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	<title>Pixil.info &#187; Tutorials</title>
	<atom:link href="http://pixil.info/category/tutorials/feed/" rel="self" type="application/rss+xml" />
	<link>http://pixil.info</link>
	<description>We make video tuts on design and development.</description>
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		<title>Animate Text Extrudes in Maya</title>
		<link>http://pixil.info/tutorials/animate-text-extrudes-in-maya/</link>
		<comments>http://pixil.info/tutorials/animate-text-extrudes-in-maya/#comments</comments>
		<pubDate>Tue, 13 Apr 2010 03:11:13 +0000</pubDate>
		<dc:creator>Pedro Ruiz</dc:creator>
				<category><![CDATA[Maya]]></category>
		<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[3D]]></category>
		<category><![CDATA[Animation]]></category>
		<category><![CDATA[pedro ruiz]]></category>
		<category><![CDATA[Text]]></category>
		<category><![CDATA[workflow]]></category>

		<guid isPermaLink="false">http://pixil.info/?p=910</guid>
		<description><![CDATA[Coming up on today&#8217;s epsiode: We take a look at how to animate extruding text in Maya. Animating extruded text...]]></description>
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<p><strong>Coming up on today&#8217;s epsiode:</strong></p>
<p>We take a look at how to animate extruding text in Maya. Animating extruded text is a nice effect to get the attention of your audience and it always makes for good screen candy.</p>
<p><span id="more-910"></span></p>
<p>If you use a custom font you can import an Illustrator file. For this example we will create the text inside Maya. We go to the create menu > create > text > option box. Enter in some text. Set output for curves. You can create a curve, or use an arc tool. Go under create > arc tools to make arc. Go into the side view and click to create a small arc.</p>
<p>Reset the pivot point the center by clicking the home key to bring up the editor. Then go to modify pivot > center pivot. I like to rebuild the curve to make sure it has an even number of  CV points. With the curve still selected go under the surfaces menu then</p>
<p>Rebuild surfaces > option box</p>
<p>Use the settings</p>
<ul>
<li>uniform</li>
<li>0 to 1</li>
<li>keep ends</li>
<li>for this example, I&#8217;ll use spans to 4</li>
<li>degree to cubic</li>
</ul>
<p>Position the curve close to the text. Back in the Surface menu we&#8217;ll go to the Extrudes option box</p>
<p>Use the settings to</p>
<ul>
<li>Tube for style</li>
<li>At path for result position</li>
<li>Component for pivot</li>
<li>Profile for the orientation</li>
<li>Complete the curve</li>
</ul>
<p>and output to NURBS</p>
<p>Now we can select the letters curves first, then shift select the curve. If your letters have holes, Shift select letter&#8217;s outer curve first then shift select the inner curve. Center the pivot for each letter. then go ahead and Extrude each letter.</p>
<p>Select the outline and under Surface fill each letter with a Planer. Ok, so now that we have all the letters extruded, we can start to animate the letter&#8217;s extrude.</p>
<p>First lets increase the extrude quality, by going into the attributes for each surface. Under the Tessellation >  enable Display > Primary Tessellation Attributes. Here you can set the uv&#8217;s to &#8220;Best Guess Based on Screen Size&#8221;. You can control the text through the curve we&#8217;ve create for the extrude. Just keyframe the point position to animate. To animate along the curve we&#8217;ll go into our options for the extrude node.</p>
<p>In the Channel box select the input for the sub curve of each letter. Here you can keyframe the Min and Max values<br />
to animate for text!</p>
<p>To add a tapper, we&#8217;ll go into the extrude node and adjust the scale properties. Adjust your animation curves, camera and check your render! </p>
<p>Alright, and that is how to animate text extrusions inside Maya.</p>
<p>I&#8217;m Pedro for Pixil.info. See you guys next time! </p>
]]></content:encoded>
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		</item>
		<item>
		<title>How to Use iPad as Midi Controller for Logic</title>
		<link>http://pixil.info/tutorials/how-to-use-ipad-as-midi-controller-for-logic/</link>
		<comments>http://pixil.info/tutorials/how-to-use-ipad-as-midi-controller-for-logic/#comments</comments>
		<pubDate>Thu, 08 Apr 2010 20:52:12 +0000</pubDate>
		<dc:creator>Noe Ruiz</dc:creator>
				<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[iPhone]]></category>
		<category><![CDATA[audio production]]></category>
		<category><![CDATA[iPad]]></category>
		<category><![CDATA[logic studio]]></category>
		<category><![CDATA[midi controller]]></category>

		<guid isPermaLink="false">http://pixil.info/?p=891</guid>
		<description><![CDATA[Coming up on today&#8217;s epsiode: We&#8217;re going to show you how we can use the iPad as a midi controller,...]]></description>
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			</a>
		</div>
<p><strong>Coming up on today&#8217;s epsiode:</strong></p>
<p>We&#8217;re going to show you how we can use the iPad as a midi controller, this means we can use it to remotely control Logic Studio, Pro Tools, Reason, and a whole bunch of other programs, Lets take a look!</p>
<p><span id="more-891"></span></p>
<p><strong>Bigger Screen Rocks</strong></p>
<p>Unlike the iPhone, the iPad has a lot more room when its comes to using it as a practical surface controller. It&#8217;s feels real controller surfer, the latency bad at all, it&#8217;s very responsive and we can actually play in tempo with any DAW! So today I&#8217;m going to show you how to hook it up to Logic Studio.</p>
<p><a rel="shadowbox" href="http://pixil.info/wp-content/themes/pixil2010/images/posts/ipadmidi.jpg"><img title="iPad Midi Controller" src="http://pixil.info/wp-content/themes/pixil2010/images/posts/ipadmidi.jpg" alt="iPad Midi Controller" align="right" /></a></p>
<p>First, you&#8217;ll need two programs. OSCulator for your Desktop and Touch OSC for the iPad. OSCulator will receive messages from Touch OSC and convert them into MIDI events.</p>
<ul>
<li>Download <a href="http://phobos.apple.com/WebObjects/MZStore.woa/wa/viewSoftware?id=288120394&#038;mt=8">Touch OSC for iPad.</a></li>
<li>Download <a href="http://osculator.net/" target="_blank">OSCulator</a></li>
<li>iPad &#038;amp Desktop must be same Wifi Network</li>
</ul>
<p><strong>Creating your own Custom Touch OSC Interface</strong></p>
<p>Touch OSC Editor allows you to create custom interfaces for your iPad. You can create up to 11 different types of controllers, faders, pads and buttons. They can be styled to 6 different colors and you can label and name each controller for ultimate customization. To sync custom interfaces to iPad, simply open the interface file in Touch OSC Editor, and click on the &#8220;Sync&#8221; button. Now on your iPad, choose the interface by tapping Layout > Add. Once your host appear in the list just tap on the file.</p>
<p><a rel="shadowbox" href="http://pixil.info/wp-content/themes/pixil2010/images/posts/custom-touchosc-interface.jpg"><img title="Custom Touch OSC Interface" src="http://pixil.info/wp-content/themes/pixil2010/images/posts/custom-touchosc-interface.jpg" alt="Custom Touch OSC Interface" align="right" /></a></p>
<p><a href="http://pixil.info/wp-content/plugins/download-monitor/download.php?id=8">Download Custom Ecken Interface Files</a></p>
<p><strong>Setting Up Touch OSC + OSCulator</strong></p>
<p>Once your iPad and Desktop have joined the same wifi network, open up your favorite DAW program. Open up Touch OSC on your iPad, and OSCulator on the Desktop.</p>
<p>In Touch OSC, under Network, locate your local host. Now select your interface under Layout, then tap TouchOSC, and tap Done.</p>
<p><strong>Assigning Controllers to Midi Events</strong></p>
<p>To add controller messages to OSCulator, all you need todo is simply tap on the sliders and faders, and OSCulator will automatically add the controller messages to the template window. From here all you need todo now is assign a midi event for each controller. In my demonstration I used Midi CC&#8217;s and Midi Notes. </p>
<p><a rel="shadowbox" href="http://pixil.info/wp-content/themes/pixil2010/images/posts/osculator.jpg"><img title="Assigning Controllers to OSCulator" src="http://pixil.info/wp-content/themes/pixil2010/images/posts/osculator.jpg" alt="Assigning Controllers to OSCulator" align="right" /></a></p>
<p><strong>Controlling Sculture with iPad</strong></p>
<p>In the demonstration, I&#8217;m controlling the shape of the sound with the XY Pads. To set this up in Sculpture, at the bottom of the synth under MIDI Controller Assign, change the MorhpX and MorhpY midi CCs to your liking, or just simply set your desired controller to the default 16 and 17 Midi CC.</p>
<p><a rel="shadowbox" href="http://pixil.info/wp-content/themes/pixil2010/images/posts/sculpture.jpg"><img title="iPad Controlling Logic Studio Sculpture" src="http://pixil.info/wp-content/themes/pixil2010/images/posts/sculpture.jpg" alt="iPad Controlling Logic Studio Sculpture" align="right" /></a></p>
<p>Alright there you have it fokes, iPad works great a surface controllers, and it&#8217;s easy to do! I hope your enjoyed my performance! I hope your try it out for your and make some really cool projects! Have any questions or suggestions? Definitely let us know what you think!</p>
]]></content:encoded>
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		<item>
		<title>Modding Wii Using DriveKey</title>
		<link>http://pixil.info/tutorials/modding/modding-wii-using-drivekey/</link>
		<comments>http://pixil.info/tutorials/modding/modding-wii-using-drivekey/#comments</comments>
		<pubDate>Wed, 07 Apr 2010 18:38:26 +0000</pubDate>
		<dc:creator>Brandon Bouchey</dc:creator>
				<category><![CDATA[Modding]]></category>
		<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[dingo]]></category>
		<category><![CDATA[drivekey]]></category>
		<category><![CDATA[installing]]></category>
		<category><![CDATA[nintendo wii]]></category>

		<guid isPermaLink="false">http://pixil.info/?p=887</guid>
		<description><![CDATA[Coming up on today&#8217;s episode: We going to take a look at modifying your Nintendo Wii, using the DriveKey. This...]]></description>
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			</a>
		</div>
<p><strong>Coming up on today&#8217;s episode:</strong></p>
<p>We going to take a look at modifying your Nintendo Wii, using the DriveKey. This modd works great for all regions! It enables you to play your backed up games in any region! Extremely nice and simple install.</p>
<p><span id="more-887"></span><br />
Unlike soft molding or soldering a mod-chip, this type of chip is very easy to install. The Drivekey chip attaches to the dvd ribbon cable enabling your Wii to play game backups.</p>
<p>Now lets get started, first lets disassemble the Wii using the tri-wing and the philips head screw driver to expose the Dvd drive. Carefully flip it over and disconnect the Power and the Ribbon clip from the dvd drive.</p>
<p>Now we will take the drive key and will be switching the dip-switches according to your Wii&#8217;s Region</p>
<p><img src="http://pixil.info/wp-content/themes/pixil2010/images/posts/drivekey-switches.jpg" alt="Drivekey Region Switch" /></p>
<ul>
<li> Jap: on/onv
<li>USA: off/on</li>
<li>EUR: on/off</li>
<li>Kor: off/off</li>
</ul>
<p>Lets connect the Drivekeys ribbon that came with the key, and connect it with the pins faced down onto the &#8220;DVD&#8221; side of the drivekey. Connect the lose end of the ribbon to the DVD drive where the other ribbon was connected. </p>
<p>OK so now that we have our Drive key connected to the Wiis dvd drive we will connect the motherboard ribbon we removed from the dvd drive and place it into the other hinge on the driveway.</p>
<p>Now everything should be set, now we will secure and insulate the chip to the board, but not agents the chassis, place a few strips of Electrical Tape or the Drivekey Sticker over the chip to make it secure.</p>
<p>Reassemble your Wii and you are ready to play your Wii Game Backups or Other Region games! Enjoy your newly modified Wii.<br />
And that&#8217;s it for this episode of Younoob.net</p>
<p>Definitely check out <a href="http://growragio.com">Burneys custom xbox faceplates</a></p>
]]></content:encoded>
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		</item>
		<item>
		<title>Using iChat to Control Final Cut</title>
		<link>http://pixil.info/tutorials/using-ichat-to-control-final-cut/</link>
		<comments>http://pixil.info/tutorials/using-ichat-to-control-final-cut/#comments</comments>
		<pubDate>Tue, 09 Mar 2010 03:27:25 +0000</pubDate>
		<dc:creator>Pedro Ruiz</dc:creator>
				<category><![CDATA[Final Cut]]></category>
		<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[control]]></category>
		<category><![CDATA[editing]]></category>
		<category><![CDATA[Hardware]]></category>
		<category><![CDATA[iChat]]></category>
		<category><![CDATA[iPhone]]></category>
		<category><![CDATA[monitor]]></category>
		<category><![CDATA[pedro ruiz]]></category>
		<category><![CDATA[remote]]></category>
		<category><![CDATA[videopixil]]></category>
		<category><![CDATA[workflow]]></category>

