Wednesday, December 16, 2009

Apply Mask on Video in Premier Pro

sourcefile from: http://www.dvinfo.net/forum/attend-world-premiere/75619-make-title-mask-premiere-pro.html

1. Place the video on Video 1
2.Place the Title on Video 2
3. Go to the Effects Window and find the Track Matte Key. (Video Effects > Keying)
4. Apply the Track Matte Key to the video on Video 1
5. Go to your Effect Controls Window
6. Change the Matte from None to Video 2 for the Track Matte Key
7. Turn off the visibility for Video 2

Now the video should be visible throught the text only and the area around the text should be pure black. :)

Thursday, November 12, 2009

Best Websites for Flash tutorials

http://www.republicofcode.com/tutorials/flash/slidingmenu/

http://the-dude.co.uk/tutorials/flash-as2-tutorials/start-stop-movieclip-buttons-flash-as2/

Thursday, October 1, 2009

2nd : the function of sub and sup in HTML

html code to bring nd to the power of 2: (sup) (/sup) !brackets must be in "<>"

html code to bring 2 to below eg. H2O: (sub) (/sub) !brackets must be in "<>"



Sunday, September 13, 2009

CSS Advance about #menu







Instead of using Hotspot to select specific areas in an image, CSS can be another choice by using function ID. (e.g #menu). text-indent: -900%;: this helps to hide text that is used to apply a link on the specific area. without this function with approximate value set, text will appear. Below is the example of CSS code:


Before the above CSS is applied, some codes must be added in the HTML page (see below


Take note to apply id='menu' so that CSS is able to function


Tuesday, August 11, 2009

Flash Button Definition

Sourcefile From: http://www.webdevelopersnotes.com/tutorials/adflash/button_tutorial_flash_simple_buttons.php3

Symbol: Button

The button symbol consists of only four frames called Up, Down, Over and Hit.

Over: Determines the button state when the mouse cursor is taken over it.

Down: Determines the button state when the mouse cursor is taken over it and the mouse button
is pressed (but not released).

Up: Determines the state of the button when a mouse button button is pressed and then released
over it.

Hit: Determines the area of the button.


setMask in Flash

Set Mask

bg1.setMask(mask1);

1. bg1: The Instant name for MovieClip to be masked
2. mask1: the name of the mask

*All must be in movieClip



Set Mouse to Mask

startDrag(mask1, true);
Mouse.hide();

mask1: the name of the mask

*must combine with the Set Mask code.

Wednesday, August 5, 2009

Actionscript to load external swf

What we need is simple : a button to launch the load, an empty clip to load the movie in, and a .swf file (called loaded.swf), in the same folder as the present movie.
  • Create a button to load swf file
  • Create an empty movie clip by pressing Ctrl+F8, give movieclip a Name as well as an Instance Name. Now open the library with Ctrl+L and drag and drop the movie clip on a new layer of your scene. (no reference to which part of timeline, just drag it in.)

After the above are done, Select the button and type below code into it's Actions Panel:

on(release){

loadMovieNum ("load.swf", "Stage");

}

load.swf: is the name of the file that you want to load

Stage: is the name of the movieclip with the instant name Stage

Tuesday, August 4, 2009

get into HTML after swf presentation

go to the last frame and insert Actionscript:

stop();
getURL("exhibitionHall.html", "_self");


Put HTML file in the same folder as swf file

Thursday, July 30, 2009

LI in CSS

CSS CODE


.iconlist{list-style: none;margin: 0;padding: 0;}





li.pdf{background-image: url(bullet_pdf.gif);

background-repeat: no-repeat;

background-position: 0 50%;

padding: 3px 0 3px 20px;

margin: .4em 0;}




li.doc{background-image: url(bullet_doc.gif);

background-repeat: no-repeat;

background-position: 0 50%;

padding: 3px 0 3px 20px;

margin: .4em 0;}





li.text{background-image: url(bullet_text.gif);

background-repeat: no-repeat;

background-position: 0 50%;

padding: 3px 0 3px 20px;

margin: .4em 0;}





li.htm{
background-image: url(bullet_htm.gif);
background-repeat: no-repeat;

background-position: 0 50%;

padding: 3px 0 3px 20px;

margin: .4em 0;}





Code in HTML:











Source file From: http://css.maxdesign.com.au/listutorial/10.htm
Change Background images for bullets~
CSS code:
li{
background-image: url(arrow.gif);
background-repeat: no-repeat;
background-position: 100% .4em;
padding-right: .6em;
margin: 1em 0;
}
*Margin can be set on the top, bottom or top and bottom of each list item. This version has a margin of ".1em" on top and bottom of the list items.


