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All Episodes

The Flame Learning Channel — 447 episodes · page 3 of 5

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Title
201

Customizing Gmask Display Preferences - Flame 2018.1 Update

202

Batch Paint - Consolidate Update - Flame 2018.1 Update

203

Customizing Keyboard Shortcuts - Flame 2018.1 Update

204

Burn-in Marker Info - Flame 2018.1 Update

205

Keeping Informed with Markers - Flame 2018.1 Update

206

Isolation with Object IDs - Flame 2018

207

Action - Tri-Planar Mapping - Flame 2018

208

Batch Paint - Part 4 - Animating Strokes Over Time - Flame 2018

209

Conforming Sequences - Part 2 - Advanced Conform - Flame 2018

210

Conforming Sequences - Part 1 - Basic Conform - Flame 2018

211

Licensing the Flame Family - Linux Network License

212

Licensing the Flame Family - macOS Network License

213

Licensing the Flame Family - macOS Serial License

214

Licensing the Flame Family - macOS Single User License

215

Batch Paint - Part 3 - Editing and Animating Paint Strokes - Flame 2018

216

Batch Paint - Part 2 - Editing a Paint Stroke Duration - Flame 2018

217

Batch Paint - Part 1 - 32-bit support, paint tools and updates - Flame 2018

218

Desktop Paint Updates - 16-bit and Viewport Updates - Flame 2018

219

Updating a Segment Connection - Flame 2018

220

Customizing with Segment Renaming - Flame 2018

221

Reconnecting Media with Path Translation - Flame 2018

222

Using the Colour Sampler - Flame 2018

223

Scene Detection - Flame 2018

224

Review and Approval Workflow with Flame 2018 and Shotgun

225

32-bit Float Support - Part 2 - Action - Flame 2018

226

32-bit Float Support - Part 1 - Media Management & Batch - Flame 2018

227

Maya for Flame Artists - Part 4 - Exporting the FBX - 2017x1

228

Maya for Flame Artists - Part 3 - Optimizing the 3D Scene - 2017x1

229

Maya for Flame Artists - Part 2 - Maya Basics - 2017x1

230

Maya for Flame Artists - Part 1 - Introduction - 2017x1

231

Working with CGI Multi-Channel Media - 2017x1

232

Connected Conform Workflow - Syncing with Source Segment Connection - 2017x1

233

Action PBR - Procedural Textures with Substance PBR - Part 5 - Flame 2017x1

234

Action PBR - Using Baked Indirect Lighting with PBS Maps - Part 4 - Flame 2017x1

235

Action Physical Based Rendering - PBS Map Examples - Part 3 - Flame 2017x1

236

Action Physical Based Rendering - The Shader Node & PBS Maps - Part 2 - Flame 2017x1

237

CM - Part 9 - Custom Views, Displays and Input Transforms - Flame 2017x1

238

CM - Part 8 - Legacy Colour Management - Flame 2017x1

239

CM - Part 7 - Colour Managed Exporting - Flame 2017x1

240

CM - Part 6 - ACES 1.0 Colour Management - Flame 2017x1

241

CM - Part 5 - The Simple Linear Workflow - Flame 2017x1

242

CM - Part 4 - The Viewing Rules - Flame 2017x1

243

CM - Part 3 - Viewports and Tagged Media - Flame 2017x1

244

CM - Part 2 - Colour Managing Imported Media - Flame 2017x1

245

CM - Part 1 - Introducing Flame Colour Management - Flame 2017x1

246

Tangent Panels Enhancements - Flame 2017x1

247

Action Physical Based Rendering - Using PBR Shading - Part 1 - Flame 2017x1

248

Action - Importing 3D Geometry - Part 2 - Flame 2017x1

249

Action - Importing 3D Geometry - Part 1 - Flame 2017x1

250

Action - Schematic Grouping - Flame 2017x1

251

Action - Axis Objects and Manipulators - Flame 2017x1

252

Action - Object Selection and Display - Flame 2017x1

253

Action - 3D Scene Navigation - Flame 2017x1

254

Action - Schematic Improvements - Flame 2017x1

255

Batch - The Import Node - Flame 2017x1

256

Batch - The Elbow Node - Flame 2017x1

257

Batch - The Compass Node - Flame 2017x1

258

Batch - Schematic Clean Up - Flame 2017x1

259

Batch - Keyframe Indicators - Flame 2017x1

260

Batch - Offsetting the Start Frame - Flame 2017x1

261

Batch - General Enhancements - Flame 2017x1

262

The Viewports - Home and Fit - Flame 2017x1

263

The RAM Player - Flame 2017x1

264

Resizing the List View Thumbnails - Flame 2017x1

265

Particles 101 - Part 6 - The Gravity Manipulator

266

Action - Mixing Lens Flares with CameraFX - Flame 2017

267

TimelineFX Player Icons - Flame 2017

268

Connected Conform Workflow - Track Filtering - Flame 2017

269

Particles 101 - Part 5 - Bouncing and Deflecting Particles

270

Particles 101 - Part 4 - 3D Generating Textured Particles with Quads & Squares

271

Timeline Smart Replace - Flame 2017

272

Versioning with Segment Connect - Flame 2017

273

Matchbox Texture Grids - HUD Graphics with a Custom Grid

274

Matchbox Texture Grids - Customizing Basics

275

Action - Cycle Wireframe Icons - Flame 2017

276

Action - Customizing Lens Flares - Flame 2017

277

Action - Working with Lens Flare Presets - Flame 2017

278

Connected Colour Workflow - Part 4 - Flame 2017

279

Connected Colour Workflow - Part 3 - Flame 2017

280

Connected Colour Workflow - Part 2 - Flame 2017

281

Connected Colour Workflow - Part 1 - Flame 2017

282

Action - Shadow Casting Updates - Flame 2017

283

Action - CameraFX - Part 2 - Flame 2017

284

Action - CameraFX - Part 1 - Flame 2017

285

Action - Updated Outputs - Flame 2017

286

Action - The Live Preview Viewer - Flame 2017

287

Burn-In Metadata - Flame 2017

288

The New Colour Picker - Flame 2017

289

Batch Group Improvements - Flame 2017

290

Batch Workflow Updates - Flame 2017

291

Loading into Reels - Flame 2017

292

Media Panel Enhancements - Part 3 - Flame 2017

293

Media Panel Enhancements - Part 2 - Flame 2017

294

Media Panel Enhancements - Part 1 - Flame 2017

295

MediaHub Updates - Flame 2017

296

Particles 101 - Part 3 - 3D Geometry & ParticleDraw

297

Particles 101 - Part 2 - Line & Point Particle Types

298

Particles 101 - Part 1- Intro and Emitter Types

299

Tracking using Exclusive Constraints - Part 3 of 3

300

Tracking using Exclusive Constraints - Part 2 of 3