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 ^^

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.


Comienzos 2017

Hola a tod@s:

Hace tiempo que no escribo, y es que en verdad he estado bastante liado, con mudanzas, con grabaciones, e intentando disfrutar la vida. Hace varios meses ya entré a formar parte del departamento de Tools en Ilion Animation Studios. Los cambios, la mudanza a Madrid, todo ha sido bastante caótico inicialmente y ha llevado bastante tiempo.

Asimismo, he estado grabando lo que son ya 2 cursos online para la nueva plataforma de Computer Graphics PlanetaCG. Estos dos cursos hablan de programación en Maya usando Python. A día de hoy, solamente el primero de ellos, Introducción a Python en Maya está disponible (El segundo de la serie está editándose en estos momentos). Siguiendo los 2 cursos, en mi opinión, se comienza en un nivel de conocimiento 0, para llegar a un nivel de conocimiento medianamente avanzado en lo que puede ser la programación en Maya usando Python.

Me despido citando a Kintaro Oe:

“Aprendo Aprendo Aprendo”

Marian BlendShapes

Hi All:

This afternoon i would like to show you a facial rig i finished last week. About the rig, all the deformations has been done using blendShapes, an skinCluster with two joints to control the head and the jaw, and finally some deformers were used to get the squash stretch deformation. All the work has been done using Maya 2016.


I hope you like it!! ^^

3D Studio Max Skinning Tool inside Maya

When i started rigging in Maya, i found the way of weighting, using mainly painting tools, a little weird in some cases. It was quite annoying to weight some vertices in fast and accurate way. So i decided to develop a tool that emulates the weigting tool that is available in 3D Studio Max.

Using this tool, it is quite easy to set, scale, add or substract a small amount of influences from a pool of vertices with just a couple of mouse clicks. I found it astonishingly fast weighting fingers, lips, eyelids, and generally, places where i want the weight to be decreasing following loops or rings.


It has been developed using Python and PySide with custom Widgets ( for every row in the list of joint influences ). I have also added the possibility of Live Update the scene while user modifies influences using sliders shown in the picture, thought this option might become slow depending on the number of vertices being modified.

Anyone interested in using it, just give me a little whistle!!



Marian Maya Rig

Morning all:

It has been quite a long time since i don’t post anything. That’s because during the last two months i have been going deeply into Rigging using Maya. In the way, i have also learnt Maya Python scripting and Pyside.


The previous image shows the first character i have developed in Maya. It’s name is Marian and has quite useful features as Stretchy Limbs, Non-Roll Twisting, Space Changes and a couple of interesting technics i have learnt here and there. Currently i am developing a Dynamic Space Change tool that for sure will be integrated into the Picker.

A demo video showing its main features will be soon available!!




After a titanic fight againts dark forces, RapidSelection is finally published and available in the Asset Store ( hahahaha ). Simple yet usefull.

Link to Asset Store



RapidSelection is a Unity Editor extension that allow users to manage selections in an intuitive way. By using the same editor styles built-in windows use, and tracking keyboard and mouse events, make Rapid Selection‘s workflow easy and straight.

At the end, the development process has been quite long. The first and second prototype was working exactly as this one, but i realized that the workflow was not intuitive. The user had to make a couple of mouse clicks just to have a selection saved. Moreover, the UI was not look like Unity UI. So finally i decided to go a little deeper and understand how IMGUI works, and try to imitate Unity UI.

I am very grateful to David Sevilla for the amazing work he did with the design of all the necessary images for the Store.