Firefox
•You can look behind the scenes of a website by right clicking and selecting View Page Info. Check out the 'Media'
heading for images.
Digital Measurements
•Pixels- the actual pixels of the device viewing the content
•Ems- relative to other sizes. You define a size that is 1. Then a 1.5 size will be 50% bigger.
•Exs- pointless
•%
Print Measurements
•Inches, cm, mm
•Points
•Picas
Websites
•990x960 pixels will fit most screens
•Most computers can't display more the 72 or 96 pixels per inch
Web hosting vs Web Registration
Registering your domain gives you sole ownership and rights to the name of your site. No one else has access to the actual name of the domain and it is taken off the market.
However, just because you own the domain doesn't mean you've got a server configured to serve a web site at that domain or to handle email for that domain.
Web hosting provides that server, its network connection, its configuration, and its upkeep. You just need to upload your site to the server and configure your email via an online account control panel.
Notepad
•Notepad can open any file type, for example; HTML files, Mpegs, Bitmaps, etc.
//You can open an HTML file in Notepad and change details such as headings
CamStudio
•Open CamStduio. You have 2 decisions to make before recording 1) do you want to pre-set the screen you wish to record 2)do you want to create the size of the screen to record dynamically.
To do it dynamically go to Region>Region. To pre ordain the size go to Region>Fixed Region.
Adobe Media Encoder
//It is important to note that it seems to export any video file into 4:3 aspect ratio FLV. Therefore if the original video file does not fit that aspect ratio it will add borders
Dreamweaver
•Dreamweaver uses XHTML as opposed to HTML. XHTML uses angular brackets < >. These are called Tags. They are often found in pairs
•CSS applies formatting across a whole page (s).
•XML- building up text with the use of tags to be read/understood by any text reading program
•DHTML- a dynamic form of HTML which combines different technologies (e.g. Javascript, xhtml, html),etc
//dhtml is taken care of by Dreamweaver 'behind the scenes' so you won't actively be involved with it.
•Javascript combines with HTML to allow you to create dynamic content (e.g rollovers)
•Most web addresses end with an .html extension. To make this a default on Dreamweave go to Preferences>New Document>Default extension and write 'html'
•All the files and folders that make up your site should and MUST be within a Site/Root folder
•Whenever you declare an html file the 'index' this tells the browser that is the home page
//in your root folder you should have an 'assets' folder where you keep images, sounds, films etc.
•To add rulers to your screen go to View>Rulers OR go along the row with "Code, Spli, Design, Live View, Title, etc" and click on the icon that represents 'view button'
•If you want to preview your work in a browser go along the "Code, Spli, Design, Live View, Title, etc" row and select the world icon which represents Previews.
//you can also check the compatability of your work with specific browsers by clicking on the 'Check Page' button along the "Code, Spli, Design, Live View, Title, etc" row.
•'Cell tags' are found along the bottom left cornet of your document. Click on one of the cell tags (for example the 'body' tag) will highlight that selection in the document
•Along the bottom of the document on the right hand side there is some information regarding how long it will take for a customer to download your page.
•When you drag an image file straight into your document Dreamweaver will automatically save it to a folder in the root folder. To find out where that folder is go to Site>New Site>Default
Images folder
•If you want to view the hierarchy of the website you must go to the File Panel(by default on the bottom right corner) and select 'Expand to show local and root sites' icon. In the new panel
which opens you will find an icon that represents Site Map
Turning on Site Map function in Dreamweaver
•For some strange reason the Site Map function is turned off by default in Dreamweaver cs4. To turn it on follow the proceeding directions;
1. Click on start
2. Select Run
3. Type regedit and click ok
-> the registry opens now
4. Select HKEY_CURRANT_USER > Software > Adobe > Dreamweaver CS4 > Feature Management
5. In the right part of the window double click on Site map
6. Set Site map to True
-> When you now start DW the site map is enabled again
Pipeline to start a new website
1)Make a folder on your desktop with the name of the project. This will be the root folder
2)Open Dreamweaver and go to Site>New site. Here you create folders to go within the root folder
//when you create a Dreamweaver website when you are dragging assets into the project you are not embedding it (like in Flash) instead Dreamweaver sends it to your
root folder and links to that
Dreamweaver hotkeys
•f4 hides the panels
How to create notes in Dreamweaver in code view
•Writing comments in HTML, XHTML, and XML is very easy. Simply surround the text you want commented out with;
<!-- and -->
In CSS, it's a little different, using C code comments rather than HTML:
/* commented text */
Links
•Anchor link will direct you to a heading within the page
•Where you create a link you must choose a 'source' and then what it 'links' to
•'Image Maps' allow you to use a lasso tool over an image to create different linking sections on the image.
