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    <title>Cineversity Tutorials</title>
    <link>/search/tutorials</link>
    <description></description>
    <dc:language>en</dc:language>
    <dc:creator>info@cineversity.com</dc:creator>
    <dc:rights>Copyright 2012</dc:rights>
    <dc:date>2012-05-16T06:20:02+00:00</dc:date>
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    <item>
      <title>Weight Painting, Part 3</title>
      <link>http://www.cineversity.com/vidplaytut/weight_painting_part_3/</link>
      <guid>http://www.cineversity.com/vidplaytut/weight_painting_part_3/#When:06:20:02Z</guid>
      <description>This video goes through using the Weight Tool and its key settings.
A lot of time is spent looking at how you can use this tool and the settings to work in various situations as well as some best practices to use while painting.
 It also explains symmetry painting, a useful feature that can make your life easier by allowing you to only work on 1 half of your character.
Finally adjusting the blending between weights is covered, allowing you to create smoother transitions are your mesh deforms.</description>
      <dc:subject>Character Tools, Character, Technical Director, Rigging, Reference&#45;Based</dc:subject>
      <dc:date>2012-05-16T06:20:02+00:00</dc:date>
    </item>

    <item>
      <title>Weight Painting, Part 2</title>
      <link>http://www.cineversity.com/vidplaytut/weight_painting_part_2/</link>
      <guid>http://www.cineversity.com/vidplaytut/weight_painting_part_2/#When:06:20:02Z</guid>
      <description>This video looks at how you can use point, edge, and polygon selections to apply weights to your joints through the Weights Manager.
 It also covers using the Weights Manager to copy, flip, and replace weights from left to right, using auto mirror, and finally some of the ins and outs of using those tools.</description>
      <dc:subject>Character Tools, Character, Technical Director, Rigging, Reference&#45;Based</dc:subject>
      <dc:date>2012-05-16T06:20:02+00:00</dc:date>
    </item>

    <item>
      <title>Weight Painting, Part 1</title>
      <link>http://www.cineversity.com/vidplaytut/weight_painting_part_1/</link>
      <guid>http://www.cineversity.com/vidplaytut/weight_painting_part_1/#When:06:20:02Z</guid>
      <description>This tutorial covers some of the theory of Weight Painting and binding.
 It explains what is happening when you bind the points of a character to a joint and how a point can be influenced by multiple joints. 
Then the topic of normalization is addressed, covering what it means, how it affects you mesh and how to fix it.</description>
      <dc:subject>Character Tools, Character, Technical Director, Rigging, Reference&#45;Based</dc:subject>
      <dc:date>2012-05-16T06:20:02+00:00</dc:date>
    </item>

    <item>
      <title>Cineversity Live &#45; Using the AE CS6 Camera Tracker with C4D</title>
      <link>http://www.cineversity.com/vidplaytut/cineversity_live_2012-05-02/</link>
      <guid>http://www.cineversity.com/vidplaytut/cineversity_live_2012-05-02/#When:06:20:02Z</guid>
      <description>In this episode, we show how to use the Adobe After Effects CS6 camera tracker in conjunction with MAXON&#8217;s free After Effects to C4D export plugin to integrate 3D and video footage.

Hosts: Rick Barrett, John Bair</description>
      <dc:subject>Adobe After Effects, Matte Environment, Motion Graphics, Visual Effects, Integration, Presentations</dc:subject>
      <dc:date>2012-05-16T06:20:02+00:00</dc:date>
    </item>

    <item>
      <title>Magnetic Crane Rig, Part 05</title>
      <link>http://www.cineversity.com/vidplaytut/magnetic_crane_rig_part_05/</link>
      <guid>http://www.cineversity.com/vidplaytut/magnetic_crane_rig_part_05/#When:06:20:02Z</guid>
      <description>In this video you will create a Userdata entry to be used with xpresso to create an on/off switch for the magnet.
You will also go through and finish up the animation.</description>
      <dc:subject>Dynamics, Technical Director, Animation, Simulation, Xpresso, Project&#45;Based</dc:subject>
      <dc:date>2012-05-16T06:20:02+00:00</dc:date>
    </item>

    <item>
      <title>Magnetic Crane Rig, Part 04</title>
      <link>http://www.cineversity.com/vidplaytut/magnetic_crane_rig_part_04/</link>
      <guid>http://www.cineversity.com/vidplaytut/magnetic_crane_rig_part_04/#When:06:20:02Z</guid>
      <description>In this video you will learn how to set up an attractor to simulate a magnet by apply dynamics tags to the objects. You will also learn some tips on getting more control out of your dynamics and more accurate collisions.</description>
      <dc:subject>Dynamics, Hair, Technical Director, Particles, Simulation, Project&#45;Based</dc:subject>
      <dc:date>2012-05-16T06:20:02+00:00</dc:date>
    </item>

    <item>
      <title>Magnetic Crane Rig, Part 03</title>
      <link>http://www.cineversity.com/vidplaytut/magnetic_crane_rig_part_03/</link>
      <guid>http://www.cineversity.com/vidplaytut/magnetic_crane_rig_part_03/#When:06:20:02Z</guid>
      <description>In this video you learn how to set the initial state for the dynamic spline and then block out your animation for the crane rig.</description>
      <dc:subject>Dynamics, Hair, Technical Director, Animation, Rigging, Simulation, Project&#45;Based</dc:subject>
      <dc:date>2012-05-16T06:20:02+00:00</dc:date>
    </item>

    <item>
      <title>Magnetic Crane Rig, Part 02</title>
      <link>http://www.cineversity.com/vidplaytut/magnetic_crane_rig_part_02/</link>
      <guid>http://www.cineversity.com/vidplaytut/magnetic_crane_rig_part_02/#When:06:20:02Z</guid>
      <description>In this video you will set up spline dynamics and learn how to attach the dynamic spline to your geometry. You will also learn how to attach geometry to the end of the dynamic spline and setup easy to use animation controls using Xpresso.</description>
      <dc:subject>Dynamics, Hair, Technical Director, Rigging, Simulation, Xpresso, Project&#45;Based</dc:subject>
      <dc:date>2012-05-16T06:20:02+00:00</dc:date>
    </item>

    <item>
      <title>Magnetic Crane Rig, Part 01</title>
      <link>http://www.cineversity.com/vidplaytut/Magnetic_Crane_Rig_Part_01/</link>
      <guid>http://www.cineversity.com/vidplaytut/Magnetic_Crane_Rig_Part_01/#When:06:20:02Z</guid>
      <description>In this series, Josh Johnson takes you on a tour of his magnetic crane rig. 
Keep on watching to learn how to build one of your own.</description>
      <dc:subject>Dynamics, Hair, Technical Director, Rigging, Simulation, Xpresso, Project&#45;Based</dc:subject>
      <dc:date>2012-05-16T06:20:02+00:00</dc:date>
    </item>

    <item>
      <title>CMotion Overview, Part 12</title>
      <link>http://www.cineversity.com/vidplaytut/cmotion_overview_part_12/</link>
      <guid>http://www.cineversity.com/vidplaytut/cmotion_overview_part_12/#When:06:20:02Z</guid>
      <description>This tutorial covers the settings of the Steps and Basic tabs. The Steps tab is how you can generate steps to allow you manipulate your characters steps to make it possible to walk up a flight of stairs and more. The Basic tab is where you can store and load CMotion presets which are stored as .cmo files in your user preferences.</description>
      <dc:subject>Character Tools, Character, Animation, Reference&#45;Based</dc:subject>
      <dc:date>2012-05-16T06:20:02+00:00</dc:date>
    </item>

    <item>
      <title>CMotion Overview, Part 11</title>
      <link>http://www.cineversity.com/vidplaytut/cmotion_overview_part_11/</link>
      <guid>http://www.cineversity.com/vidplaytut/cmotion_overview_part_11/#When:06:20:02Z</guid>
      <description>This tutorial goes over all of the settings in the Route Tab, which is for controlling how your character travels along its route. This tab also allows you to tell your character to walk along a surface. Parameters discussed include Display Motion, Align Direction, Projection, and more.</description>
      <dc:subject>Character Tools, Character, Animation, Reference&#45;Based</dc:subject>
      <dc:date>2012-05-16T06:20:02+00:00</dc:date>
    </item>

    <item>
      <title>CMotion Overview, Part 10</title>
      <link>http://www.cineversity.com/vidplaytut/cmotion_overview_part_10/</link>
      <guid>http://www.cineversity.com/vidplaytut/cmotion_overview_part_10/#When:06:20:02Z</guid>
      <description>This tutorial covers all of the settings of the Pose tab which controls things like how your character will align as it walks, how the hubs will behave, and what gets used as the floor your character. Some of the settings covered include the Bias, Alignment, Base, Auto Floor, and more.</description>
      <dc:subject>Character Tools, Character, Animation, Reference&#45;Based</dc:subject>
      <dc:date>2012-05-16T06:20:02+00:00</dc:date>
    </item>

    <item>
      <title>CMotion Overview, Part 9</title>
      <link>http://www.cineversity.com/vidplaytut/cmotion_overview_part_9/</link>
      <guid>http://www.cineversity.com/vidplaytut/cmotion_overview_part_9/#When:06:20:02Z</guid>
      <description>This tutorial takes an in depth look at explaining the Phase parameter to help you better understand how it works and how you can exploit it to help create overlap and drag in your targets and hubs.</description>
      <dc:subject>Character Tools, Character, Animation, Reference&#45;Based</dc:subject>
      <dc:date>2012-05-16T06:20:02+00:00</dc:date>
    </item>

    <item>
      <title>CMotion Overview, Part 8</title>
      <link>http://www.cineversity.com/vidplaytut/cmotion_overview_part_8/</link>
      <guid>http://www.cineversity.com/vidplaytut/cmotion_overview_part_8/#When:06:20:02Z</guid>
      <description>This video covers the various parameter available to Hub and Target objects, including the Driver, Pos, Vert, and Horiz parameters. Using these parameters, you can place your objects wherever you want before adding actions adjust your objects even further.</description>
      <dc:subject>Character Tools, Character, Animation, Reference&#45;Based</dc:subject>
      <dc:date>2012-05-16T06:20:02+00:00</dc:date>
    </item>

