Getting up to speed on Javascript

While most programming languages I've used are similar, MEL, Python, C, Javascript(back in the day for web) Using Javascript for Unity is pretty straight forward once you get the syntax.
For the most part I feel like I "got it" but reading over this in my spare time did solidify my foundation.
and then this
I think going from MEL to Unity's Javascript with this thread is a leap forward, other than the more codey stuff later, it's a lot of the must know.
Javascript is a huge part of Unity, controls juuust about everything (or C#). So if you were a maya emitter/field tweak fx'er who didn't write a lot of functions to get your job done faster then this might not be a smooth transition.

Currenly I'm working my way through this long tutorial, taking my time to understand what we're doing.
My only critique, if you can call it that, is there's a LOT skipped over in the name making it a doable tutorial (already 122 pages) They can't have you make EVERYTHING otherwise it'd take forever so they skip over a lot. That's cool, just leave big gaps to fill in later.

RigidBodies Unity compared to Maya

Playing with the RBD's in Unity, noticed a few attributes that don't exist that maya has and I use.

No Bounce, or Impulse (translates and spin).

Bounce seems to be the tricky one. Tricky b/c even in maya how it loses energy is not as straight forward as a divide, otherwise it vibrates forever. And in Unity it will be adding up force, vs losing the 100% opposite directional force.

If its not built in, I can script something, but I'm surprised to see that missing. I think I'll start making a .js toolset for RBD's to add these as needed.

Side note: I need a laptop at work to play with as Linux and work computer are both reasons I do not to have it here.

Alec Holowka, from Infinite ammo

Yes another post first day blog is live, WTH? No I won't normally be doing that but at my day job I'm pushing particle counts on a sim with self collision, which gives me lots of time to sit and wait. So... here we are.
When learning FX, inorder to be good at it, you really need to be generally good at just about every other aspect of CG, or gaming in this case. Hence, my plan is to learn to be a master of Unity. It has to be if I want to be good at FX(and make games). So part of that is getting back into javascript, as I touched it basically in collage for internet purposes but now that seems to be the choice for what I want to do in game.
I really am enjoying these video tutorials by who's taken the time to break down a lot of stuff, mostly on the developer side (vs artistic/3d side) but really getting me up to speed in a jiffy coming from film fx. Anyway Alec Holowka seems to be an awesome guy, so check him out (if you haven't like for-evar-ago!)

ethical games rigidBody tut

This is a nice simple intro to rbd's in unity.  (video 6 & 7)

Nice to see how he scripted in the functionality, different than maya but not foreign.

First Post! Woot!

Hello world! I've decided to take my Maya FX skillz and see what I can do with them in Unity 3D for games.
My other site has my maya fx stuff. I'm working on learning unity at the moment, but feel like I'm picking it up quickly since I've learned a number of 3d apps before and its well laid out. I'd like to post what I learn and things I figure out.

Awesome XSI - ICE Dynamics

EDIT: After digesting the contents of the videos over a few days I want to change this post.  Initially I was, and still am, impressed and blow away by the awesomeness of these dynamics. Definitely some things in here that would be extremely hard to do get maya to do, but at the same time, I've also only once in my career had an need for most of those hard-to-make-in-maya fx.
Unlike Fume FX which is still the leader in my mind for smoke, fire, and explosion fluid solves, thats something I need often.  
I'm excited to see where Lagoa goes, and still very impressed and inspired by the demo. I would love to find out the sim times on it, which could be impressive or sim-ilar to RealFlow which is the standard.

Speaking of Demo reels

I'm always telling jr artist to see as many reels as they can, hell, I think everyone should see a lot of reels to get an idea of what your peers are doing and to motivate you to push yourself in raising the bar. New site out there that has just that all in one place.

If your lucky and they find your reel, sweet. Otherwise, it can't hurt to get your reel up there in front of more eyes. Anyway, check it out.

DD Intern

We just hired an intern on our show and I thought I'd share his demo reel with others to see what kinda of student reel gets you into DD.

With this demo reel he basically flew threw the process. We were like yeah, looks great, hire him. Interviewed him, but mainly to see that he knows what he's talking about/he did the work shown. Anyway, he started yesterday, so if you're looking to get a job in FX, an internship like this at DD will fast track your career vs starting off in roto or the alike and working into FX. Work hard and work smart to show your best skills.