Download native instruments maschine mk3 production and performance system with komplete 12 select7/1/2023 ![]() Ghost patterns are automatically displayed so you see which patterns in each scene are repeating. Improved Arranger View now displays pattern lengths in the Scene Arranger.Numerous bug fixes, as well as performance and stability improvements.ALT+Drag for copy-pasting single elements (patterns, scenes, plug-ins) in the Groups / Sounds lists and the plug-in chain.Sound, group volume & pan knobs are only displayed on hover.Instantiating the first plug-in on an empty sound updates the name of that sound to the plug-in name.Control software views from the navigate page on MASCHINE and MASCHINE STUDIO controllers.Play quantize option –notes played live on the pads are quantized in real time.Shift functions allow fast scroll browsing.A setting that only turns the metronome on when the Record button is enabled.Mix page on MASCHINE and MASCHINE MK2 controllers has been expanded and now provides access to level and pan settings for groups and sounds.Scenes can be selected/triggered via MIDI input when MASCHINE is running standalone.Undocked NI plug-in windows can be pinned to remain active when not in focus.MIDI export available on the Group and Sound levels A batch function to set all sounds in a group to the same MIDI channel.Sounds accessible on pads on sample recording screen.Browse directly from KOMPLETE KONTROL S-Series keyboard using the new Hardware Browse mode.Added a Loop control to the Transport in the software to enable and disable Loop playback."Slice" Button renamed to "Split" and turns into "Slice" when a slice is played back.Added a field in preferences for custom names for export.In the Slicer, "Manual" mode is now the default."Pattern Grid" renamed to “Arrange Grid” and moved below the Group List in the software.Directly access audio and MIDI settings from the regular preferences dialog.Remove all slices at once directly from the MASCHINE hardware to start again from scratch. ![]() Browse by product group (category /vendor) via MASCHINE STUDIO.Eraser Tool now deletes a divider between slices instead of merging two slices.Automatically export the entire song range without setting a loop range first.Scene Export: Split by Scenes lets you export individual scenes for use as audio loops.
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![]() As a rigger, you need to be able to cut the expressions into smaller pieces and create a rig that is intuitive for the animator to use, without making it unnecessarily complex. So to understand how to animate certain expressions, you need to study them and understand them. For a smile, for example, it is not enough to have just the mouth move. The face moves a lot when doing any kind of expression. I usually start texturing faces in ZBrush while sculpting, and then move to Photoshop and Substance Painter. Adding color variations in the texture is something that makes faces seem more interesting in my opinion: even adding wilder colors like green and purple works very nicely and makes the skin feel more alive. I kept textures quite nonexistent or simple since the main goal was the rigging. Jose’s course for facial rigging at CGMA seemed like a great opportunity to get back into the game since for me faces seemed the most complex area to tackle, and character expressions are very important in all kinds of situations. ![]() It had been quite many years since I had done rigging in Maya, so I needed a refresher! I did 3D as a hobby and after high school, I got into another school where I did my assignments well enough for a teacher to recommend me to the biggest 3D studio in Finland at the time.īecause my job got more focused on character work at Piñata, and we wanted to move our character pipeline to Maya from 3ds Max, it felt like a good idea to enroll in a course on rigging in Maya. I got interested in 3D all the way back in 1995 when I saw the first Toy Story movie. At the moment, we handle a lot of video game marketing materials. Nowadays, I do mostly 3D character modeling and TD work. For a long time, I worked as a 3D generalist, also doing some compositing and TD work, before coming to work for Piñata in Helsinki. I've worked on three 3D feature animations that were among the first animated films made in Finland, and hundreds of TV commercials and visualizations. I've worked in the Finnish 3D animation industry in various roles for around 14 years. Hello, I am Sakari Hakkarainen, a 3D artist from Finland. |