    <item>
      <title>CMotion Overview, Part 7</title>
      <link>http://www.cineversity.com/vidplaytut/cmotion_overview_part_7/</link>
      <guid>http://www.cineversity.com/vidplaytut/cmotion_overview_part_7/#When:06:20:02Z</guid>
      <description>This video covers the various parameters available to the Transformation Actions such as Blending, Mixing, and adding Variation. The tutorial also goes into detail about how the value and spline graph correlate and allow you to manipulate your objects.</description>
      <dc:subject>Character Tools, Character, Animation, Reference&#45;Based</dc:subject>
      <dc:date>2012-05-16T06:20:02+00:00</dc:date>
    </item>

    <item>
      <title>CMotion Overview, Part 6</title>
      <link>http://www.cineversity.com/vidplaytut/cmotion_overview_part_6/</link>
      <guid>http://www.cineversity.com/vidplaytut/cmotion_overview_part_6/#When:06:20:02Z</guid>
      <description>This tutorial covers all of the specialty actions for CMotion. These actions include Bias Weight, Reference, Spline, Parameter, Motion, and Python.</description>
      <dc:subject>Character Tools, Character, Animation, Reference&#45;Based</dc:subject>
      <dc:date>2012-05-16T06:20:02+00:00</dc:date>
    </item>

    <item>
      <title>CMotion Overview, Part 5</title>
      <link>http://www.cineversity.com/vidplaytut/cmotion_overview_part_5/</link>
      <guid>http://www.cineversity.com/vidplaytut/cmotion_overview_part_5/#When:06:20:02Z</guid>
      <description>Continuing the discussion on the Object Tab, this video covers all of the actions available that affect the position or rotation of an object. Actions such as Lift, Shift, Push, Twist, Pitch, Roll, and more.</description>
      <dc:subject>Character Tools, Character, Animation, Reference&#45;Based</dc:subject>
      <dc:date>2012-05-16T06:20:02+00:00</dc:date>
    </item>

    <item>
      <title>CMotion Overview, Part 4</title>
      <link>http://www.cineversity.com/vidplaytut/cmotion_overview_part_4/</link>
      <guid>http://www.cineversity.com/vidplaytut/cmotion_overview_part_4/#When:06:20:02Z</guid>
      <description>This tutorial continues the discussion on the Object tab by discussing the Hub and Target Options. The Hub and Target Options allow you to apply one action and have it apply to all Hubs, or all the targets of a particular hub, making it so there&#8217;s much less work setting up actions on your character.</description>
      <dc:subject>Character Tools, Character, Animation, Reference&#45;Based</dc:subject>
      <dc:date>2012-05-16T06:20:02+00:00</dc:date>
    </item>

    <item>
      <title>CMotion Overview, Part 3</title>
      <link>http://www.cineversity.com/vidplaytut/cmotion_overview_part_3/</link>
      <guid>http://www.cineversity.com/vidplaytut/cmotion_overview_part_3/#When:06:20:02Z</guid>
      <description>This tutorial is the first tutorial covering the Object Tab of the CMotion object. The Object tab is where you will be spending the majority of your time when working in CMotion. Topics covered in this section include the various Walk modes, (Static, Line, and Path) and other settings such as Stride, Time, Direction, and more.</description>
      <dc:subject>Character Tools, Character, Animation, Reference&#45;Based</dc:subject>
      <dc:date>2012-05-16T06:20:02+00:00</dc:date>
    </item>

    <item>
      <title>CMotion Overview, Part 2</title>
      <link>http://www.cineversity.com/vidplaytut/cmotion_overview_part_2/</link>
      <guid>http://www.cineversity.com/vidplaytut/cmotion_overview_part_2/#When:06:20:02Z</guid>
      <description>This video covers Hubs and Targets which are essential to understanding how to set up and use CMotion properly. In general a Hub is an object that is driving motion and a target is something that derives its motion from the hub. Theis tutorial shows some examples of what hubs and targets are and how to decide what should be a Hub and what should be a Target.</description>
      <dc:subject>Character Tools, Character, Animation, Reference&#45;Based</dc:subject>
      <dc:date>2012-05-16T06:20:02+00:00</dc:date>
    </item>

    <item>
      <title>CMotion Overview, Part 1</title>
      <link>http://www.cineversity.com/vidplaytut/cmotion_overview_part_01/</link>
      <guid>http://www.cineversity.com/vidplaytut/cmotion_overview_part_01/#When:06:20:02Z</guid>
      <description>This tutorial serves as an introduction to the CMotion object. Topics include a short explanation on what CMotion (or cyclic motion) is, when can you use it, how to use it, and more.</description>
      <dc:subject>Character Tools, Character, Animation, Reference&#45;Based</dc:subject>
      <dc:date>2012-05-16T06:20:02+00:00</dc:date>
    </item>

    <item>
      <title>NAB 2012 Rewind: Nick Campbell Day 4</title>
      <link>http://www.cineversity.com/vidplaytut/nab_2012_rewind_nick_campbell_day_4/</link>
      <guid>http://www.cineversity.com/vidplaytut/nab_2012_rewind_nick_campbell_day_4/#When:06:20:02Z</guid>
      <description>Nick Campbell demonstrates the incredible ease with which CINEMA 4D sparks creativity and enables artists to create dazzling motion graphics and effects on&#45;the&#45;fly.

In this presentation, Nick shows how to model, texture and light a neon sign, using a poster by Rizon Parein for the 2011 movie Drive as inspiration. Nick demonstrates the use of Sweep NURBS, Cloner, Fresnel, GSG Light Kit.

Nick also demonstrates Transform, a new plugin coming soon for CINEMA 4D from Greyscalegorilla.com

Find Nick online at greyscalegorilla.com</description>
      <dc:subject>MoGraph, Motion Graphics, Interface, Lighting, Materials/Texturing, Presentations</dc:subject>
      <dc:date>2012-05-16T06:20:02+00:00</dc:date>
    </item>

    <item>
      <title>NAB 2012 Rewind: Casey Hupke</title>
      <link>http://www.cineversity.com/vidplaytut/nab_2012_rewind_casey_hupke/</link>
      <guid>http://www.cineversity.com/vidplaytut/nab_2012_rewind_casey_hupke/#When:06:20:02Z</guid>
      <description>Thinking particles, matrix objects, Xpresso, Hair, Dynamics and other seemingly daunting tools are not as hard to employ as you might think. See how these tools make high&#45;profile motion design easier.

In this presentation, Casey demonstrates the how Mirada used CINEMA 4D&#8217;s MoGraph Dynamics, Tracer and PolyFX to create a Buick spot for the 2010 Winter Olympics. Next, he explains CINEMA 4D&#8217;s Thinking Particles in detail, building from basic emitters to integration with MoGraph objects. He also demonstrates the use of CINEMA 4D&#8217;s Hair Render to quickly treat particles and Tracer splines. 

03:00Buick &#45; Behind the Beauty17:00Thinking Particles Introduction33:00Thinking Particles Introduction

&amp;nbsp;</description>
      <dc:subject>Hair, MoGraph, Thinking Particles, None, Motion Graphics, Animation, Particles, Simulation, Xpresso, Presentations</dc:subject>
      <dc:date>2012-05-16T06:20:02+00:00</dc:date>
    </item>

    <item>
      <title>NAB 2012 Rewind: Colin Sebestyen Day 3</title>
      <link>http://www.cineversity.com/vidplaytut/nab_2012_rewind_colin_sebestyen_day_3/</link>
      <guid>http://www.cineversity.com/vidplaytut/nab_2012_rewind_colin_sebestyen_day_3/#When:06:20:02Z</guid>
      <description>CINEMA 4D&#8217;s sophisticated features help Colin Sebestyen realize a diverse range of stunning animations. See how he used L&#45;Systems, and several other tools to build his impressive repertoire.

In this presentation, Colin demonstrates how he used procedural materials, random effector as a deformer, basic Xpresso to create wolves for a piece entitled Futura Lobo for IDN Magazine. In a repeat from Day 1, Colin provides an extensive explanation of MoSpline&#8217;s Turtle mode and L&#45;Systems while demonstrating a live backdrop created for Miamisburg Color Guard. Finally, Colin demonstrates in slightly more depth how he used C4D content in Quartz Composer and VDMX to create a live 3D VJ&#45;style presentation controlled through midi for the hip&#45;hop music maestro Edison.

01:52IDN Magazine &#45; Futura Lobo20:00Miamisburg &#45; The Living Canvas36:36Edison &#45; Shadowtime

More info on L&#45;Systems and specific L&#45;System formulas can be found in the book Algorithmic Beauty of Plants, available free online.

More information and scene files can be found at movecraft.com

&amp;nbsp;</description>
      <dc:subject>MoGraph, Motion Graphics, Animation, Interface, Materials/Texturing, Xpresso, Presentations</dc:subject>
      <dc:date>2012-05-16T06:20:02+00:00</dc:date>
    </item>

    <item>
      <title>NAB 2012 Rewind: Dave Glanz</title>
      <link>http://www.cineversity.com/vidplaytut/nab_2012_rewind_dave_glanz/</link>
      <guid>http://www.cineversity.com/vidplaytut/nab_2012_rewind_dave_glanz/#When:06:20:02Z</guid>
      <description>See how CINEMA 4D&#8217;s tools and 2D/3D workflow enable motion designers to focus less on busy&#45;work and more on creative design as David Glanz breaks&#45;down projects for the American Film Institute, Discovery and History Channel.

In this presentation, Dave demonstrates how he used Lathe NURBS, Dynamics and Random Effector deformation in a Dunkin&#8217; Donuts ad for Discovery. Next, Dave demonstrates how he used CINEMA 4D&#8217;s Cloth to simulate a deflating hot air balloon in an end page for Planet Green. Dave shows how he used Dynamics, the Hinge Connector and dynamic forces to simulate a truck exhaust pipe in an end page for Discovery&#8217;s World&#8217;s Toughest Truckers. In a piece for History&#8217;s Modern Marvels, Dave uses CINEMA 4D&#8217;s Rigid&#45;body Dynamics with Hinged Connectors and Springs to represent the mechanism of a coin operated machine. In another piece for Modern Marvels, Dave makes use of Soft&#45;body dynamics to simulate bags of rice falling on a hinged dynamic scale. Finally Dave demonstrates how he created a piece for AFI&#8217;s Silver Docs festival.

