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Let us Unite and Work for a noble cause and make this world a better place to live in.


Hunger Free Foundation in Association With Fearless animators have planned to provide one day meal for the orphans and the under previlaged people in the 1st week of october.
we need all of ur support in doing this charity. Interested people contact us through ur comments.Donors can come forward and contribute your valuable service and offering.
Last date for ur contributions is on 29.9.2010(wednesday). so hurry and make urself engaged for a social cause.
Let us Unite and Work for a noble cause and make this world a better place to live in.
'EACH ONE FEED ONE-Lets make Hunger Free INDIA'.


Regards
FearlessAnimatorsCrew(U imagine V Create).

NANBEIN DA....Coming Soon ..Film By FearlessAnimatorsCrew

http://www.youtube.com/watch?v=K_e_5yOnlvw

TEAM : SHYAM,
              MOHAN,
              SETHU,
              RAMAN,
              DINESH,
              KISHORE,
              MUGIL,
             GOWDAMAN,
             VARUN........

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SAP TUTORIALS COMING SOON ....
In fearlessanimators.blogspot.com

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FearLessAnimatorsCrew (U Imagine V Create)

SPIDER MAN TXT EFFECT--Its New Juz Try

In This Tutorial We Will Show You To Create The Spiderman Text Effect In The Adobe Photoshop.

Steps To Follow:

1. Open The Photoshop And Create A New Layer With Black Background Color.

2. Now Add The Spiderman Text By Using The Text Tool From The Tools Palette.

3. From The Blending Options Give An Inner Shadow To The Text.

4. Set The Blending Mode As Screen And Then Set The Shadow Angle To 90o And Set The Shadow Distance To 3 Points And Size 3 Points As Well.

5. Click On The Gradient Overlay Option In The Blending Options To Add A Gradient On The Text.

6. Set The Dark Gray Color For The Left Side Of The Gradient And Light Gray For The Right Side And Click Ok

7. Click On The Inverse Box In The Options.

8. Set The Gradient Style As Linear And Gradient Angle As 90o And Scale 100% And Click Ok

9. Create A New Layer And Drop It Down To Text Layer.

10. Click On The Text Layer To Select The Text In The Layer.

11. From Select Menu Select Modify>expand And Set It To 5 Pixels And Click Ok

12. Now Select The White Color Of The Foreground And Fill On The Text By Using The Paint Bucket Tool.

13. Now Select The Bevel And Emboss Option From The Blending Options And Set The Depth To 390 % And Gloss Contour As Ring And Click Ok

14. Now Click On The Outer Glow Option And Then Turn The Blending Mode To Multiply And Also Turn The Opacity To 100% And Size To 35 Pixels And Click Ok

15. Now Click On The Foreground Color And Then Type The Color Number 414042 And Click Ok

16. Now Take The Brush Tool And Turn The Master Diameter Of The Brush To 108 Pixels And Select The Brush Of Round 21 Soft And Start Painting On The Text And Then Deselect The Text.

17. Inactivate The Background Layer By Clicking On The Eye Icon On The Layers Palette And Then Open The Spiderman Title Image And Drag It On The Text Layer By Using The Move Tool From The Tools Palette And Place It Right Center Of The Text. That’s All.

FearLessAnimatorsCrew(U Imagine We Create)

Make an Impressive Exploding Text Effect in Cinema 4D .

Step 1

Click on “Objects > Spline Primative > Text” to make a Text Spline at the origin. Click on “Objects > Primitives > Cube” to make a cube object at the origin.

Step 2

Give the Cube Object the parameters of : X= 400, Y=180, and Z=10. Set the ‘Position’ to: X=0, Y=70, and Z=10. Then set the ‘Segments’ to: X=5, Y=3, and Z=2. Click on “Objects > NURBS > Extrude NURBS object”. Apply the ‘Extrude Nurb’ object to the ‘Text Spline’, by parenting the ‘Text Spline’ to the ‘Extrude Nurb’.

Step 3

Give the ‘Extrude Nurb’ a ’2m’ bevel by clicking on “Caps” and changing the ‘Start’ and ‘End’ Caps to ‘Fillet Cap’ and the ‘Radius’ to ’2m’. Move it on the Z-Axis to a position of ‘-10′.

Step 4

Select both the ‘Extrude Nurb’ and the ‘Text Spline’ and click on the “Make Editable” option to turn them from nurbs into polys.