Tuesday, July 28, 2009

Tutorials and Texture website for Blender

Export GIF from Flash

Don't export your animation from flash to animated gif. flash doesn't create clean looking gif files, the lines are usually jagged and the colors dithered.My suggestion is to first export your movie as a bitmap sequence, and then import these bitmaps into a program such as JASC Animation Shop or Adobe ImageReady, which will produce a sharp and clean animated gif.

Thursday, July 23, 2009

3D Blender: Material indice

Source file from:
Topic: How to give many different materials to the same mesh (up to 16 different indice)

Select a cube and press TAB to change it to edit mode; activate the Face Select mode(CTRL + TAB). Click on the center of the face that is facing you in order to select it (Right Mouse Button). In the Editing menu (F9 key), press the New button in the Link and Materials tab. Material should increase from 1 Mat: 1 to 2 Mat:2. Using the small arrows pointing toward the left or the right, on each side of this field, you can toggle from a material index to another. Come back to 2 Mat:2. By clicking on the Assign button, you will give at the selected face the material bearing the index 2 Mat: 2, while all the other faces will keep the 2 Mat: 1 index.
In the Shading menu (F5 key), search in the Material tab the button which reads 2 Mat: 1. Change the Col of the Material.

"!important" in CSS

Cascading Style Sheets cascade. This means that the styles are applied in order as they are read by the browser. The first style is applied and then the second and so on. What this means is that if a style appears at the top of a style sheet and then is changed lower down in the document, the second instance of that style will be the one applied, not the first. For example, in the following style sheet, the paragraph text will be black, even though the first style property applied is red:
p { color: #ff0000; }p { color: #000000; }

The !important rule is a way to make your CSS cascade but also have the rules you feel are most crucial always be applied. A rule that has the !important property will always be applied no matter where that rule appears in the CSS document. So if you wanted to make sure that a property always applied, you would add the !important property to the tag. So, to make the paragraph text always red, in the above example, you would write:
p { color: #ff0000 !important; }p { color: #000000; }
User Style Sheets
However, the !important rule was also put in place to help Web page users cope with style sheets that might make pages difficult for them to use or read. Typically, if a user defines a style sheet to view Web pages with, that style sheet will be over-ruled by the Web page author's style sheet. But if the user marks a style as !important, that style will overrule the Web page author's style sheet, even if the author marks their rule as !important.

Sunday, July 12, 2009

What is Chinese Gooseberry and Foie Gras refering to?

Chinese gooseberry refers to Kiwi
Kiwi, Fruit of Actinidia sinensis, originally a native of China and also known as Chinese gooseberry; commercial growing began in New Zealand in 1906. A 60-g portion (one fruit) is a rich source of vitamin C; supplies 25 kcal (105 kJ).

Foie gras refers to Goose liver
Foie gras (French for "fat liver") is a food product made of the liver of a duck or goose that has been specially fattened. This fattening is typically achieved through gavage (force-feeding) corn, according to French law, though outside of France it is also produced using natural feeding. Pâté du foie gras was formerly known as "Strasbourg pie" in English due to that city being a major producer of this food product.

Tuesday, June 23, 2009

Words That Sell: Writing Effective Copy & Marketing Copy That Sells


By: Hamoon Arbabi


We all know the English language contains hundreds of thousands of words. But did you know that only 21 of them can easily sell your clients? Yes! It's true. When you know what these proven words are and how to use them to your company's benefit, you'll save both time and money when selling to prospects. In fact, once you master the use of these 21 words, your business will quickly get the results it deserves. (Hint: this paragraph contains 10 of the 21 words. Did you spot them all?)

What's in a Word?
The exact words you use in your company's marketing materials can make the difference between success and failure. Choose the right words and your prospects will find you and your company irresistible
. Choose the wrong words and you'll spend most of your time convincing prospects to do business with you. Why waste your time selling prospects on your products or services when you can let strategically written marketing pieces do the work for you? When it comes to writing marketing pieces, your word choices do matter. Following are the top 10 of the 21 words that sell. Use them wisely and watch your marketing response rates soar.

The Top 10 Words that Sell
1. You/Your - "You" is the most powerful word in the English language. It's more powerful than the word "money"; it's more powerful than the word "sex." Prospects want to feel as if you're talking to them directly, and the word "you" accomplishes just that. So instead of writing, "Our clients report increased productivity as a result of using the Widget 2100," write, "You will experience increased productivity as a result of using the Widget 2100." Keep every sentence in your prospect's perspective.

2. Money - Ask people what they wish they had more of, and chances are they'll say "money." People love to save money just as much as the love to earn it. So if a benefit of your product or service is that it saves people money or helps them earn more money, state it along with a monetary figure people can grasp. For example: "Using the Widget 2100 saves you money - over $5000 per year!"