Alt
•The 'alt' section allows you type in text that will appear when you hover over an object.
External CSS vs Internal CSS
•An external CSS could be saved on your desktop and applied to several different websites. An internal CSS is embedded
within the html file you are working and therefore not as re-usable as the external css.
Odd Margin Rule
•By default Dreamweaver doesn't put your content exactly at 0,0 coordinates. To make sure that your document starts from 0, 0 go to Modify>Page Properties
Exporting CSS which is embedded in an HTML document
•Go to the CSS panel and go to the heading CSS Style then 'All'.
//'Current' shows the styles of the currently selected element
•Select all the styles, by highlighting them
•Right Click and select 'Move CSS rules'
•Click the radio button 'A new style sheet'
•Save it in your root folder
Tag, Class and ID Selectors
•an ID selector is recognisable by the pound sign (#). An ID selector affects just one element on a page
•a Tag selector. If you create a Tag selector you will be editing common tags (e.g headings, paragraphs, body tags, etc)
•A Class selector is preceedeb by a period(.)
Importing files into the site your working on
1)Go to the Files Panel (by default on the bottom right corner)
2)Click on the folders icon and navigate to the folders on your computer where the images
you wish to import are kept.
3)Select the images you want to copy and select 'Copy'
4)Navigate back to your root folder for your site
5)Paste them in
//You can also import images by simply dragging them from your desktop into Dreamweaver. If you do it this way it is important in your Manage Sites you check that
you have a place where images are saved to (i.e Default Images Folder)
Attaching CSS sheets
1)Go the CSS styles panel
2)Click on the Attach button (it looks like a horizontal 8)
3)Locate your CSS sheet.
Detecting whether you are using internal or external styles
•In the CSS styles panel you will find your styles
•If the style has a .css extension it means the style has been saved externally and is being linked to.
What are ID's and what are Classes?
•Use IDs when there is only one occurence per page. Use classes when there are one or more occurences per page.
• ID = A person's Identification (ID) is unique to one person.
• Class = There are many people in a class.
Div vs AP Div
•They are the same thing, bar; AP div can be positoned anywhere
//ap stands for absolut positioning
Rollover links
a:link {color: #??????;} - the colour of the link text
a:hover {color: #??????;} - the colour of the link text when you hover over it
a:focus {color: #??????;}
a:visited {color: #??????;}
Text staying within a div
•If for example you have set a width for a div (e.g. 50 px) and you start typing in that div, but you don't want the
text to 'overflow' from the div you must not write words that are wider than the box. If for example you had a word
like "inexplicably" and that exceeded 50 px then you would have to write the word "inexpli- (then new paragraph) cably".
Custom Scrollbar
•You can change the colour of your scrollbars but the changes will only appear in Internet Explorer
Blogger
•Minima Template style has a main wrapper (column) of 410px. The side wrapper is 220px.The header wrapper is 660px
From Youtube to Blogger
•The flv file should have aspect ratio of 640:360(in other words 16:9) because this is the aspect ratio of Youtube . Upload it to Youtube. Once it is uploaded you can go to the Play page.
