vehiclePhysics is a C++ custom Autodesk Maya MPxNode that simulates longitudinal and lateral forces which are applied to a vehicle when accelerating, braking or taking curves.

The system do not apply spring forces to the car suspension. Instead of that, only weight transmission equations are solved. Thus, the user do not have to setup springs stifness coeficients, only maximum rotation angles are defined. Although simple and not exactly physically correct, i found out that it is really useful and simple to setup.

Hope you like it!!

Blender MPX

Hi all

During the last months, i have been developing an integration of Oculus Rift with Blender, which has been named MPX project, from Mouse, Pen and XR. Together with Daniel Martinez Lara, we are trying to test VR capabilities inside Blender, from an artistic poing of view. Watch the video for more info 😉

Hope you like it ^^

Course: Blender Particles

Hola a todos:

Después de varias semanas trabajando en ello, anuncio por fin mi próximo curso “Blender Particles”, que se encontrará muy pronto disponible. Para la realización del mismo es recomendable un manejo básico de Blender, aunque creo es posible la adquisición de dichos conocimientos sobre la marcha.

Comenzando desde 0, adentrándonos en el precioso mundo de las Partículas en Blender, y a lo largo de aproximádamente 6 horas se explican casi la totalidad de los contenidos referentes a Partículas, profundizando en el comportamiento de cada opción.

Se muestra a continuación el syllabus del curso:


  1. Configuración de Blender
  2. Hola Partículas!
  3. Parámetros de Emisión
  4. Más parámetros de Emisión
  5. Caché
  6. Parámetros de Velocidad
  7. Parámetros de Rotación
  8. ¡Crece Partícula!
  9. ¡Desaparece Partícula!
  10. Física Newtoniana
  11. Más física
  12. Tarea: Fuegos artificiales
  13. Colisiones
  14. Más colisiones
  15. Parámetros de Render
  16. Parámetros de Display
  17. Tarea: Canicas
  18. Forcefields
  19. Más forcefields
  20. Aún más forcefields
  21. Forcefields: Force
  22. Forcefields: Wind, Drag y Vortex
  23. Forcefields: Turbulence
  24. Field Weights
  25. Forcefields Settings
  26. Hola Partículas Hair
  27. Hair: Parámetros de crecimiento
  28. Hair: Shading
  29. Hair: Parámetros de Render
  30. Hair: Introducción a Partículas Children
  31. Hair: Partículas Children
  32. Hair: Vertex Groups
  33. Modificaciones en nuestro Cesped
  34. Hair: Uso de Texturas
  35. Más modificaciones en nuestro Cesped
  36. Render final de nuestro Cesped
  37. Conclusión

Un saludo ^^

Image Warping

Morning all:

During the last week i was reading a while about Image Warping. Here is a pdf file from the MIT. The basic idea is to have a function that applied to the pixels of an Image, distort them. This technique could be used for several things. For instance, apply a distortion to an Image which is going to be projected and blending with another ones.

I have develop a little prototype using WebGL, specifically the framework Babylonjs. Also, at the end i have used Catmull Rom curves trying to avoid the non-local distortions that would arise when using other kind of curves.

Hope you like it ^^

Flight of Dragons

Hi all:
I am writing this just to tell you all that i´m still alive, hahaha .



This song is a cover i made of one of the tracks of the wonderful original soundtrack of  also wonderful the movie The Flight of Dragons, which i watched when i was young. It made me desire to be wise, and also made me believe in magic, so i thought it´s a good idea to share it with all of you.



Hi all:

Last weekend while navigating through a couple of prop rigs i did some time ago, i realized that wherever i need to make an object auto-rotate properly, i use expressions all the time in order do the math stuff. For instance, storing previous world space positions and previous rotations. So finally i decided to spend my saturday morning developing a custom node to do the job.

Here is the result:

autoRotate is a C++ custom Autodesk Maya MPxNode that calculates the rotation in degrees based on world space delta movement, radius, global scale and movement axis.
Although simple i found out that it is really useful in several situations as the ones shown in the examples. Moreover, it simplifies the setup and avoid the use of expressions.

Hope you like it!!


collisionDeformer is a Maya custom deformer that allows you to deform a geometry based on collisions with other geometries. The collision computation is done in several steps:

Firstly the vertex that are supposed to collide are repositioned. Secondly, based on maximum reposition distances and several input parameters vertices around collision are also repositioned trying to maintain the total volume of the mesh.

Although under development yet, results and degree of control are quite good.

Hope you like it!


During this weekend i had some time to finish the customLocator node in Autodesk Maya. This node allows the user to draw some predefined shapes in OpenGL: Circle, Cube, Disc, Locator, Arrow and Cone.

The node contains some useful parameters that change the way OpenGL will draw the shapes. For instance, Colors, XRay, Fade based on Distance.

See you soon ^^