3. Health/Healthy - The second thing people wish they had more of is good health. People want products and services that are going to either improve their health or not negatively impact it. For example: "Vitamin X improves your health and well being by..." or "Pesticide Y has no known health implications," or "Product Z is part of a healthy diet."

4. Guarantee/Guaranteed - By nature, most people are not risk takers. They want assurance that they're not wasting their money and that your product or service can live up to its claims. By giving some sort of guarantee, you put prospects at ease and make them trust you. For example: "We're so confident the Widget 2100 will work for you that we offer a full money-back guarantee."

5. Easy/Easily - Between 40+ hour workweeks and increasing demands at home, people want things that are easy. They don_t want products or services that are going to make their life more difficult. So always state how easy your company makes things. For example: "The Widget 2100 makes it easy for you to..." Or, "With the Widget 2100, you can easily remove spots from your carpet once and for all."

6. Free - Everyone loves getting something for nothing. That's why the word "free" continues to be one of the top selling words of all time. Realize that the free offer doesn't have to have a high monetary value, just a high perceived value. Some freebies that work include: "Free consultation," "Free estimate," "Free report," "Free shipping," and "Buy one get one free."

7. Yes - Face it, you love being told "yes," don't you? "Yes" means you have permission, you were right, or you can get what you want. "Yes" is one of the most pleasing words to the human ear. So tell your prospects "yes" often. For example, in your marketing materials, you can ask a series of positive yes/no questions, and then write, "If you answered "yes" to any of these questions, then the Widget 2100 is what you've been searching for."

8. Quick/Quickly - In today's microwave age society, people want things quickly. They don't want to wait weeks or even days for the results you promote. They want to know they'll see a quick return for their investment now. So while the perception of quick results may vary from person to person, as long as you know that your product or service is quicker than something else, state it. For example: "Lose weight quickly," "Make money quickly," and "Quick and tasty meals from your own kitchen."

9. Benefit - Most written marketing pieces do state the benefit of the product or service; however, they neglect to actually use the word "benefit." When people read the word "benefit," they subconsciously perk up. They know they're about to learn something that will impact their life, so they want to know more. For example, "As an added benefit to this product, you get (state the benefit)."

10. Person's Name - People love to hear the sound of their own name and they love to read their name in print. That's why so many souvenir shops sell personalized items-from magnets to coffee mugs. Including the prospect's name in a marketing piece, especially in the middle of the sentence, boosts attention levels. For example, "As you can see, Steve, the Widget 2100 makes perfect sense for your needs."

The Remaining 11
The other eleven words that sell are: 1) Love, 2) Results, 3) Safe/safely, 4) Proven, 5) Fun, 6) New, 7) Save, 8) Now, 9) How-to, 10) Solution, and 11) More. While synonyms to these 21 words are acceptable, synonyms are not as powerful as the actual word itself. So in order to not appear redundant in your marketing piece, use the appropriate word wisely, and don't overdo it.
As your marketing writing prowess increases, consider combining words that sell in the same sentence. For example, maybe your product works "quickly, safely, and easily." Or, perhaps your service makes cooking "easy and fun." Or, are your "proven results guaranteed"? You get the idea. Since short marketing pieces are more powerful than long one, make sure every sentence packs a punch.

When you use these 21 words in every marketing piece, you quickly increase your prospect's interest in what you write, which ultimately leads to more money for you. So master the use of these proven words now. Doing so, dear reader, gives you the easy solution to achieve high marketing response rates you've been waiting for.
Can you do it? Yes! And you're going to love the results. Guaranteed!

Sunday, June 21, 2009

About Britain and England



UK refers to United Kingdom of Great Britain and Northern Ireland or the UK for short

Is Great Britain the same as Britain?
Sometimes people use the shorten name Britain instead of Great Britain, to mean the same thing, but really Britain only refers to England and Wales.

The name Britain goes back to Roman times when they called England and Wales "Britannia" (or "Britannia Major", to distinguished from "Britannia Minor", ie Brittany in France). The Roman province of Britannia only covered the areas of modern England and Wales. The area of modern Scotland was never finally conquered.


What is Great Britain?
Great Britain is the official name given to the two kingdoms of England and Scotland, and the principality of Wales. Great Britain is an island lying off the western coast of Europe, comprising the main territory of the United Kingdom.
  • England - The capital is London.
  • Scotland - The capital is Edinburgh .
  • Wales - The capital is Cardiff

Friday, June 12, 2009

Blender 3D Animation 7

Shift + Spacebar
To enlarge one independent screen

Shaders
Determines how a material reacts with the visible lights. Ref. is a option that sets how much light is reflected, higher value gives brighter relfection while lower value gives darker reflection.