Beneath the play screen
you will see the heading Embed. Clicking on the Embed button will cause a rollout of options. Make sure to turn off 'Include related videos'. Then copy the Embed code and open
up your blogger page. Paste the code Edit HTML section of the post creation section. You will have to change the width and height of the movie though because
my personal blog page has a wrapper (mid column) of only 411 pixels and the lowest width you can import from Youtube is 520. To do this go to the 'width' and 'height' code proceeding
the "allowfullscreen" text. Change the width to 411 and make the height about
Photoshop
'Exclude overlapping shape areas'
1)Create a shape with the pen tool
2)Select 'Exclude overlapping shape areas' and make a shape over AND larger than the original shape
Text tool
•You can write text within an object created with the pen tool. To do so make the pen tool object then select it by using the 'Direct selection tool. Then use
the type tool
High Pass
High pass on 28 removes the colour information of a layer
Liquify
In Photoshop this is a very useful tool for liquifying a shape
Photoshop hotkeys
•Shift+ctrl+alt+s = save for web
•Ctrl+Q allows you to bring up the colour picker
•Alt+Ctrl+Shift+s opens up the 'Save for web and devices'
•Creating a merging action.To create this hotkey open a document and make a pen tool image. Now press the record button in
the actions panel. Press Shift+Ctrl+N (create a new layer), then Alt+[ (move down in layers) then press Ctrl+[ (to move the pen layer up), then press Ctrl+E (to merge
layers). Stop recording
•Create a horizontal and vertial align. Press record. Press Ctrl+a. Then select align>horizontal then align>vertical. Stop the recording
Pattern Stamp Tool
•This tool is good for creating a repeating pattern. To use it first open a tiling image and change it's size and save it as a Pattern. Now select the Pattern stamp tool
•Making an action for mask creation is very handy. Here is what you do;
1)Make a raster or pen drawing on a new layer
2)Open up the Actions panel and start recording
3)Make the layer a 'selection' (i.e click on the layer)
4)Create a new folder
5)Apply selection to the folder
6)Click 'add' layer'
7)stop recording
•Action for creating a series of pen shapes with a stroke around them;
1)Select the layers of the shapes you wish to make a silhouette from
2)Start recording
3)Duplicate the layers
4)Merge them
5) go into 'fx's'. Apply a 'colour overlay' of white and put it on Multiply. Then go to 'stroke' and add your stroke
6)Stop recording
7)Then go back to the Stroke layer and double click it. Go to Blending Options and move down the slider from right to left
//this allows you to see the pen shape colours underneath
8)stop recording
•Making an action for putting a layer(s) in a Group;
1)Select the layers you wish to put into a group
2)Start recording
3)Drag all the layers into the Group folder icon at the base of the Layers panel
4)stop recording
Masks
Masks are a fundamental facet of Photoshop
Saving Custom Shapes
//Custom shapes are pen tool shapes
1)Create a shape using the Pen tool
2)Go to Edit>Define Custom Shape
3)Go to the Edit>Preset Manager
4)Select the shape you just made and select Save Set
Cheat for making a Custom shape out of raster drawings
1)Make the shape using any tool you want (it doesn't have to be using the Pen Tool)
2)Make a 'selection' of the shape you you have made
3)Go into the Paths channel and select 'Make workpath from Selection'
4)Go to Edit>Define Shape to save the shape
Creating Custom Shapes consisting of several, disconnected shapes
1)Create your shape
//it doesn't matter that the shapes are on different layers
2)Go the Paths tab
3)Create a 'New Path' by clicking that option at the bottom of the tab
4)Select each path from each shape and paste them into the new paths layer. Do this for all you shapes
Creating a work path from Text
1)Create some text
2)Go to Layers>Type>Create Work Path
3)The new path will appear in the Paths Tab
Selecting all the point of a path at the same time
1)Hold down Alt
2)Click on one of the points on the path
3)Now the whole path is selected
4)Grabe one of the connecting lines to move the path
PSB Format vs PSD or TIFF
Tiff and PSD can save up to 2 GB
PSB can save up to 4GB
Smart Objects
•A smart object is like a movie clip symbol in Flash. In the layer system you see it on one layer but
if you click it it will open up Edit mode.