02:45Dunkin&#8217; Donuts for Discovery12:18Planet Green18:14Discovery: Connectors23:16History: Springs29:35History: Controlling Dynamics34:20AFI: Dynamics &amp;amp; Keyframing

Unfolding Polygons Tutorial on thepixellab.net</description>
      <dc:subject>Dynamics, MoGraph, Illustration, Motion Graphics, Animation, Interface, Modeling, Simulation, Presentations</dc:subject>
      <dc:date>2012-05-16T06:20:02+00:00</dc:date>
    </item>

    <item>
      <title>NAB 2012 Rewind: Rob Garrott</title>
      <link>http://www.cineversity.com/vidplaytut/nab_2012_rewind_rob_garrott/</link>
      <guid>http://www.cineversity.com/vidplaytut/nab_2012_rewind_rob_garrott/#When:06:20:02Z</guid>
      <description>Rob Garrott gives a peek through the microscope to see how he used MoGraph and Spline Dynamics to make a stylized influenza virus for a recent medical animation project.

In this presentation, Rob breaks down the entire process of creating a visualization of the Influenza virus for the National Institutes of Health. Rob begins by explaining pre&#45;production activities such a script, storyboard, animatic and cameramatic. He demonstrates how CINEMA 4D&#8217;s MoGraph tools and Spline Dynamics were used to model and animate the virus. Rob also breaks down the materials, including the use of Fresnel shading. Rob also covers the multi&#45;pass setting and After Effects composite for the project. Finally, more detail on the MoGraph, Spline Wrap and Spline Dynamics rig is provided.

06:38Intro to the project08:30Pre&#45;production11:35Modeling the virus16:45Texturing and Lighting21:30Rendering and Comp24:51More Rigging Detail

Microfloaties Rig for CINEMA 4D
Paint on Surface plugin

&amp;nbsp;</description>
      <dc:subject>Hair, MoGraph, None, Illustration, Motion Graphics, Animation, Materials/Texturing, Presentations</dc:subject>
      <dc:date>2012-05-16T06:20:02+00:00</dc:date>
    </item>

    <item>
      <title>NAB 2012 Rewind: Kevin Aguirre</title>
      <link>http://www.cineversity.com/vidplaytut/nab_2012_rewind_kevin_aguirre/</link>
      <guid>http://www.cineversity.com/vidplaytut/nab_2012_rewind_kevin_aguirre/#When:06:20:02Z</guid>
      <description>Discover how you can apply CINEMA 4D&#8217;s robust hair, IK, and spline dynamics tools to push your motion designs to the next level.

In this presentation, Kevin demonstrates how Cake Studios utilized CINEMA 4D&#8217;s Hair Module, Multi&#45;Pass rendering and After Effects Integration to create grass in idents for ESPN&#8217;s Longhorn Network. Next he shows how Cake used CINEMA 4D IK, Xpresso and Spline Dynamics to rig a robotic arm in an ident for NFL&#8217;s Red Zone Channel. Finally, Kevin explains advanced After Effects Integration and post relighting techniques used in a series of opens for Sky Sports Germany.

04:38Longhorn Network13:16Red Zone Channel34:50Sky Sports Germany</description>
      <dc:subject>Character Tools, Hair, MoGraph, Adobe After Effects, Motion Graphics, Technical Director, Animation, Integration, Interface, Lighting, Rigging, Xpresso, Presentations</dc:subject>
      <dc:date>2012-05-16T06:20:02+00:00</dc:date>
    </item>

    <item>
      <title>NAB 2012 Rewind: Royale</title>
      <link>http://www.cineversity.com/vidplaytut/nab_2012_rewind_royale/</link>
      <guid>http://www.cineversity.com/vidplaytut/nab_2012_rewind_royale/#When:06:20:02Z</guid>
      <description>Royale shows how CINEMA 4D&#8217;s easy interoperability with any 3D pipeline is absolutely essential for them to complete big jobs with many moving pieces.

In this presentation, Anthony Madlangbyan shows how Royale used CINEMA 4D&#8217;s deformers to create the global network brand launch for Disney Junior. Renzo Reyes highlights a technique for using CINEMA 4D&#8217;s Motion System in camera animation for the Spirit Awards opening title sequence. Anthony demonstrates how Royale achieved a papercraft stop&#45;motion look in a campaign for Toyota. Finally, Renzo explains how MoGraph, Global Illumination and Multi&#45;pass Rendering were used to set up an M&amp;amp;Ms promo that could be easily adapted to new holidays and campaigns.

04:30Disney Junior13:45Spirit Awards27:40Toyota 100 Cars for Good35:10M&amp;amp;Ms</description>
      <dc:subject>MoGraph, None, Motion Graphics, Animation, Interface, Presentations</dc:subject>
      <dc:date>2012-05-16T06:20:02+00:00</dc:date>
    </item>

    <item>
      <title>NAB 2012 Rewind: Layer Media</title>
      <link>http://www.cineversity.com/vidplaytut/nab_2012_rewind_layer_media/</link>
      <guid>http://www.cineversity.com/vidplaytut/nab_2012_rewind_layer_media/#When:06:20:02Z</guid>
      <description>See how the studio&#8217;s 2D After Effects motion graphics artists easily and successfully integrated CINEMA 4D as an integral part of their production workflow.

In this presentation, Brennan demonstrates how he used basic CINEMA 4D tools and After Effects Exchange to create a promotional animation for IGN Entertainment&#8217;s Marvel vs DC. Nicholas shows how Atom Array, extrusions and After Effects integration tied together to create nominee videos for the Unity Unite 11 awards.

03:14Marvel vs DC for IGN Entertainment17:35Unity Unite 11 Nominee Videos</description>
      <dc:subject>Dynamics, Hair, MoGraph, Motion Graphics, Animation, Interface, Modeling, Particles, Presentations</dc:subject>
      <dc:date>2012-05-16T06:20:02+00:00</dc:date>
    </item>

    <item>
      <title>NAB 2012 Rewind: Nick Campbell Day 2</title>
      <link>http://www.cineversity.com/vidplaytut/nab_2012_rewind_nick_campbell_day_2/</link>
      <guid>http://www.cineversity.com/vidplaytut/nab_2012_rewind_nick_campbell_day_2/#When:06:20:02Z</guid>
      <description>Nick Campbell demonstrates the incredible ease with which CINEMA 4D sparks creativity and enables artists to create dazzling motion graphics and effects on&#45;the&#45;fly.

In this presentation, Nick demonstrates techniques for typography while creating a 3D logo from start to finish in CINEMA 4D. 

Nick also demonstrates Transform, a new plugin coming soon for CINEMA 4D from Greyscalegorilla.com

Find Nick online at greyscalegorilla.com</description>
      <dc:subject>MoGraph, Motion Graphics, Interface, Lighting, Materials/Texturing, Presentations</dc:subject>
      <dc:date>2012-05-16T06:20:02+00:00</dc:date>
    </item>

    <item>
      <title>NAB 2012 Rewind: EJ Hassenfratz</title>
      <link>http://www.cineversity.com/vidplaytut/nab_2012_rewind_ej_hassenfratz/</link>
      <guid>http://www.cineversity.com/vidplaytut/nab_2012_rewind_ej_hassenfratz/#When:06:20:02Z</guid>
      <description>EJ Hassenfratz from Eyedesyn shows&#45;off his secret technique for easily making text pop using Spline Dynamics and MoDynamics. He&#8217;ll also cover using PlaneSmart and Xrefs.

In this presentation, EJ demonstrates how he used MoGraph, with the Inheritance Effector and Rigid&#45;Body Dynamics to transform a print ad into a full motion piece. Next, EJ shows how he utilized Cineversity&#8217;s PlaneSmart plugin with CINEMA 4D&#8217;s Xrefs and Particles to create a Butterfly promo for the Smithsonian Institution. Finally, EJ breaks down jumbotron imagery for the Washington Capitals, where he creates unique text edges by sweeping profiles along the text spline, then applies Spline Dynamics and Dynamic Springs with MoGraph to create dynamic chains.

03:18Flexing your muscle21:12Butterfly in the Sky32:52CINEMA 4D Hat Trick</description>
      <dc:subject>Dynamics, Hair, MoGraph, Motion Graphics, Animation, Interface, Modeling, Particles, Presentations</dc:subject>
      <dc:date>2012-05-16T06:20:02+00:00</dc:date>
    </item>

    <item>
      <title>NAB 2012 Rewind: Chris Smith</title>
      <link>http://www.cineversity.com/vidplaytut/nab_2012_rewind_chris_smith/</link>
      <guid>http://www.cineversity.com/vidplaytut/nab_2012_rewind_chris_smith/#When:06:20:02Z</guid>
      <description>Chris Smith, maker of CSTOOLS presents the rebirth of CSTOOLS as all new C4D plugins. This is a first look at &#8220;AutoCam&#8221; &#45; a camera animation system that works as naturally and smoothly as possible while always being flexible to changes.</description>
      <dc:subject>None, Architecture, Illustration, Motion Graphics, Animation, Scripting, Presentations</dc:subject>
      <dc:date>2012-05-16T06:20:02+00:00</dc:date>
    </item>

    <item>
      <title>NAB 2012 Rewind: Barton Damer</title>
      <link>http://www.cineversity.com/vidplaytut/nab_2012_rewind_barton_damer/</link>
      <guid>http://www.cineversity.com/vidplaytut/nab_2012_rewind_barton_damer/#When:06:20:02Z</guid>
      <description>Barton Damer loves CINEMA 4D&#8217;s Spline&#45;Wrap tool, and he uses it on nearly every piece of work he does. See how this unique and simple tool can help you easily achieve beautiful, intricate designs.

In this presentation, Barton demonstrates multiple projects using CINEMA 4D&#8217;s Spline Wrap deformer.

09:45Christmas Ribbon18:25Ride26:37Echo28:32Flame30:00Answers Mag35:50Huaweii40:45Street League</description>
      <dc:subject>MoGraph, Motion Graphics, Animation, Interface, Modeling, Presentations</dc:subject>
      <dc:date>2012-05-16T06:20:02+00:00</dc:date>
    </item>

    <item>
      <title>NAB 2012 Rewind: Colin Sebestyen Day 1</title>
      <link>http://www.cineversity.com/vidplaytut/nab_2012_rewind_colin_sebestyen_day_1/</link>
      <guid>http://www.cineversity.com/vidplaytut/nab_2012_rewind_colin_sebestyen_day_1/#When:06:20:02Z</guid>
      <description>CINEMA 4D&#8217;s sophisticated features help Colin Sebestyen realize a diverse range of stunning animations. See how he used L&#45;Systems, and several other tools to build his impressive repertoire.

