Category Archives: Media Design

Anything graphic,media, animation related or design related!

Sass – Bourbon – library useful mixins

Bourbon is gem library used for css to help developers and designers style their html.

To install the gem make sure ruby and gem is installed. Afterwards type:
@gem install bourbon

Then go to your sass/scss folder and bring up command line for it. and type: @bourbon install
it should create a folder with all your bourbon functionality and in your scss put `import ‘bourbon/bourbon’` at the beginning and you can code away with the help of mixin/functions for accelerated developing.

Bourbon: Useful Mixins
– background: tint(red, 40%); –> Mix with white
– background: shade(blue, 60%); –> mix with black
– .element {
@include position(relative, top right bottom left);
}
– size(20px); outputs width: 20px; height: 20px;

Check these beginners tutorial for using bourbon + neat:
http://blog.teamtreehouse.com/introduction-neat-semantic-sass-grid

and

https://webdesign.tutsplus.com/articles/6-essential-bourbon-neat-mixins–cms-24894

and

If you want to accelerate your SASS development even further:
https://www.sitepoint.com/5-ways-improve-sass-bourbon/

Credit to the authors.

Is your Exit Isolation mode missing in 3ds Max?

All you got to do is run this macro:
“(iso2roll.c2iso.changed (iso2roll.c2iso.state = false))” then you can drag and drop it in your toolbar, but sometimes when you do this macro, weirdly enough your Exit Isolation Mode goes back in view. Forgetting this whole shebangs. but either way you have your Exit Isolation Mode or Exit Isolation in toolbar handy for you next time! =)

Difference between Forward and Inverse Kinematics for dummies

Like me I always known what Inverse Kinematics is specially when doing 3d Rigging, so whats the opposite of that.The forward kinematics of course.

Lets go with Inverse kinematics, its something to do with joints, for example our arms and legs, they bend in one direction, it could be on any other direction for say a robotic arm. But what makes it bend? When you do push ups, a force is being applied on your hand, making the joints in your arm bends in a certain direction. Its called affectors , a force that affects certain part of an object. The whole idea of is called Inverse Kinematics in simple terms.

Forward kinematics is easy, think of 90 degree angle lines, think of yourself holding a 1kilo barbel, we normally just lifts it with our forearm, down and up. Also our legs when you kick a soccer ball, when you lift your whole arm up in the air. These movements is termed forward kinematics the force is being applied from the joint. Robotics make use of these terms, and while character rigging in 3ds max you can find them as well.

So just a little snippet so my little self dont forget.

XForm Modifier 3ds Max – for dumb dumb like me

Well Ive been trying to demistify the use of XForm I mean so what If the mesh scales, rotates, moves different in what it says in the parameter panel.

Actually XForm modifier is useful when you dont get the desired effect you want. Especially when it comes to scaling your object, a bunch of wacky result could show up for example a bend modifier when applied and when you try to scale the height. It will look wonky.

3ds Max Creating Bones – Reference

Whenever I go to creating stuff on 3dsMax I always forget how the Bone works. Just for reference for me to remind me how this work and relearned the knowledge fast. Its also to remind me Bone System for animating models and Rigging is for applying IK Solvers and Kinematics to how the bone system will work.

To create a bone: – In the right side in the Create tab and at the very end of icons the System is where you will find the Bone. Its very straight forward to create click and click and right click to end creating your bone. – To Edit the bone and continue connecting , removing and deleting bones. You need to turn on your Bone Tools under Character menu in 3dsMax 7 or under animation in other versions.

Special Note: I often wonder how to connect bones and their orientation is done. Also how to connect 2 opposite adjacent bone together. This is done by linking the bones to the parent bone or it could also be a dummy shape. Use “Select and Link” to form a parent/child relationship with bones.

Heres a very useful video creating bone and character rigging for both our reference:

Illustrator CS3 – Coordinate mismatch and aligning guides accurately

When working with Illustrator CS3 and you find yourself , transforming and moving objects but the origin of the ruler doesnt match and way off from the document itself. All you need to do is DOUBLE CLICK the upper left hand WHITE SQUARE where the X and Y ruler meets.

And also with the guide to accurately position it you need to have transform window open via Window->Transform and adjust the X/Y coordinates to your needs.