•You can basically scale an object up or down without effecting the quality
•It also will fix 'blending effects'. That means they won't be affected by scaling.
'Action' for saving a smart object as a PNG
1)Start recording
2)Right-click on the little icon that shows the layer is a smart object. Click 'Select pixels'
3)'Copy'
4)Create a new document (Ctrl+N). Make it large (e.g. 2000x2000 px, 300 ppi)
5)Paste into the new document
6)Again select the pixels of the layer in the new document
7)Go to Image>Crop
8)Hide the 'background layer'
9)Stop recording
Creating Offset Paths in Illustrator
1)Import a path file
2)Object>Path>Offset path
Exporting paths from Photoshop to Illustrator
•Make a path shape
•Go to Export>Paths to Illustrator
Exporting paths from Illustrator to Photoshop
1)Select the paths in Illustrator and press Ctrl+c
2)In Photoshop paste. Select 'Paths'
Creating a 'Shape Layer' from a path
1)Select the path
2)Go to Layer>New Fill Layer>Solid Colour
Adding a stroke to a selection
1)Make a selection
2)Go to Edit>Stroke
Dimensions
•Max Fielder Blog flv is 960x540 to coincide with Youtube dimensions. The aspect ratio is 16:9
Creating colours for a scene
•After completing your line drawing make a layer underneath it and use a fill colour for your sky (e.g.orange, blue, black, etc). Next paint in your sun or moon. Find the
highlight colour and make a 'colour overlay' effect on a layer with that highlight colour. Colour in all the reflective surfaces (e.g. water, windows). Next make a new
layer and paint in shadows with a soft black brush ( shadows are stronger when the light source is strong, if the light source is high you will get short shadows). Reference
the sky colour for another higlight layer (use 'colour overlay' again). Add another layer beneath the highlights and shadows for colour (the colours will be affected
by the sky, for example if it is an orange sunset the colours should have more orange in them and more black).
Embedding Youtube code into your Blog
•Go into Youtube and find the Share button underneath the film screen canvas. The share button will create code for you which you will then need to
paste into a New Post in Blogger
•Youtube can also upload H.264 (F4V) codecs.
•The width of the main column (or wrapper as it's called in the HTML) is 410px.
Text shortcuts
•To © is Alt+0169
•Selecting loops; use the edge tool to select and edge, a little further below there is a button called Loop
•If you can't orbit around your mesh properly change the orbit point by changing the Pivot
3DS Max
•Press Ctrl+Backspace to delete Vertices and edge
•The Align button by default aligns to another objects pivot point
The Array tool
•Create an object. Then go to Tools>Array from the row at the top of the screen. To define the number of clones go to Count under the Array Dimensions
heading.
//You can choose the distance between each object by changing the Totals parameters.
•The Material Editor shows a number of maps on spheres. Each map came be made up with a series of bitmap images and/or surface propery parameters.
//in the Material Editor you can change the size of the image under 'tiling'. The lower the tiling number the larger the image becomes.
•Spline modeling imitates vector drawing where you create 2 points
Coordinates of the move tool
•The main settings for the coordinates of the move tool should be 'World' and 'local'. World sets the x, y and z in relation to the grid irrespective of the placement of the pivot point.
Local sets the x, y, z coordinates from the objects pivot point
Preserving UV's
•When editing a mesh you might want to preserve the UV mapping coordinates. To so go to the 'Editable Poly' sublayer'Polygon' then open the rollout 'Edit Geometry' and tick the 'Preserve UV's' box
Step By step guide to Baking Textures
1)Create a mesh
2)apply bitmap textures AND/OR specular/glossiness parameters to the mesh AND/OR lights around the object
3)Go to Render>Render to Texture OR press '0' hotkey
4)There are 5 rollout dialog boxes. Open 'General Settings' to designate the saving point of the file
5)Then open 'Objects to Bake' rollout. In the sub heading 'Mapping coordinates select 'Use Automatic Unwrap' and select a channel (e.g. 1)
6)Go to the 'Output' rollout and make sure your mesh(s) is selected and click the 'Add' button and choose a size for the rendered out image
7)Click Render
8)Go to your material Editor and find the map you created.