		<guid isPermaLink="false">http://pixil.info/?p=549</guid>
		<description><![CDATA[Coming up on this episode of Pixil: Today, we&#8217;ll look at how remote editing has become easier with the introduction...]]></description>
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			<a href="http://api.tweetmeme.com/share?url=http%3A%2F%2Fpixil.info%2Ftutorials%2Fusing-ichat-to-control-final-cut%2F"><br />
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			</a>
		</div>
<p><strong>Coming up on this episode of Pixil:</strong><br />
Today, we&#8217;ll look at how remote editing has become easier with the introduction of Final cut 7.Streaming draft previews is accomplished with the new iChat Theater option.<br />
<span id="more-549"></span><br />
This very useful feature is great way to show off the latest cut to your clients. This option essentially  feeds your Final Cut Canvas screen to an iChat video message. Lets check out how the workflow I use in performing an iChat remote edit. When preforming a remote edit, it always helps to see a better frame rate. Editing across the net is never fun, but sometime necessary when completing deadlines.</p>
<p>When combined with remote access software, like logmein, iChat one can use a more powerful machine  to edit off location! To do this we active the remote software on the remote computer. Offsite we log in and active iChat on both computers. Using two different iChat accounts we&#8217;ll message the control the host computer through Final Cut. We&#8217;ll start off by going into Final Cut</p>
<blockquote><p>Under: View > iChat Theater > Start Sharing</p></blockquote>
<p>Hit OK to active. While still in the remote account, go to the iChat buddy list and connect to the controller account. On the control computer, accept the invite. Using a second monitor, we can drag the iChat video screen over. Okay, and now we have a better frame rate to remotely edit to!</p>
<p>Okay and that&#8217;s how control final cut with iChat. This isn&#8217;t the best editing experience, but on a deadline it gets the job done. And that&#8217;s it for this episode of Pixil.info. I&#8217;m Pedro for Pixil.info See you next time!</p>
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		<item>
		<title>How to Convert Audio Samples for BeatMaker</title>
		<link>http://pixil.info/downloads/how-to-convert-audio-samples-for-beatmaker/</link>
		<comments>http://pixil.info/downloads/how-to-convert-audio-samples-for-beatmaker/#comments</comments>
		<pubDate>Tue, 23 Feb 2010 13:04:07 +0000</pubDate>
		<dc:creator>Noe Ruiz</dc:creator>
				<category><![CDATA[Downloads]]></category>
		<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[iPhone]]></category>
		<category><![CDATA[aiff]]></category>
		<category><![CDATA[audio]]></category>
		<category><![CDATA[beatmaker]]></category>
		<category><![CDATA[convert]]></category>
		<category><![CDATA[download]]></category>
		<category><![CDATA[drumkit]]></category>
		<category><![CDATA[ecken]]></category>
		<category><![CDATA[intua]]></category>
		<category><![CDATA[load]]></category>
		<category><![CDATA[mp3]]></category>
		<category><![CDATA[noe ruiz]]></category>
		<category><![CDATA[samples]]></category>
		<category><![CDATA[tutorial]]></category>
		<category><![CDATA[wav]]></category>

		<guid isPermaLink="false">http://pixil.info/?p=433</guid>
		<description><![CDATA[Coming up on today&#8217;s epsiode: How to convert your samples to create a custom beat maker kit, resolve some Error&#8217;s,...]]></description>
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			</a>
		</div>
<p><strong>Coming up on today&#8217;s epsiode:</strong></p>
<p>How to convert your samples to create a custom beat maker kit, resolve some Error&#8217;s, and make some fresh beats!</p>
<p><span id="more-433"></span></p>
<p><strong>The Right Format</strong></p>
<p>So I&#8217;ve been getting tons of questions about getting unknown sample format errors, and It made me question what are the exact specs, so I pulled up their usual manual and found out.</p>
<p><a rel="shadowbox" href="http://pixil.info/wp-content/uploads/beatmakermanual.png"><img class="alignnone size-thumbnail wp-image-435" title="BeatMaker Manual" src="http://pixil.info/wp-content/uploads/beatmakermanual.png" alt="BeatMaker Manual" align="right" /></a></p>
<p>Use can use iTunes or QuickTime to find out what type of format your samples. Make sure to convert them using the following settings. In iTunes goto preferences, under the general tab, click on Important Settings button, Import using, select AIFF or WAV. Now change Automatic Setting to custom, pick 44100 Hz, Stereo, 16bit is okay, and hit done done done, now select your file in your library, right click and select &#8220;Create AIFF or WAV&#8221;. Done!</p>
<p>Alright so now that you know what format you&#8217;ll need for, all you gotta do is plop them into your custom beatmaker kit, with BeatPack, lets show you how to do that.</p>
<ul>
<li>Download BeatPack.</li>
<li>Ensure same wifi connection for iPhone/iPod Touch and Computer</li>
<li>Gather your files. Create your icon</li>
<li>Arrange your kit, save and export.</li>
</ul>
<p>Alright hope that answers your question MCtubbsta, thats how to make samples and kits for beatmaker. So what did we learn today? AIFF and WAV formats, NO MP3s</p>
<p>Hope you enjoyed the episode. Remember to also check out my custom beat, youtube channel and  thesixtyone page. , be sure to check the site for show notes and details, leave comments and questions on the site, tweet or facebook us. and all the others<br />
C Ya next time!</p>
]]></content:encoded>
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		<item>
		<title>Repairing Xbox360 Red Ring of Death</title>
		<link>http://pixil.info/tutorials/modding/repairing-xbox360-red-ring-of-death/</link>
		<comments>http://pixil.info/tutorials/modding/repairing-xbox360-red-ring-of-death/#comments</comments>
		<pubDate>Wed, 17 Feb 2010 16:41:43 +0000</pubDate>
		<dc:creator>Brandon Bouchey</dc:creator>
				<category><![CDATA[Modding]]></category>
		<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[dingo]]></category>
		<category><![CDATA[red ring of death]]></category>
		<category><![CDATA[repairing]]></category>
		<category><![CDATA[rrod]]></category>
		<category><![CDATA[workflow]]></category>
		<category><![CDATA[xbox 360]]></category>
		<category><![CDATA[younoob]]></category>

		<guid isPermaLink="false">http://pixil.info/?p=381</guid>
		<description><![CDATA[Coming up on today&#8217;s episode: Ok Guys this is a big one! This Episode, I will show a method that...]]></description>
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			</a>
		</div>
<p><strong>Coming up on today&#8217;s episode:</strong></p>
<p>Ok Guys this is a big one! This Episode, I will show a method that will fix the RROD (Red Ring Of Death). You’ll need the following tools and equipment to repair the xbox360. If done correctly, your xbox360 will come back to life. If you have any questions or comments please feel free to post. Hope you enjoyed this episode of Younoob.net
<p>
<span id="more-381"></span><br />
<img width="300" height="261" alt="6screwes 300x261 Younoob.net; Repairing Xbox360 RROD (red ring of death)" src="http://younoob.net/wp-content/uploads/2009/09/6screwes-300x261.jpg" title="6screwes" class="post-img clearfix"></p>
<ul>
<li>Presto Griddle</li>
<li>Heat Gun (500F)</li>
<li>Arctic Silver Remover or Alcohol/Goo Gone</li>
<li>Arctic Silver 5</li>
<li>4 Machine Screws 1/2&#8243;</li>
<li>Aluminum Foil</li>
<li>Metal Tape</li>
<li>hex ScrewDriver T-10</li>
<li>Small Screwdriver Kit</li>
<li>8 M5-.80 x10 Machine Screws</li>
<li>16 #10 Flat Washers [Nylon]</li>
<li>16 5mm Flat Washers [Metal]</li>
</ul>
<p>so lets start off by removing the casing. (Plenty of Videos and tutorials online for opening the xbox360). We will begin by removing the faceplate followed by the top and bottom cover. You will need to remove the 6 main screws, to remove the side caseing.(Diagram in shownotes)</p>
<p>Remove the face power board by unscrewing the 3 screws. Then Remove all the remaining undercarriage screws. After the case is removed, Flip Motherboard you will see the X-clamps, You will need to carefully remove them using a small Flat-head screwdriver, and remove the Heat Sinks. Use rubbing alcohol and a q-tip and carefully clean the 2 main chips until they shine.</p>
<p>Take off the DVD power and Sata Cables from the motherboard.</p>
<p>Now take some Aluminum Foil and some metal tape, cover all the conductors except the area we will be heating up with the heatgun. Use the four 2&#8243; machine screws, adjust with a bolt to about 1/2&#8243; then place in motherboard. hoist the motherboard above the griddle 1/2&#8243;. Preheat the griddle to 350ºF. Let set for 5 minutes. Heat the exposed H(ANA) Chip and the GPU using the Heat Gun at medium heat. Use a circular motion for 4 minutes. 1&#8243;-2&#8243; away from the chips. (Do not burn any parts). Let set for 35-40 minutes.</p>
<p><img width="300" height="300" alt="machine screws2 300x300 Younoob.net; Repairing Xbox360 RROD (red ring of death)" src="http://younoob.net/wp-content/uploads/2009/09/machine_screws2-300x300.png" title="machine_screws" class="post-img clearfix"></p>
<p>Remove motherboard from griddle. Remove aluminum foil. Clean up any tape access (if any). Apply arctic silver (small amount) to the chips. Spread and flatten an even coat of article silver using a credit card or a trowel.</p>
<p>[Optional Step] Replace the X-Clamps.</p>
<p>Now this step is optional but i like to replace the xclamps also, so we will remove all the bolts from the Heat sinks and clean the surface. Use 8 M5-.80 x 10 Machine Screws to put metal and nylon washers on both sides of the motherboard. (Nylon washers touch both sides of motherboard)</p>
<p>Then Carefully Screw the heatsinks into place evenly. Partial Reassemble the Xbox360. Place motherboard and all main hardware back into the metal casing, Power on and if done correctly in most cases your xbox360 will come back to life. If you have any questions or comments please feel free to post. Hope you enjoyed this episode of Younoob.net</p>
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		<title>Redirects using htaccess</title>
		<link>http://pixil.info/tutorials/programming/redirects-using-htaccess/</link>
		<comments>http://pixil.info/tutorials/programming/redirects-using-htaccess/#comments</comments>
		<pubDate>Tue, 16 Feb 2010 17:09:30 +0000</pubDate>
		<dc:creator>Jeremy Simkins</dc:creator>
				<category><![CDATA[Programming]]></category>
		<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[domain]]></category>
		<category><![CDATA[htaccess]]></category>
		<category><![CDATA[redirectrs]]></category>
		<category><![CDATA[redirects]]></category>
		<category><![CDATA[RewriteEngine]]></category>
		<category><![CDATA[url]]></category>

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		<description><![CDATA[A quick look at redirects using htaccess. Today I’m going to show you how to force a www and a...]]></description>
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<p><strong>A quick look at redirects using htaccess.</strong></p>
<p>Today I’m going to show you how to force a www and a non www domain using htaccess.
<p>
<span id="more-340"></span></p>
<p>It’s common knowledge that you can access your site with or without the www. By not forcing one or the other this will penalize your SEO, due to duplicate content.  The most common method of doing this is via .htaccess using mod_rewrite.</p>
<p>When I was first learning how to use .htaccess this was one of the simpler methods to find examples of with any search engine. Now, if you are only needing to edit your. htaccess for one domain, the majority of these found examples will suffice; If you have multiple domains that tend to go to one directory this example will be much more beneficial. Also, if you put this example into your httpd.conf file, this can take effect on all domains on the server; so you won’t need to worry about adding each domains redirect.</p>
<p>I have provided the below examples as a method I use to manage redirects. I have provided an example for each method, www and non-www.</p>
<p>In order for mod_rewrite to work you must first enable it. This is easily done by adding this to the .htaccess.</p>
<blockquote><p>RewriteEngine On<br />
Force www:<br />
# Do a www redirect on the domain<br />
RewriteCond %{HTTP_HOST} !^www\.[a-z-]+\.[a-z]{2,6} [NC]<br />
RewriteCond %{HTTP_HOST} ([a-z-]+\.[a-z]{2,6})$ [NC]<br />
RewriteRule ^(.*)$ http://www.%1/$1 [R=301,L]</p>
<p>Force non-www<br />
# Do a non-www redirect on the domain<br />
RewriteCond %{HTTP_HOST} ^www\.[a-z-]+\.[a-z]{2,6} [NC]<br />
RewriteCond %{HTTP_HOST} ([a-z-]+\.[a-z]{2,6})$ [NC]<br />
RewriteRule ^(.*)$ http://%1/$1 [R=301,L]</p></blockquote>
<p><strong>How this works:</strong></p>
<p>When the URL is being received we check it to ensure it is valid to our method of choice. Regardless of our method, it checks the URL to see if it matches, checks if the URL contains the www or not. Next it will set the conditional variable to be used in the actual redirect.</p>
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		<title>Baking Texture Light Maps in Maya 2010</title>
		<link>http://pixil.info/tutorials/optimize-iphone-games-by-baking-texture-light-maps-in-maya-2010/</link>
		<comments>http://pixil.info/tutorials/optimize-iphone-games-by-baking-texture-light-maps-in-maya-2010/#comments</comments>
		<pubDate>Mon, 08 Feb 2010 17:07:23 +0000</pubDate>
		<dc:creator>Pedro Ruiz</dc:creator>
				<category><![CDATA[Maya]]></category>
		<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[iPhone]]></category>
		<category><![CDATA[3D]]></category>
		<category><![CDATA[baking]]></category>
		<category><![CDATA[light maps]]></category>
		<category><![CDATA[maya 2010]]></category>
		<category><![CDATA[pedro ruiz]]></category>
		<category><![CDATA[videopixil]]></category>
		<category><![CDATA[workflow]]></category>