Specular

It controls a kind of reflection of light, which depends on the point of view and the angle at which the light hits the surface. This shader is very important to set up materials such as glass, metals and other reflective surfaces.



  • Spec: Set how hard the specular reflection is. High values will make the reflection stronger.
  • Hard: A soft or hard border gor specular reflections.

Ray Tracing

Materials that use ray tracing parameters can have an extra level of realism, as they can show reflections and transparency based on more sophisticated calculations. With these options, more realistice materials such as glass and mirrors can be created.


Creating Glass
To create good glass or transparent material, turn on the Ray Trans button. All materials will eventually have a better transparency. Use Alpha vaule to make the material transparents.

Another aspect of transparency that we can set up is theIOR, which determines how the object changes the light rays' trajectories.The base value for some kinds of materials can be preconfigured, according to these values:


  • Glass: 1.5
  • Water: 1.33

  • Diamond: 2.4
  • Plastic: 1.43

*Make sure that the Ray button is turned on in the rendering options to get the effect!

Simple Glass

To produce a simple glass, just decrease the Alpha value and turn on the ZTransp button. (under Links and Pipeline) ZTransp is different from the Ray Mirror option in that, Ztransp is simpler and faster but not very realistic.



Mirrors and Reflections

To use reflections, user musr turn on the Ray Mirror button and set up the RayMir slider. Higher values will produce a stronger reflection, and make the material look like a mirror. Fresnel Slider controls the amount of reflection and how reflective an object is based on the angle from which we view the surface. Fresnel value = 0 gives user a perfect mirror. Fresnel setting can be used for reflections and transparency as well, with the same objective, that is, to control the amount of ray trace by the viewing angle. Right next to Fresnel is the Fac option which is used to control the blending amount for the Fresnel effect. * To create mirrors, remember to change the material colour to something close to black.




Ray-traced Shadows
User has a window with a glass that is green. In the real world, all the shadows cast by this glass wont be a hundred percent black and will turn their colour to green. This can be achieve in Blender. Turn TraShadow parameter in the Shaders menu. This option must be turned on for the material that has to receive the shawdow, and not the one that will cast it.


Wireframe Materials
To show a more structured view of a 3D model, just select the material and turn on the Wire option in links and Pipeline.

Self-illumination
Allows user to set up a material to meit light. However, it will not generate any kind of illumination for the scene, it will only make the material brighter.
Emit parameter in the Shader menu


Texture Library




Load texture Image
Click on the Load button situated on the Image menu. Locate the image file and the texture will be applied. A list of what some of the buttons can do for the texture:


  1. Use Alpha: If the texture has an alpha channel, we have to press this button for Blender calculate the channel. (e.g PNG)
  2. Rot90: Rotate texture by 90 degrees.

  3. Repeat: Texture that distribute on the object surface and repeating the texture in lines and columns is the default way to do that.

  4. Extended: Texture will be adjusted to fill all the object surface area.
  5. Clip: Texture will be cropped, to adjust which parts of the texture will be displayed, use Min/Max X/Y options.
  6. Xrepeat/ Yrepeat: Determines how many times a texture is repeated with the repeat option on.
  7. Normal Map: If texture is used to create Normal Maps, press this button and they are used to change the face normals of an object.
  8. Still: Determines taht the image used as texture is a still image. This option is marked by default.
  9. Movie: If user has to use movie file as texture, press this button. This is very useful if we need to make something like a threatre projection screen or a tv screen.
  10. Sequence: Use a sequence of images as texture too, press this button, works the same ways as a movie file.


When a texture is added, an external link is created with this file. This link can be absolute or relative. Absolute link refers to link that is not save in the same folder as all other related source files. Relative link refers to the link of the texture located in the same folder as the scene and other source files. Therefore every time an absolute link is used and user have to move the ".blend" file to another computer, the texturee file must go with it. Press the icon of gift package to solve the problem.




Mapping
Avoid effects such as stretched texture when some texture is meant for cube or sphere, Set this up in mapping options which are located on the Map Input Menu.





Wednesday, May 20, 2009

different Passport Size photo for different countries!