In this presentation, Colin demonstrates his use of CINEMA 4D Sweep NURBS in a music video project for Snoop Dogg. Next, he demonstrates ProjectionMan and Camera Mapping in a project he did for the Cut &amp;amp; Paste competition. Colin provides an extensive explanation of MoSpline&#8217;s Turtle mode and L&#45;Systems while demonstrating a live backdrop created for Miamisburg Color Guard. Finally, Colin briefly demonstrates how he used C4D content in Quartz Composer and VDMX to create a live 3D VJ&#45;style presentation controlled through midi for the hip&#45;hop music maestro Edison.

02:00Snoop Dogg &#45; Luv Drunk16:26Cut &amp;amp; Paste &#45; My Family29:30Miamisburg &#45; The Living Canvas41:25Edison &#45; Shadowtime

More info on L&#45;Systems and specific L&#45;System formulas can be found in the book Algorithmic Beauty of Plants, available free online.

More information and scene files can be found at movecraft.com

&amp;nbsp;

&amp;nbsp;</description>
      <dc:subject>MoGraph, Motion Graphics, Animation, Interface, Presentations</dc:subject>
      <dc:date>2012-05-16T06:20:02+00:00</dc:date>
    </item>

    <item>
      <title>NAB 2012 Rewind: Claudio Jeno</title>
      <link>http://www.cineversity.com/vidplaytut/nab_2012_rewind_claudio_jeno/</link>
      <guid>http://www.cineversity.com/vidplaytut/nab_2012_rewind_claudio_jeno/#When:06:20:02Z</guid>
      <description>Discover how CINEMA 4D&#8217;s powerful capabilities enable Claudio Jeno to visualize and turn ideas for bumpers and game graphics into a reality on a tight deadline.

In this presentation, Claudio demonstrates how he used CINEMA 4D to create concept art for the 2010 World Cup. Next he demonstrates the process of turning a 2D Illustrator logo in an animated title for the Miami Dolphins &#8220;Inside the Fins&#8221; show. Claudio demonstrates animating symmetry and layering simple elements in another piece for the Miami Dolphins. Finally, Claudio demonstrates how he used AtomArray plus MoGraph PolyFX, Cloner and effectors in an ident for Univision.

02:40World Cup 201016:00Inside the Fins21:45Miami Dolphins 201127:20Univision

&amp;nbsp;</description>
      <dc:subject>MoGraph, Motion Graphics, Animation, Interface, Modeling, Presentations</dc:subject>
      <dc:date>2012-05-16T06:20:02+00:00</dc:date>
    </item>

    <item>
      <title>Subsurface Scattering, Part 1: The Shader Tab</title>
      <link>http://www.cineversity.com/vidplaytut/subsurface_scattering_-_part_1_the_shader_tab/</link>
      <guid>http://www.cineversity.com/vidplaytut/subsurface_scattering_-_part_1_the_shader_tab/#When:06:20:02Z</guid>
      <description>In this video you will learn about the various options found in the Shader tab of the Subsurface shader. These include: color, strength, shader, and path length. These various parameters all revolve mainly around the color of the subsurface effect, with the exception of path length, which defines how far light can enter into the surface.</description>
      <dc:subject>None, None, Materials/Texturing, Reference&#45;Based</dc:subject>
      <dc:date>2012-05-16T06:20:02+00:00</dc:date>
    </item>

    <item>
      <title>Subsurface Scattering, Part 2: The Advanced and Lights Tabs</title>
      <link>http://www.cineversity.com/vidplaytut/subsurface_scattering_-_part_2_The_Advanced_and_Lights_Tabs/</link>
      <guid>http://www.cineversity.com/vidplaytut/subsurface_scattering_-_part_2_The_Advanced_and_Lights_Tabs/#When:06:20:02Z</guid>
      <description>In this video you will learn about the various options found in the Advanced and Lights tabs of the Subsurface shader. These include: Sample density, Smoothing, Fresnel Reflectivity, Dithering, Index of Refraction, Threshold and Fast Evaluation. The Lights tab, allows you to set which lights contribute to your shader, and gives access to the Compute GI Contribution checkbox.</description>
      <dc:subject>None, None, Lighting, Materials/Texturing, Reference&#45;Based</dc:subject>
      <dc:date>2012-05-16T06:20:02+00:00</dc:date>
    </item>

    <item>
      <title>Pipeworks</title>
      <link>http://www.cineversity.com/vidplaytut/pipeworks/</link>
      <guid>http://www.cineversity.com/vidplaytut/pipeworks/#When:06:20:02Z</guid>
      <description>This video provides a brief overview on using the Pipeworks template. Pipeworks will allow you to add various pieces of connected pipe to your scene, quickly and easily. The Pipeworks template file was created to show off some of the different ways that you can use the Character Object for more than just characters.</description>
      <dc:subject>Character Tools, Character, Technical Director, Rigging, Resource</dc:subject>
      <dc:date>2012-05-16T06:20:02+00:00</dc:date>
    </item>

    <item>
      <title>Creating 3D Terrains from USGS Datasets</title>
      <link>http://www.cineversity.com/vidplaytut/creating_3d_terrains_from_usgs_datasets/</link>
      <guid>http://www.cineversity.com/vidplaytut/creating_3d_terrains_from_usgs_datasets/#When:06:20:02Z</guid>
      <description>Using topographical data from the USGS (free), a utility program called 3Dem (MacDEM for Mac&#8217;s) and Cinema 4D&#8217;s DEM (Digital Elevation Map) filter, dramatic terrain recreations of US landscapes can be imaged with C4D. Information on locating the utility and websites are demonstrated in the tutorial. The data used here covers the lower 48 United States. Note: The terrains created can be very large &#45; scaling down the input may be necessary to keep your system from bogging down.</description>
      <dc:subject>None, Architecture, General 3D, Integration, Modeling, Reference&#45;Based</dc:subject>
      <dc:date>2012-05-16T06:20:02+00:00</dc:date>
    </item>

    <item>
      <title>Setting Up Hand Controls with Pose Morph, Part 1</title>
      <link>http://www.cineversity.com/vidplaytut/setting_up_hand_controls_with_pose_morph_-_part_1/</link>
      <guid>http://www.cineversity.com/vidplaytut/setting_up_hand_controls_with_pose_morph_-_part_1/#When:06:20:02Z</guid>
      <description>This series looks at a practical usage of the Pose Morph tag. This video is a simple overview of how the hand controls would be setup in previous versions of CINEMA 4D using the Posemixer tag.</description>
      <dc:subject>Character Tools, Character, Technical Director, Rigging, Reference&#45;Based</dc:subject>
      <dc:date>2012-05-16T06:20:02+00:00</dc:date>
    </item>

    <item>
      <title>Setting Up Hand Controls with Pose Morph, Part 3</title>
      <link>http://www.cineversity.com/vidplaytut/setting_up_hand_controls_with_pose_morph_-_part_3/</link>
      <guid>http://www.cineversity.com/vidplaytut/setting_up_hand_controls_with_pose_morph_-_part_3/#When:06:20:02Z</guid>
      <description>In this tutorial you will learn how to create the hand controls from scratch.
This includes creating the Pose Morph tag, setting a destination, creating and organizing the poses, and finally setting the poses.
This video is to be used mainly as an addendum to the Biped Rigging series, this  video specifically would replace Biped Rigging 3c found at: Biped Rigging 3c</description>
      <dc:subject>Character Tools, Character, Technical Director, Rigging, Project&#45;Based, Reference&#45;Based</dc:subject>
      <dc:date>2012-05-16T06:20:02+00:00</dc:date>
    </item>

    <item>
      <title>Setting Up Hand Controls with Pose Morph, Part 4</title>
      <link>http://www.cineversity.com/vidplaytut/setting_up_hand_controls_with_pose_morph_-_part_4/</link>
      <guid>http://www.cineversity.com/vidplaytut/setting_up_hand_controls_with_pose_morph_-_part_4/#When:06:20:02Z</guid>
      <description>In this tutorial you will use Xpresso to linking all of the poses that have just been created to the user data that is on the hand controller.</description>
      <dc:subject>Character Tools, Character, Technical Director, Rigging, Xpresso, Project&#45;Based, Reference&#45;Based</dc:subject>
      <dc:date>2012-05-16T06:20:02+00:00</dc:date>
    </item>

    <item>
      <title>Setting Up Hand Controls with Pose Morph, Part 2</title>
      <link>http://www.cineversity.com/vidplaytut/setting_up_hand_controls_with_pose_morph_-_part_2/</link>
      <guid>http://www.cineversity.com/vidplaytut/setting_up_hand_controls_with_pose_morph_-_part_2/#When:06:20:02Z</guid>
      <description>This video covers what happens when you import a rig that was built in R11.5 using the Posemixer tag. This mostly deals with how the poses from Posemixer will be passed along to the Pose Morph tag.</description>
      <dc:subject>Character Tools, Character, Technical Director, Rigging, Reference&#45;Based</dc:subject>
      <dc:date>2012-05-16T06:20:02+00:00</dc:date>
    </item>

    <item>
      <title>Cineversity Live &#45; Modeling with Deformers &amp;amp; Effectors</title>
      <link>http://www.cineversity.com/vidplaytut/cineversity_live_2012-03-21/</link>
      <guid>http://www.cineversity.com/vidplaytut/cineversity_live_2012-03-21/#When:06:20:02Z</guid>
      <description>In this episode: 
01:30News &amp;amp; Notes06:20Intro to the project07:20Installing the Linear Deformer scripts08:28Modeling an Arch18:00Bulge Deformer23:15Taper Deformer28:00Extruding with Preserve Groups31:00Cloning the single arch37:00Bridge / Linear Deformer41:10Knife vs Edge Cut43:00Beveling and Welding48:00Q&amp;amp;A / Closing Notes

Links can be found in the forum thread.

