Zveme všechny cleny SPAFi na rádnou Valnou hromadu obcanského spolku pro podporu pocítacové animace a filmu, která probehne v uterý 01. 09. 2014 od 17:00.
Místo konání – Školící centrum SPAFi Animation Academy, Olympijská 2, 169 00 Praha 6 – Strahov.

Program valné hromady:

1. Výrocní zpráva SPAFi za rok 2014
2. Hospodarení SPAFi v r. 2014
3. Zmeny v rade Obcanského sdružení SPAFi
4. Plán na r. 2015/2016
5. Diskuse

Upozornení clenum:

Nebude-li valná hromada po uplynutí pul hodiny od stanoveného zacátku jejího jednání zpusobilá usnášení, svolá rada náhradní valnou hromadu, která bude zahájena v 18:30 hod. Náhradní valná hromada bude mít nezmenené poradí jednání.


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In this lesson I will show you how to retarget the animation from one skeleton to another. This can be used when you need to copy the same animation onto many characters in the scene to perhaps make a crowd. You can offset the animation by a few frames and your characters will act like a real mob.








Maya Tutorial: Retargeting the Animation


Select your animated skeleton and at the frame 0 or -1 set the bones to the T-Pose position. If your animation has been done correctly and the animator started at T-Pose (as it should be in any case) you can achieve the T-Pose easily by zeroing the joints. Just select each joint separately and put a 0 value into the channel box for all rotation axis. This will work only if the animator started in T-Pose! Make sure that you hit the automatic keying button before you start or alternatively manually key each joint after you will reset it.

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Select the root joint of the skeleton and duplicate it (Ctrl + D). Now you have two skeletons with exactly the same amount of joints. On one of the skeletons is your plotted or keyed animation and the other one is completely clean.

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When both your skeletons are in the T-Pose select them and go into the Animation menu. Under the Skeleton choose Retargeting>Set Neutral Pose. Do that for both of the skeletons.

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Select the skeletons and make sure that the labeling of the joints are exactly the same. This is essential as the retargeting will use the names of the joints to copy the animation from one skeleton to another. You can use the Maya labelling facility in the Skeleton menu. Choose Skeleton>Joint labelling>Show All Labels.

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Make sure that the joints which are labeled with the name NONE will be renamed. You can again use the Maya labeling system. Select the joint that has no name and select Skeleton>Joint labelling>Add Retargeting Labels>Finger. In my case I needed to change the name on the feet and hand fingers. Again make sure that both of the skeletons are properly named in an identical way.

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Now, once the labeling is done, you can switch off the labels again in Skeleton>Joint labelling>Hide All Labels. Now select the root joint of the skeleton with the animation, press and hold the shift key and select the root of the skeleton that is not animated and choose the Skeleton>Retargeting>Retarget Skeleton option box.

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When the option table for retargeting appears, choose: Neutral pose > Pose, Maintain offset ticked, Lower body solutions > Joint rotations only, Upper body solutions > Joint rotations only, Time > Time Slider (of course make sure that your time slider covers the whole animation that you want to copy).

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And that’s all folks. Your copied skeleton has now got same animation like the original skeleton.

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Come and join us in Prague and explore the powerful new features and updates in 2016 releases of Autodesk 3ds Max, Autodesk Maya and Autodesk Flame and Flame Premium software.

Wheather you are a game developer, film and video artist, design professional or 3D enthusiast, see how you can create engaging, lifelike digital images, realistic animation and extraordinary visual effects.

Where: Kino MAT, Karlovo náměstí 19, 120 00 Prague 2
When: 27 th May 2015, from 10:00

register here

What can you look forward to see?

Mike Kuhn will show you “New features and updates in 3ds Max 2016″
You can look forward to Roland Reyer and presentation “Maya 2016 in Film and Television Cube Creative’s: “50M80″
Which news brings Flame and Flame Premium 2016 will Robert Coulin introduce to you
You shouldn’t also miss live presentation on notebook the latest version of production GPU renderer FurryBall RT, on which was created complete movie “Kozí příběh se sýrem”.

Last but not least, it will be your chance to relax and speak with members of Autodesk, A|W Graph and boneheadZ Team.

We look forward to meet you there!


Kickstarter Campaign here on

Spiritual successor to many old school hard-core RPG/Dungeon masterpieces, that combines tactical combat system, exploration in the first person view and intriguing travelling system between main map locations.

Dungeons of Aledorn (DoA) is an RPG game that brings back several time-tested principles in a mixture of fantasy RPG/Dungeon. It´s primarily made for (and from) hard-core gamers and those who prefer games with high challenge level.