I was checking for passport size photo and found out something new (to me!),
Website:
http://www.epassportphoto.com/Blog/

The basic passport photograph requirements for some countries are as follows:·
  • The United States: 2” x 2” Photos must be less than six months old. Headwear is only allowed id it is a religious requirement. The face must be completely exposed.·
  • Canada: 5cm x 7cm. Only photos on plain high quality photographic paper are acceptable. Heavy weight paper may not be used for printing photos·
  • Mexico: 2” x 2”. Four copies to be submitted and the background must be white or very lightly colored·
  • United Kingdom: 4.5cm x 3.5cm. No “red Eye” is permitted and the photos should not have nay folds or creases.·
  • Germany: 4.5cm x 3.5cm. The face and ears must be clearly seen.·
  • France: 4.5cm x 3.5cm. Skin tones must be natural and not changed for cosmetic purposes. Wearing of spectacles in the photos is not allowed.· Italy: 4.5cm x 3.5cm·
  • Spain: 4cm x 3cm· Russia: 4.5cm x 3.5cm. The head must occupy 75% of the total photo. No light should reflect off spectacles if they are worn in the photos.·
  • Turkey: 4.5cm x 3.5cm· Netherlands: 4.5cm x 3.5cm. Teeth must not be visible in the photos.
  • Australia: 4.5cm x 3.5cm. The photo should not be more that 6 months old.· China: 4.8cm x 4.3cm·
  • Japan: 4.5cm x 3.5cm
  • India: 3.5cm x 3.5cm
  • Singapore: 4.5cm x 3.5cm. Eyes must be wide open. Background should be white unless your hair is of that color in which case a darker background may us used to make the hair visible.
  • Korea: 4.5cm x3.5cm
  • Brazil: 7cm x 5cm. The ears must be clearly visible and the face not covered.Please note that the first measurement, in all cases, is the height of the photos and the second is the width.
All countries require that the photos be in color and no other person or objects be present in the photos.As can be seen, many countries are standardizing on the 4.5cm x 3.5cm size.
However, due to the heightened security measures that all countries are enforcing, it is always best to check from a reliable source and be sure that there have been no changes in the passport photo specifications before applying.

Monday, May 18, 2009

About Photoshop

Looking for free photoshop brushes? check this out:

All Source files from:


Photoshop Blendmodes Explained
Here is the full list:
1. The Default blendmodes
- Normal
- Dissolve: it might be used to create skinpores or other patterns where small speckles are needed. Just set the opacity to a low value and you'll have fine speckly pattern.

2. The Darkening blendmodes
They all have in common that they all make your image darker. The result is either the same or darker than your Base layer. They are most effectively use when the base layer or background is white, these blendmodes will change the white to transparent and left the remainings visible:
- Darken
- Multiply
- Linear Burn
- Color Burn


3. The Brightening blendmodes
The 'Brightening' blendmodes all make your image lighter:
- Lighten
- Screen
- Linear Dodge
- Color Dodge




4. The Conditional blendmodes
- Overlay: Adds contrast and saturation
- Soft Light
- Hard Light
- Vivid Light : A stronger version of Overlay; Wojtek Starak: "use the Vivid blendmode in combination with a low density High Pass filter to sharpen your image."

- Linear Light : A much stronger version of Soft Light

- Pin Light: Darken and Lighten in one blendmode.





5. The Mathematical blendmodes
- Hard Mix

- Difference : Sandra Reiffi:"If you have two parts of a picture e.g. a panorama in two pieces and you want to place them that they fit use the difference mode. When they match perfectly the overlapping parts are black."

- Exclusion
: Inverts the Base layer based on the blend layer. If the Blend layer is black the result is unchanged, if the Blend layer is white then the result is inverted.



6. The HSV blendmodes
HSV system which stands for 'Hue', 'Saturation' and 'Value'. Hue - the shade of the colour (red, green, purple, etc) Saturation - the amount of colour, low means the colour is almost gray, and high saturation means very colourful.Value - the brightness of the colour
- Hue
- Saturation
- Color
- Luminosity




Photoshop Tips:







Wednesday, May 13, 2009

Blender 3D Animation 6

* To select Vertices or Edge or Faces (CTRL+TAB)
* To import image for sketching purpose go to View > Background Image
* Website for Blender Textures: http://www.cgtextures.com/


Precision Model

To get deep into architectural modeling, we must learn how to model with precision such that the models are in their right proportions. The easiest way to model with precision is to work with the Grid. Press CTRL key and hold follow by the transformation key. It also works on Vertices, Edges and Faces. The distance between these lines are one unit, which could represent 1m, 1cm or 1 inch. To change setting, use the View menu, located in the 3D View Header and choose View Properties if we need a smaller or larger distance. This will reveal a menu, with some options to change the appearance of the grid.


  • Spacing: To set up the distance between the major grid lines.


  • Lines: Controls the number of lines that are displayed in the 3D View.


  • Divisions: Between the major grid lines, we have some division lines to make a more precise used of the grid. This option help to set up the number of division lines.

  • Grid Floor: This option turns the visualisation for the Grid on and off.