Hosts: Rick Barrett, John Bair</description>
      <dc:subject>MoGraph, Architecture, General 3D, Matte Environment, Modeling, Presentations</dc:subject>
      <dc:date>2012-05-16T06:20:02+00:00</dc:date>
    </item>

    <item>
      <title>Hair Materials, Part 7</title>
      <link>http://www.cineversity.com/vidplaytut/hair_overview_hair_materials_-_part_7/</link>
      <guid>http://www.cineversity.com/vidplaytut/hair_overview_hair_materials_-_part_7/#When:06:20:02Z</guid>
      <description>This video covers the various parameters found within the Tighten and Displace channels of the Hair material.</description>
      <dc:subject>Hair, General 3D, Simulation, Reference&#45;Based</dc:subject>
      <dc:date>2012-05-16T06:20:02+00:00</dc:date>
    </item>

    <item>
      <title>Hair Materials, Part 6</title>
      <link>http://www.cineversity.com/vidplaytut/hair_overview_hair_materials_-_part_6/</link>
      <guid>http://www.cineversity.com/vidplaytut/hair_overview_hair_materials_-_part_6/#When:06:20:02Z</guid>
      <description>This video covers the various parameters that can be found in the Clump channel of the Hair material.</description>
      <dc:subject>Hair, General 3D, Simulation, Reference&#45;Based</dc:subject>
      <dc:date>2012-05-16T06:20:02+00:00</dc:date>
    </item>

    <item>
      <title>Hair Materials, Part 5</title>
      <link>http://www.cineversity.com/vidplaytut/hair_overview_hair_materials_-_part_5/</link>
      <guid>http://www.cineversity.com/vidplaytut/hair_overview_hair_materials_-_part_5/#When:06:20:02Z</guid>
      <description>This video covers the various parameters found in the Frizz, Kink, and Density channels of the Hair material.</description>
      <dc:subject>Hair, General 3D, Simulation, Reference&#45;Based</dc:subject>
      <dc:date>2012-05-16T06:20:02+00:00</dc:date>
    </item>

    <item>
      <title>Hair Materials, Part 4</title>
      <link>http://www.cineversity.com/vidplaytut/hair_overview_hair_materials_-_part_4/</link>
      <guid>http://www.cineversity.com/vidplaytut/hair_overview_hair_materials_-_part_4/#When:06:20:02Z</guid>
      <description>This video covers the various parameters found in the Transparency, Length and Scale channels of the Hair material.</description>
      <dc:subject>Hair, General 3D, Simulation, Reference&#45;Based</dc:subject>
      <dc:date>2012-05-16T06:20:02+00:00</dc:date>
    </item>

    <item>
      <title>Hair Materials, Part 3</title>
      <link>http://www.cineversity.com/vidplaytut/hair_overview_hair_materials_-_part_3/</link>
      <guid>http://www.cineversity.com/vidplaytut/hair_overview_hair_materials_-_part_3/#When:06:20:02Z</guid>
      <description>This video covers the various parameters found in the Backlit and the Specular channels of the Hair material.</description>
      <dc:subject>Hair, General 3D, Simulation, Reference&#45;Based</dc:subject>
      <dc:date>2012-05-16T06:20:02+00:00</dc:date>
    </item>

    <item>
      <title>Hair Materials, Part 2</title>
      <link>http://www.cineversity.com/vidplaytut/hair_overview_hair_materials_-_part_2/</link>
      <guid>http://www.cineversity.com/vidplaytut/hair_overview_hair_materials_-_part_2/#When:06:20:02Z</guid>
      <description>This video continues to cover the various parameters found with in the Diffuse Channel of the Hair material.</description>
      <dc:subject>Hair, General 3D, Simulation, Reference&#45;Based</dc:subject>
      <dc:date>2012-05-16T06:20:02+00:00</dc:date>
    </item>

    <item>
      <title>Hair Materials, Part 1</title>
      <link>http://www.cineversity.com/vidplaytut/hair_overview_hair_materials_-_part_1/</link>
      <guid>http://www.cineversity.com/vidplaytut/hair_overview_hair_materials_-_part_1/#When:06:20:02Z</guid>
      <description>This video covers the various parameters found in the Diffuse channel of the Hair Material.</description>
      <dc:subject>Hair, General 3D, Simulation, Reference&#45;Based</dc:subject>
      <dc:date>2012-05-16T06:20:02+00:00</dc:date>
    </item>

    <item>
      <title>Linear Deformer Scripts</title>
      <link>http://www.cineversity.com/vidplaytut/linear_deformer_scripts/</link>
      <guid>http://www.cineversity.com/vidplaytut/linear_deformer_scripts/#When:06:20:02Z</guid>
      <description>The Linear Deformer Scripts pack is a pair of scripts that create a Linear falloff deformer.
This allows you to utilize the plain effector to quickly adjust a selection of points with falloff.
 It streamlines the workflow by automatically fitting the effector to your object, creating a vertex map based on your selection, and restricting it to that map. 
The other script simplifies baking this deformation down to the mesh to a single click.</description>
      <dc:subject>MoGraph, None, Modeling, Reference&#45;Based, Resource</dc:subject>
      <dc:date>2012-05-16T06:20:02+00:00</dc:date>
    </item>

    <item>
      <title>Cineversity Live &#45; Magic Puzzle &amp;amp; Material UVW</title>
      <link>http://www.cineversity.com/vidplaytut/cineversity_live_2012-03-07/</link>
      <guid>http://www.cineversity.com/vidplaytut/cineversity_live_2012-03-07/#When:06:20:02Z</guid>
      <description>In this episode: 
01:00News &amp;amp; Notes12:00Intro to Magic Puzzle20:05Overview of Magic Puzzle Options22:00Extruding Magic Puzzle Splines28:00Animating Magic Puzzle with MoGraph Effectors31:20Animating Magic Puzzle with Dynamics37:40Mapping an image to the puzzle44:00Rendering Material UVW multipass47:15Remapping puzzle image in After Effects

Links can be found in the forum thread.

Hosts: Rick Barrett, Andy Runyon</description>
      <dc:subject>MoGraph, Adobe After Effects, General 3D, Motion Graphics, Integration, Rendering, Presentations</dc:subject>
      <dc:date>2012-05-16T06:20:02+00:00</dc:date>
    </item>

    <item>
      <title>CV TileStitcher, Download</title>
      <link>http://www.cineversity.com/vidplaytut/cv_tilestitcher_download/</link>
      <guid>http://www.cineversity.com/vidplaytut/cv_tilestitcher_download/#When:06:20:02Z</guid>
      <description>This tutorial covers how to download the script and how to install it in Photoshop&#8217;s Preset=&gt;Scripts folder. How to use CV TileStitcher is covered in the Overview tutorial.</description>
      <dc:subject>NET Render, Adobe Photoshop, General 3D, Rendering, Resource</dc:subject>
      <dc:date>2012-05-16T06:20:02+00:00</dc:date>
    </item>

    <item>
      <title>CV TileStitcher, Overview</title>
      <link>http://www.cineversity.com/vidplaytut/cv_tilestitcher_overview/</link>
      <guid>http://www.cineversity.com/vidplaytut/cv_tilestitcher_overview/#When:06:20:02Z</guid>
      <description>CV TileStitcher is a Photoshop script that re&#45;assembles the rendering results from a tiled camera out of CINEMA 4D. The script supports multi&#45;layered images including nested lights. This comes in handy for artists rendering huge resolution images with the tiled camera and Net Render. The script works with Photoshop 3, 4, 5 and 5.5.

Note: Make sure when you render, that you render out an animation that exactly the number of frames/tiles you have chosen in your tiled camera.</description>
      <dc:subject>NET Render, Adobe Photoshop, General 3D, Rendering, Resource</dc:subject>
      <dc:date>2012-05-16T06:20:02+00:00</dc:date>
    </item>

    <item>
      <title>Creating a Wire Controller, Part 3</title>
      <link>http://www.cineversity.com/vidplaytut/creating_a_wire_controller_-_part_3/</link>
      <guid>http://www.cineversity.com/vidplaytut/creating_a_wire_controller_-_part_3/#When:06:20:02Z</guid>
      <description>In this part of the series you will learn how to utilize the Tracer Object to link all the nulls together.</description>
      <dc:subject>MoGraph, Technical Director, Rigging, Project&#45;Based</dc:subject>
      <dc:date>2012-05-16T06:20:02+00:00</dc:date>
    </item>

    <item>
      <title>Creating a Wire Controller, Part 2</title>
      <link>http://www.cineversity.com/vidplaytut/creating_a_wire_controller_-_part_2/</link>
      <guid>http://www.cineversity.com/vidplaytut/creating_a_wire_controller_-_part_2/#When:06:20:02Z</guid>
      <description>In this video we will explore what is needed to lay out the ground work for this rig. This involves determining what method will be used to allow for the flexibility we want. Also covered in the video are the Object Manager search function, and the Naming tool.</description>
      <dc:subject>None, Technical Director, Rigging, Xpresso, Project&#45;Based, Reference&#45;Based</dc:subject>
      <dc:date>2012-05-16T06:20:02+00:00</dc:date>
    </item>

    <item>
      <title>Creating a Wire Controller, Part 5</title>
      <link>http://www.cineversity.com/vidplaytut/creating_a_wire_controller_-_part_5/</link>
      <guid>http://www.cineversity.com/vidplaytut/creating_a_wire_controller_-_part_5/#When:06:20:02Z</guid>
      <description>This video in the series looks at wrapping up the coding for the python script.</description>
      <dc:subject>Python, Technical Director, Rigging, Scripting, Project&#45;Based</dc:subject>
      <dc:date>2012-05-16T06:20:02+00:00</dc:date>
    </item>

    <item>
      <title>Creating a Wire Controller, Part 4</title>
      <link>http://www.cineversity.com/vidplaytut/creating_a_wire_controller_-_part_4/</link>
      <guid>http://www.cineversity.com/vidplaytut/creating_a_wire_controller_-_part_4/#When:06:20:02Z</guid>
      <description>In this part of the series you will learn how to utilize Python in order to easily adjust values stored within tags.</description>
      <dc:subject>Python, Technical Director, Rigging, Scripting, Project&#45;Based</dc:subject>
      <dc:date>2012-05-16T06:20:02+00:00</dc:date>
    </item>

    <item>
      <title>Creating a Wire Controller, Part 1</title>
      <link>http://www.cineversity.com/vidplaytut/creating_a_wire_controller_-_part_1/</link>
      <guid>http://www.cineversity.com/vidplaytut/creating_a_wire_controller_-_part_1/#When:06:20:02Z</guid>
      <description>This video goes over the basic functionality of the rig you will be learning to create. The tutorial series covers many areas including: Userdata, Xpresso, Iteration/Iterators and even a little Python</description>
      <dc:subject>MoGraph, Python, Technical Director, Rigging, Scripting, Xpresso, Project&#45;Based</dc:subject>
      <dc:date>2012-05-16T06:20:02+00:00</dc:date>
    </item>

    <item>
      <title>Cineversity Live &#45; Thinking Particles with Dynamics</title>
      <link>http://www.cineversity.com/vidplaytut/cineversity_live_2012-02-08/</link>
      <guid>http://www.cineversity.com/vidplaytut/cineversity_live_2012-02-08/#When:06:20:02Z</guid>
      <description>In this episode: 
01:00News &amp;amp; Notes13:40Setting up a simple dynamics simulation15:30Detecting Dynamics collisions and spawning particles21:00Limiting the emitter based on the collision speed25:55Collision detection for multiple clones34:00Adding gravity to the particle system36:12Visualizing and rendering particle paths with Tracer54:00Q&amp;amp;A / Closing Notes61:00Bonus: Baking CMotion for Unity

Links can be found in the forum thread.

