This tutorial is an update from my first tutorial. This time around I use Photoshop CC and delve into a few more techniques that I've learned while working in production.
Adobe Photoshop is a tool that a great number of creative minds are familiar and comfortable with. While it isnt software package that has been built with animation specifically in mind there it has huge potential as an animation tool. The ability to control an aesthetic within the software gives a very hands on feel to the process and endless possibilities for your end result. I hope that this tutorial will help bridge the gap between designer and animator, beginner and professional.
In part 1, I went through the process of getting out our UV pass. In part 2, I go over a simple example of how to use the UV pass I rendered to attach some footage to our renders without the need to track anything, export locators/cameras, etc. This assumes you can use Nuke (or Shake I suppose), though it may be useful in AE with some plugins.
This script sends a job to the Backburner Manager from Maya. It has some options to manage render layers. You can also send a list of random frames.
Este script envia un trabajo al BackBurner Manager desde el Maya. Tiene algunas opciones para manejar mejor los render layers a la hora del envio.
Ademas se puede enviar una lista de frames de numercion salteada.