Transforming with Precision
Applying transformations using numeric values.(e.g)we need to move an object just 4 units on the X-axis, use Transform Properties menu which allows us to give numeric values for all transformations. Press N key or from the OBject Menu, in 3D View Header. The table will show the following settings:-


  • Loc X/Y/Z: Controls the position of an object. if we typed 3 in the Loc Y field, the object will move 3 untis in the y axis.

  • Rot X/Y/Z: Controls rotation of an object.

  • Scale X/Y/Z: Controls the scale of the objects.


  • Dim X/Y/Z: The model bounding box is changed.



Layers
Blender has a layer system which allow us to manage the visible objects better. There are 20 layers on which user can place objects in, to put an object into a different layer, just select the object, and press M key. A small menu will appear, where we have to choose a layer to which to send the objects. To turn on or off Multiple layers, we must hold the SHIFT key while clicking on the layer buttons.




Create Walls with Rounded Corners
To create wall with rounded corners, use a tool in Blender called Spin, this will creat extrusions of an edge based on a rotation. First, user has to know the radius of the round corner as it will be easier to create an arc required for the wall. * Make sure the measurements are in right proportions else the object may not be perfect when Spin is applied.




Two parameters that user must set up, which are Degrees and Steps. Degrees determine the rotation angle for the Spin whereas the Steps determine the quality of the corner, high values creates a more perfect corner.(Try to use values above 12). When Clockwise button is on, Spin will rotates in that direction else when the button is off, it will change o ant-clockwise.


Object Center (Pivot)
The center of object is represented by a small pick circle. We can move the center point in three ways:- (under Mesh)

  • Center: Place the object geometrical center at the object center position.

  • Center New: Place the object center at the object geometrical center position.

  • Center Cursor: Object center will be placed at the position of the 3D cursor.

Bridge Faces/Edge-Loops (Mesh Scripts Bridge)
This option connects two faces together in condition that the faces are exact parallels.



Tuesday, May 12, 2009

Blender 3D Animation 5

Removing Double Vertices
This happens when two vertices share exactly the same point in space, and they are not connected. We need to remove double vertices as they can be the result of bad model editing or cause wrong interpretation of an external file. To remove double vertices (press W key and choose Remove Doubles or activate "Rem Double" option on the Mesh Tools menu) If any of the vertices are doubled, this tool will merge them into one vertex. In Mesh Tools menu, we also have an option called Limit, which defines the minimum distance that must exist between two vertices, for the Remove Doubles merges these vertices into one.

Extrude
This tool makes new geometry from selected vertices, edges and faces. click on E key after selection is made on the object and this can only be done in Edit mode. Three options are shown after press E key.





  • Only Vertices: Extrude only vertex, result will be new vertices, and a line connecting these new vertices to the old ones


  • Only Edges: Extrude only edges of the Mesh creating new planes. Only applies to 2 or more selected vertices.



  • Region: Create the entire face, only available if we select a full face.


Extrude with Faces
When we select two faces, there will be two options for the extrusion.



  • Region: This is the default extrude, where all faces are extruded in the same direction



  • Individual Faces: This option extrudes selected faces along their individual normals, just as if they are extruded individually.

Constraining the Extrude
To constrain the extrusion along an axis, Press X, Y or Z Key immediately after pressing E Key.




Edge Length
To work with measurements, Select Edge Length on a menu call "Mesh Tools 1" or "Mesh Tools More"

Modifiers
There are several different types of modifiers. Each one can help us with specific problems, but there are some that are very useful for Architectural modeling. Such as Array, Subsurf, and Boonlean modifiers. (go to Modifier menu then Add Modifier)





  • Subsurf Modifier: This option helps to make model smoother. With more subdivisions, amodel that initially looks crispy with hard edges between the faces can gain soft edges between faces and look more organic. Heavily used in character modeling and more useful in furniture modeling and landscapes.


  • - Level: controls the subdivision of the model for the 3D view.
    - Render Level: controls the subdivision of the model for the rendering.
    - Types of subdivisions: Simple Subdivision and Catmull-Clark, Catmull-Clark subdivision give us subdivision with smoothen edges between the faces.

    If we want to control the level of subdivision and the way borders in different models work, we can use Loop Cut tool with the subdivide. A new loop cut near the edge of the model, will make the radius of the smoothening smaller, giving us more control over the details.


    To make the model looks even softer in the 3D View and render, turn on a tool called "Set Smooth" located on the Link and Materials menu in the Editing panel. Ths option won't show any faces, only a smooth surface. "Set Solid" button to return to the surfaces to a faceted look.





  • Array Modifier: A great tool for creating copies of objects, and organizing them into lines and columns. To use this modifier, we must select one object first, choose modifier either in Object or Edit Mode.

