liegen wir auf den zweiten Platz! Bedanke mich bei all unserern Unterstützen. Ist nicht selbstverständlich! Das Voting geht nun in den 2. Schritt, in dem die Videos durch eine Jury bewertet wird ;) Da könnten sich die Ergebnisse ändern. Hier nochmal zu unserem Vid: Das Making of von unserem Video: YPD Challenge (Making

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Hi @ all, porting a script from glsl to hlsl made be becoing confused, because the code was correctly ported, but the result was quite different. I already knew that atan in GLSL is atan2 in HLSL (glsl has an overload) HLSL atan2(x,y) == GLSL atan(y,x) Looking at the statement, x y is reversed. Source: http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&Number=232930

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Hi guys, if you want to pass Values from Vertex-Shader to Pixel-Shader by using Texcoord Register's. (There are 1-7 Registers available). Lets assume, that we want to pass some values.. (Credits to MJP from Gamedev.net) void VS(in float4 positionOS : POSITION, out float4 positionCS, out float4 someValue : TEXCOORD0) { positionVS = mul(positionOS, worldViewProjMatrix); someValue = calcSomeValue(); } float4 PS(in float4 someValue : TEXCOORD0) : COLOR0 { useSomeValue(someValue);    return

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Hi guys, after my "wavebox" plugin, i came across an algorithm, which is inofficially called "hugo elias". It produces very fast/efficient wave animation without the use of any sin/cos function. It is not suitable when there is a demand for very realistic waves, but the result is still amazing. Just copy/paste the code into your script editor, if you are familiar

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