How to add these effects?
I am a total rookie when it comes to create things... but recently, I made the switch from obsolete Fireworks enforcement to Illustrator.
Well, now I need to reproduce the expired work I've done in Fireworks, a few years ago and do things to work in Illustrator.
- For example; I want to reproduce the logo of the site on http://www.budogala.com (this is MY company btw, so I own the brand name).
Back in Fireworks, I used the ethnocentric police and some base bevel internal.
Can someone explain to me in detail how to add legal effects to the police within the Illustrator?
Where can I find these effects in the menu, and how to add them to the letters?
As you can see in the logo, it must have a metal rocket to her, and letters should be 'alive' (not flat).
My setup;
Mac end of 2015
OS X 10.11.5
Adobe Creative Cloud v3.7.0.272
You might take a look at the effect extrude & bevel.
Select your type with the tool Selection (V)
In the appearance Panel, click on the context menu of fx at the bottom of the Panel and go to 3D > extrude & bevel in Illustrator.
Check out my old video tutorial on this feature- http://www.jeffwitchel.net/2011/11/good-as-gold/
Tags: Illustrator
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The names of responsibility do not match on the behalf of the modules. For example, if you want to use the General Ledger, search for 'GL Super %' or "General Scriptures %" and so on for the other modules.
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You're going to learn more about AE...
Unless there is a specific reason to reduce the size of the plot of the original sequence still working at maximum resolution. IOW, no is resize your 550 d film unless you can come up with a very good reason to do so.
Now lets talk about output for the web. This part can be confusing:
I have all my images for the web in 720 p or what I like to call web HD output. It's a lot wholesale this year and this is the norm for YouTube HD right now and this is my first video server. I made these films with Apple Compressor or Adobe Media Encoder. This means that the original image size is reduced from 1080 to 720 and if the original was interlaced (1080i), I remove interlacing. In some cases, and with some After Effects projects the best solution is to embed the original composition in a mock-up of the 720 p, but I stick with the original 1080 frame size. In some cases, that I stick to the original frame rate, in others I converted. In projects that may require another color correction or additional treatment I always return a 10bits or master of compression without loss of After Effects using the tail to make. If the project is only intended for the web, then, most of the time, I don't make in After Effects at all. I use Adobe Media Encoder. You can import the Premiere Pro or After Effects directly into the SOUL and go directly to the formats highly compressed with a tool that is designed to make this work. In the rare case that a project requires full system resources to render efficiently or that a project is going to require extra special care compress in an MPEG stream, I'll make to the 10bits lossless codec in AE and then compress with a 3rd party compressor as Squeeze.
The only way to know what workflow to use is to understand how works the AE render engine, how compression works, how different codecs effect the quality and usability of the sequence and what will happen to the project in the future. Unfortunately, there no one size fits all solution to the problem.
Now let's talk about the preset animations. Here's what I would call the basics of EI. A preset is something that everyone using AE should know how to use and create. The procedure is very simple. To use it, you select the layer of film and choose apply Animation preset from the menu. Change you press UU with the selected layer to reveal all the expressions and or the preset generates keyframes and you change. To create, you apply effects or animation to a single layer then press UU to reveal all of the properties that have been changed or animation, select all properties in the timeline panel and choose Save preset.