    Choose between the three available methods:
    1. Fit to Curve Length: Makes the copied objects follow a selected curve object. (e.g We can distribute trees or signs over a sidewalk.) Draw a curve over the surface, and apply the modifier to the objects that we want to copy to.
    2. Fixed Length: Use a fixed length between the copied objects. (e.g Place copies of tree models in a straight line, and determine that between each copy, we will need a distance of 50 units)





  • Boolean Modifier: This modifier gives us a few extra options for creating or editing complex meshes. Such as Union, Subtraction and intersection. (however, it may result in triangular faces, making any post-editing will be difficult.)

    Type of operations:
    1. Difference: This option helps to subtract the shape of one object from anotehr. (e.g open a hole in a wall for a window. For this we must create the wall model and another object with the corresponding shape of the hole. Apply the modifier to create a new object based on the subtraction of the two shapes.)

    2. Union: Create new object based on the union of two different meshes.

    3. Intersection: Creates a new object based on the area where two different shapes intersect.


An example of an object with Boolean Modifier and Difference selected. The objective is to a hole on the door.To create the hole, we have to make 2 simple objects; Cube and Cylinder.



Select the rectangular object, and apply the modifier. Choose Difference, and type the name of the cylinder object. Click on Apply button to make a new object based on the difference.

All boolean operations works the same way. Select one object, choose the operation, and type the name of the second object.


  • Mirror Modifier : Allow us to mirror one side of a model and make an inverted copy of the model. This modifier is simple and easy to use, however the only trick about it is that the center of the mirror must be set in the correct position. Else, the mirror will generate the copy at the wrong position.

Groups (CTRL + G)
Groups aren't a modeling tool, but they help to organize complex models. Several options will appear when CTRL+G is hit:-



  • Add to new group: creates a new group with the selcted objects.

  • Add to existing group: Another memu will pop-up this option is chose, it will allow us to choose in th group to which we want to add the objects.

  • Add to active object group: If we select more than one object, the last selected object will always be the active one. If this last object is already in a group, we will be able to add all of the previously-selected objects to the same group.

  • Remove from all group: Removes the object from the group.

When a group is created, we can identify an object in the group by the green line that marks this object when we select it. To view all groups available in a scene, go to the Object panel and choose the Object and Links menu. This will display all the grups available in the scene.


Proportional Editing (O key)
A tool that is very important in landscape modeling. It allows us to transform a vertex, and transfer part of the editing to the surrounding vertices.



In the header, we can find the selector fro different proportional editing types. This tool works together with the transformation options. We must select one or more vertices, and press G, R and S to begin. When the transformation is chosen, press the O key to turn proportional editing on. Along this option to turn proportional editing on and off, we cna choose from several types of proportional editing in the header.



If we use the 0 key to turn on the proportional editing, and then press G, a small circle will appear, surrounding the selected vertex. This is the area of the effect of the transformation, and all vertices inside this circle will be transformed proportionally. This is what happens if we proportionally transform this vertex in the Z-axis.


With the + and - keys on the numeric keyboard ot by using the mouse wheel, we can change the size of the circle.







Monday, May 11, 2009

It is 4R photo size! (not R4)

Dimension for 4R photo: 4" x 6" (101.6mm x 152.4mm)
Dimension for 5R photo: 5" x 7" (127mm x 177.8mm)
Dimension for 8R photo: 8" x 10" (203.2mm x 254mm)


incorrect! Dimension for 4R photo (3:4)
  • 480px X 640px
  • 1024px X 768px
  • 1200px X 1600px
  • 3072px X 2304px

Blender 3D Animation 4

Transforming with Precision
Hold down CTRL key and snap the transformation to the Grid lines. To make small adjustments to the transformation, hold down the SHIFT key. it will cause the transformation to be increased by 0.001.

Loop Subdivide
To perform Loop Subdivide, 2 ways:


  • CTRL+R (Must be Edit Mode)
  • Mesh menu to choose EdgeLoop subdivide


When one of the above steps is done, a pink line will appear around the object. This line will position the loop on the model, and we can change the orientation of the cut by moving the cursor around the object. Once we confirm the position, click once with left-click on mouse. Hence a yellow line will appear for us to choose the correct place to make the cut.


Knife Tool
(Select Mesh object; Edit Mode activated; Face or part of the object that will be sliced is selected)
To create more irregular or non-orthographic cuts, Knife tool is used to create different kind of cuts.

2 ways to activate Knife Tool:

  • Via the Mesh menu in the 3D view Header. choose Mesh Edge Knife Subdivide
  • Press SHIFT+K


3 options will always appear immediately when the tool is activated

  • Exact Line: this cut will be created using the line that e draw over the Mesh. (when there is intersection, it will meet at the center of the face)

  • Midpoint: Creates cut using the midpoint of the selected face. The line that we draw will work as a guide, for tool to choose which midpoints to use.

