Wednesday, 27 August 2014

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Geometry Caching

You can save your Polygon mesh, NURBS (including curves) surface, and Subdivision Surface deformations (skin and non-skin) to a server or local hard drive by caching your object’s deformations to a geometry cache. 

Geometry caches are special Maya files that store vertex transformation data. They are useful when you want to reduce the number of calculations Maya performs when playing back or rendering scenes that contain many deforming objects, and they allow you to easily mix and edit your object’s deformations in an intuitive, nonlinear manner. With geometry caches, you can also exchange point data through the Autodesk® FBX® plug-in with other supported software packages. Cache Blend Shapes so that you can further modify their deformations by replacing or deleting geometry cache frames. Cache a character’s high resolution skin with many deformations to speed up the playback or rendering of its scene. You can create geometry caches for your objects from the Geometry Caching.

Wednesday, 13 August 2014

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Redirect

Makes the current character set redirectable. When a character set is redirectable, this mean that you can now change the translation and orientation of already established (motion capture) animation.

Rotation and Translation Creates a rotation and translation control for the current character set.

 Rotation Only

Creates a rotation redirection control for the current character set. The rotation redirection control appears at the origin of the current character. The rotation redirection control is useful if you want to change the orientation of your character set’s pivot. For example, you can manipulate a rotation redirection control to get a character to turn 90 degrees (around a corner perhaps) halfway through its walk cycle.

Translation Only

Creates a translation redirection control for the current character set. The rotation redirection control appears at the origin of the current character.


The translation redirection control is useful if you want to change the translation of the point around which your object pivots. For example, you can manipulate the translation redirection control to change the place at which a character lands from a jump.

Monday, 28 July 2014

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Destruction of Rigid Bodies and FEA


The DMM stands beyond above in comparison to traditional RBD (Rigid Body Dynamics).The RBD can control the simulations with limited number of ways, where DMM has 100s of degrees of freedom. The eminency which DMM holds is its flexibility of changing physical material properties from jelly to concrete.

The DMM also holds real world physical materials and attributes like Young’s modulus, Friction, Gravity, Poisson values...etc.

Digital molecular matter is a next generation revolution in FX industry which is based on FEA (Finite Element Analysis).FEA was introduced in 1940’s and developed further in 1960’s and 70’s .The FEA was used to detect the defects of Nuclear plant and gas pipelines. FEA is used to detect the change in the material properties under stress and strain. This technology was implemented in CGI by Pixelux Entertainment. The idea of this technology was considered by M.P.C, also and was used in their pipeline with Project “KALI”.

The DMM has a unique mesh called “TET”Mesh which is different from a polygonal mesh; in this case the Tetrahedral is connected to each other with vertices, edges and faces and entirely dense from inside. The simulation of mesh takes place in manner like, a low resolution is encapsulating the high resize output surface mesh and drives the output mesh.Ini actual it’s the simulated mesh which do all the simulations and dynamics from the input received from DMM simulator. The DMM is way fast and predictable and now a day’s a lot of software’s are also supporting the FEA.

Monday, 14 July 2014

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Polygon Modeling Work-Flow

Polygon modeling is a traditional modeling system of creating geometries that help in creating design visualizations like building, architectures, set designs and stalls. Polygon modeling workflow is widely accepted and has been a benchmark and only accepted method of animation industry for crating compelling art of characters, monsters, games and movies and advertisements.

Polygon is a straight sided geometry used for creating shapes and design from very basic primitives to the extreme level of organic humanoid details. This technology is used in high end software’s like Maya and 3DS MAX, Softimage, Houdini, Light wave 3D, Cinema 4D etc. The polygons were brought in a next generation level of modeling in Zbrush which was the game changer and introduced the concept of digital sculpting by enabling toolset on polygons which made an artist to work and feel as If in the real clay environment.

Polygons are widely used in various platform of android games,X-Boxx,PS3 and computer gaming consoles. The environment and props designed in games are completely made up and utilized in an efficient manner with polygons. Polygon modeling is a very versatile and connecting and editing points in polygon is very intuitive and can be easily concede. Polygon modeling workflow is used in medical and engineering department to impart next level of education and knowledge to industry trained professionals and newbie also.