Hosts: Rick Barrett, Bret Bays</description>
      <dc:subject>Thinking Particles, General 3D, Motion Graphics, Visual Effects, Particles, Xpresso, Presentations</dc:subject>
      <dc:date>2012-05-16T06:20:02+00:00</dc:date>
    </item>

    <item>
      <title>Modeling a Mug with Polygons, Part 5</title>
      <link>http://www.cineversity.com/vidplaytut/modeling_a_mug_with_polygons_-_part_5/</link>
      <guid>http://www.cineversity.com/vidplaytut/modeling_a_mug_with_polygons_-_part_5/#When:06:20:02Z</guid>
      <description>In the final video of this series you can explore how to create the handle for the mug by using a cube as the base, rather than going through the extra steps of creating a generator and splines.</description>
      <dc:subject>None, General 3D, Modeling, Project&#45;Based</dc:subject>
      <dc:date>2012-05-16T06:20:02+00:00</dc:date>
    </item>

    <item>
      <title>Adding Details with a Bump Map &#45; The Spoon</title>
      <link>http://www.cineversity.com/vidplaytut/adding_details_with_a_bump_map_-_the_spoon/</link>
      <guid>http://www.cineversity.com/vidplaytut/adding_details_with_a_bump_map_-_the_spoon/#When:06:20:02Z</guid>
      <description>In this tutorial you will look at how to simulate detail on a model using a bump map.
Some of the topics covered include creating and applying a new texture, changing the texture projection, and editing a texture in BodyPaint.</description>
      <dc:subject>None, General 3D, Texture Painting, Materials/Texturing, Modeling, Project&#45;Based</dc:subject>
      <dc:date>2012-05-16T06:20:02+00:00</dc:date>
    </item>

    <item>
      <title>Modeling a Spoon with Polygons, Part 1</title>
      <link>http://www.cineversity.com/vidplaytut/modeling_a_spoon_with_polygons_-_part_1/</link>
      <guid>http://www.cineversity.com/vidplaytut/modeling_a_spoon_with_polygons_-_part_1/#When:06:20:02Z</guid>
      <description>In this tutorial you will learn how to add details to the spoon model you created with the spline and ExtrudeNurbs. 
To add the details you will be using the point/edge/polygon tools.
This tutorial follows the same structure as the fork, first investigating working off source geometry, box modeling and point to point modeling.</description>
      <dc:subject>None, General 3D, Modeling, Project&#45;Based</dc:subject>
      <dc:date>2012-05-16T06:20:02+00:00</dc:date>
    </item>

    <item>
      <title>Modeling a Fork with Polygons, Part 2</title>
      <link>http://www.cineversity.com/vidplaytut/modeling_a_fork_with_polygons_-_part_2/</link>
      <guid>http://www.cineversity.com/vidplaytut/modeling_a_fork_with_polygons_-_part_2/#When:06:20:02Z</guid>
      <description>In this tutorial you will learn how to add details to the fork model you created with the spline and ExtrudeNurbs. To add the details you will be using the point/edge/polygon tools.</description>
      <dc:subject>None, General 3D, Modeling, Project&#45;Based</dc:subject>
      <dc:date>2012-05-16T06:20:02+00:00</dc:date>
    </item>

    <item>
      <title>Adding Details with a Bump Map &#45; The Fork, Part 2</title>
      <link>http://www.cineversity.com/vidplaytut/adding_details_with_a_bump_map_-_the_fork_-_part_2/</link>
      <guid>http://www.cineversity.com/vidplaytut/adding_details_with_a_bump_map_-_the_fork_-_part_2/#When:06:20:02Z</guid>
      <description>In this tutorial you will look at how to simulate detail on a model using a bump map.
Some of the topics covered include creating and applying a new texture, changing the texture projection, and editing a texture in BodyPaint.</description>
      <dc:subject>None, General 3D, Texture Painting, Materials/Texturing, Modeling, Project&#45;Based</dc:subject>
      <dc:date>2012-05-16T06:20:02+00:00</dc:date>
    </item>

    <item>
      <title>Modeling a Mug with Polygons, Part 3</title>
      <link>http://www.cineversity.com/vidplaytut/modeling_a_mug_with_polygons_-_part_3/</link>
      <guid>http://www.cineversity.com/vidplaytut/modeling_a_mug_with_polygons_-_part_3/#When:06:20:02Z</guid>
      <description>In the third part of this series you will learn how to work with the Array and Connect objects.
Using this combination you will learn to make life a little easier by automatically updating the other sides of the mug as you go.
Modeling can be tedious so it&#8217;s important to get creative to make things go by faster.</description>
      <dc:subject>None, General 3D, Modeling, Project&#45;Based</dc:subject>
      <dc:date>2012-05-16T06:20:02+00:00</dc:date>
    </item>

    <item>
      <title>Modeling a Spoon with Polygons, Part 5</title>
      <link>http://www.cineversity.com/vidplaytut/modeling_a_spoon_with_polygons_-_part_5/</link>
      <guid>http://www.cineversity.com/vidplaytut/modeling_a_spoon_with_polygons_-_part_5/#When:06:20:02Z</guid>
      <description>In this section of the tutorial you will model the spoon again, but this time you will use the point by point method.</description>
      <dc:subject>None, General 3D, Modeling, Project&#45;Based</dc:subject>
      <dc:date>2012-05-16T06:20:02+00:00</dc:date>
    </item>

    <item>
      <title>Modeling a Spoon with Polygons, Part 3</title>
      <link>http://www.cineversity.com/vidplaytut/modeling_a_spoon_with_polygons_-_part_3/</link>
      <guid>http://www.cineversity.com/vidplaytut/modeling_a_spoon_with_polygons_-_part_3/#When:06:20:02Z</guid>
      <description>In this tutorial you will learn how to add details to the spoon model you created with the spline and ExtrudeNurbs. 
To add the details you will be using the point/edge/polygon tools.
This video wraps up by adding in the handle details on the spoon.</description>
      <dc:subject>None, General 3D, Modeling, Project&#45;Based</dc:subject>
      <dc:date>2012-05-16T06:20:02+00:00</dc:date>
    </item>

    <item>
      <title>Modeling a Fork with Polygons, Part 5</title>
      <link>http://www.cineversity.com/vidplaytut/modeling_a_fork_with_polygons_-_part_5/</link>
      <guid>http://www.cineversity.com/vidplaytut/modeling_a_fork_with_polygons_-_part_5/#When:06:20:02Z</guid>
      <description>In part 5 of this series you will explore how to reconstruct the geometry on the head of the fork, in particular you will learn about the create polygon tool and the weld tool.
This can be used to collapse points together and reduce the number of points that you need to deal with.
Details can also introduce &#8220;pinching&#8221; this video explores why that happens and how you can help resolve it.</description>
      <dc:subject>None, General 3D, Modeling, Project&#45;Based</dc:subject>
      <dc:date>2012-05-16T06:20:02+00:00</dc:date>
    </item>

    <item>
      <title>Modeling a Spoon with Polygons, Part 7</title>
      <link>http://www.cineversity.com/vidplaytut/modeling_a_spoon_with_polygons_-_part_7/</link>
      <guid>http://www.cineversity.com/vidplaytut/modeling_a_spoon_with_polygons_-_part_7/#When:06:20:02Z</guid>
      <description>In this video you will continue to work with the shape for your spoon model to create the finalized details.</description>
      <dc:subject>None, General 3D, Modeling, Project&#45;Based</dc:subject>
      <dc:date>2012-05-16T06:20:02+00:00</dc:date>
    </item>

    <item>
      <title>Adding Details with a Bump Map &#45; The Fork, Part 1</title>
      <link>http://www.cineversity.com/vidplaytut/adding_details_with_a_bump_map_-_the_fork_-_part_1/</link>
      <guid>http://www.cineversity.com/vidplaytut/adding_details_with_a_bump_map_-_the_fork_-_part_1/#When:06:20:02Z</guid>
      <description>In this tutorial you will look at how to simulate detail on a model using a bump map.
Some of the topics covered include creating and applying a new texture, changing the texture projection, and editing a texture in BodyPaint.

reference materials have been added to the very first fork modeling tutorial found at the beginning of the series. (Cinema 4D 11.5 &#45; 3D General Reference &#45; Modeling a Fork)</description>
      <dc:subject>BodyPaint, General 3D, Texture Painting, Materials/Texturing, Modeling, Project&#45;Based</dc:subject>
      <dc:date>2012-05-16T06:20:02+00:00</dc:date>
    </item>

    <item>
      <title>Modeling a Mug with Polygons, Part 4</title>
      <link>http://www.cineversity.com/vidplaytut/modeling_a_mug_with_polygons_-_part_4/</link>
      <guid>http://www.cineversity.com/vidplaytut/modeling_a_mug_with_polygons_-_part_4/#When:06:20:02Z</guid>
      <description>In the forth part of this series you will learn how to create a handle for the mug using a Sweep Nurbs object to quickly rough out the base geometry for the handle.
Finally you will convert the resulting geometry and edit with poly tools to finish the handle.</description>
      <dc:subject>None, General 3D, Modeling, Project&#45;Based</dc:subject>
      <dc:date>2012-05-16T06:20:02+00:00</dc:date>
    </item>