  • Multicut: Creates multiple cuts for a face, a menu will appear asking the number of cuts that we want to make to the face. if you choose 2 cuts, then your selected face will look like this:


(When multiple cuts is set to example 4, it will only show 4 cuts even if you did less or more than 4 cuts on the object) !Avoid using Knife Tool on three-sided faces, especially when you want to edit later. As three-sided faces interfere with the edge loops, hence it will make the editing process harder.

Selecting Loops
To select a loop simply press ALT+right-click on one of the vertices

New Edges and Faces
When there's a hole in an object and you want to create a face to cover it, press F key or go to option Mesh Edge Make Edge/Face.



Merge
Another way of editing a Mesh object is to merge existing vertices into a single vertex. choose Merge tool (ALT+M key or W key or Mesh menu in 3D view header). 5 different ways of performing Merge.

  • At first: Select the Vertices one by one, choosing this option will make Merge, and place the resulting vertex at the same place as the first selected vertex.
  • At last: Opposite of the previous option. The resulting vertex will be placed in the same place as the last selected vertex.
  • At center: Merge will result in one vertex being placed at the middle point between all selected vertices.
  • At cursor: The resulting point of the Merge will be placed at the position of the 3D cursor
  • Collapse: Jusr collapse all selected vertices into one vertex.








Blender 3D Animation 3

Tranformation Shortcut key
G key: Grab (Move)

R key: Rotation

S key: Scale

In additon, we can constrain the transformation to an axis. (e.g press R key and then press Z, the selected object will rotate only in the Z-axis.)
The coordinates used to be make that transformation are the global coordinates, but we can use the local coordinates of an object. Press the key correspnding to the axis twice. (e.g press G key, and press X key twice, the transfomation of the object will take place in the object's local coordinates.) Global coordinates are related to the scene coordinates, and they don't change. Because the local coordinates are related to the object, they change with the object.


Camera
An Active camera is needed for rendering process. By scaling the camera, it will not change the size of the lens, we can only move and rotate it. Press numeric 0 to see the scene from the camera's perspective. In Blender, every object can be turned into a camera. Just selecte the object and press CTRL+0(numeric) and it will become a camera. To de-activate the object from being a camera, just select this object, and press ALT+0(numeric).


Render Basics

All set up for render can be accessed in the Scene Panel(Press F10). The above image shows two menus that hold the main options to set up the render. Render menu, has the options to set the scale of the generated image. We can choose scales between 100% and 25 % of the original size. Format menu, options to set the resolution of the render, and a file format in which px to save our renders.

(E.g) Set up a render to be 640x480 in resolution and choose PNG, as the file format to save the image. If scale is set to 100%, image will have the full resolution. Set it to 50% for a test render, this is a great wat of producing small renders, just to test settings for lights and materials.


Press F12 for Render to proceed, after the render is finished, press F3 to save the file. (make sure there is at least one active light)


Render Preview

Before starting a render, we can also choose to preview how it's going to look in the 3D view. Render Preview(SHIFT+P)
To change the size of the preview, just click on the border of the menu and drag your mouse.




Types of Objects
Meta: Object that works like some kind of clay in which we mold some primitives shapes such as spheres and cubes together and create very organic shapes such as Mountains.


Mesh Primitives
To creat mesh objects, press Spacebar or SHIFT+A choose Add Mesh.

Plane: Option to create things like walls, roofs, floor, etc. Simple plane with 4 vertices.

Circle: Polygon option, two parameters to look into: Vertices and Radius. Vertices sets the number of sides for the circle and the second sets the distance between the centre, and the border of the circle. If a square is needed, create a circle with 4 vertices, or for a hexagon, with six vertices.

UVsphere: Create a sphere with square faces. Three parameters to be set. Segments, Rings and Radius. Segments and Rings set the amount of subdivision for the sphere. Higher values results to more perfect spheres BUT higher values demand more from the computer and could eventually crash it.

Icosphere: A sphere that is made up of triangular faces. No parameters and only subdivision option.

Cylinder: Creates a cylinder as well as a prism. There's an option call Cap Ends which will have the two faces of the object to cap its upper and lower extremities.

Grid: works much like a plane, but Grid has more subdivisions than a plane does. To set-up a Grid, we must provide the subdivision level for X and Y axis (X-res and Y-res)

Monkey: It's name is Suzanne who is the Blender mascot.


Mesh Editing

To subdivide a Mesh object and create more complex shapes, we must apply some editing to these objects. Go to Mesh Tools, located in the Editing Panel. More options can is located in Mesh menu (in the Header of the 3D view window)