Polygon in its technical structure is composed of Vertices, edges, faces and UVs. The polygon in its sub object level is always edited to comprehend changes. UVs are the most essential part of Vertices which are programmed to provide and capture texture details and their main task is to Transfer pixel data to spread on 3D surface mesh.

Saturday, 28 June 2014

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What Is Light

Over the centuries, our view of light has changed dramatically. The first real theories about light came from the ancient Greeks. Many of these theories sought to describe light as a ray -- a straight line moving from one point to another. Pythagoras, best known for the theorem of the right-angled triangle, proposed that vision resulted from light rays emerging from a person's eye and striking an object Light is part of the electromagnetic spectrum, which ranges from radio waves to gamma rays. Electromagnetic radiation waves, as their names suggest are fluctuations of electric and magnetic fields, which can transport energy from one location to another. Visible light is not inherently different from the other parts of the electromagnetic spectrum with the exception that the human eye can detect visible waves. Electromagnetic radiation can also be described in terms of a stream of photons which are mass less particles each travelling with wavelike properties at the speed of light. A photon is the smallest quantity (quantum) of energy which can be transported and it was the realization that light travelled in discrete quanta that was the origins of Quantum Theory. It’s a kind of energy called “electromagnetic (EM) radiation” (but this kind of radiation is not harmful, except for occasional sunburn). There are other kinds of EM radiation too (radio waves, microwaves, x-rays, etc.), but light is the part we can see, the part makes the rainbow.

Friday, 13 June 2014

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Selection Tools in Photoshop

Lasso Tool
The Lasso Tool is 100% freeform. Simply grab it and start drawing with your mouse or track pad to make a selection. Obviously, the result is going to be rudimentary at best and even tends to be quite sloppy.

Polygonal Lasso Tool
The Polygonal Lasso Tool allows you to click from point to point to gradually build a selection. Selections made with this tool are purely comprised of straight edges. If you don’t mind some tedious clicking, you can pull off a primitive curve, but for the most part you’ll definitely want to stick to hard edges.


Magnetic Lasso Tool
The Magnetic Lasso Tool is a lot like a cross between the Polygonal Lasso Tool and the Magic Wand Tool. It allows you to build your selection incrementally, but in a fairly automatic fashion. Simply move your mouse along an edge and the MLT will give its best guess for outlining that edge. You can let the tool build
your points automatically or manually click if there’s a specific point that you think needs to be dropped. 

Wednesday, 28 May 2014

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MAAC Preet Vihar Alumni Meet: 2014-15

Maac Preet Vihar celebrates 11th year of Success. This early year has brought a lot for all of us. Maac Preet vihar has won best placement award in across pan India. This means we have provided maximum jobs to our students and placed them well in one of the leading studios of Animation industry. We are proud to call for our students that “Students of yesterday, Professional’s of today. We are very excited to call an Alumni Meet in our respective centre which was lead by our Senior Instructor’s and Centre Administrators.

The Alumni meet was focused to develop the confidence in existing students and help them also to raise the flag ship of our institute to even a further level. We call off our Alumni’s who were once students and used to get teaching from the same place, who are now working in eminent companies.

Our motive is also to felicitate their hard works and to make new bees to acknowledge the hard work and studies they made once to fetch the desired jobs. We believe that getting the desired jobs after the successful completion of the course is a real excitement. The Alumni’s were called to share their industry experience and provide cutting edge and best solutions and career perspective to our existing students. This way we ensure apart from regular teaching we do put our stress on activities of knowledge sessions and seminars to help students in establishing careers.

Maac Preet Vihar is always in highlights when it comes to participation in extracurricular activities and seminars and workshops where we also call industry leaders and senior production artist to provide hands on and career related training to the students.

The Alumni meet is a successful event of our centre and we wish to continue for long and long to provide continuous updates and knowledge emergence program to maintain our league to remain the top level 3D and VFX industry educators.









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