Archive for the ‘Blender’ Category

MochaBlend (Almost Here)

Good Spirit Graphics has teamed up with Imagineer Systems to bring you a product that will integrate all of Mocha’s tracking data into the VFX software program Blender.

Blender ‘Zorro’ Branch

Good Spirit Graphics has released a new branch of Blender (The Zorro Branch) and a pre-sale drive for the new premium addon ‘MochaBlend’  to support it.  This branch is aimed at improving and standardizing masking and rotoscoping in Blender.

Blender Addon: ‘Script Runner’ Released

Good Spirit Graphics has released an ‘addon’ that lets you run scripts from ‘File>Import>Run Script’ instead of having to load the script into the text editor. It also let’s you run multiple scripts from a tool panel.

Blender Addon: ‘BreakPoint 2.0’ Released

Good Spirit Graphics has released an update to the ‘BreakPoint’ ‘addon’ for the software package ‘Blender.’ The most important new feature is the ability to print your variable values to a log file inside your .blend file. This allows you to use the ‘Find’ function, in the ‘Text Editor’ window, to search for specific conditions.

Blender Addon: ‘BreakPoint’ Released

Good Spirit Graphics has released its first ‘addon’ for the software package ‘Blender.’
It’s called ‘BreakPoint.’ This tool will allow you to debug your scripts in Blender much more easily.

Rotoscoping in Blender (Part 6 of 6) Released

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In the final part of the tutorial series, we’ll open another shot, and color correct an over-exposed window in a scene with a shaky, hand-held, camera move. We’ll also look at two different approaches you can use to combine multiple masks, in a variety of ways, in the compositor.

Rotoscoping in Blender (Part 5) Released

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In part 5, we’ll complete the shot with the police officer, and I’ll show you some things to watch out for when using image sequences in Blender.

Rotoscoping in Blender (Part 4) Released

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In part 4 of the rotoscoping tutorial we will combine the first two techniques, we learned previously, and gain the ability to position the police officer either closer to the car, or farther away from it. We’ll complete the shot in part 5. Then learn some new tricks in part 6.

Rotoscoping in Blender (Part 3) Released

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The third part of the tutorial series is now available. In part three of the series we’ll work mainly in the compositer. We’ll remove the police officer from the scene, and even add in a second cop using a different technique. This will prepare us for part 4 of the series in which we’ll combine both techniques to add another variation.

Rotoscoping in Blender (Part 2) Released

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The second part of the tutorial series is now available. We’ll continue where we left off, setting everything up, and going over how to avoid some potential problems before we do the final compositing in part 3.

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