Re: Using Agile Scrum in vfx production

2017-01-04 Thread Alok Gandhi
The article explains it all! Extremely well-written. Having been a member of the agile team, I can say that this is sounds very interesting for VFX Project Management. We use agile (though for software development for animation), our typical sprints are 7 days or 14 days. Scrums are every day.

Re: Using Agile Scrum in vfx production

2017-01-04 Thread javier gonzalez
Here you are: https://www.fxguide.com/featured/scrum-in-vfx/ I research a little more, it seems a very good methodology, used in the software development with a very good result. I found this to: freescrumtraining.org/training/?gclid=COHig-Dcp9ECFYFDhgodP-UE0w but they say needed some

Re: Using Agile Scrum in vfx production

2017-01-04 Thread Pierre Schiller
If you could please share the URL, let´s get all our minds into it :D On Wed, Jan 4, 2017 at 12:00 AM, javier gonzalez wrote: > Hi guys, i just read in fxguide "scrum in vfx" article, and now am > exploring this metodology, can anyone point me out some maybe online >

Re: Setting two weightmaps with Set Weightmap by Volume?

2017-01-04 Thread Morten Bartholdy
The compound is private so no poking around :) but the two object method sounds feasible. I wil give that a go - thanks! Morten > Den 4. januar 2017 klokken 10:34 skrev Andi Farhall : > > > although i imagine if you hunt around inside the compound it's probably >

Re: Setting two weightmaps with Set Weightmap by Volume?

2017-01-04 Thread Andi Farhall
although i imagine if you hunt around inside the compound it's probably setting a value on an attribute which both compounds are trying to use. Find what's using the attribute and rename each instance in the second compound

Re: Setting two weightmaps with Set Weightmap by Volume?

2017-01-04 Thread Andi Farhall
i've no idea what the compound is doing (having not looked at it) but as a dirty workaround you could have two objects with one weightmap each and combine the weightmaps into a third one simply in ice and use that in the render tree