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		<description><![CDATA[Coming up on today&#8217;s epsiode: Optimize your iPhone games performance by Baking Texture Light Maps using Maya 2010. Today will...]]></description>
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			</a>
		</div>
<p><strong>Coming up on today&#8217;s epsiode:</strong></p>
<p>Optimize your iPhone games performance by Baking Texture Light Maps using Maya 2010. Today will be using Maya Baked Lightmaps to speed up game performance. The trick is getting fewer texture draw calls by baking your shadows into the texture.</p>
<p><span id="more-316"></span></p>
<p>First will start by creating a texture sheet. A texture sheet holds all of the textures that are used to make up characters and other models in the game. So by combining textures into one file, you can get a faster performance by using less cycles for each texture. For this tutorial we&#8217;ll be combining all the textures that make up this cell room.</p>
<p>For this example we&#8217;ll use a size of 1024&#215;786. After all the textures are combined, make sure even plain color shaders are also in the Texture sheet.</p>
<p>Link all your texture UVs to the sheet.</p>
<p>Now we&#8217;ll Adjust the lighting in the scene, check the render to see the were the shadow are casting.</p>
<p>Now Select all polygons and in the polygons menu under<br />
<blockquote>Mesh &lt; Combine</p></blockquote>
<p>Create a automatic poly projection for all the ploys in the polygons menu under<br />
<blockquote>Create &lt; UVs &lt; Automatic Mapping Option Box</p></blockquote>
<p>Using the default settings, under UV Set make sure the UV set name is: lightmap hit apply</p>
<p>Go into your UV Texture Editor and select the new UV set under: UV Sets &lt; and then the lightmap uv set You can switch to original uv coordinates if you need to here</p>
<p>While still having the ploys selected go to the Render Menu Under:<br />
<blockquote>Lighting/Shading &lt; Batch Bake (metal ray) Option Box</p></blockquote>
<p>The under Settings options check Back Shadows, the rest should be ok</p>
<p>under<br />
<blockquote>Texture Bake Set Override Color mode &lt; only light</p></blockquote>
<p>Under prefix: use the name of the room to easily spot them out</p>
<p>For the iPhone will use the X and Y resolution of 256&#215;256. Didn&#8217;t get any higher quality with a higher number so, We can leave the Number of samples to 4.</p>
<p>Fill Texture seams at: 3.0</p>
<p>Make sure Override mesh UV set assignments is checked with the UV set name to: lightmap</p>
<p>Click on convert to bake the map, This shouldn&#8217;t take too long</p>
<p>Ok, now if we look in our project file under<br />
<blockquote>renderData/mentalray/lightmap/.</p></blockquote>
<p> You can see the room0_lightmap.tif Maya created. Open it up to check it out, Pretty good</p>
<p>Ok we now have both of the UV sets in the scene and the baked lightmap.</p>
<p>Now we have to go to each object in the visible scene and create a Layered Texture shader for each. Then we have to attach the textures and UVs to the baked shadow&#8217;s UV set.</p>
<p>We can do this by right clicking on an object Assign new Texture &lt; layeredTexture</p>
<p>Object goes green, The first layer will hold the lightmap file. Add another file node and link it to the lightmap. For the Blend mode use: multiply.</p>
<p>now we can go to the second layer and select a file node. We&#8217;ll link that to the color texture sheet. The blend mode should be at: none.</p>
<p>Now we can link the UV sets together for this object and it&#8217;s texture.</p>
<p>To set up the UV relationship we&#8217;ll go Under<br />
<blockquote>Window &lt; Relationship Editors &lt; UV Linking &lt; UV-centric</p></blockquote>
<p>Scroll down to find the texture for this object. By default both are linked to the color texture. Select the lightmap and link it to the lightmap UVs</p>
<p>Map1 should deselect the  light map UVs from the color UVs.</p>
<p>Now let&#8217;s test link by going into the UV Texture Editor and switching between the sets.</p>
<p>Now lets do a test render of the scene with the light off. If linked properly the shadows from any objects should still be in the render!</p>
<p>Now we just have to attach each object and texture to the lighmap UVs,  thats how to bake light maps in maya. Hope this helps in optimizing your next iPhone/iPad game.</p>
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		<title>Audio Tips for iPhone Development</title>
		<link>http://pixil.info/tutorials/audio-tips-for-iphone-development/</link>
		<comments>http://pixil.info/tutorials/audio-tips-for-iphone-development/#comments</comments>
		<pubDate>Thu, 04 Feb 2010 19:57:53 +0000</pubDate>
		<dc:creator>Noe Ruiz</dc:creator>
				<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[iPhone]]></category>
		<category><![CDATA[audio production]]></category>
		<category><![CDATA[ecken]]></category>
		<category><![CDATA[logic studio]]></category>
		<category><![CDATA[noe ruiz]]></category>
		<category><![CDATA[techniques]]></category>
		<category><![CDATA[tips]]></category>

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		<description><![CDATA[Coming up on today&#8217;s epsiode: Audio production techniques for iPhone Application Development. Today we&#8217;re going to take a look at...]]></description>
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<p><strong>Coming up on today&#8217;s epsiode:</strong></p>
<p>Audio production techniques for iPhone Application Development. Today we&#8217;re going to take a look at audio production workflows I use for iPhone development.</p>
<p>Developing audio assets for the iPhone sounds easy enough, but the real challenge is how you&#8217;ll need to optimize for file size.</p>
<p><span id="more-303"></span></p>
<p><strong>Optimize File Size</strong></p>
<p>When your working on audio for an iPhone application, it&#8217;s best practice to keep your file size as low as you can. Here are some settings I&#8217;ve found that keep your file relatively low, without too much quality loss.</p>
<p><strong>Export Audio from DAW for the iPhone.</strong></p>
<p>In your DAW, export your audio at a Sample Rate of 22050, with a file format of AIFF, and a resolution of 16bit. Using this setting should keep your file size small, and your quality at a medium.</p>
<p><strong>Using Folders and Markers in Logic for organization.</strong></p>
<p>When working on a project with multiple parts, a great way to group them is to pack them into a folder, and export them individually. To create a Folder in Logic, select your Regions from the Arrangement Window, goto the Region Menu, and then select Folder > Pack Folder. </p>
<p>Now you can double click to enter the folder, create a loop cycle and if you click and drag down, you&#8217;ll create a marker. Using Markers are a great way to keep your project organized. Now we can Bounce it out.</p>
<p><strong>Testing your audio translation on iPhone.</strong></p>
<p>Alright so once you get your audio files on your iphone, you definitely want to spend a lot of time testing your audio translation. Most of the time you&#8217;ll find yourself going back and editing your levels. some things are hard to hear on the iphone speaker, like low bass sounds. so listen carefully, and make sure to have fun.</p>
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		<title>How to build XML Gallery in Action Script 3</title>
		<link>http://pixil.info/downloads/how-to-build-xml-gallery-in-action-script-3/</link>
		<comments>http://pixil.info/downloads/how-to-build-xml-gallery-in-action-script-3/#comments</comments>
		<pubDate>Thu, 28 Jan 2010 03:06:50 +0000</pubDate>
		<dc:creator>Jeremy Lawson</dc:creator>
				<category><![CDATA[Downloads]]></category>
		<category><![CDATA[Flash]]></category>
		<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[action script 3]]></category>
		<category><![CDATA[as3]]></category>
		<category><![CDATA[Gallery]]></category>
		<category><![CDATA[jeremy lawson]]></category>
		<category><![CDATA[jermbo]]></category>
		<category><![CDATA[XML]]></category>

