In this interview, Autodesk's Jonah Friedman answers questions about Maya's node-based visual programming environment, Bifrost, and how it can be used to procedurally create high-quality, art directable visual effects and rigs that change the game. 0:00 - 0:16 Intro 0:17 - 0:32 Who is Jonah Friedman? 0:33 - 0:55 What is Bifrost? 0:56 - 1:26 Where did the name Bifrost come from? 1:27 - 2:04 How does Bifrost help studios grow? 2:05 - 4:12 Why are open standards so important? 4:13 - 5:14 What is the difference between Maya-USD and Bifrost-USD? 5:15 - 5:57 How does Bifrost help artists iterate quickly to respond to feedback? 5:58 - 7:02 How can you get started with Bifrost? 7:03 - 7:53 Will the Bifrost liquid system be integrated into the Bifrost graph? 7:54 - 10:18 What's the latest on Bifrost's rigging components? 10:19 - 10:41 Do Bifrost's rigging components compliment Maya's rigging components? 10:42 - 11:59 Does Autodesk plan to develop more artist friendly tools? 12:00 - 13:01 What updates are Jonah most excited about? Thank you to the Bifrost community for all your questions! ❤️ 📍 Everything Bifrost for Maya: https://autode.sk/bifrost 📍 Get started with Bifrost Bootcamp tutorials: https://autode.sk/bifrost--bootcamp 📍 Join the Bifrost Addicts Discord server: https://autode.sk/bifrost--addicts
Aprenda animação 2D e 3D