9)In the Material Editor find the 'Coodinates' rollout and choose the Map Channel and make it the same as Mapping Coordinates in the Render to Texture
Dialog rollout box
//you cannot change the map channels in point 5 if the object(s) are not selected
//if you are texture baking for unconnected meshes you should consider if you wish to attach them first. If you attach them you will create one map but if multiple meshes are unattached
you will create several maps
Making an editable poly using the Line/Spline Tool
1)Go to Create>Shape>Line
//in this exercise deliberately make two seperate line drawings, the tutorial explains how to join them
2)After creating the two or more seperate line objects go into Modify mode
3)The modify mode offers 5 rollout menus. The one we are interested in is called Geometry
4)In the rollout menu select 'Attach'. Now select the object on the screen to attach to
5)The vertex points of the seperate objects wont be welded so you must go into Vertex Modification mode. Do this by going up to box panel which stacks and collapses your meshes. Click
on the word 'line' to reveal the 3 dropdown options. Select 'Vertex'
6)Select the two vertex points you wish to weld. Go back down to the 'Geometry' rolldown and select 'Fuse' then 'Weld'
7)Convert to Editable Poly
//when you come to texture the line object you might notice the object remains black. This means that you have to select the element and 'Flip' the polygons
Attach
•Find the attach button by turning an object into an Editable Poly/Mesh/etc, there are 6 rollout dialg boxes for the Editable object, go to 'Edit Geometry'. Here you will find the Attach button
Facets and highlights
•To see your model without Smooth surface go the top left corner of the screen stage and right click on [Smooth+Highlights]. Go to other Visual Styles>Factees+Highlights
Shadows
•Ray traced shadows are sharp
•Shadow Map shadows can be soft or sharp depending on the settings
//shadow map and ray traced are the most common shadow settings
Noise Modifier
•This is a useful tool for taking a mesh and making it asymetrical. To do this so apply a Noise modifier to the stack. None of the parameters will do anything until you play with the
strength of the X,Y and Z.
//you don't need to go the sublevel 'Element' on the Editable Poly layer to apply the Noise modifier. The modifier will work even if the element is not selected
Vertex painting a landscape
•Apply a Vertex Paint modifier to the stack. Click on the box icon in the Vertex Paint dialog which represents 'Vertex Color Display-unshaded'....
//this unshades the mesh in the viewport
.....Select the paintbrush and set the eye dropper colour to black (//should be that by default). Paint on the mesh. Then open the Material Editor. Select a standard material and then
choose a Diffuse map. For the diffuse map select a Mix map. This will open up an unorthodox dialog rollout. One says 'Mix parameters' the other 'Output'. Open the Mix parameters dialog
box. Select maps for Color 1 and 2. The third map should be 'Vertex Color' map. Apply the material to the object after you have collapsed the stack
//you don't have to apply image maps to the Color map slots. You can just use colours created on the material.