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		<description><![CDATA[Coming up on today&#8217;s episode: How to build an XML slide show gallery with Action Script 3. This is going...]]></description>
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		</div>
<p><strong>Coming up on today&#8217;s episode:</strong></p>
<p>How to build an XML slide show gallery with Action Script 3.</p>
<p>This is going to a four part tutorial where I show you what XML is, what an Array is, How to load the XML into Flash, and some really cool effects using the Transition Manager.</p>
<p><span id="more-244"></span></p>
<p class="xml-t1" ><strong>Part One &#8211; Understanding XML</strong></p>
<div class="xml-p1">
<p>If you have used HTML at all then you are ahead of the game. XML is very similar in the sense that every opening tag must have a closing tag. For Example here is a tag of strong around the word &#8220;Hello!” As for XML I have a tag of name around the word &#8220;Jermbo”.  Or we can have a self closer like the image tag in HTML.  I make a tag called name and give it an attribute of first with a value of &#8220;Jermbo”.  Unlike HTML, XML allows you to create your naming convention. So use this to your advantage.  Let’s say that you are making a user name XML. Use tags like<br />
<blockquote>&lt;username&gt;&lt;password&gt;&lt;email&gt;</p></blockquote>
<p>. Or photo gallery, you can use names like<br />
<blockquote>&lt;nature&gt;&lt;city&gt;&lt;space&gt;.</p></blockquote>
<p>. Use anything that makes sense to your project.</p>
<p>Now there are a few &#8220;rules” of XML that I want to point out.</p>
<p><strong>Every XML document MUST have a root node.</strong><br/>XML is very case sensitive. It doesn’t matter if you use camel case, all lower case, or all caps just make sure you use them consistently. I recommend using camel case, I find it easier to read and use it in my style of writing.</p>
<p>As first stated all tags must be closed. Either with a closing tag or a self closing tag.</p>
<p>All tags must be properly nested. Meaning Opened and Closed in order. As an example I am using color tag and green tag and this illustrates the proper way of nesting your code.</p>
<p>All attributes must be quoted! For the example that I am using, I want the path of my photo to be an attribute. On screen is an example of the right and wrong way of doing that.</p>
<p>You must have a Doc Type Declaration. This helps avoid any confusion on the browsers part .  If you open a new XML document in a program like DreamWeaver it will give you the doc type automatically. Other notable properties of XML is, like HTML you can leave comments. Comments are done the same way in XML and HTML.<br />
<blockquote>&lt;!&#8211;comment example &#8211;&gt;</p></blockquote>
<p> This is great for many reasons. One, you can comment code out if you don’t want it to render but might need it later. Or leave reminders for your self or other coders that might be looking at your code.</p>
<p>Special Characters. There are a few &#8220;illegal” characters to be aware of. For example I make a tag for math and the value to a human reads 9 is less than 15. But that less then sign denotes the opening of a tag. This would break in almost every case. So if you want to render the value the way humans read it, then you need to use the &#8220;correct form&#8221;. </p>
<p>For this case its ampersand l t semicolon. There are a few more to note, so take a look at my cheat sheet for which characters are &#8220;illegal” and what their &#8220;correct form” is. </p>
<p>So now that we got the basics of XML down, lets write a document that we can use to fuel our slide show. Let’s make a new XML doc and save it under the name of slideShow.xml.  Go to line 2 and open the root node and call it slideShow. Go down a few lines and close the root node. Next let’s make a child of the root called photoList, and go down a few and close it, also, let’s give it an attribute of date with a value of Sept2009. Go ahead and make one more child, but this time put it in the photolist, and call it photo. This node is going to be a self closing node. Let’s give it 2 attributes, one called path the other called desc the abriation of description. And for the value of path put images/001.jpg and for desc put Title 1. Copy and paste the photo node six times and change the 2nd node to be 002,jpg and title 2 and the 3rd node to be 003.jpg and title 3 and so on. </p>
<p>And there you have it! You just wrote the basic XML document that we are going to use in our slide show.</p>
</div>
<p class="xml-t2"><strong>Part Two &#8211; Understanding Arrays</strong></p>
<div class="xml-p2">
<p>Open up flash and make a new ActionScript 3 document. Before we can start to load the XML into Flash we need to understand what an Array is and how to use it. Unlike basic variables, arrays can hold multiple values. For example I want to make a grocery list. If I were to use string variables I would have to create a unique variable for each item. They would look something like this.<br />
<blockquote>&#8212;&#8212;&#8212;&#8212;</p></blockquote>
<p>And if I were to trace any variable I would get the value of that string in my output panel. But arrays on the other hand, you can add multiple values and access them by going to the specific index of that array.  For example, I will set up an array for groceries, fill it with multiple values and then call a specific value.</p>
<p>So here I am starting out with a var key word and giving it a name of groceries and data type it to Array. Then I equal that to a new array(). And begin to fill the array with values. Now I want to get to the first value of that array, so I trace the array with an index of 0. Be sure that the index is in square brackets.  Notice in the output panel you see the results of my trace statements.</p>
<p>Arrays start its count from zero. So if you have 3 items in your array, the third items index is 2. So that means if I wanted to get any of the values, just subtract 1 from their spot in line. Meaning item one has an index of zero, item two has an index of 1, and item three has an index of 2 and so on. </p>
<p>Moving on as you are shopping you realize that you needed two more items. You can add or subtract from an array very easily. To add to the end of an array you use the push () function. And to subtract one from the end of an array you use the pop () function. I realized that I wanted cracker and soda. So need to type groceries.push(&#8220;crackers”) I am going to trace the groceries to make sure that everything worked. Good it did. Now on the next line I am will do the same thing to add soda to my list. Again tracing groceries to make sure it works. Now that I put soda on my list I realize I don’t have the money for that and I want to take it off. So I will type groceries.pop() and trace groceries again. And there you go soda is off the list. But as I shop I pick up items from the beginning of the list. So I want to get them out of the array. This calls for a splice() function. This function is expecting 2 parameters though. The first parameter is the Starting Index (start point) and the delete count (how many you want to delete.) So I am going to start with index of 0 ( my first item) and delete 2 items. Now when I trace the groceries array I will notice that the milk and bread are now gone from the list. </p>
<p>Now there are more methods allowing you to add, remove, rearrange, and revalue, but this is more than enough for what we need right now. Also be aware that there are different types of arrays, like Multidimensional (arrays with in arrays), and Associative arrays(these store liner pairs of arrays, one is the value the other is describing the first.). But for now Liner Arrays are perfect! </p>
</div>
<p class="xml-t3"><strong>Part Three &#8211; Loading XML into Flash</strong></p>
<div class="xml-p3">
<p>Now that we understand the basics of XML and Arrays, we need to do one more thing before our slide show can come to life. We need to load the XML and sort the data so that we can work with it. Even though there are ways of writing XML in Flash the most common way to use XML is have an externally loaded document.  So let us begin!</p>
<p>First we need to set up a variable that will hold the XML data. Lets call it xmlData and data type it to XML. Now we need a URLLoader. So make a variable and call it xmlLoader data type it to URLLoader and make it a new URLLoader(). After that is set up, we need to make two functions, one will load the XML on the successful load of the xml document and the other will be IOErrorEvent, to catch a problem in the event that the XML isn’t loaded properly. So type</p>
<blockquote><p>xmlLoader.addEventListener(Event.COMPLETE, loadTheXML)</p></blockquote>
<p> and on the next line type</p>
<blockquote><p>xmlLoader.addEventListener<br/>(IOErrorEvent.IO_ERROE, xmlLoadError).</p></blockquote>
<p>			Now we can set up the xmlLoader to load in the external document. To lets type</p>
<blockquote><p>xmlLoader.load(new URLRequest(&#8220;slideshow.xml&#8221;));</p></blockquote>
<p>That sets up the basic calls for loading the document in, now we need to create the function. Lets deal with the complete function first. Type function</p>
<blockquote><p>loadTheXML(evt:Event):void(since it wont be returning any value)</p></blockquote>
<p>			and open and close curly brackets. In side that function I am going to type a trace statement just to make sure everything is going good. So type</p>
<blockquote><p>xmlData = new XML(evt.target.data)</p></blockquote>
<p> and on the next line type trace (xmlData). Before we can test this we need to make the IOError function.</p>
<p>Go out side the function for loading and go on a new line. Type out function</p>
<blockquote><p>xmlLoadError(evt:IOErroeEvent):void{	trace(&#8220;something is wrong : &#8221; + evt.text)}</p></blockquote>
<p>Now is a good time to test. Hit control enter and bam in the output window you see the xml document. Lets just see what happens when we have a problem loading the XML. For the new URLRequest add an extra letter in the slideshow.xml string. Hit control enter. And in the error message pops up in the output window. This is telling up that we have a problem and the evt.text is stating that it cant find the xml document called slideshows. So if you fix our error and save and test again, we are back to normal. And there you have it. You just loaded in XML.</p>
</div>
<p class="xml-t4" ><strong>Part Four &#8211; Working with the data</strong></p>
<div class="xml-p4">
<p>Let’s begin with setting up our viewing area. Click on the stage, go over to the properties panel and edit the stage size to 350 wide and 450 high. Make a new layer call it artArea. Grab the rectangle tool, make sure there is no stroke and draw a rectangle on stage. Grab the selection tool and select the new rectangle and in the properties panel give it a x location of 25 a y location of 0 a width of 300 and a height of 400. With that rectangle selected hit F8. This will bring up a convert to symbol dialog box. Give it a name of holder, make sure that the type is MovieClip and the registration is at the top left. Click ok, and in the properties panel, you will notice that the information changed. Let’s give this an instance name of holder. This will be where our images will be displayed.</p>
<p>Now we need to make a box to hold the description and picture count.  Grab the rectangle tool, give it a different color and draw one on the stage. Grab the selection tool and select the rectangle. Go into the properties panel and give the x a value of 25, y a value of 400, width make it 300, and height make it 40. Again with it selected hit F8. The dialog box will pop up and your previous settings should still be there just give it a name of content. Also be sure to give it an instance name of content as well. Now I am going to take a minute to make it look a little better, so feel free to spice it up. </p>
<p>If you don’t want to no big deal. Go inside of the content movie clip and call layer one bg and lock it. Make a new layer and call it text. Grab the text tool and change it to dynamic text. Draw a small rectangle text box on the left hand side. Grab the selection tool and position it over the background and give it an instance name of picNumText. Grab the type tool again and do the same thing only make it a bit bigger and give it a name of descText. And that should be it for the set up go back to the root time line and go to the actions layer and open up the actions panel.</p>
<p>Back in the actions panel we need to put the xml data into an array so go all the way to the top of the script and hit enter a couple times. And at the top lets set up a couple of arrays that will hold the pictures and descriptions. Type var picArray:Array = new Array() and on the next line type<br />
<blockquote>ar descArray:Array	 = new Array()</p></blockquote>
<p>Also type var picLength and data type it to int. Inside the loadTheXML function I will comment out the trace statement and make a new line below that. We need to set variable that will give us the length of the xml document. So type picLength = xmlData.photoList.photo.length() and on the next line trace the picLength and you should get 7. That is how many photo nodes there are in our xml document.  So close the preview. And go back to the loadTheXML function.</p>
<p>Delete the picLength trace statement. And lets begin out for loop. For right now trust that just works. I will explain that a loop is in another tutorial. Type for<br />
<blockquote>(var i:int = 0; i&lt;picLenght;i++){}</p></blockquote>
<p> inside the for loop we what to push the data of each xml node. So we start with picArray.push(xmlData because that is where all the XML information is stored.<br />
<blockquote>photoList.photo.@path[i] photoList.photo.@path[i])</p></blockquote>
<p>This is a very simple concept to understand. I am setting up a variable called I and its initial value is zero. And as long as i is less than the length of picLenght then add one to i. So the first time it runs the loop it starts at 0 and rins the coded inside. Then goes back to the top and checks to see if i is still less than picLength. It see that it is so it runs the coded again now i is equal to 1. And it continues this process until the statement i picLength is no longer true. And the reason why I put the picArray.push function in here is because I want the array to be filled with all the information in the XML. So trace the picArray out side the loop and you will see that all the paths are in that array. Now lets do the same thing with the descArray. Inside the loop type<br />
<blockquote>descArray.push xmlData.photoList.photo.@desc xmlData.photoList.photo.@desc)</p></blockquote>
<p> and trace the descArray out side the loop and again all the information is there.</p>
<p>Now we are ready to set up the coded to load the image into the holder.  Lets go back to the top and set up 2 more variables one is a loader object so under the last array type var imageLoader and data type it to Loader. And the other one is to hold the current picture number. I like to call it whoIsOn so on the next line type var whoIsOn and data type it to int and set the value to 0. </p>
<p>Back in loadTheXML function underneath the for loop type imageLoader = new Loader() to set up the loader object. On the next line we need to set up an URLRequest for the loader to have something to load. So type var mainReq:URLRequest = new URLRequest(picArray[whoIsOn]) since who  is on is set to 0 right now it will display the first image. On the next line lets load the info in so type imageLoader.load(mainReq); Now we need to set up the event listeners to load it in and error event in case something is wrong. So on the next line type<br />
<blockquote>imageLoader.contentLoaderInfo.addEventListener<br/>(Event.COMPLETE, imageLoaded) </p></blockquote>
<p> and on the next line<br />
<blockquote>imageLoader.contentLoaderInfo.addEventListener</br>(IOErrorEvent.IO_ERROR, imageProblem)</p></blockquote>
<p>Now lest go outside the function to set up the two functions we just set up to call. First type function<br />
<blockquote>imageLoaded(evt:Event):void{} </p></blockquote>
<p> and in side that function simply add the imageLoader to the holder movie clip like this,<br />
<blockquote>holder.addChild(imageLoader)</p></blockquote>
<p> . Now lets set up the error function. Type function<br />
<blockquote>imageProblem(evt:IOErrorEvent):void{}</p></blockquote>
<p> and in side simply type a trace statement that sasy &#8220;Is the image there : &#8221; + evt.text</p>
<p>Test the movie and see if it is working.. SWEET so far so good. Lets tie in the description and the photo count.  Lets go back into loadTheXML function and add a few lines to the bottom. We already add the descriptions to the array and we have a global index floating around so all we need to do is tell the text field to display that information and you do it like this.<br />
<blockquote>Content.descText.text = String(descArray[whoIsOn])</p></blockquote>
<p> and type on the next line.<br />
<blockquote>Content.picNumText.text = String((whoIsOn + 1) + &#8221; /  &#8221; + picLength)</p></blockquote>
<p> Test the movie and see if it worked.</p>
<p>We are making some progress. Lets tie in a timer that will switch the image every 5 second. First things first, we need to import the timer functionality before we can use it. So all the way at the top type import flash.utils.Timer and on the next line type<br />
<blockquote>import flash.events.TimerEvent</p></blockquote>
<p>. go down a line or two and type<br />
<blockquote>var switchTimer:Timer = new Timer(3000)</p></blockquote>
<p> this is setting the timer for use Next we need to add an even listener to do something when the time is triggered so right underneath the timer set up type<br />
<blockquote>switchTimer.addEventListener<br/>(TimerEvent.TIMER, switchImage)</p></blockquote>
<p> and start the timer. swtichTimer.start()</p>
<p>Now go all the way to the bottom and start the function for switch image type function switchImage(evt:TimerEvent):void{} and there are a few things that we want to do in here. First we want to increment the whoIsOn index by one so type whoIsOn++; Next we need to take the imageLoader and load the new info in there so the code is similar to what we did the first time but all we need it the load function. So type<br />
<blockquote>imageLoader.load(new URLRequest(picArray[whoIsOn])</p></blockquote>
<p> and test the movie to see what is going on.</p>
<p> Wait we need to tie in the descriptions next. Right under the image loader type<br />
<blockquote>content.descText.text = String(descArray[whoIsOn])</p></blockquote>
<p> and on a new line lets tie in the pic counter. Type<br />
<blockquote>content.picNumText.text = String((whoIsOn + 1) + &#8221; / ” + picLength)</p></blockquote>
<p> Test the movie to make sure that everything is working fine.</p>
<p>So far so good but it breaks after the last image. We need to set an if statement up to say go back to the beginning if there are no more images left. That simple enough, while in the switch Image function go to the top of it and type if (whoIsOn  picLenght -1) and wrap the code we already have in side those curly brackets. And at the close curly bracket type else open and close curly bracket. In side there copy the code from the if statement and paste it into the else statement the only thing we want to change is whoIsOn++. Change that to whoIsOn = 0. Test movie and see what happens.</p>
<p>One thing that I notice is that I get  a blue flash in between images. I can get rid of the if I double click on the holder movie clip and select the rectangle, go over to the properties panel and turn the alpha to zero. Test the move again and see what happens… ahh that looks better. </p>
<p>Now that we have that working lets get the cool transitions working. The first thing that we need to do is import the transitions functionality. At the top of the document right under the timer classes type import fl.transitions.* on the next line type fl.transitions.easing.* Next lets go into the imageLoaded function and add the following code. Pause the video and copy the code. Test the movie and See what we got. That does it</p>
<p>Well pixil viewers I hope my tutorial has helped you out. Be sure to get the <a href="http://pixil.info/wp-content/plugins/download-monitor/download.php?id=3">XMLSildeShow zip</a> You will get all the files we have worked on, cheat sheets, and a Tweaked out version of what we just build. Don’t worry guys I left plenty of comments! Until next time Im Jermbo</p>
</div>
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		<title>Advanced Lighting Effects in Flash</title>
		<link>http://pixil.info/tutorials/advanced-lighting-effects-in-flash/</link>
		<comments>http://pixil.info/tutorials/advanced-lighting-effects-in-flash/#comments</comments>
		<pubDate>Tue, 26 Jan 2010 04:19:10 +0000</pubDate>
		<dc:creator>Natalia Elina</dc:creator>
				<category><![CDATA[Flash]]></category>
		<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[Animacat]]></category>
		<category><![CDATA[Animation]]></category>
		<category><![CDATA[lighting effects]]></category>
		<category><![CDATA[natalia elina]]></category>

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		<description><![CDATA[Advanced Lighting Effects in Flash Natalia from animacat.net shows us how she creates advanced lighting effects in Flash. To start...]]></description>
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<p>Advanced Lighting Effects in Flash</p>
<p>Natalia from <a href="http://www.animacat.net/" target="_blank">animacat.net</a> shows us how she creates advanced lighting effects in Flash. To start off this effect, first you need your assets. So here we have a background, which a simple photograph of this subway type ceiling, and a lamp which is a PNG with alpha channel.</p>
<p><span id="more-231"></span></p>
<p>So if we go inside this group, you can see I used the brush tool to outline the details in the background. And if we go inside graphic symbol, you can the lamp just a PNG with alpha channel, and the second layer is the outline we made with the brush tool. In this case we moved the registration in the top middle and animated it with four keyframes swinging back and forth. </p>
<p>Alright and for the lighting effect we have two layers with simple round gradients which act as the lights around the lamp. If you look closely at lamp, the gradient moves with the lamp, so try to place the keyframes in the right place to sync up the animations. So for each light object, you notice the radial gradient has several steps to make it look likes its flickering. </p>
<p>Next lighting objects are these giant circles with the same type of graident. Notice that we used zero percent alpha colors for the edges. So if we play the animation, you can see all we did was skew the shape to make it seem as tho the lights are moving along the swinging lamp! </p>
<p>Alright and for the details lets take a look at this fly. So its just a movie clip with a motion path. If we go inside the fly movie clip, you can see the animation is pretty simple, 4 frames of the wing shapes flipping up and down. So if we jump back out of to the scene you can see the fly follows the motion path.</p>
<p>Now lets test out the scene. And there you have it, a pretty simple special effect technique in flash! </p>
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		<title>Remote Editing in Final Cut on your iPhone</title>
		<link>http://pixil.info/tutorials/remote-editing-in-final-cut-on-your-iphone/</link>
		<comments>http://pixil.info/tutorials/remote-editing-in-final-cut-on-your-iphone/#comments</comments>
		<pubDate>Mon, 25 Jan 2010 14:39:09 +0000</pubDate>
		<dc:creator>Pedro Ruiz</dc:creator>
				<category><![CDATA[Final Cut]]></category>
		<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[editing]]></category>
		<category><![CDATA[iPhone]]></category>
		<category><![CDATA[pedro ruiz]]></category>
		<category><![CDATA[remote]]></category>
		<category><![CDATA[workflow]]></category>