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import flash.display.StageAlign; import flash.display.StageScaleMode; import flash.events.Event; import flash.filters.GlowFilter; import flash.events.MouseEvent; //align, scaleMode are Public Properties stage.align = StageAlign.TOP; stage.scaleMode = StageScaleMode.NO_SCALE; var posX = 390; //Number=stage.stageWidth/2; var posY = 300; //:Number=stage.stageHeight/2; stage.dispatchEvent(new Event(Event.RESIZE)); // /* The radius of the sphere, 'rad'. You can change it if you wish especially if you use thumbnails of a different size than our thumbnails. */ var rad:Number=200; /* The position of 'board' that will be defined later. 'board' is the main container containing the sphere and the black background that reponds to mouse actions. */ /* The size of thumbnails. 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DOUBLE CLICK a thumbnail to load an image."; manualOn=false; autoOn=true; } function picClicked(e:MouseEvent):void { var targName:String=""; var i:int; var j:int; targName=e.currentTarget.name; i=int(targName.charAt(3)); j=int(targName.substring(5,targName.length)); board.visible=false; loader.load(new URLRequest(picsArray[i][j])); infoBox.text=""; loadBox.text="Loading..."; loadBox.visible=true; } function loadingError(e:IOErrorEvent):void { loadBox.text="There has been an error loading the image. The server may be busy. Refresh the page and try again."; } function doneLoad(e:Event):void { infoBox.text="Click the image to close it, and to return to the gallery."; photoHolder.visible=true; loadBox.text=""; loadBox.visible=false; } //Listeners responsible for mouse rotations and auto-rotation. function autoRotate(e:Event):void { if(autoOn && !manualOn){ //velocity of rotation spSphere.transform.matrix3D.prependRotation(-1.5,Vector3D.Y_AXIS); zSortPics(); } } function boardOut(e:MouseEvent):void { autoOn=true; manualOn=false; } function boardDown(e:MouseEvent):void { prevX=board.mouseX; prevY=board.mouseY; autoOn=false; manualOn=true; } function boardUp(e:MouseEvent):void { manualOn=false; } function boardMove(e:MouseEvent):void { var locX:Number=prevX; var locY:Number=prevY; if(!autoOn && manualOn){ prevX=board.mouseX; prevY=board.mouseY; rotateSphere(prevY-locY,-(prevX-locX),0); e.updateAfterEvent(); } } function thumbsClicked(e:MouseEvent):void { thumbsArray[0].visible=false; } function setUpPics():void { //first circle thumbsArray[0]=[new Bitmap(new Small1(70,53))]; picsArray[0]=["pic1.jpg"]; //second circle thumbsArray[1]=[new Bitmap(new Small2(70,53)),new Bitmap(new Small3(70,53)),new Bitmap(new Small4(70,53)),new Bitmap(new Small5(70,53)),new Bitmap(new Small6(70,53)),new Bitmap(new Small7(70,53))]; picsArray[1]=["pic2.jpg","pic3.jpg","pic4.jpg","pic5.jpg","pic6.jpg","pic7.jpg"]; thumbsArray[2]=[new Bitmap(new Small8(70,53)),new Bitmap(new Small9(70,53)),new Bitmap(new Small10(70,53)),new Bitmap(new Small11(70,53)),new Bitmap(new Small12(70,53)),new Bitmap(new Small13(70,53)),new Bitmap(new Small14(70,53)),new Bitmap(new Small15(70,53)),new Bitmap(new Small16(70,53)),new Bitmap(new Small17(70,53))]; picsArray[2]=["pic8.jpg","pic9.jpg","pic10.jpg","pic11.jpg","pic12.jpg","pic13.jpg","pic14.jpg","pic15.jpg","pic16.jpg","pic17.jpg"]; thumbsArray[3]=[new Bitmap(new Small18(70,53)),new Bitmap(new Small19(70,53)),new Bitmap(new Small20(70,53)),new Bitmap(new Small21(70,53)),new Bitmap(new Small22(70,53)),new Bitmap(new Small23(70,53)),new Bitmap(new Small24(70,53)),new Bitmap(new Small25(70,53)),new Bitmap(new Small26(70,53)),new Bitmap(new Small27(70,53)),new Bitmap(new Small28(70,53)),new Bitmap(new Small29(70,53))]; picsArray[3]=["pic18.jpg","pic19.jpg","pic20.jpg","pic21.jpg","pic22.jpg","pic23.jpg","pic24.jpg","pic25.jpg","pic26.jpg","pic27.jpg","pic28.jpg","pic29.jpg"]; thumbsArray[4]=[new Bitmap(new Small30(70,53)),new Bitmap(new Small31(70,53)),new Bitmap(new Small32(70,53)),new Bitmap(new Small33(70,53)),new Bitmap(new Small34(70,53)),new Bitmap(new Small35(70,53)),new Bitmap(new Small36(70,53)),new Bitmap(new Small37(70,53)),new Bitmap(new Small38(70,53)),new Bitmap(new Small39(70,53))]; picsArray[4]=["pic30.jpg","pic31.jpg","pic32.jpg","pic33.jpg","pic34.jpg","pic35.jpg","pic36.jpg","pic37.jpg","pic38.jpg","pic39.jpg"]; thumbsArray[5]=[new Bitmap(new Small40(70,53)),new Bitmap(new Small41(70,53)),new Bitmap(new Small42(70,53)),new Bitmap(new Small43(70,53)),new Bitmap(new Small44(70,53)),new Bitmap(new