Material Editor
•If you make a Mult/Sub Oject Material each material will be assigned to a channel. The channel number is represent in the ID column in the Multi/sub-object
rollout
Quad vs Triangle Polygons
Quad modeling is best suited when the model will be imported into Zbrush. This is because Z brush does a lot of subdivision and triangles cause problems
Opacity Maps
•Use the opacity map slot in the Material Editor to create transparency. In a map image the black signifies transparency and white means opaqueness
Modeling in 3ds MAX
•Create an Editable Poly
•The fastest was to model is to right-click and select your functions (e.g. cut, polygon, element, target weld, move, rotate, etc)
The Sweep and Lathe tool tools used in conjunction with the Spline Tool
•First make a curved or angular line with the Line tool. Then add a modifier to it, either a Sweep or Lathe modifier. The Lathe modifier will create
a 3D object and the Sweep will just give thickness to the line
//There are 4 rollout boxes for the Sweep tool. The one worth using is under the Section Type rollout heading. In this dialog box there are variety
of styles you can apply under Use Built In Section
Resetting the Material Editor Material Slots
•Along the top row of options go to Utilities. Then Reset Material Editor slots
Applying a Decal Map to a Colour Diffuse surface
//You can not apply a decal to a polygon surface with a texture map ONLY a diffuse colout
•Create a material with a colour. Apply it to the whole object. Copy the material by dragging it into another Material Slot and then rename it(E.G. 'decal map'). Select a polygon surface
of the object and apply the map. In the Material Editor in the Coordinates section turn off Tiling. Apply a UVW map to the mapped polygon. Select the sublevel 'Gizmo' from the UVW map, then
select scale to scale down the size of the map. Collapse the stack.
Adding abnormalities and more asymmetrical feel to models
•The best ways to make a model more asymmetrical are; Bend Modifier, Noise Modifier (start by changing the x/y/z) and by using Soft Selection in the Editable Poly options.
Applying colour on a map texture in the Material Editor
•In the diffuse map slot add a texture, then lower it's opacity. Then go up to Blinn Basic Parameter and add a colour in the Diffuse slot
Composite Layers; A workflow of how to get a model with texture maps, light and shadow maps and reflective maps
•Create a model in Sketchup with maps that show the colour and texture (except for organic objects that need to utilize vertex paint). Export the model (including maps) and open in
3DS Max. In 3DS Max bake the texure into the model. Click on a new material and click on the Diffuse bitmap slot. Select Composite. Load in the baked texture you just created. Then
create a new layer and make
Showing the Render Image Aspect Ratio in the viewport
•Press Shift+f
Actionscript
•Can be embedded into a Fla File or saved seperately as an AS file.
Variables
•Variables are containers that hold data. There are three forms of data they hold; number, text, true or false
To create a variable score you would write: var score
To create a variable name you would write: var name
To create a variable for a score number data type: var score:Number
To create a variable for a name text data type: var name:String
To create a variable for a true or false data type: var score:Boolean
You give a value to a variable using an equals sign, For example: var score:Number = 0;
To give a value to a text variable type: var score:String = "This is my text";
//Everytime you use the String data type the value must be in quotation marks.
//In actionscript a semi colon ; denotes the end of a statement
Instances
If you wish to control an object from the timeline in Actionscript you must give the objects instance names.
//You can only give instance names to Movie Clips, Buttons and Text Fields but NOT Graphic symbols
//all instances must start with a lowercase letter and do not use spaces or special characters except underscores
Properties
Properties are variables attached to an instance. You can control the parameters of your instance in the GUI properties panel OR in Actionscript. To do it in Actionscript
start with the Instance name, then the property (for example along the X) and then value. Here is an example; my_mc.x = 100
//my_mc(instance name).x(property to affect) = 100 (the value)
Functions and Methods
//Functions and methods are in effect the same thing
Actionscript recognises a Function by its proceeding parantheses. For example; stop().
//Without the parantheses Actionscript would see the word 'stop' as an instance name
//The parantheses have a purpose in a function. If you wrote; gotoandplay(5), the '5' in the brackets tells it to play from frame 5.