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		<description><![CDATA[Coming up on today&#8217;s epsiode: Remotely Editing in Final Cut on your iPhone Being able to remotely monitor renders and...]]></description>
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<p><strong>Coming up on today&#8217;s epsiode:</strong></p>
<p>Remotely Editing in Final Cut on your iPhone</p>
<p>Being able to remotely monitor renders and edits, is a major timesaving workflow that can really speed up production.</p>
<p><span id="more-225"></span></p>
<p>In addition to being able to upload client previews, you can obviously edit through any application on the the host computer.</p>
<p>I like using the term editing at a red light, because although i don&#8217;t advise you edit while driving, I do use red light time to monitor edits or quickly catch and correct small mistakes during production.</p>
<p>Couple of apps that let you remote your computer, I use log me in. You can setup an account for free, and works at decent speeds over 3g.</p>
<p>Although only recommend for extremely tight deadlines, patients is required &#8211;  especially when over a 3g connection.</p>
<p>Install on your Mac or PC. You can get the iPhone version from the AppStore. Link your accounts and your good to go.</p>
<p>If you&#8217;re on the same wifi network , I use Jaadu.</p>
<p>For your computer setup, Go to Screen Sharing setup and enable remote access under VNC. Setup a password , and your ready to remotely monitor and control.</p>
<p>Those are just a couple of ways you can use an iPhone for remote monitoring and editing, on the go.  Thats it for this episode of pixil.info, see ya next time.</p>
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		<title>Using iPhone with Logic Studio</title>
		<link>http://pixil.info/reviews/using-iphone-with-logic-studio/</link>
		<comments>http://pixil.info/reviews/using-iphone-with-logic-studio/#comments</comments>
		<pubDate>Wed, 20 Jan 2010 22:18:48 +0000</pubDate>
		<dc:creator>Noe Ruiz</dc:creator>
				<category><![CDATA[Reviews]]></category>
		<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[iPhone]]></category>
		<category><![CDATA[ecken]]></category>
		<category><![CDATA[logic studio]]></category>
		<category><![CDATA[midi]]></category>
		<category><![CDATA[midi controller]]></category>
		<category><![CDATA[music]]></category>
		<category><![CDATA[noe ruiz]]></category>
		<category><![CDATA[osculator]]></category>
		<category><![CDATA[touchosc]]></category>
		<category><![CDATA[wireless]]></category>

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		<description><![CDATA[Coming up on today&#8217;s epsiode: Using your iPhone as a Wireless MIDI controller. Find out how we can remotely control...]]></description>
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<p><strong>Coming up on today&#8217;s epsiode:</strong></p>
<p>Using your iPhone as a Wireless MIDI controller. Find out how we can remotely control Logic Studio with our iPhones. Very few apps out there that can do it, IMHO TouchOSC has got to be the best app that can do it. TouchOSC is a remote control app for your iPhone that lets you send and receive messages over Wi-Fi. Used along with OSCulator app for your desktop, You can very easily assign controllers and faders to your Logic Setup.</p>
<p><span id="more-202"></span></p>
<p><strong>UPDATE:</strong> Osculator app now comes with TouchOSC templates!</p>
<p>Alright so first we&#8217;ll need to download TouchOSC from the App Store.</p>
<p>So while we download that, lets go over to the desktop and download OSCulator. OSCulator is basically going to make Touch OSC work with Logic.</p>
<p>Make sure your iPhone and desktop are on the same wifi network. In TouchOSC, your desktop name should show up in network list. Make sure the layout you pick matches with the osculator template you want to use. </p>
<p>Once your connected, test out the controllers in TouchOSC and check OSCulator for a solid green connection. Now in Logic, you can use the Controller Assignment window by hitting Cmd+K. When assigning controllers, always make sure to set the value settings with an unsigned format and a scaled mode.</p>
<p>Heres a quick tip for assigning XY pads with Logics Sculpture Morph Pad.</p>
<p>Goto OSCulator and verify which midi CC is set to the XY. Then in Sculpture, go down to the Midi controller assign area and change the MorphXY settings to the OSCulator midi CC&#8217;s. Now your the iPhone can smoothy change the shape of sound in Logic</p>
<p>Alright there you have it, you get the idea. Of course you can also set this up as a piano, or a drum machine, lots of other cool stuff, I hope you enjoyed the epsode, I&#8217;ll cya next time with another tutorial.</p>
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		<title>Animating with ActionScript 2</title>
		<link>http://pixil.info/tutorials/animating-with-actionscript-2/</link>
		<comments>http://pixil.info/tutorials/animating-with-actionscript-2/#comments</comments>
		<pubDate>Wed, 28 Jan 2009 23:15:07 +0000</pubDate>
		<dc:creator>Jeremy Lawson</dc:creator>
				<category><![CDATA[Flash]]></category>
		<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[Animation]]></category>
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		<description><![CDATA[Coming up on today&#8217;s epsiode: Find out how to make simple animations in Flash CS4 using Action Script 2. Right...]]></description>
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<p><strong>Coming up on today&#8217;s epsiode:</strong></p>
<p>Find out how to make simple animations in Flash CS4 using Action Script 2.</p>
<p>Right off the bat I make a new layer and I call it actions. It is always best practice to have your actions on its own layer without graphics. So I start every project off by adding an Actions layer and locking it.</p>
<p>On layer one, grab the oval tool make sure that you don’t have a stroke color and draw a circle on the screen. Hold down shift to constrain the proportions. With the object now selected lets hit the hot key F8, this is going to bring up the Convert to Symbol Dialog box.</p>
<p><span id="more-133"></span></p>
<p>Make it a movie clip and give it a name of red Ball. Now you should see a movie clip in you library called red Ball. Whatever name you give it if the library doesn’t matter. It’s the instance name that Action Script will be looking for. So select the movie clip and locate your properties panel. In this panel is where you will see a place for an instance name. Lets give it a name of ball. Now select your actions layer and press F9 to get your action panel up.</p>
<p>With our actions panel open the first thing we need to do is import what functionality we want to use. WE want tweens and easing. So go ahead and import them by typing  &#8220;import mx.transitions.Tween; import mx.transitions.easing.</p>
<p>The import of tweens is finding a folder with premade tween animation script. The same thing can be said about the easing. But notice on the easing I typed a .* this is telling action script that I want to load all of the easing types so I can use them.</p>
<p>Now that we have imported the functionality we can begin animating. To declare a new tween you need to type out new tween open and close (). In side the () flash is expecting 7 parameters.</p>
<ul>
<li>The object that you are wanting to target</li>
<li>What property you want to effect.</li>
<li>Tween type and easing type.</li>
<li>Starting location or starting percentage</li>
<li>Ending location or ending percentage</li>
<li>Duration</li>
<li>True if you want the duration to last in seconds or False if you want the duration to last in frame</li>
</ul>
<p>So lests tackle it. The first parameter is what object I want to effect so I am going to put ball comma. Next is the property, note you have to put this one in quotes, so I want the ball to fall down so quote underscore y quote comma. Here comes the tween and easing type, there are several types of tweens and easing we will cover only one, don’t worry  I made a cheat sheet that you can take and reference for all the types, I want it to bounce and have a bit of ease out. If this part didn’t turn blue then you spelled something wrong, this part is very case sensitive.</p>
<p>Next I want to start the balls position from zero. This number will take the ball from where ever it is at and place it at the y coordinate of zero. If you wanted it to start from where it is on the stage then simply type ball._y here. This says were ever the ball is start here. Next is the ending location. Since I used a numeric value in the previos one I will add a numeric value to this one. But lets say I want it to move 200 pixils from where it is at simply type ball._y + 200.</p>
<p>The last two are important to each other , if the last parameter is false then the number will represent a duration in frames. But if the last one is true then the previous number is take place over seconds. So lets add 2 comma true. This says take 2 seconds to play out.Go ahead and test movie and see what happens. You just made action script animate your ball. Don’t forget to grab my cheat sheets and source file at <a href="http://jermbo.com/" target="_blank">Jermbo.com</a></p>
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		<title>iPhone Monitor and Control uses in Production</title>
		<link>http://pixil.info/reviews/iphone-production/</link>
		<comments>http://pixil.info/reviews/iphone-production/#comments</comments>
		<pubDate>Wed, 14 Jan 2009 18:29:30 +0000</pubDate>
		<dc:creator>Pedro Ruiz</dc:creator>
				<category><![CDATA[Reviews]]></category>
		<category><![CDATA[iPhone]]></category>
		<category><![CDATA[pedro ruiz]]></category>
		<category><![CDATA[Production]]></category>
		<category><![CDATA[video pixil]]></category>
		<category><![CDATA[workflow]]></category>

		<guid isPermaLink="false">http://pixil.info/?p=122</guid>
		<description><![CDATA[Coming up on today&#8217;s epsiode: We&#8217;re going to look at how we use Jaddu and Veency for monitoring and controlling...]]></description>
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<p><strong>Coming up on today&#8217;s epsiode:</strong></p>
<p>We&#8217;re going to look at how we use Jaddu and Veency for monitoring and controlling cameras in production.</p>
<p><strong>Remote-Controlled captures with Jaadu</strong></p>
<p>First we&#8217;re going to look at how jaddu can help during production. While working on multiple projects we&#8217;re able to monitor and control camera captures. Its a geat tool for this type of workflow. Inside jadu we have access to a keyboard and function keys.</p>
<p><span id="more-122"></span></p>
<p>It&#8217;s also a great lifesaver when the crew can monitor renders while finishing a game. For remote access you can also use log me in to access homes, offices and servers. You can control any of your macs connected from any where with a wifi or 3G connection.</p>
<p>Next we&#8217;ll look at better iPhone screen captures with veency.</p>
<p><strong>iPhone screen capturing with Veency</strong></p>
<p>Instead on getting fingers in the way when reviewing applications, you can record what&#8217;s displayed on the iPhone screen. We use veency to control and record iPhone screen captures. Once connected, you can use your favorite screen capture program to capture whats running on phone.</p>
<p>And there you have it, a couple iPhone workflows we use in production. Thats all for this episode of Pixil.info See ya next time.</p>
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		<title>Create 3D Objects in Flash CS4</title>
		<link>http://pixil.info/downloads/create-3d-box-in-flash-cs4/</link>
		<comments>http://pixil.info/downloads/create-3d-box-in-flash-cs4/#comments</comments>
		<pubDate>Thu, 08 Jan 2009 18:26:07 +0000</pubDate>
		<dc:creator>Noe Ruiz</dc:creator>
				<category><![CDATA[Downloads]]></category>
		<category><![CDATA[Flash]]></category>
		<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[3D]]></category>
		<category><![CDATA[Animation]]></category>
		<category><![CDATA[ecken]]></category>
		<category><![CDATA[noe ruiz]]></category>
		<category><![CDATA[workflow]]></category>

		<guid isPermaLink="false">http://pixil.info/?p=115</guid>
		<description><![CDATA[Coming up on today&#8217;s epsiode: How to create a 3D Box and animate it using the new 3D Tools and...]]></description>
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<p><strong>Coming up on today&#8217;s epsiode:</strong></p>
<p>How to create a 3D Box and animate it using the new 3D Tools and Features in Flash CS4.</p>
<p><strong>Step 1: Create a square shape</strong></p>
<p>Start by drawing out simple square. Hold down the shift key to constrain the proportions. Now lets change the solid fill to a gradient by going the color palette, and lets change the type to a Linear gradient. Next lets remove the stroke, just goto the stroke color picker and choose the None option.</p>
<p><span id="more-115"></span></p>
<p>Now lets make sure our square is in the center of the stage, we can do that by going to the align panel and click on the horizontal and vertical align buttons.</p>
<p><strong>Step 2: Position &amp; Convert into a Movie Clip</strong></p>
<p>Okay next lets convert this shape into a movie clip, just right click and select Convert to Symbol&#8230; alright now lets nest this symbol inside another movie clip, and lets name this one 3D Box. So inside the 3D box movie clip is where we&#8217;ll be setting up the 3D layers.</p>
<p><strong>Step 3: Duplicate Layers for Each Box Side</strong></p>
<p>Alright so now we can just copy and paste a few of these squares on some new layers. And lets name each copy after a side of the 3D Box such as top, bottom, left and right.</p>
<p><strong>Step 4: Rotate Each Side 90&ordm; &amp; Position in Place</strong></p>
<p>Now lets convert all the frames into motion tweens by selecting them, right clicking and Create Motion Tween. Now lets start with the top layer and rotate the X axis 90 degrees. You can hold down the shift key to constrained your rotation. Next we can go inside the motion editor to ensure our rotation was a either a positive value, or a negative one. Just to make sure everything is set the name.</p>
<p>Now we&#8217;ll want to move this top layer up about half of the way. So just calculate half  the height of the square and move it up so it sets on top. I like to use the 3D Position and View Panel to do this because you can easily change the values there.</p>
<p>Now lets repeat this process for the bottom layer. But this time we&#8217;ll want move the half way down, so again just change the value in the 3D Position and View Panel. Alright so next lets start on the left and right squares. Starting with left, lets rotate the Y axis  90 degrees and shift it over to the left about half of the width of the square. Again we can go inside the motion edition to check our values. Alright now we can repeat the same process for the right square, but don&#8217;t forget to move it to the right side instead of the left!</p>
<p><strong>Step 5: Test 3D Box Rotation</strong></p>
<p>So once we finish all rotating and positioning, we should be left with a picture frame looking set of rectangles. So lets jump out of the movie clip and goto scene 1. Now lets select our 3D rotation tool and watch as I rotate the box on its Y axis. Pretty sweet huh?</p>
<p>Step 6: Add Drop Shadow</p>
<p>Lets select our bottom layer, and lets goto the filters section in the properties panel and licks pick drop shadow. Lets change the blur X and Y values to something big like 100 pixels, change the quality to high, and distance to 0.</p>
<p><strong>Step 7: Animate 3D Box Rotating</strong></p>
<p>So now lets jump out to our main timeline and lets add a few move frames. Now Ill be using the motion editor to animate the 3D Box and have spin on it Y axis. So lets convert it the frames into a motion tween by right clicking on the frame bar and selecting convert to motion tween. Now we can scrub over to the last frame and then goto the motion editor. So if we want to just rotate the box spinning from left to right, we can simply change the Rotation Y  value to 360 degrees.</p>
<p>Test out the animation by pressing cmd+renturn (cntrl+return on PC).</p>
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		<title>3D in Photoshop CS4</title>
		<link>http://pixil.info/downloads/3d-in-photoshop-cs4/</link>
		<comments>http://pixil.info/downloads/3d-in-photoshop-cs4/#comments</comments>
		<pubDate>Tue, 30 Dec 2008 01:18:17 +0000</pubDate>
		<dc:creator>Pedro Ruiz</dc:creator>
				<category><![CDATA[Downloads]]></category>
		<category><![CDATA[Maya]]></category>
		<category><![CDATA[Photoshop]]></category>
		<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[3D]]></category>
		<category><![CDATA[pedro ruiz]]></category>
		<category><![CDATA[videopixil]]></category>
		<category><![CDATA[workflow]]></category>