Small45(70,53))]; picsArray[5]=["pic40.jpg","pic41.jpg","pic42.jpg","pic43.jpg","pic44.jpg","pic45.jpg"]; thumbsArray[6]=[new Bitmap(new Small46(70,53))]; picsArray[6]=["pic46.jpg"]; } //We literally build our sphere. function buildSphere():void { var i:int; var j:int; var tStep:Number; var pStep:Number=phiStep*Math.PI/180; for(i=0;i<7;i++){ holdersArray[i]=[]; midsArray[i]=[]; tStep=thetaStep[i]*Math.PI/180; for(j=0;j<jLen[i];j++){ midsArray[i][j]=new Vector3D(rad*Math.sin(i*pStep)*Math.sin(j*tStep),-rad*Math.cos(i*pStep),-rad*Math.sin(i*pStep)*Math.cos(j*tStep)); holdersArray[i][j]=new Sprite(); holdersArray[i][j].name="pic"+String(i)+"_"+String(j); holdersArray[i][j].addChild(thumbsArray[i][j]); thumbsArray[i][j].x=-thumbWidth/2; thumbsArray[i][j].y=-thumbHeight/2; spSphere.addChild(holdersArray[i][j]); holdersArray[i][j].x=midsArray[i][j].x; holdersArray[i][j].y=midsArray[i][j].y; holdersArray[i][j].z=midsArray[i][j].z; holdersArray[i][j].rotationX=phiTilt[i]; holdersArray[i][j].rotationY=-j*thetaStep[i]; } } zSortPics(); } //'zSortPics' depth-sorts all thumbnails function zSortPics():void { var distArray:Array=[]; var dist:Number; var i:int; var j:int; var k:int; var curMatrix:Matrix3D; var curMid:Vector3D; curMatrix=spSphere.transform.matrix3D.clone(); while(spSphere.numChildren>0){ spSphere.removeChildAt(0); } for(i=0;i<7;i++){ for(j=0;j<jLen[i];j++){ curMid=curMatrix.deltaTransformVector(midsArray[i][j]); dist=curMid.z; distArray.push([dist,i,j]); } } distArray.sort(byDist); for(k=0;k<distArray.length;k++){ spSphere.addChild(holdersArray[distArray[k][1]][distArray[k][2]]); holdersArray[distArray[k][1]][distArray[k][2]].alpha=Math.max(k/(distArray.length-1),0.5); } } function byDist(v:Array,w:Array):Number { if (v[0]>w[0]){ return -1; } else if (v[0]<w[0]){ return 1; } else { return 0; } } //The function that rotates the sphere in response to the user moving the mouse. function rotateSphere(rotx:Number,roty:Number,rotz:Number):void { spSphere.z=0; spSphere.transform.matrix3D.appendRotation(rotx,Vector3D.X_AXIS); spSphere.transform.matrix3D.appendRotation(roty,Vector3D.Y_AXIS); spSphere.transform.matrix3D.appendRotation(rotz,Vector3D.Z_AXIS); spSphere.z=rad; zSortPics(); }
"The content of this table mentions the names of link in the holdersArray [i] [j] (who owns the thumbsArray [1] = [new Bitmap (newSmall2 (70,53)), new Bitmap (new Small3()... )]). etc etc etc)"
thumbsClasses is an array of instances of classes in the library.
In th function onThumbClick, you are referring to 'this' - it relates to the current content, i.e. timeline and there is not another _color property. If you want to tween thumb - you must refer to e.currentTraget:
Tweener.addTween (e.currentTarget, {scaleX:1, scaleY: 1, time: 1, transition: "easeoutelastic"});
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TO_NUMBER allows to convert numbers that you can add these channels.
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DEAT all
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----------
8592924
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NAME
----------------------------------------
F:\ARCHIVELOGS\ARC00390_0664080689.001
F:\ARCHIVELOGS\ARC00391_0664080689.001
F:\ARCHIVELOGS\ARC00392_0664080689.001
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MAXLOGMEMBERS 5
MAXDATAFILES 100
MAXINSTANCES 1
MAXLOGHISTORY 453
LOGFILE
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-------
DATA FILE
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This is why you must copy the archivelogs that are generated from the first archivelog after the first "alter tablespace begin backup" to the first after the last archivelog "alter tablespace end backup.
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You that would go to the cloned environment.
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Effect of paint 20 - Photoshop Action | GraphicRiver
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My windows defender program is disabled. When I try to turn it on, I get an error message and told me to turn it on manually, but I do not know hAnyone who can help me with this, will be greatly appreciated.ow to do.
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Windows 7 Home Premium (64-bit) Service Pack one. Unable to set usage, only allowed 1%. When you click OK or apply. Get error message» Could not apply the settings for the following reason: the syntax of label file name, directory or volume is incor