You can create your own functions. To do so you must first write "function" this will be proceeded by the title of your function, then parantheses, then a colon,
for example; function myFirstFunction():void
//the colon is used to tell Flash the return data type
You put the instructions for the function within curley brackets. See the full example below;
function myFirstFunction():void
{
(Block of code goes here)
}
Once you have created the function instructions in future you would use the text "myFirstFunction();"
Events, Event Handlers and Event Listeners
Event Handlers are functions that start working once an event has occured (e.g.user clicks a button, user rolls over a button, user types on keyboard, etc). If for example
the event is triggered by a mouse click then somewhere in the code you weould see the code; (event:MouseEvent)
//an event handler deals with what to do when the event is triggered
//the event listener determines what to listen for (e.g. roll over, mouse click, etc)
Classes
All classes begin with a capital letter and are data types
//Boolean, Number and Sting are all classes
Classes also include Movie Clips and Buttons
Actionscript vs Java
•They use similar syntax (grammatical structure) but Actionscripts run entirely with the Flash Player. JavaScripts use external interpreters that vary according to the browser used.
SWF
•Swf files load layers from bottom to top from Flash
Windows Movie Maker
•A decent program for editing imported movie clips.
•Any clips you import into the program can be split, thus creating mulitiple clips. To do this import a file then drag it into the Timeline at the
bottom. Zoom into the timeline to get precise control of where you want to split the film clip. When you are happy look for the word 'Split' under
the film screen on the right hand side and press it.
3D texture sizes
•128x128, 256x256, 512x512. 1024x1024, 2048x2048
Sign names
• ; is a colon
• - is a hyphen
•} curly brackets
• ( is a paranthesis
• [ is an angle bracket
Flash CS4
Importing video
•You can only import FLV of F4V.
//you can encode (convert) avi's to FLV's
Hotkeys
•To move an object behind or in front of another object press Ctrl+Up or down
•To make a note in Actionscript use must write //
// if the note goes on for numerous lines use;
/*dasdasdasdas asdasdasfas as sgfasgasgaga
fafadasdasd asdas dasd dass sdas */
Flash Masks
•To make a mask follow this procedure;
1)Make a drawing shape on a SEPERATE layer
2)Select the shape and Copy it
3)Create another layer and select Paste in Place
4)Select the top of the two layers and right click it. Then select Mask
5)You will now see a mask hierarchy in the layers panel. Add new layers within this hierachy for putting stuff with the mask.
//remember you can't animate masks!!!
Flash hotkeys
•Ctrl+k = align panel
•i= eyedropper
•Shift+Ctrl+V = paste in place
•ctrl+shift+v
•k=paint bucket
•n=line tool
•o=oval tool
•r=rectangle tool
Copying Animation Motion into other Movie Clip Symbols
•Go to the animation timeline of Movie Clip Symbol and right click on it. Select 'Copy Motion'. Then go to a new
Movie Clip Symbol and right click on frame 1 on the symbol layer. Right click 'Paste Motion'.
Moving the Pivot Point of Symbols
•Select the Free Transform Tool. This is the selection tool that allows you to move the circle within a symbol that represents its pivot
Creating looping images
•Consider if you want the looping image to scroll vertically or horizontally. If you are making a horizontally looping image look at the stage width and then create a new Flash Document
with that width size. In that document create a box shape using the pen tool of the same width. Go to View>Rulers and View>Grids to draw a line to make the vertical meeting point the same.
Select the box and then set the brush the draw tool to Paint Selection ( you are basically creating a mask). Then make the drawing a Symbol and duplicate it and move it to
the right hand edge of the first symbol.
//You can create a vertical loop the same way
Creating a Movie Clip Symbol with animation embedded (i.e. not on the timeline)
1)Create a drawing or import a bitmap
2)Convert it to a symbol. Call it '........Graphic' (Whatever it is)
//if your drawing involves Masks you cannot merely Convert it to Symbol. Instead you most copy the frames and paste them into a New Symbol (ctrl+f8)
3)Then on the timeline create an animation for the Movie Clip Symbol
4)Click on the frames of animation and select Copy Frames
5)Press Ctrl+F8 and call the new Movie Clip Symbol 'Animation_of_..........._graphic'
6)Paste the frames into the new symbols timeline
7)Go back to the main stage timeline and delete the original Symbol and the layer with it's animation
8)drag from the library the 'Animation_of_...........graphic' symbol
Modifying Drawings Shapes by using the Selection Tool
•Make a rectangle shape, oval, or brush line. Then select the selection tool. Hover over one of the shapes until you see a right angle icon appear. Now click and drag.