		<guid isPermaLink="false">http://pixil.info/?p=108</guid>
		<description><![CDATA[Coming up on today&#8217;s epsiode: We&#8217;re going to take a look at Photoshop&#8217;s new 3D features. Adobe added features but...]]></description>
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<p><strong>Coming up on today&#8217;s epsiode:</strong></p>
<p>We&#8217;re going to take a look at Photoshop&#8217;s new 3D features.</p>
<p>Adobe added features but deleted some compatibility available in CS3. Being able to import Product models for print, video and web makes a very efficient workflow.</p>
<p><span id="more-108"></span></p>
<p>Although new camera control abilities were added in CS4, an incredibly useful ability is no longer there.</p>
<p><strong>Features add and deleted</strong></p>
<p>3D mesh animation support no longer works in CS4. This mean 3D models with animated parts no longer playback inside photoshop. The new 3D UI has deleted the timeline scrubber for the mesh. Making layer styles out of one object with different product stages would be a great workflow. You can still use CS3 for this, but wont be playback in CS4. Hopefully Adobe is able to bring this feature back. Being able to save all collateral as one psd file would save a lot of headaches. So to use playback, I import my Maya model into 3D Max and export it as a .3DS file.</p>
<p><strong>CS3 Mesh Animation Workflow</strong></p>
<p>You can just open it photoshop cs3. Then just set each layer at the need keyframe. Now set a layer comp for each state.</p>
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		<title>Back Up Wii Games &amp; Installing HomeBrew</title>
		<link>http://pixil.info/tutorials/modding/back-up-wii-games-installing-homebrew/</link>
		<comments>http://pixil.info/tutorials/modding/back-up-wii-games-installing-homebrew/#comments</comments>
		<pubDate>Fri, 26 Dec 2008 01:06:25 +0000</pubDate>
		<dc:creator>Brandon Bouchey</dc:creator>
				<category><![CDATA[Modding]]></category>
		<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[dingo]]></category>
		<category><![CDATA[game backup]]></category>
		<category><![CDATA[installing]]></category>
		<category><![CDATA[nintendo wii]]></category>
		<category><![CDATA[workflow]]></category>

		<guid isPermaLink="false">http://pixil.info/?p=106</guid>
		<description><![CDATA[<div class="ebox dingo"><h5>Episode 12</h5></div><p>Burning a Nintendo Wii game backup &#38; Installing The Homebrew Channel.</p>]]></description>
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<p><strong>Coming up on today&#8217;s epsiode:</strong></p>
<p>Burning a Nintendo Wii game backup &amp; Installing The Homebrew Channel.</p>
<p><strong>Burning Wii Backup</strong></p>
<p>OK, first we are going to burn a wii backup disk, here we got a Modified Wii with FW 3.4U with a Wiikey Installed. Lets take a look at the Burning workflow process. This only pertains to Modified Wii&#8217;s Support Playing BackUp Disks.</p>
<p><span id="more-106"></span></p>
<p>Preparing the Wii Backup .ISO image. Most wii backups are about 4.37gb. Use WiiBrickBlocker to remove any Region updates that may harm your wii. Remember, NEVER update from outside your wii&#8217;s region.</p>
<p>Once completed we are going to be changing the region of the wii iso, open RegionFrii, There are 3 different types of regions to choose from, Europe, US, Japan, the game we are burning is the New Naruto Shippuden EX3 only released in Japan. so we will select our own current region, in my case it is US, click convert.</p>
<p>Imgburn, clonecd, and Nero, work for windows, but i prefer to use my Mac Built In Disk Utility to burn the wii backup, I burn at 2x to 4x but never higher than that. you can burn both + and -R&#8217;s. If you use +r&#8217;s then they have to be booktyped to &#8211; rom. I recommend useing Sony for Japaneese regional  Backups, i have had a few problems with other brand disks when burning Foreign games. Onced finished burining do a quick test on the wii to make sure your game can be played.</p>
<p>Alright and there ya have it! Burning your wii backups!</p>
<p><strong>Installing Homebrew Channel</strong></p>
<p>It allows Installations of The HomeBrew Browser, Apps, Games, and Utilities! We are going to be needing A FAT Formated SD Card, (preferably a 2GB) a copy of The Legend of Zelda Twilight Princess with your consoles region. My current version of the wii is Updated to 3.4U some features may have some problems with certain homebrew apps and utilities. some utilities may not work properly a downgrade is optional.</p>
<p>First we are going to take the twilight hack v0.1 beta2, saved game file. Place it in the SD card in /private/wii/title/rzde/data.bin. Put your SD card in your Wii and turn it on. Go into Wii Options &#8211;&gt; Data Management &#8211;&gt; Save Data &#8211;&gt; Wii.</p>
<p>Find your Zelda save, click on it, click &#8220;Erase&#8221;, and click Yes. Open the SD card and select the &#8220;Twilight Hack&#8221; save that corresponds to your game region. Click copy and then yes. Now exit out of the menu.</p>
<p>If you are using System Menu 3.4, you must use the hack right away or it may reset and you&#8217;ll have to start over.</p>
<p>Insert The Legend of Zelda: Twilight Princess game disc and run the game. Depending on what type of game and consol region you have, you have a choice on what save file to load. since i  have a 0A-2 USA Zelda disk with a USA console, i will use the second save slot.</p>
<p>Once in the game, turn and talk to the man standing to the side. Follow threw with the install. Restart the Wii and you will have the Wii HOMEBREW CHANNEL.</p>
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		<title>Custom BeatMaker Kit for iPhone</title>
		<link>http://pixil.info/downloads/custom-beatmaker-kit-for-iphone/</link>
		<comments>http://pixil.info/downloads/custom-beatmaker-kit-for-iphone/#comments</comments>
		<pubDate>Thu, 11 Dec 2008 00:16:29 +0000</pubDate>
		<dc:creator>Noe Ruiz</dc:creator>
				<category><![CDATA[Downloads]]></category>
		<category><![CDATA[Reviews]]></category>
		<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[beatmaker]]></category>
		<category><![CDATA[download]]></category>
		<category><![CDATA[drumkit]]></category>
		<category><![CDATA[ecken]]></category>
		<category><![CDATA[intua]]></category>
		<category><![CDATA[iPhone]]></category>
		<category><![CDATA[noe ruiz]]></category>
		<category><![CDATA[tutorial]]></category>

		<guid isPermaLink="false">http://pixil.info/?p=104</guid>
		<description><![CDATA[Coming up on today&#8217;s epsiode: How to create custom drum kits with BeatPort and a review of the new BeatMaker...]]></description>
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<p><strong>Coming up on today&#8217;s epsiode:</strong></p>
<p>How to create custom drum kits with BeatPort and a review of the new BeatMaker 1.3</p>
<p><strong>New Features BeatMaker 1.3</strong></p>
<p>So first, Lets take a look at the the upgraded sequencer. With the introduction to the new preview bar, it makes it easy to scrub through long patterns. We can now zoom in and out of the sequencer and can now insert and remove bars on the timeline.</p>
<p><span id="more-104"></span></p>
<p>Next there&#8217;s the dynamic access bar which lets us quickly jump between different settings. We can now quickly switch between patterns while in the editor. Drum patterns can now be up to 4 bars long and The &quot;step resolution&quot; can now be edited up to 1/64T. </p>
<p>And finally as a bonus, they&#8217;ve added pitch and pan editors in the step editors tab.</p>
<p>Next, we got a whole new pad editing screen for easy access to settings. An improved wav editor with cropping and zooming function&#8230; and a new cross controller with fullscreen mode for live effects.</p>
<p>Next up, we got audio recording. Thats right, everyone asked for it, and we finally got it. You can now record directly from the iPhones built-in mic or headset.</p>
<p>Now lets take a look at the new Moog filter. Features low-high and a band-pass frequency with resonance support. Also theres improvement to the delay effect featuring dotted and triplet rhythm support.</p>
<p>Last but not least, you can finally export your beats in midi format.</p>
<p><strong>Use BeatPack to create your own custom kit.</strong></p>
<p>So first we&#8217;ll need to download BeatPack from intrua&#8217;s website. <a href="http://intrua.net/shop.html" title="Download BeatPack">http://intrua.net/shop.html</a></p>
<p>When you open up the app, first thing you&#8217;ll see is the share kits and samples section. If you read the instructions first you&#8217;ll get a head start on how to sync your audio files from your desktop to your iPhone. But first, I&#8217;m going to jump to over to the Create Kit section.</p>
<p>The Drag Zone is where we&#8217;ll be loading our samples. Simply drag an audio file to the desired pad to load it. This is were your creativity comes into play. I like to arrange my samples in groups, so when I play it live, I can play it with ease. So when your kit is ready, you can fill out the information section and even upload a kit icon. To save it out, click the generate button.</p>
<p>Next, goto the Share kits section and follow the instructions to get your kit onto your iPhone.<br />So heres a quick run down. Goto BeatMaker, in the home section, click on the BeatPack Icon, then click on add server. Next, type in your computers IP address, you can find it in the share kits section in the BeatPack app.</p>
<p>When your ip shows up in the server list, simply click on it and hit the download button.<br />Just navigate to your file and hit the download button. When its done, close it and load it as a kit.</p>
<p>And Thats pretty much how we create a custom kit, with BeatPack.<br />Remeber, you can upload your tunes back over to your desktop by using the upload function.</p>
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		<title>Sketch to Vector</title>
		<link>http://pixil.info/tutorials/sketch-to-vector/</link>
		<comments>http://pixil.info/tutorials/sketch-to-vector/#comments</comments>
		<pubDate>Tue, 09 Dec 2008 00:04:48 +0000</pubDate>
		<dc:creator>Jeremy Lawson</dc:creator>
				<category><![CDATA[Illustrator]]></category>
		<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[digital painting]]></category>
		<category><![CDATA[drawing]]></category>
		<category><![CDATA[jermbo]]></category>
		<category><![CDATA[vector]]></category>
		<category><![CDATA[workflow]]></category>

		<guid isPermaLink="false">http://pixil.info/?p=102</guid>
		<description><![CDATA[<div class="ebox jermbo"><h5>Episode 10</h5></div><p>Jermbo shows us some cool techniques to turn a sketch into a vector masterpiece!</p>]]></description>
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			</a>
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<p><strong>Coming up on today&#8217;s epsiode:</strong></p>
<p>Jermbo shows us some cool techniques to turn a sketch into a vector masterpiece!</p>
<p>I have opened my sketch in Adobe Illustrator CS4. The very first thing I like to do is lock my original art layer, and give it a name of BG. And now add a new layer and call it base. Generally I like to do 95% of my drawing on one layer but there are times when it is necessary to add more, but I will cross that when I get there.</p>
<p><span id="more-102"></span></p>
<p>Make sure that the layer called base is selected, you know this by the blue highlight over the layer.  Grab the direct select tool and then the pen tool. Go down to your foreground and stroke icons and make sure the fill is set to none. You can do that by clicking on the fill box to bring it to the front and the selecting the box with the line through it. It’s the third little box. The first one is for a solid color and the second one is for a gradient fill. Now let’s begin the vectorization! I am going to start at the peace holding hand. And what I am doing is outlining the entire hand not worrying about the details in side.</p>
<p>If you noticed that sometimes I don’t place the node exactly where I want it, I simply press the space bar while the mouse button is still down and move it where I want it to be. Now I am going into the detail parts. Take a few moments and outline the rest on the guy and add the line detail on the inside.</p>
<p>One trick that I use for the circle eyes and other objects is grab the oval tool in to tool bar or hit the “L” key, the draw the perfect circle. Don’t forget to save often!</p>
<p>When you think you have everything outlined and all the detail added, turn off the sketch layer. Now turn it back on to see if there is any detail that you might have missed, do this until all the detail is complete.</p>
<p><strong>Filling Process</strong></p>
<p>This part is important. I grabbed all of the outsides of the outlines, leaving the detail lines alone, and gave them a fill. What! This is all out of whack. Don’t worry because we are going to take a few seconds to place them where we need them.  I want to now go over some hot keys with you. I could send a lot of time selecting an object that I want to move and go to appearance and send back or send front , but that is too time consuming.</p>
<p>Instead I am going to use Control plus the Left Bracket key to send back one level. ( Command left bracket on a Mac. ) I am going to continues hitting that combination until that Item is behind the other item. For example notice the shirt sleeve is above the arm, that’s not right, I know I want that all the way in the back, so I am going to hit Control plus Shift plus Left Bracket to send it to back. Just use Command instead of control on a Mac. The Same thing with the ear.</p>
<p>But notice one eye brow is covered up by the hair, sending it back isn’t the right thing to do so lets send it all the way to the front. The process is the same sending something back or forth, the difference is the bracket key. So we want to sent this one to the front, lets hit Control plus Shift plus Right Bracket key and BOOM! Its on top. Go ahead and pick some base colors you like for the shirt hair skin and necklace spikes .  The blob bruch is coming up.</p>
<p><strong>Blob Brush Features</strong></p>
<p>Now for the Blob brush! I want oto go over a few settings first so double click on the blob brush icon and the options will show up. Since I am using a wacom tablet then this helps the tool be the best it can. I like to keep selected unchecked and selection limits merged also unchecked. They both do exactly what they say.</p>
<p>Fidelity at the lowest number 0.5 allows you to record exactly what movements you make. The higher the number, 20 being the max, the more the computer tried to guess to what you meant. So my number is 2.5, here it copies the right amount of information while fixing the small errors for me. Smoothness does exactly what it says, I like to keep this at 7. If you don’t have a tablet set then the rest doesn’t really apply to you. But I do so I will explain what they do.</p>
<p>Size is the size of the brush. I am going to change the fixed to Pressure so I can let the amount of pressure I place on my pen decide how big the brush is. The variation slider is saying how small can be or how big it will be. I like to set it at about 4 or 5 pts that way I get a nice variation.</p>
<p>The other two options can be summed up the same way as the first. Just note that you cannot have variation on roundness if it is at 100%, it needs to be less than 90% to be able to vary</p>
<p>Now that I have the explanation out of the way lets draw! Here I grab a fill color that is a little darker the skin and start to fill I n a shadow. So I am going to pick a light source and add a shadow to the opposite side. As you can see this is going to take some tweaking but it is a hell of a lot faster that using the pen tool and making each point, and you get a more natural flow to it. So now Illustrator is now a true illustration tool.   And its as simple as that. So take a few moments to apply this to the rest of the drawing. Next is the new improved gradient tool.</p>
<p><strong>Using the Gradient tool</strong></p>
<p>Now that you have the art looking the way you want it I think a nice gradient in the background will look nice. So lest make a square and send it to the very back.give it a gradient and drag a color in the icon like normal. Grab the gradient tool and lookie here the display is different you have a bar. Now roll over that bar and notice that stubs appear and incicate what colors are where now double click that stub and up pops a in place edit that allows you to change your color. Ok now change the other stub. Lets add a new stub.. it’s as simple as double clicking on an empty area, and as you change colors add new colors notice that it is changing on the shape also. This makes the gradient tool 100 times more powerful and useful.</p>
<p>Lets change it to a radial gradient and notice the display changes to a circle you can still edit the gradient stubs but here you can grab the black dots on the out side circle and either manipulate the roundness or length of the radial and place the radial where it looks the best.</p>
<p>CS4 now has transparency in gradients! Now more transparent masks and all that other jazz. Just click on the sutb that you want to be transparent and change the setting to zero. To prove that this is a true transparency I will put a new shape behind the gradient and give it a color other than white and there you have it!</p>
<p>Go ahead and take the image I was using off of <a href="http://jermbo.com/">my site</a> and practice this a few times. Don’t be afraid of trying this technique with your own sketches.</p>
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		<title>Back Up 360 Games</title>
		<link>http://pixil.info/tutorials/modding/back-up-360-games/</link>
		<comments>http://pixil.info/tutorials/modding/back-up-360-games/#comments</comments>
		<pubDate>Mon, 10 Nov 2008 23:42:35 +0000</pubDate>
		<dc:creator>Brandon Bouchey</dc:creator>
				<category><![CDATA[Modding]]></category>
		<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[dingo]]></category>
		<category><![CDATA[installing]]></category>
		<category><![CDATA[workflow]]></category>
		<category><![CDATA[xbox 360]]></category>

