Season 4 of Talking Tom and Friends Finale is here!!




We have finally launched the last episode for this season!
I am very happy to be working with such an amazing team with people coming from all around the globe! Also I'm very thankful to all my team, for giving me the oportunity to Lead this aspect of the project (L)

Here is a sumary of all the episodes I worked on:

As Lead Render Technical Director:
S4E26 - https://www.youtube.com/watch?v=6_77CGw9yLE
S4E25 - https://www.youtube.com/watch?v=jUBizaj-dZg
S4E24 - https://www.youtube.com/watch?v=cLtJ-F0Fj9A
S4E23 - https://www.youtube.com/watch?v=DhC8v3ghz2U
S4E22 - https://www.youtube.com/watch?v=FIAfVquKgEU
S4E21 - https://www.youtube.com/watch?v=cyQR0Iz0Uqo
S4E20 - https://www.youtube.com/watch?v=ER085wVbxz0
S4E19 - https://www.youtube.com/watch?v=21xZj2zqhB0
S4E18 - https://www.youtube.com/watch?v=OdI3WlAlZiU
S4E17 - https://www.youtube.com/watch?v=JhM6UIMy440
S4E16 - https://www.youtube.com/watch?v=pKWP5Hl5ETI
S4E15 - https://www.youtube.com/watch?v=Eb4RooyW11M
S4E14 - https://www.youtube.com/watch?v=f2vbxkC3fos
S4E13 - https://www.youtube.com/watch?v=R8N-PKiyGpM
S4E12 - https://www.youtube.com/watch?v=C3A9nVPMiJo
S4E11 - https://www.youtube.com/watch?v=95DI0d2ZBwA
S4E10 - https://www.youtube.com/watch?v=TIZh-Z5tRfw
S4E09 - https://www.youtube.com/watch?v=R_ByP_XAk9o
S4E08 - https://www.youtube.com/watch?v=_vcpgDBzWyc
S4E07 - https://www.youtube.com/watch?v=ShtmFVyC30s

As Render Technical Director
S4E06 - https://www.youtube.com/watch?v=UhYzH0AX04Y
S4E05 - https://www.youtube.com/watch?v=NMnp59svjcU
S4E04 - https://www.youtube.com/watch?v=NweGGxGAb7c
S4E03 - https://www.youtube.com/watch?v=oF3aQHtoCB0
S4E02 - https://www.youtube.com/watch?v=M9nnuY_42cM
S4E01 - https://www.youtube.com/watch?v=qvzH2DFjjUY

MAYA - First maya plugin in C++



I recently started playing around with C++ the Maya API.
I am not new to Maya, so it hasn't been that difficult to begin this process. The hardest part was probably to change my mindset from Python to C++, and try to find the equivalent functions from one to the other.
Another difficulty I found was to move the gizmo from my first Legacy Viewport implementation (which by the way, it was fairly straight forward) to the Viewport 2.0 classes, which are way wider but less intuitive.

The plugin consists of 3 classes:
  • The Locator Node (shape and transform), which for a given vertex index, a meshShape and a transform node, it outputs the world space transforms of the vertex, and draws a gizmo with the pivot point axis. This transform is calculated by getting the average normal of the vertex and casting a look at function. It takes the Y axis as UP vector so there is an arbitrary roll there, but this can be fixed with a transform rotation offset.
  • The Viewport 2.0 DrawOverride Class, which just draws the 3 lines that represent the pivot point in object space.
  • The Command Class, which essentially passes on the selected object and index to the main class (DG Node Class). It also creates the connections in the DG which are:
    • Out mesh from mesh node to the inMesh of the Plugin DG node.
    • World transform matrix from the mesh to the inMatrix of the Plugin DG node.
    • The out values of the Locator Shape into the Locator Transform.

What was left to do:
  • Adding the offset for the roll and passing the world scale.
  • Getting programatically the world space matrix from the meshShape node istead of getting it from its world mesh plug. I already did this, but it wasn't being called dirty if the mesh was moved. I thing that if I set the meshIn attribute as  setAffectsWorldSpace, this can be fixed.
Anyhow I will add an update in the future and perhaps translate it into a python plugin.
Thanks for reading,




Season 4 of Talking Tom and Friends Finale is here!!

We have finally launched the last episode for this season! I am very happy to be working with such an amazing team with people coming...