//You must have Snap on for this to work
Coercion
The message 'Coercion' popped up when I was viewing one of my websites. The word coercion means to "force something/someone to do something it doesn't want to". In this case I had
two different movieclips sharing the same instance name (e.g. links).
Using the Pen Tool
1)Select the Pen Tool
2)Create a shape (make sure that the shape is 'joined')
//this creates an outline of the shape with no fill
3)Switch to the Paintbucket (K) and fill the shape
4)Triple click on the 'outline' to select it, then delete it
5)
Sketchup
Edit texture
•To edit a texture in an external editor select a face and press 'Make Unique Texture', the unique texture will appear in the Material Editor in the
Home section. It will have the original name of the texture proceeded by a # and a number.
Make your own SKM files
•In sketchup import into your screen the JPEG you wish to convert into a SKM file. Once imported select it and Explode it. You will find it in the home
section of the Materials box. Click on it to 'Save as'. Navigate towards the Google Sketchup>Materials folder on your C:Drive. Save it in an existing
folder or make a new one
Exporting OBJ
•When you export an OBJ there is an option box which allows you to choose how you export the model (e.g. triangulated/with materials, etc). If you export
with Materials Sketchup will create a folder with the materials along with the OBJ
Texturing
•Some shapes, such as cylinders, are hard to texture in Sketchup because of the lack of UVW mapping tools. The solution is to put a basic material
on the mesh in Sketchup and then import into 3DS Max. In 3ds max you can apply a UVW map and use Cylindrical Mapping
Creating Alpha maps for exporting to 3DS Max
•In Photoshop make a PNG with the image and a JPEG with the black and white opacity map (black is invisible). Save them both in a special folder on the
desktop called 'Opacity maps'. Open the PNG in Sketchup and apply to the model. When you export to 3DS Max you will have to open the Material Editor
and navigate to Opacity Map slot. In this slot load in the JPEG opacity map.
Sandbox
•The sandbox allows you to work with a number of edges adjacent to each other
•To create a sandbox mesh go to Draw>Sandbox then BEFORE doing anything else type a number proceeded by enter to set the grid size. Now you click
and click again to set the size. The grid you created is automatically formed as a 'group'. Go to Tools>Sandbox>Smoove to use the concave/convex
tool. Type in a number to set the falloff size of the tool.
//You can add more polygons to a given area by selecting some polygons then going to Tool>Sandbox>Add Detail
Seeing the triangles that make up the Polygons
•Go to View>Hidden Geometry
Using the Lathe tool
•Like in 3ds max this tool helps created curved or angular 3d objects like vases. First make a circle (the more edges on the circle the smoother the object). Then draw a line
protruding vertically from the centre of the sphere. Make a plane from this line in which you will create the outline of the shape of your object. When done click ALL of the sphere.
Then click on the Follow Me tool. Then click on the Plane object you created.
Zoom into object
•Ctrl+Shift+E
Circle sides
•To define the number of sides an arch or circle has press a number proceeded by 's'.
Exporting
•You must click swap YZ coordinates so that when the model opens in 3DS max it is the right way up
Drape tool
//The drape tool only 'drapes' below an object
•To use the tool create a model and then create some edge line work. Place the edge line work above the model. Then go to Tools>Sandbox>Drape. Select the edge line work then the model. The line
work should be cut into the model
Flipping Faces the right way aroung
•Go to View>Face Style>Monochrome. The faces that will be rendered are white and the faces that won't be rendered are a light blue. Right click on the blue faces and select 'Reverse Faces' to flip them
Colours
•One of my main design tips is to keep all of your big pieces neutral. The couches and chairs — anything that's expensive and an investment — should be neutral. Then you can pop in the trendy or current colors in with paint and accessories that you can change from season to season without breaking the bank
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