		<guid isPermaLink="false">http://pixil.info/?p=100</guid>
		<description><![CDATA[Coming up on today&#8217;s epsiode: Back up your Xbox 360 games! Burning a Xbox360 Backup for the NME2.0 Chip. This...]]></description>
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<p><strong>Coming up on today&#8217;s epsiode:</strong></p>
<p>Back up your Xbox 360 games!</p>
<p>Burning a Xbox360 Backup for the NME2.0 Chip. This model has the BenQ DVD drive,  installed with the NME2.0 Mod-chip.  Lets take a look at the workflow process.</p>
<p><span id="more-100"></span></p>
<p><strong>Step1: Backing up your XBOX 360 Game</strong></p>
<p>So once you have a successful Xbox360 Game dump, you should end up with two files, a .dvd and a .iso file. You can check out our article on YouNoob.net for more info.</p>
<p><strong>Step2: Changing the Region with XDVD Mulleter Beta 10</strong></p>
<p>Okay so after backing up your game, you&#8217;ll want to change the Region of the game using XDVD Mulleter Beta 10 for windows. It must either be Region Free or  your console region.</p>
<p><strong>Step 3: Converting the Backup to be NME Compatible.</strong></p>
<p>We&#8217;ll be using the offical NME software NME Associator.</p>
<ul>
<li>Part 1.  Open the Associator and go to the Extract Tab, Here we&#8217;ll extract the Security Sector (or .ss file) from the .ISO. Then select the iso and save out your .ss file. in the same folder as your .iso and .dvd</li>
<li>Part 2. You&#8217;ll need merge the .ss file with the current .iso file. Next select your iso and browse for your .ss file, and then hit Convert.</li>
<li>Part 3. This will act as our fail safe. So lets make sure your dump is fully converted. So goto the convert tab, select the ISO, and click Create.</li>
<li>If everything went correctly, you&#8217;re game dump should now be NME compatible.</li>
</ul>
<p><strong>Step 4: Burning your backup</strong></p>
<p>There are two different programs that can burn your backup. IMGBurn and CloneCD. In this tutorial we will be using IMGBurn.   Before burning we must make sure our preferences are correct for burning the xbox360 disk. You will need a blank DVD+R DL.</p>
<p>I recommend Verbatim brand, as they are the highest quality and most reliable.</p>
<ul>
<li>Part 1. Change your Booktype to your current DVD burner.</li>
<li>Part 2. Under the Tools / Settings file menu, go to the write tab and you will see &#8220;Layer Break&#8221; options. Select &#8220;User Specified&#8221; place this sequence of numbers: 1913760. This gives us the correct spacing between the data when burning the disk.</li>
</ul>
<p><strong>Step 5: Ready to burn</strong></p>
<p>Ok! Now its ready to burn</p>
<ul>
<li>Part 1. Click ok and save your settings</li>
<li>Part 2. Click Write Image file to disk</li>
<li>Part 3. For the Source, select the .dvd file of your 360 dump, NOT THE ISO FILE!!</li>
<li>Part4. Set your burn speed to 2.4x. Uncheck Verify. then you are ready to burn!</li>
</ul>
<p>And there ya have it, a successfully burnt xbox 360 backup. I hope you enjoyed the tutorial and please post your feedback and comments on Pixil.info and Younoob.net. Extra information can be found in the Show notes. Thanks and happy hacking.</p>
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		<title>Layer Comp Workflow</title>
		<link>http://pixil.info/tutorials/layer-comp-workflow/</link>
		<comments>http://pixil.info/tutorials/layer-comp-workflow/#comments</comments>
		<pubDate>Fri, 31 Oct 2008 07:14:31 +0000</pubDate>
		<dc:creator>Noe Ruiz</dc:creator>
				<category><![CDATA[Photoshop]]></category>
		<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[ecken]]></category>
		<category><![CDATA[layer comps]]></category>
		<category><![CDATA[noe ruiz]]></category>
		<category><![CDATA[web]]></category>
		<category><![CDATA[workflow]]></category>

		<guid isPermaLink="false">http://pixil.info/?p=95</guid>
		<description><![CDATA[Coming up on today&#8217;s epsiode: We take a look at using layer comps to change the overall looks of a...]]></description>
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		</div>
<p><strong>Coming up on today&#8217;s epsiode:</strong></p>
<p>We take a look at using layer comps to change the overall looks of a layout.</p>
<p>In a past episode, we talked about using layer comps to save time when building out websites. Today we going to take a closer look at layer comps, and how they can change the entire look of your project.</p>
<p><span id="more-95"></span></p>
<p>Alright so lets say your client likes the layout&#8230; but ask you to change the color scheme. Lets also say our client doesn&#8217;t know exactly which colors to choose. Instead of picking just one, our client suggests several color schemes. So the best way to do this&#8230; in a non-destructive way, is to use Layer Comps.</p>
<p><strong>Step 1:  Create a new layer comp.</strong></p>
<p>First, save our project&#8217;s current state, so lets open up the layer comps palette and click the create new button.  Lets go over these three check boxes.</p>
<ul>
<li>Visibility keeps track of what layers turned on or off</li>
<li>Position stores the location of your layers.</li>
<li>and Appearance holds all of your layer style information.</li>
</ul>
<p>So depending on how drastic you want your layout to change, you&#8217;ll need to check the appropriate boxes. In this example all use all three.</p>
<p><strong>Step 2: Changing your layout.</strong></p>
<p>Now that we&#8217;ve saved our current state, lets start changing stuff around! First I&#8217;ll start with changing the colors. I&#8217;ll be using layer styles to do this. So once the color is changed on this first layer, we&#8217;ll copy that layer&#8217;s &#8220;layer style&#8221; and paste it on other layers with similar attributes. Check out how I can change all of these text layers at one. To do this, I&#8217;m using the cmd+shift  while clicking on each layer. Right click, and paste the layer style. Works great in situations like this.</p>
<p>Alright next, I&#8217;m going to flip the sidebar and content. I&#8217;ll need to change the position of the gradient on the sidebar background color. Next, Lets switch to the header image to something more appealing. Just turn this one on&#8230; and the other one off.Alright, once your happy with your changes, lets save it out as a new layer comp. So in the layer comp palette, create new, leave those boxes checked and okay!</p>
<p>Now lets switch between these two colors. Okay looks pretty good, so now lets setup another color. So just repeating the same steps from before. Alright here we are&#8230;.. It&#8217;s pretty amazing switching thru layer comps like this. Sorta resembles Javascript Style Sheet switching.</p>
<p>Alright so with all that done. Let&#8217;s export these out. I&#8217;ll be using the &#8220;Layer Comps to Files&#8221; export script. If your on CS4, you&#8217;ll notice adobe added a few new file formats. Alright and with that, you&#8217;ve just created an advanced layer comp workflow. Take a moment to play around with the position and appearance, try to create something totally different!</p>
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		<title>Painting Techniques</title>
		<link>http://pixil.info/tutorials/painting-techniques/</link>
		<comments>http://pixil.info/tutorials/painting-techniques/#comments</comments>
		<pubDate>Thu, 23 Oct 2008 07:00:21 +0000</pubDate>
		<dc:creator>Jeremy Lawson</dc:creator>
				<category><![CDATA[Photoshop]]></category>
		<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[ditial painting]]></category>
		<category><![CDATA[drawing]]></category>
		<category><![CDATA[jermbo]]></category>
		<category><![CDATA[techniques]]></category>
		<category><![CDATA[workflow]]></category>

		<guid isPermaLink="false">http://pixil.info/?p=88</guid>
		<description><![CDATA[Coming up on today&#8217;s epsiode: Jermbo shows us his painting techniques in photoshop. Well lets go a head and open...]]></description>
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			</a>
		</div>
<p><strong>Coming up on today&#8217;s epsiode:</strong></p>
<p>Jermbo shows us his painting techniques in photoshop.</p>
<p>Well lets go a head and open up photoshop. I like to start out with a sketch and scan it in so i have a good base to start painting on. The first thing I like to do is make a white layer and place it on the bottom on the layers.</p>
<p><span id="more-88"></span></p>
<p>Then I set the sketch to about 50% opacity. make a new blank layer on top of the sketch and start painting. I have completed some of the painting before but you can see the layers of what i have done. On that first layer above the sketch I grabbed the brush set the opacity to 20 or 25% and slopped on color to get a basic color pallet. Once the base colors are placed down, i make a new layer and start blending the colors together.</p>
<p>I like to use the eye dropper to pick my next color, that way the colors stay in the came range. I turn on and off the sketch and bg layer to see my progress at times. Now that I am happy with the hands i will start on the bg. the easiest thing I do is make a new layer and set it behind the hands layer.</p>
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		<title>GPS on PSP</title>
		<link>http://pixil.info/tutorials/modding/gps-on-psp/</link>
		<comments>http://pixil.info/tutorials/modding/gps-on-psp/#comments</comments>
		<pubDate>Tue, 26 Feb 2008 05:43:12 +0000</pubDate>
		<dc:creator>Brandon Bouchey</dc:creator>
				<category><![CDATA[Modding]]></category>
		<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[dingo]]></category>
		<category><![CDATA[GPS]]></category>
		<category><![CDATA[Hardware]]></category>
		<category><![CDATA[installing]]></category>
		<category><![CDATA[PSP]]></category>
		<category><![CDATA[tutorial]]></category>

		<guid isPermaLink="false">http://pixil.info/?p=85</guid>
		<description><![CDATA[Coming up on today&#8217;s epsiode: We take a look at installing and using GPS on your PSP. GSP Receiver Customer...]]></description>
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		</div>
<p><strong>Coming up on today&#8217;s epsiode:</strong></p>
<p>We take a look at  installing and using GPS on your PSP.</p>
<ul>
<li><a href="http://www.play-asia.com/paOS-13-71-bh-49-en-70-1mij.html">GSP Receiver</a></li>
<li><a href="http://www.psp-hacks.com/file/1210">Customer Firmware</a></li>
<li><a href="http://www.psp-hacks.com/file/1246">MapThis!</a></li>
<li>Google Maps DL Utility</li>
</ul>
<p>Installation Process of 3.52 M33</p>
<p><span id="more-85"></span></p>
<p>Plug your psp in. You&#8217;ll need to download Mapthis! You will need a Map downloader. When download your map, make sure the file name starts with a underscore (_PalmBeach). Place _Map in the Maps folder in Map Viewer. Upload it to  the Mapviewer folder on your Memory Stick. Quick reminder Installation may very depending on your GPS Receiver. Dissconnect your psp. Boot up in recovery mode (Hold L+R+Turn On). Go to configuration: and make sure your Firmware is set to 3.52 M33.</p>
<p>Plug your GPS receiver. Open your MapThis! on your PSP MC. Select your map and you are ready to go. Navigate using the Joystick to mark the coordinates of our exact location. Set Marker ( X Button ). Turn GPS Receiver On (Square Button). Alright now lets open map this.</p>
<p>When it&#8217;s done loading select your map.Okay, here is our maps loaded and running, now lets mark our current location. Alright, now lets take a ride and test out the live tracking. Zoom In and Out Using the Up and Down (Arrow Keys Up &amp; Down Arrow keys). Record your GPS (left arrow). Switch between views. Rotate Map using (L+R Buttons), Select a action (Start)</p>
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		<title>Advanced Web Buildout</title>
		<link>http://pixil.info/downloads/advanced-web-buildout/</link>
		<comments>http://pixil.info/downloads/advanced-web-buildout/#comments</comments>
		<pubDate>Sun, 17 Feb 2008 05:19:23 +0000</pubDate>
		<dc:creator>Noe Ruiz</dc:creator>
				<category><![CDATA[Downloads]]></category>
		<category><![CDATA[HTML/CSS]]></category>
		<category><![CDATA[Photoshop]]></category>
		<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[ecken]]></category>
		<category><![CDATA[layer comps]]></category>
		<category><![CDATA[smart objects]]></category>
		<category><![CDATA[templates]]></category>
		<category><![CDATA[web build out]]></category>
		<category><![CDATA[web design]]></category>