    <item>
      <title>Modeling a Mug with Polygons, Part 1</title>
      <link>http://www.cineversity.com/vidplaytut/modeling_a_mug_with_polygons_-_part_1/</link>
      <guid>http://www.cineversity.com/vidplaytut/modeling_a_mug_with_polygons_-_part_1/#When:06:20:02Z</guid>
      <description>In this tutorial you will take the generated geometry and use it as a base for creating the details of the mug using the polygon tools.
In the first portion or the series you will explore using just the polygon tools to create the cup.
As working with cylindrical objects can be difficult to manage when poly modeling you will learn how to also use generators to assist in the creation of the mug.</description>
      <dc:subject>None, General 3D, Modeling, Project&#45;Based</dc:subject>
      <dc:date>2012-05-16T06:20:02+00:00</dc:date>
    </item>

    <item>
      <title>Modeling a Fork with Polygons, Part 8</title>
      <link>http://www.cineversity.com/vidplaytut/modeling_a_fork_with_polygons_-_part_8/</link>
      <guid>http://www.cineversity.com/vidplaytut/modeling_a_fork_with_polygons_-_part_8/#When:06:20:02Z</guid>
      <description>In this tutorial you will learn how to model the basic shape of the fork using a technique known as Point to Point.
Continue exploring how to create the fork model by laying out polygon by polygon.
Some of the things explored here are dealing with normals, and using the extrude tool to give thickness to a polygon object.</description>
      <dc:subject>None, General 3D, Modeling, Project&#45;Based</dc:subject>
      <dc:date>2012-05-16T06:20:02+00:00</dc:date>
    </item>

    <item>
      <title>Modeling a Fork with Polygons, Part 1</title>
      <link>http://www.cineversity.com/vidplaytut/modeling_a_fork_with_polygons_-_part_1/</link>
      <guid>http://www.cineversity.com/vidplaytut/modeling_a_fork_with_polygons_-_part_1/#When:06:20:02Z</guid>
      <description>In this tutorial you will learn how to add details to the fork model you created with the spline and ExtrudeNurbs. To add the details you will be using the point/edge/polygon tools.
The series starts by investigating how to determine the best resolution for the source geometry, as well as using the knife tool to start adding in detail.</description>
      <dc:subject>None, General 3D, Texture Painting, Materials/Texturing, Modeling, Project&#45;Based</dc:subject>
      <dc:date>2012-05-16T06:20:02+00:00</dc:date>
    </item>

    <item>
      <title>Adding Details with a Bump Map &#45; The Mug, Part 1</title>
      <link>http://www.cineversity.com/vidplaytut/adding_details_with_a_bump_map_-_the_mug_-_part_1/</link>
      <guid>http://www.cineversity.com/vidplaytut/adding_details_with_a_bump_map_-_the_mug_-_part_1/#When:06:20:02Z</guid>
      <description>In this tutorial you will look at how to simulate detail on a model using a bump map.
Some of the topics covered include creating and applying a new texture, changing the texture projection, and editing a texture in BodyPaint.</description>
      <dc:subject>None, General 3D, Texture Painting, Materials/Texturing, Modeling, Project&#45;Based</dc:subject>
      <dc:date>2012-05-16T06:20:02+00:00</dc:date>
    </item>

    <item>
      <title>Modeling a Fork with Polygons, Part 7</title>
      <link>http://www.cineversity.com/vidplaytut/modeling_a_fork_with_polygons_-_part_7/</link>
      <guid>http://www.cineversity.com/vidplaytut/modeling_a_fork_with_polygons_-_part_7/#When:06:20:02Z</guid>
      <description>In this tutorial you will learn how to model the basic shape of the fork using a technique known as Point to Point Modeling. 
Adding in the details once the shape of the fork is created is going to be the same process as in the previous tutorial.
This method allows you to construct the object from the ground up.
The Symmetry Object is also going to be used in this section to help deal with the opposite side of the fork.</description>
      <dc:subject>None, General 3D, Modeling, Project&#45;Based</dc:subject>
      <dc:date>2012-05-16T06:20:02+00:00</dc:date>
    </item>

    <item>
      <title>Modeling a Mug with Polygons, Part 2</title>
      <link>http://www.cineversity.com/vidplaytut/modeling_a_mug_with_polygons_-_part_2/</link>
      <guid>http://www.cineversity.com/vidplaytut/modeling_a_mug_with_polygons_-_part_2/#When:06:20:02Z</guid>
      <description>The second video in this series covers some of the issues that can be faced when working with cylindrical objects.
Specifically, the video explores the function of the clone tool to duplicate the geometry around an axis to create the shape of the mug.
Following along you will also learn to utilize the optimize tool, and ways of dealing with problem geometry.</description>
      <dc:subject>None, General 3D, Modeling, Project&#45;Based</dc:subject>
      <dc:date>2012-05-16T06:20:02+00:00</dc:date>
    </item>

    <item>
      <title>Modeling a Spoon with Polygons, Part 6</title>
      <link>http://www.cineversity.com/vidplaytut/modeling_a_spoon_with_polygons_-_part_6/</link>
      <guid>http://www.cineversity.com/vidplaytut/modeling_a_spoon_with_polygons_-_part_6/#When:06:20:02Z</guid>
      <description>In this section you will continue to create the shape and details for your spoon model using the point by point modeling method outlined in the modeling a fork series.</description>
      <dc:subject>None, General 3D, Modeling, Project&#45;Based</dc:subject>
      <dc:date>2012-05-16T06:20:02+00:00</dc:date>
    </item>

    <item>
      <title>Modeling a Spoon with Polygons, Part 4</title>
      <link>http://www.cineversity.com/vidplaytut/modeling_a_spoon_with_polygons_-_part_4/</link>
      <guid>http://www.cineversity.com/vidplaytut/modeling_a_spoon_with_polygons_-_part_4/#When:06:20:02Z</guid>
      <description>In this video you will cover the steps needed to block out the spoon using box modeling in preparation for adding the details.
This video explores an alternative method for creating the spoon.</description>
      <dc:subject>None, General 3D, Modeling, Project&#45;Based</dc:subject>
      <dc:date>2012-05-16T06:20:02+00:00</dc:date>
    </item>

    <item>
      <title>Modeling a Spoon with Polygons, Part 2</title>
      <link>http://www.cineversity.com/vidplaytut/modeling_a_spoon_with_polygons_-_part_2/</link>
      <guid>http://www.cineversity.com/vidplaytut/modeling_a_spoon_with_polygons_-_part_2/#When:06:20:02Z</guid>
      <description>In this tutorial you will learn how to add details to the spoon model you created with the spline and ExtrudeNurbs. 
To add the details you will be using the point/edge/polygon tools.
This video continues to refine the source geometry created by the Extrude Nurbs object</description>
      <dc:subject>None, General 3D, Modeling, Project&#45;Based</dc:subject>
      <dc:date>2012-05-16T06:20:02+00:00</dc:date>
    </item>

    <item>
      <title>Modeling a Fork with Polygons, Part 3</title>
      <link>http://www.cineversity.com/vidplaytut/modeling_a_fork_with_polygons_-_part_3/</link>
      <guid>http://www.cineversity.com/vidplaytut/modeling_a_fork_with_polygons_-_part_3/#When:06:20:02Z</guid>
      <description>In this part of the fork modeling tutorial you will start to add in the grooves along the handle of the fork.
The Bevel and Extrude tools are going to be handy to have around.</description>
      <dc:subject>None, General 3D, Modeling, Project&#45;Based</dc:subject>
      <dc:date>2012-05-16T06:20:02+00:00</dc:date>
    </item>

    <item>
      <title>Adding Details with a Bump Map &#45; The Mug, Part 3</title>
      <link>http://www.cineversity.com/vidplaytut/adding_details_with_a_bump_map_-_the_mug_-_part_3/</link>
      <guid>http://www.cineversity.com/vidplaytut/adding_details_with_a_bump_map_-_the_mug_-_part_3/#When:06:20:02Z</guid>
      <description>In this tutorial you will look at how to simulate detail on a model using a bump map.
Some of the topics covered include creating and applying a new texture, changing the texture projection, and editing a texture in BodyPaint.</description>
      <dc:subject>None, General 3D, Texture Painting, Materials/Texturing, Modeling, Project&#45;Based</dc:subject>
      <dc:date>2012-05-16T06:20:02+00:00</dc:date>
    </item>

    <item>
      <title>Adding Details with a Bump Map &#45; The Mug, Part 2</title>
      <link>http://www.cineversity.com/vidplaytut/adding_details_with_a_bump_map_-_the_mug_-_part_2/</link>
      <guid>http://www.cineversity.com/vidplaytut/adding_details_with_a_bump_map_-_the_mug_-_part_2/#When:06:20:02Z</guid>
      <description>In this tutorial you will look at how to simulate detail on a model using a bump map.
Some of the topics covered include creating and applying a new texture, changing the texture projection, and editing a texture in BodyPaint.</description>
      <dc:subject>None, General 3D, Texture Painting, Materials/Texturing, Modeling, Project&#45;Based</dc:subject>
      <dc:date>2012-05-16T06:20:02+00:00</dc:date>
    </item>

    <item>
      <title>Modeling a Spoon with Polygons, Part 8</title>
      <link>http://www.cineversity.com/vidplaytut/modeling_a_spoon_with_polygons_-_part_8/</link>
      <guid>http://www.cineversity.com/vidplaytut/modeling_a_spoon_with_polygons_-_part_8/#When:06:20:02Z</guid>
      <description>In this section you will finish up your spoon model by adding some thickness and fixing a couple small issues with the FFDs</description>
      <dc:subject>None, General 3D, Modeling, Project&#45;Based</dc:subject>
      <dc:date>2012-05-16T06:20:02+00:00</dc:date>
    </item>

