All Episodes
The Flame Learning Channel — 447 episodes · page 3 of 5
Customizing Gmask Display Preferences - Flame 2018.1 Update
Batch Paint - Consolidate Update - Flame 2018.1 Update
Customizing Keyboard Shortcuts - Flame 2018.1 Update
Burn-in Marker Info - Flame 2018.1 Update
Keeping Informed with Markers - Flame 2018.1 Update
Isolation with Object IDs - Flame 2018
Action - Tri-Planar Mapping - Flame 2018
Batch Paint - Part 4 - Animating Strokes Over Time - Flame 2018
Conforming Sequences - Part 2 - Advanced Conform - Flame 2018
Conforming Sequences - Part 1 - Basic Conform - Flame 2018
Licensing the Flame Family - Linux Network License
Licensing the Flame Family - macOS Network License
Licensing the Flame Family - macOS Serial License
Licensing the Flame Family - macOS Single User License
Batch Paint - Part 3 - Editing and Animating Paint Strokes - Flame 2018
Batch Paint - Part 2 - Editing a Paint Stroke Duration - Flame 2018
Batch Paint - Part 1 - 32-bit support, paint tools and updates - Flame 2018
Desktop Paint Updates - 16-bit and Viewport Updates - Flame 2018
Updating a Segment Connection - Flame 2018
Customizing with Segment Renaming - Flame 2018
Reconnecting Media with Path Translation - Flame 2018
Using the Colour Sampler - Flame 2018
Scene Detection - Flame 2018
Review and Approval Workflow with Flame 2018 and Shotgun
32-bit Float Support - Part 2 - Action - Flame 2018
32-bit Float Support - Part 1 - Media Management & Batch - Flame 2018
Maya for Flame Artists - Part 4 - Exporting the FBX - 2017x1
Maya for Flame Artists - Part 3 - Optimizing the 3D Scene - 2017x1
Maya for Flame Artists - Part 2 - Maya Basics - 2017x1
Maya for Flame Artists - Part 1 - Introduction - 2017x1
Working with CGI Multi-Channel Media - 2017x1
Connected Conform Workflow - Syncing with Source Segment Connection - 2017x1
Action PBR - Procedural Textures with Substance PBR - Part 5 - Flame 2017x1
Action PBR - Using Baked Indirect Lighting with PBS Maps - Part 4 - Flame 2017x1
Action Physical Based Rendering - PBS Map Examples - Part 3 - Flame 2017x1
Action Physical Based Rendering - The Shader Node & PBS Maps - Part 2 - Flame 2017x1
CM - Part 9 - Custom Views, Displays and Input Transforms - Flame 2017x1
CM - Part 8 - Legacy Colour Management - Flame 2017x1
CM - Part 7 - Colour Managed Exporting - Flame 2017x1
CM - Part 6 - ACES 1.0 Colour Management - Flame 2017x1
CM - Part 5 - The Simple Linear Workflow - Flame 2017x1
CM - Part 4 - The Viewing Rules - Flame 2017x1
CM - Part 3 - Viewports and Tagged Media - Flame 2017x1
CM - Part 2 - Colour Managing Imported Media - Flame 2017x1
CM - Part 1 - Introducing Flame Colour Management - Flame 2017x1
Tangent Panels Enhancements - Flame 2017x1
Action Physical Based Rendering - Using PBR Shading - Part 1 - Flame 2017x1
Action - Importing 3D Geometry - Part 2 - Flame 2017x1
Action - Importing 3D Geometry - Part 1 - Flame 2017x1
Action - Schematic Grouping - Flame 2017x1
Action - Axis Objects and Manipulators - Flame 2017x1
Action - Object Selection and Display - Flame 2017x1
Action - 3D Scene Navigation - Flame 2017x1
Action - Schematic Improvements - Flame 2017x1
Batch - The Import Node - Flame 2017x1
Batch - The Elbow Node - Flame 2017x1
Batch - The Compass Node - Flame 2017x1
Batch - Schematic Clean Up - Flame 2017x1
Batch - Keyframe Indicators - Flame 2017x1
Batch - Offsetting the Start Frame - Flame 2017x1
Batch - General Enhancements - Flame 2017x1
The Viewports - Home and Fit - Flame 2017x1
The RAM Player - Flame 2017x1
Resizing the List View Thumbnails - Flame 2017x1
Particles 101 - Part 6 - The Gravity Manipulator
Action - Mixing Lens Flares with CameraFX - Flame 2017
TimelineFX Player Icons - Flame 2017
Connected Conform Workflow - Track Filtering - Flame 2017
Particles 101 - Part 5 - Bouncing and Deflecting Particles
Particles 101 - Part 4 - 3D Generating Textured Particles with Quads & Squares
Timeline Smart Replace - Flame 2017
Versioning with Segment Connect - Flame 2017
Matchbox Texture Grids - HUD Graphics with a Custom Grid
Matchbox Texture Grids - Customizing Basics
Action - Cycle Wireframe Icons - Flame 2017
Action - Customizing Lens Flares - Flame 2017
Action - Working with Lens Flare Presets - Flame 2017
Connected Colour Workflow - Part 4 - Flame 2017
Connected Colour Workflow - Part 3 - Flame 2017
Connected Colour Workflow - Part 2 - Flame 2017
Connected Colour Workflow - Part 1 - Flame 2017
Action - Shadow Casting Updates - Flame 2017
Action - CameraFX - Part 2 - Flame 2017
Action - CameraFX - Part 1 - Flame 2017
Action - Updated Outputs - Flame 2017
Action - The Live Preview Viewer - Flame 2017
Burn-In Metadata - Flame 2017
The New Colour Picker - Flame 2017
Batch Group Improvements - Flame 2017
Batch Workflow Updates - Flame 2017
Loading into Reels - Flame 2017
Media Panel Enhancements - Part 3 - Flame 2017
Media Panel Enhancements - Part 2 - Flame 2017
Media Panel Enhancements - Part 1 - Flame 2017
MediaHub Updates - Flame 2017
Particles 101 - Part 3 - 3D Geometry & ParticleDraw
Particles 101 - Part 2 - Line & Point Particle Types
Particles 101 - Part 1- Intro and Emitter Types
Tracking using Exclusive Constraints - Part 3 of 3
Tracking using Exclusive Constraints - Part 2 of 3