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		<description><![CDATA[Coming up on today&#8217;s epsiode: We take a closer look at using layer comps and smart object for web build...]]></description>
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<p><strong>Coming up on today&#8217;s epsiode:</strong></p>
<p>We take a closer look at using layer comps and smart object for web build out. Find out how these techniques can help you save time and keep organized!</p>
<p><strong>How to Create Layer Comps for build out:</strong></p>
<p>Alright so when your design is ready for build out, you&#8217;ll want to first make text layer comps. This will help us easily export our slices. So just click on the new layer comp icon in your layer comp palette, and name it Text On. Make sure you only have &#8220;visibility&#8221; checked.</p>
<p><span id="more-83"></span></p>
<p>Next, make a Text Off layer comp. Then start turning off all the HTML text. To select a text layer with the move tool, you can hold down cmd or control key and click on the layer. So with all the text turned off and the layer comp selected, click on the Update icon to save the layer comp. Okay, now we can cycling threw them. This will now let us quickly turn off all the HTML text with a single click, which will lets us to export slices much faster.</p>
<p><strong>How to setup the Navigation for build out (with Smart Objects):</strong></p>
<p>Next, let&#8217;s take a look at our navigation. The goal here is to set up the document to have roll over graphics. we can do this by converting the nav into a smart object, and then create roll over graphics along with layer comps and slices. First make a selection of the background layer, make it the size you want the smart object to be  and convert it that into a smart object. So just  copy merge, Paste, and name the layer. Right click the layer and convert to a smart object. Now open the smart object and copy the graphics over. just  click and drag on the folder, and plop it into place. Now we have to double our canvas height. Basically we&#8217;re going to set up the navigation for the CSS sliding doors technique. Duplicate the background layers and folders then shift them down. Create some cool graphics for the roll overs and save. When you switch back to our main layout, make the same marque selection of the background layer. Make that into a mask so you can mask out the roll over graphics.</p>
<p>Also you might get warnings the layer comp palette. All you have to do to fix these is to hit the update icon or double click on the warning icon to clear the warning flag. So just cycle threw the layer comps and make sure their set properly.</p>
<p><strong>How to setup Sidebar for build out:</strong></p>
<p>Okay next, we&#8217;ll convert our sidebar into a smart object. So just like before, create a marque selection to determine a canvas size for our smart object. drag over the graphics Adjust the layers, save it. Next create text layer comps. These may become tedious if your layers aren&#8217;t organized, so its important to have layer organization.</p>
<p><strong>How to create slices for build out:</strong></p>
<p>Creating slices is a much better method then manually making selections, and exporting each image, piece by piece. By creating slices, we&#8217;re able to save image name, compression setting, dimension, and the ability to export them out all at the same time. Before we start slicing, make sure we have guidelines set up so that they snap easily. Now draw out some slices.</p>
<p>Name your slices simple and Make sure they&#8217;re all consistent. So having a naming convention comes in handy. Next create slices in your smart objects. When you export your slices, make sure you switch to the Text Off layer comps. In the Save for Web &amp; Devices dialog, you can change the name of the slices and set the image compression settings. In our save window, we can set to export selected slices only. I almost always have it have it set to this setting.</p>
<p>Next export the slices inside the smart objects. You can select multiple slices by holding down the shift key and set the compression settings for all them at the same time. Check on our images when you&#8217;re finished. Alright, that&#8217;s it for my web build out workflow. I hope you&#8217;ve gotten something out of it, try it out. Let me know what you think, by post some comments.</p>
<p>I&#8217;ll be posting the PSD file on our site for reference. So you can download it and test it out. Remember, its all about using slices, layer comps,  and smart object&#8217;s. Dont forget, the key to making it easy is to being organized.</p>
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		<title>Installing Wii Key</title>
		<link>http://pixil.info/tutorials/modding/installing-wii-key/</link>
		<comments>http://pixil.info/tutorials/modding/installing-wii-key/#comments</comments>
		<pubDate>Fri, 15 Feb 2008 04:59:29 +0000</pubDate>
		<dc:creator>Brandon Bouchey</dc:creator>
				<category><![CDATA[Modding]]></category>
		<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[dingo]]></category>
		<category><![CDATA[Hardware]]></category>
		<category><![CDATA[installing]]></category>
		<category><![CDATA[wii key]]></category>

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		<description><![CDATA[Coming up on today&#8217;s epsiode: Installing a Wii Mod ChipBefore we Start Disassembling the wii, We want to make sure...]]></description>
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<p><strong>Coming up on today&#8217;s epsiode:</strong></p>
<p>Installing a Wii Mod Chip<br />Before we Start Disassembling the wii, We want to make sure we have all the appropriate tools to get the job done.</p>
<ul>
<li><a href="http://www.ps2cover.com/nintendo-wii-mod-chip-wiikey.shtml" target="_blank">Wiikey</a></li>
<li><a href="http://www.google.com/url?sa=t&amp;ct=res&amp;cd=1&amp;url=http%3A%2F%2Fwww.google.com%2Fproducts%3Fq%3Dtriwing%2Bscrew%2Bdriver%26ie%3DUTF-8%26oe%3Dutf-8%26rls%3Dorg.mozilla%3Aen-US%3Aofficial%26client%3Dfirefox-a%26um%3D1&amp;ei=Uy98R6_8MYL0gASfu6jhDw&amp;usg=AFQjCNE332qAFw0KjeGdFTtQYUVBCPtuYw&amp;sig2=XwT5pbKv4xKfsr7iWCRf7Q" target="_blank">Triwing Screwdriver</a></li>
<li>15w Soldering Iron</li>
<li>Small piece of 30 AWG wire</li>
<li>Silver Bearing Solder</li>
<li>Tweezers</li>
<li>Rosin Soldering Flux</li>
<li>Electrical tape</li>
<li><a href="http://www.google.com/search?q=wiikey+setup+disc&amp;ie=utf-8&amp;oe=utf-8&amp;aq=t&amp;rls=org.mozilla:en-US:official&amp;client=firefox-a" target="_blank">Wiikey Setup Disc</a></li>
</ul>
<p>First, test and see how our wiikey is going to be positioned on the Circuit Board.</p>
<p><span id="more-77"></span></p>
<p>Apply Soldering Flux to each of the 6 pad points. Then apply silver bearing solder to each of the 6 pad points. Position the chip so all of the 6 pad points match the correct spot on the circuit board. For this next step You will need 2 inch, 30 gauge wire. Apply soldering flux to each of the six points on the circuit board. Now apply silver bearing solder to each of the six points on the circuit board. Carefully solder the 2, inch, 30 gauge wire to the points on the circuit board</p>
<p>Place the wiikey on the board and feed threw the wired points. Curve all the wires to match to the correct pads and solder all wires closed to from the wiikey to the circuit board points. Cut the access off the wires. Apply some black electrical tape over the key to prevent any shortages. plug the everything back in and place the wiikey setup disk in and should look like a game cube game. If so proceed, if not double check your points.</p>
<p>Enjoy your Wii!</p>
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		<title>Web Buildout Overview</title>
		<link>http://pixil.info/tutorials/htmlcss/web-buildout-overview/</link>
		<comments>http://pixil.info/tutorials/htmlcss/web-buildout-overview/#comments</comments>
		<pubDate>Thu, 14 Feb 2008 06:27:59 +0000</pubDate>
		<dc:creator>Noe Ruiz</dc:creator>
				<category><![CDATA[HTML/CSS]]></category>
		<category><![CDATA[Photoshop]]></category>
		<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[ecken]]></category>
		<category><![CDATA[layer comps]]></category>
		<category><![CDATA[noe ruiz]]></category>
		<category><![CDATA[smart objects]]></category>
		<category><![CDATA[web]]></category>
		<category><![CDATA[workflow]]></category>

		<guid isPermaLink="false">http://pixil.info/?p=64</guid>
		<description><![CDATA[Coming up on today&#8217;s epsiode: Using layer comps and smart objects to set up sub-pages and ready-to export slices for...]]></description>
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<p><strong>Coming up on today&#8217;s epsiode:</strong></p>
<p>Using layer comps and smart objects to set up sub-pages and ready-to export slices for web build out. By creating slices inside of smart objects and organize your layers and folders, this can drastically help you structure your comp for buildout.</p>
<p><strong>Layer Comps for Build Out</strong></p>
<p>Layer comp are a convenient way to store a snapshot of certain aspects in a document. Here we&#8217;re able to save a layer&#8217;s visibility. Take a look at these two layer comps, text on and text off. When we cycle thru these two you&#8217;ll notice that all this is really doesing is turn off and on the soon-to-be HTML text.By having your comp setup this way, it allows us to quickly export slices with out having to worry about the html text getting exported along with a background image.</p>
<p><span id="more-64"></span></p>
<p><strong>Smart Objects &amp; Slicing</strong></p>
<p>Here we have an entire sub-page reside in one smart object. Inside our smart oubject we have slices and layer comps. Thats right folks, smart objects support slices. By converting your sub-page into a smart object, your able to create new slices for each new page. Also, notice we have our handy text on and text off layer comps. This is essential for exporting your slices.</p>
<p>So in addition to converting your sub-pages into a smart objects, lets take a look at how we have our navigation set up. Here you&#8217;ll find our favorite text on and text off layer comps. We also have our slices.</p>
<p>Just by looking at the layout, you&#8217;ll notice we have it set up for the <a href="http://www.alistapart.com/articles/slidingdoors/" target="_blank">CSS sliding doors technique</a>. This basically allows one background image contain different anchor states. so If you&#8217;ve done css menus before, you know the drill. thats basically all their is to the navigation.</p>
<p>Alright so to sum thing ups, lets take a look at what we&#8217;ve learned.</p>
<ul>
<li>Use layer comps to set up sub-pages and ready-to export slices.</li>
<li>Create your slices inside of smart objects.</li>
<li>Organize your layers and folders to help you structure your sub-pages.</li>
<li>Don&#8217;t forget you can convert pieces of your website into smart objects.</li>
</ul>
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		<title>3D in Photoshop</title>
		<link>http://pixil.info/downloads/3d-photoshop/</link>
		<comments>http://pixil.info/downloads/3d-photoshop/#comments</comments>
		<pubDate>Sat, 15 Dec 2007 02:14:15 +0000</pubDate>
		<dc:creator>Pedro Ruiz</dc:creator>
				<category><![CDATA[Downloads]]></category>
		<category><![CDATA[Illustrator]]></category>
		<category><![CDATA[Maya]]></category>
		<category><![CDATA[Photoshop]]></category>
		<category><![CDATA[Tutorials]]></category>

		<guid isPermaLink="false">http://pixil.info/?p=1</guid>
		<description><![CDATA[<div class="ebox pedro"><h5>Episode 1</h5></div><p>Using 3d objects inside Photoshop and Illustrator. When developing graphics for product, using 3D objects can help position graphics on products more easily and is a huge time saver.</p>]]></description>
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<p><strong>Coming up on today&#8217;s epsiode:</strong></p>
<p>Using 3d objects inside Photoshop and Illustrator. When developing graphics for product, using 3D objects can help position graphics on products more easily and is a huge time saver. Before we had to take pictures, or make a 3D objects inside illustrator. Photoshop&#8217;s 3d abilities get around the limitations of illustrator. By allowing you to more quickly visualize objects you rotate in your comp.</p>
<p><strong>3D Objects in Illustrator</strong><br />
In illustrator we&#8217;ll draw half of the objects path under <em>Effects, 3D, Revolve</em>. We then map the lable. Then copy and past it into photoshop. Now this is great, but if we needed to rotate the object, we have go back into illustrator. Heres where we start to see the cons.</p>
<p><span id="more-4"></span></p>
<p>First we can&#8217;t see what it will look like on the comp. We have to re-render the object each time we move the object around. We even have to re-render if we cancel out.</p>
<p><strong>3D Objects in Photoshop</strong></p>
<p>Photoshops ability to read 3D objects is a huge time saver. To set this object up, we can model in any 3D app. We&#8217;ll using maya in our example. We can Modify a cylinder and or import an illustrator curve and revolve the surface. A couple things to keep in mind when texturing. First is to not use a small pic to repeat a pattern. Make sure the textures are big enough  to cover your UVs. Second is that material shaders will not export. To make a color make sure the add it to your texture map. Another draw back is that lights do not render correctly. We can export this as an OBJ file. Here we can see the two file it exports.  The .obj and a .mtl fle that has info on the textures. In addition you will also need the 3 textures files this object use for its cap, label and bottle color. Open up in photoshop. We can use the default size. So we get to our 3D tools by double clicking on the layer. The tools open on at the top. We select the rotate and roll tool to orbit around. This doesn&#8217;t look like the texture was in maya. The light info isn&#8217;t read properly. We can change the light settings and render mode to something else. The one I found that looked the best is under<em> render mode, shaded illustration</em>. Thats better, but the con to using this render is that it adds a stroke around the object. We can workaround this by cranking up the crease threshold all the way up. Then we can change the line color. If we drop down the the layer options, we can see the textures attached. Something to keep in mind is that we can&#8217;t add any new  textures, but we can edit. We double click the texture name to open the texture.Inside the label texture we can see that it can handle multiply layers. This make editing so fast and easy. Just save to update any changes that always come up. The file does not overwrite the original file, but imbeds it as a psb file. Plus we can still apply layer styles.</p>
<p>So that&#8217;s working with 3d objects in photoshop and illustrator.</p>
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