    <item>
      <title>Modeling a Fork with Polygons, Part 6</title>
      <link>http://www.cineversity.com/vidplaytut/modeling_a_fork_with_polygons_-_part_6/</link>
      <guid>http://www.cineversity.com/vidplaytut/modeling_a_fork_with_polygons_-_part_6/#When:06:20:02Z</guid>
      <description>In this tutorial you will learn how to model the basic shape of the fork using a technique known as Box Modeling. 
Box modeling allows you to start modeling without first needing to create source splines and generators.
Adding in the details once the shape of the fork is created is going to be the same process as in the previous tutorial.</description>
      <dc:subject>None, General 3D, Modeling, Project&#45;Based</dc:subject>
      <dc:date>2012-05-16T06:20:02+00:00</dc:date>
    </item>

    <item>
      <title>Modeling a Fork with Polygons, Part 4</title>
      <link>http://www.cineversity.com/vidplaytut/modeling_a_fork_with_polygons_-_part_4/</link>
      <guid>http://www.cineversity.com/vidplaytut/modeling_a_fork_with_polygons_-_part_4/#When:06:20:02Z</guid>
      <description>In part 4 of this fork modeling series you will refine the shape of the &#8220;forks&#8221;
In this video the concept of setting a pivot point is explored, which makes it easy to focus what area of your model you want the camera to orbit around.</description>
      <dc:subject>None, General 3D, Modeling, Project&#45;Based</dc:subject>
      <dc:date>2012-05-16T06:20:02+00:00</dc:date>
    </item>

    <item>
      <title>CV&#45;Crosshair: Overview</title>
      <link>http://www.cineversity.com/vidplaytut/cv-crosshair_overview/</link>
      <guid>http://www.cineversity.com/vidplaytut/cv-crosshair_overview/#When:06:20:02Z</guid>
      <description>CV&#45;Crosshair is a simple tag plugin that draws a crosshair in the center of your view, much as you&#8217;d find in popular video and compositing applications. Simply add the tag to any object. There&#8217;s options to turn the crosshair on and off as well as adjust its size and color.

CV&#45;Crosshair is provided as a Cineversity Premium membership benefit, and is not available to users with a Cineversity trial. To download CV&#45;Crosshair, visit the CV&#45;Crosshair: Download and Install tutorial.</description>
      <dc:subject>Python, General 3D, Motion Graphics, Interface, Resource</dc:subject>
      <dc:date>2012-05-16T06:20:02+00:00</dc:date>
    </item>

    <item>
      <title>CV&#45;Crosshair: Download and Install</title>
      <link>http://www.cineversity.com/vidplaytut/cv-crosshair_download/</link>
      <guid>http://www.cineversity.com/vidplaytut/cv-crosshair_download/#When:06:20:02Z</guid>
      <description>CV&#45;Crosshair is a simple tag plugin that draws a crosshair in the center of your view, much as you&#8217;d find in popular video and compositing applications. Simply add the tag to any object. There&#8217;s options to turn the crosshair on and off as well as adjust its size and color.

CV&#45;Crosshair is provided as a Cineversity Premium membership benefit, and is not available to users with a Cineversity trial.

To download CV&#45;Crosshair, simply click the files link above.</description>
      <dc:subject>Python, General 3D, Motion Graphics, Interface, Resource</dc:subject>
      <dc:date>2012-05-16T06:20:02+00:00</dc:date>
    </item>

    <item>
      <title>Cineversity Live &#45; Intro to Thinking Particles</title>
      <link>http://www.cineversity.com/vidplaytut/cineversity_live_2012-01-25/</link>
      <guid>http://www.cineversity.com/vidplaytut/cineversity_live_2012-01-25/#When:06:20:02Z</guid>
      <description>In this episode: 
01:21News &amp;amp; Notes07:45Finding &amp;amp; Using TP Presets11:45Creating a Basic TP Emitter23:00Creating and applying a PGroup25:44Changing the viewport display of particles26:10Checking the age of particles29:30Spawning a new particle system from existing particles41:00Cloning geometry onto particles49:00Adding color to Thinking Particles &amp;amp; MoGraph

Links can be found in the forum thread.

Hosts: Rick Barrett, Bret Bays</description>
      <dc:subject>Thinking Particles, General 3D, Motion Graphics, Visual Effects, Particles, Xpresso, Presentations</dc:subject>
      <dc:date>2012-05-16T06:20:02+00:00</dc:date>
    </item>

    <item>
      <title>The Hair Menu, Part 9</title>
      <link>http://www.cineversity.com/vidplaytut/hair_overview_the_hair_menu_-_part_9/</link>
      <guid>http://www.cineversity.com/vidplaytut/hair_overview_the_hair_menu_-_part_9/#When:06:20:02Z</guid>
      <description>In this video you will explore the various Managers that can be found in the Hair Options Menu.
These include toggles for:
Hair
Symmetry 
Soft Selection

and managers for:

Dynamics Interaction
Soft Selection
Symmetry Manager</description>
      <dc:subject>Hair, Character, General 3D, Simulation, Reference&#45;Based</dc:subject>
      <dc:date>2012-05-16T06:20:02+00:00</dc:date>
    </item>

    <item>
      <title>The Hair Menu, Part 8</title>
      <link>http://www.cineversity.com/vidplaytut/hair_overview_the_hair_menu_-_part_8/</link>
      <guid>http://www.cineversity.com/vidplaytut/hair_overview_the_hair_menu_-_part_8/#When:06:20:02Z</guid>
      <description>This video takes a look at the Add Guides, Mirror, and Set Roots tools.</description>
      <dc:subject>Hair, Character, General 3D, Simulation, Reference&#45;Based</dc:subject>
      <dc:date>2012-05-16T06:20:02+00:00</dc:date>
    </item>

    <item>
      <title>The Hair Menu, Part 7</title>
      <link>http://www.cineversity.com/vidplaytut/hair_overview_the_hair_menu_-_part_7/</link>
      <guid>http://www.cineversity.com/vidplaytut/hair_overview_the_hair_menu_-_part_7/#When:06:20:02Z</guid>
      <description>This video continues to cover the various tools found within the Hair Tools menu.
These include:
Clump
Curl
Cut
Push
and Straighten</description>
      <dc:subject>Hair, Character, General 3D, Simulation, Reference&#45;Based</dc:subject>
      <dc:date>2012-05-16T06:20:02+00:00</dc:date>
    </item>

    <item>
      <title>The Hair Menu, Part 6</title>
      <link>http://www.cineversity.com/vidplaytut/hair_overview_the_hair_menu_-_part_6/</link>
      <guid>http://www.cineversity.com/vidplaytut/hair_overview_the_hair_menu_-_part_6/#When:06:20:02Z</guid>
      <description>This video goes over the different options found in the Comb tool.</description>
      <dc:subject>Hair, Character, General 3D, Simulation, Reference&#45;Based</dc:subject>
      <dc:date>2012-05-16T06:20:02+00:00</dc:date>
    </item>

    <item>
      <title>The Hair Menu, Part 5</title>
      <link>http://www.cineversity.com/vidplaytut/hair_overview_the_hair_menu_-_part_5/</link>
      <guid>http://www.cineversity.com/vidplaytut/hair_overview_the_hair_menu_-_part_5/#When:06:20:02Z</guid>
      <description>This video covers the first set of tools found in the Tools menu and their various options.
These include:
Move
Scale
Rotate
Brush</description>
      <dc:subject>Hair, Character, General 3D, Simulation, Reference&#45;Based</dc:subject>
      <dc:date>2012-05-16T06:20:02+00:00</dc:date>
    </item>

    <item>
      <title>The Hair Menu, Part 4</title>
      <link>http://www.cineversity.com/vidplaytut/hair_overview_the_hair_menu_-_part_4/</link>
      <guid>http://www.cineversity.com/vidplaytut/hair_overview_the_hair_menu_-_part_4/#When:06:20:02Z</guid>
      <description>In this video you will learn about the different commands and tools found in the Hair Edit menu. 
These include: 
Cut/Copy/Paste Guides
Paste To New
Delete Guides
Convert To Spline
Convert From Spline
Connect Guides
Split Guides
Even Segments
Set As Dynamics
Hair To Guides
Unroot Guides</description>
      <dc:subject>Hair, Character, General 3D, Simulation, Reference&#45;Based</dc:subject>
      <dc:date>2012-05-16T06:20:02+00:00</dc:date>
    </item>

    <item>
      <title>The Hair Menu, Part 3</title>
      <link>http://www.cineversity.com/vidplaytut/hair_overview_the_hair_menu_-_part_3/</link>
      <guid>http://www.cineversity.com/vidplaytut/hair_overview_the_hair_menu_-_part_3/#When:06:20:02Z</guid>
      <description>This video picks up where the last left off. It covers the following tools in the Hair Selection menu:
Select/Deselect All
Invert
Grow Selection
Convert Selected
Hide
Hide Selected
Show All
Lock Selected
Unlock All
Unlock Selected
Set Selection</description>
      <dc:subject>Hair, Character, General 3D, Simulation, Reference&#45;Based</dc:subject>
      <dc:date>2012-05-16T06:20:02+00:00</dc:date>
    </item>

    <item>
      <title>The Hair Menu, Part 2</title>
      <link>http://www.cineversity.com/vidplaytut/hair_overview_the_hair_menu_-_part_2/</link>
      <guid>http://www.cineversity.com/vidplaytut/hair_overview_the_hair_menu_-_part_2/#When:06:20:02Z</guid>
      <description>This video goes over the following tools associated with Hair selection:
Live Selection
Rectangular Selection
Polygon Selection
Lasso Selection
Select Hidden 
Selection Tool</description>
      <dc:subject>Hair, Character, General 3D, Simulation, Reference&#45;Based</dc:subject>
      <dc:date>2012-05-16T06:20:02+00:00</dc:date>
    </item>

    <item>
      <title>The Hair Menu, Part 1</title>
      <link>http://www.cineversity.com/vidplaytut/hair_overview_the_hair_menu_-_part_1/</link>
      <guid>http://www.cineversity.com/vidplaytut/hair_overview_the_hair_menu_-_part_1/#When:06:20:02Z</guid>
      <description>This video briefly covers the various sub&#45;menus of the Hair menu and takes a closer look at the Hair Modes.
These include:
Tips
Roots
Points
Guides
Vertices
Next/Previous Vertex</description>
      <dc:subject>Hair, Character, General 3D, Modeling, Reference&#45;Based</dc:subject>
      <dc:date>2012-05-16T06:20:02+00:00</dc:date>
    </item>
    
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