We are a software technology company in the entertainment industry focused on providing the best-animated character tools for creators.

Joined June 2023
Always with the letting cats out of bags @rhurrey 🤣
If you know... you KNOW what this means ;) We are at @siggraph this year, @OzoneStoryTech has a booth, and we are doing deep dive private demos of Ozone Studio (2.0)... you want to see more, check us out! @chasescooper @riggingdojo @gulch_gear @TradeWinsEquity @pixelfondue
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Free Subdivs?!? Yes… go see @gulch_gear and @rhurrey talk in person at @UnrealEngine Fest talk and get a free 1yr license of Ozone Subdiv Indie… don’t miss it!
Come see @gulch_gear and my talk at @UnrealEngine Fest tomorrow at 2pm, room e353 @OzoneStoryTech Subdivs Indie went live today! Students and independent artists can now get access to real-time Subdivs. portal.ozone3d.com/checkout/… Psst… 1yr free Subdiv Indie for anyone attending our talk in person :)
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That dude always trying to let cats out of bags… if “you like free stuff” indeed 😆
On my way to Chicago for Unreal Fest, looking forward to catching up with all my peeps. Big news tomorrow for Indie artists looking to bring real-time Subdivision Surfaces into their @UnrealEngine workflows, so stay tuned! @gulch_gear @riggingdojo (Brad Clark) and I are giving an @OzoneStoryTech Subdivs talk 2pm on Thursday you won’t want to miss. (Not if you like free stuff ;)
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We’re launching Ozone Subdivs Indie at @UnrealEngine Fest Next week!!! A more accessible way for individual creators, students, freelancers to start using Ozone Subdivs inside Unreal Engine. 🥳 Stay tuned for more!
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Ozone Story Tech retweeted
Make sure to find our co-founder Brad and @OzoneStoryTech team at Unreal Fest Chicago next week and the week after at Annecy at the Epic workshop on the 23rd @ 1pm ! unrealengine.com/events/join… #rigtip #animtip #Unreal #ArtOfMovingpPoints
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Select a Skeletal mesh, Right Click Cook... enjoy the smoothy goodness right in @EpicGames Unreal Game Engine!
It's @OzoneStoryTech Subdivs Monday! Check out this fun little doodle of "Porkchop" (a @HensonCreature Digital puppet character) riding on the back of our very own CubeDudapus. Subdivs in @EpicGames Unreal Game Engine... Millions of polygons, all in real-time in... Download a free trial today! ozone3d.com/products/subdivs…
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Rigging directly in @EpicGames Unreal and then applying @OzoneStoryTech Subdivs for smoothy goodness. Available for Animation and Game Studios now!
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Always letting the cat out of the bag aren't you @rhurrey 🤣
Pssst... guess what launched and available for purchase TODAY?!? @OzoneStoryTech Subdivs for Studios... awwww yeah!! More info to come soon... but no more overly heavy meshes for animated characters in @EpicGames @UnrealEngine ozone3d.com/products/subdivs… @chasescooper @FredNilsson @ThatNgonGuy @FabricPaul @duckmaestro @henningsanden @FlippedNormals
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2 in one day!!! Yup :)
Replying to @OzoneStoryTech
@OzoneStoryTech is hiring, yet again... 2 roles this time. Second is an engineer that knows QT, Application buidling and doesn't mind working with the Merry Band of Rigging Pirates building next generation rigging tools that work with @autodesk Maya, @EpicGames @UnrealEngine and @sidefx Houdini (to start ;) These tools will give character artists a best in class expirence no matter what application animators want to animate in :) ozone3d.com/careers/senior-s…
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We really are!! Come join the Merry Band of Rigging Pirates!!
Replying to @OzoneStoryTech
@OzoneStoryTech is hiring, yet again... 2 roles this time. First is to build world class deformers (and other rigging nodes and capabilities) for Ozone Studio. A Pirate Wizard, that works well with our other Pirate Wizards, and has the kind of math skills and rigging understanding to really help our character tools shine... all at 60+ fps. Really, we are doing some crazy stuff that will change how character artists think about moving and deforming things... not just a pile of boring old joints and blendshapes here ;) ozone3d.com/careers/senior-s…
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Check us out at @Official_GDC as we show off our real-time Subdiv tech for @EpicGames @UnrealEngine and how much we love using our @xencelab 16” tablet display as a second monitor here on the show floor :)
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Ozone Story Tech retweeted
#GDC with the @OzoneStoryTech team. Come say hi to Brad and @rhurrey and learn more about rigging and working with realtime subdiv surfaces in Unreal.
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Check out @rhurrey and Brad Clark at @Official_GDC next week… they will be showing our Subdiv tech and more ;)
Let's see if we get a copyright issue, but streching my super lame animation legs to show off @OzoneStoryTech Subdivs here. 10 Characters, millions of polygins, all running in realtime in @UnrealEngine 5.7 and barely showing up in the profilier.
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What @rhurrey said 🤣
Software Development is hard, specifically making a user experience that is clean, intuitive and works as expected every time. Its a fight worth fighting, but man... it can be tedious. It's the difference between software feeling like a professional tool vs. a TD Script.
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He's giving away all our stuff! Well I guess since @rhurrey is our Head of Product we will let it slide... this time! 🤣
Ozone Assets are built from several core building blocks. "Elements" which are the base nodes, "Components" which wrap them up into useful ideas, then into "Modules" to achieve specific artistic results (a nose, or mouth or arm), Finally everything gets assembled @Avengers style into a "Rig" like a Biped or Quadruped. Ozone Studio will ship with a complete set of these Elements, Components, Modules and Rigs... allowing you to spend more time making characters, and less time building Rigs. A few Component mockups :)
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We are hiring... Again! We are looking for a Senior Engineer to help the Merry Band of Rigging Pirates integrate Ozone into Maya, develop core functionality and help pull all the parts together as we head toward general release this year. ozone3d.com/careers/lead-sof…
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I mean I GUESS the @TopGunMovie meme was better... but not really for us rigging nerds ;)
With @OzoneStoryTech Subdivs and the LOD system built into @UnrealEngine you gain the ability to not only subtract geometry as you move away from the camera, but now ADD detail as you mover closer. We are calling this "LOD Forward" but what it really means is rigging artists manage a much simpler mesh, which is far easier to rig and maintain while at the same time getting resolution independent results at render time.
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Here is an early test in action... LODs switching, and as it hits LOD 0, our Subdivs turn on. We'll post sexier stuff in the next few days :)
Replying to @UnrealEngine
@UnrealEngine LOD system, takes geometry away from your asset to increase framerate. @OzoneStoryTech Subdivs allow you to increase levels of detail as the camera gets CLOSER... with little to no impact on framerate. #ResolutionIndependence #WinWin
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