Exploring mode
As we’ve already mentioned, our game has three basic features. Firstly, in the exploration GUI, you´ll get the chance to experience the world of DoA from the first person view in the same way as it was common for many classical dungeon crawlers. This GUI will serve for most of non-combat actions such as exploration, opening of treasure chests, searching for secrets, interaction with NPCs, collecting of herbs etc.

Travelling mode
The second GUI will “accompany” you during numerous travels between game’s locations. We´ve decided to avoid the profaned vast generic “open-world filler” creation so that we could invest more time and resources into improvements of the main game locations. This way, we´ll be able to make each of them more unique and unforgettable such as the locations from Baldur’s Gate or Fallout series used to be. Apart from these fixed locations await you countless random encounters and secret areas which add to the player’s feeling of being a part of a rich and living world.

Camping mode
An interesting part of travelling is the management of camping. When your characters need to stop for a while in the open, they may be assigned various actions via the camping management GUI. The results of these actions will strongly affect party members’ statistics, possesions and overall group´s performance.

Combat Mode
The third (and for us also the most challenging and important) feature of DoA is its combat system. Combat GUI combines the isometric view and bird´s eye perspective to offer the maximal battlefield overview. The combat system of DoA also strives to get as close to the reality as it´s only possible. We want to avoid unnecessary frustration caused by restrictions of our combat system. We are especially proud of our battlegrounds. There are almost no predetermined battlegrounds for the duels that await our players. Combat GUI will place all party members and enemies at the same spot they were standing at just before the combat commenced. That means, clever maneuvering and decisions in the exploration GUI may put you into advantageous position at the beginning of combat and everything you see during exploration will be present and potentially usable during the fighting.


Party creation
Apart from that, you may expect all the fun stuff of a classic RPG such as: party creation (with unique races and class selection), complex system of attributes, perks and skills, NPC with branched dialoque options, magic, alchemy, complex quests with multiple solutions and outcomes, detailed inventory management and difficulty settings, that apart from challenge level directly enable/disable many hardcore gameplay features.

DoA will be a combination of puzzles, branched dialogue options, tactical turn-based combat, quest-solving and last but not least intriguing and complex RPG-system. We were inspired by several masterpieces of the RPG/dungeon and strategy genre. Namely: Betrayal at Krondor, Realms of Arcania: Shadows over Riva, Might & Magic, King’s Bounty and Fallout series.


Key features
– A combination of the time-tested principles of former masterpieces with the advantages of current technology.
– Classical high-fantasy game setting that places emphasis on realism within its world´s rules.
– Start with a ready-to-go party of heroes, chosen from a combination of nine races and six classes – or create your own!
– Branching skills and further specializations.
– Total immersion into an enormous archipelago realm with various climates and landscapes.
– Original and atmospheric soundtrack designed by our in-house composer.
– No more long winded following of quest markers – get your brain ready for intriguing quests with multiple solutions.
– DRM free.



About Team 21
Team 21 is a newly formed indie studio that strives to return to gamers the quality of classic game masterpieces. The team is working hard in their headquarters – complete with in-house audio and motion capture facilities – to create a challenging, fun and balanced games mainly for the hard-core player.

Release date: Q4 2016
Platform: PC, Mac
Player(s): single-player
Engine: Unity 3D
Game Designer: Ladislav “Nefarit“ Štojdl
Lead Programer: Martin “Arbiter“ Mikš
Lead Graphic Designer: Daniel Nezmar
Composer: Marek Kačaljak
Developer, Producer: TEAM 21 s.r.o., SPAFi o.s.


This time we’ll look at how you can create microscopic shaders. We’ll quickly check out the VRay Fresnel material, and then move on to the Sampler Info Node, which is the one we’ll be using.
After rendering we’re going to take our image through Photoshop, and we’ll explore a few different techniques to spice up our image.
What you can do with this node isn’t limited to this though, experiment, and try to create your own shaders using it.
Here you can get the project file that’s being used in the tutorial, this includes shaders and models.
Follow the link below for more tutorials


Are you interested in particles of all kinds? Do you face particle challenges? Join us for an in-depth look at particles and how particle challenges are solved using Autodesk® Maya®, Autodesk® 3ds Max®, and Autodesk® Softimage® software.





adsk siggraph

New this year at SIGGRAPH! Autodesk is hosting an exciting free lineup of speaker sessions, where:

  • Experts will share their vision about the future of making 3D content.
  • Technical evangelists will demonstrate the powerful new tools in 3ds Max 2015 and Maya 2015.
  • Digital Domain 3.0 and Method Studios will present: The Making of ‘X-Men: Days of Future Past’ and ‘Transformers: The Age of Extinction’ Releases

more info here:


Check out some very cool videos of sand, snow and other granular
materials being simulated in work-in-progress technology Sandy:

RF2013 Sandy Beta C Granular T34 maxwell from Yannik F on Vimeo.


Tutorial about how to set up the Ocean Shader in Maya 2015.