Step 5

Click on “Objects > Modeling > Connect Object” and parent the ‘Extrude Nurb’ to the ‘Connect Object’. Then click “Make Editable” to turn these separate polygons into one single polygon object.

Step 6

Delete the selection tags, and change the ‘Phong Angle’ in the “Phong” tag to ’35′ degrees. This hardens the edges in the bevels.

Step 7

Click on “Objects > Deformation > Explosion FX” twice. Parent the ‘Explosion FX’ deformer to the separate objects, and rename them ‘Box’ and ‘Text’

Step 8

Cinema 4D will get ahead of us on this (like it always does) and apply a stock explosion to both objects, using the polygon parameters we have given it to break up the object. First, change the Box’s explosion. Turn the display off of the Text by clicking on the topmost dot two twice to turn it red.

Step 9

Go into the ‘Explosion FX’ (under the Box), and change the parameters as follows. First, under “Object Properties”, change the Time to ’0%’.

Step 10

Now, change the “Explosion” properties to the following parameters. Turn the ‘Strength’ to ’1,050′ (greater than 1000 is important), the ‘Direction’ to ‘Except Y’, the ‘Blast Time’ to ’1,020′ (greater that 1000 is important again), the ‘Second Variation’ to ’57%’ (this will vary the blast speed), and finally, the ‘Blast Range’ to 600m.
XEROX CODE

Step 11

Under the “Cluster” properties, change the ‘Thickness’ to ’7′, and the ‘Cluster Type’ to ‘Polygons’. Now turn on ‘Disappear’, and set the ‘Kind’ to ‘Time’, the ‘Start’ to ’0′, and the ‘Duration’ to ’10′. This makes the pieces appear on the screen as they scale up from nothing and reach their final place on the object.

Step 12

Under “Gravity” change the ‘Acceleration’ to ’0′ and the ‘Range’ to ’670′.

Step 13

To animate this effect, keyframe the ‘Time’ under the “Object” settings of the ‘Explosion FX’ tag. Start at ’50%’ and animate it down to ’0%’. To animate it coming from a set direction, move the ‘Explosion FX’ tag to the opposite side that you want the polygons to fly from (if you want them to fly from left to right, move the tag to the right side of the object).

Step 14

For the text explosion, under the ‘Explosion FX’ tag, follow the same steps as above, only change the ‘Explosion’ settings as follows: ‘Blast Range’ to ’0m’, and ‘Blast Time’ and ‘Strength’ to exactly ’1000′. The “Cluster” settings should be the same, except the ‘Thickness’ should be ’10m’. Under the “Gravity” settings, change the ‘Range’ to ’400m’.

Step 15

To animate the Text ‘Explosion FX’, animate the ‘Time’ under “Object Properties” from ’50%’ to ’0%’. The polygons will appear to grow in place (instead of flying in), since the ‘Blast Range’ is now ’0m’.

Final Results

Note: Reflections make this thing pop, and give it depth. Try animating the actual ‘Explosion FX’ tag moving around the text letters. Combining the ‘Time’ animation with one of the ‘Special’ animation properties can yield some interesting results (especially ‘Twist’). A more advanced method would be to add an ‘Align to Spline’ tag to the ‘Explosion FX’, and draw a spline for the ‘Explosion FX’ to follow. Since the ‘Explosion FX’ object stays parented to the object that is being broken up, it will allow for some pretty sweet stuff!..DONE BY FEARLESS ANIMATORS.(YOU IMAGINE WE CREATE)...
visit us @ fearlessanimators.blogspot.com

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FEARLESS ANIMATORS CREW-FLAC(YOU IMAGINE WE CREATE)


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TUTORIAL FOR XPRESSO IN C4D.(Mall Doors).

Section 1 - Introduction
This tutorial is very advanced, and, unlike the Meteor tutorial, expects that you are already competent with the modelling and interface basics of Cinema 4D. Just in case you don't know what XPresso looks like, then you can check for the final result of our tutorial below:
Looks complicated, huh? Well, to be perfectly honest, is *IS* complicated, and takes some considerable time to master.  Many people say that learning Xpresso is easy.  Well, just to put the record straight I will repeat myself - It's NOT that easy! In fact, I sometimes think that using Xpresso is even more complicated than programming, although I cannot confirm this statement with absolute certainty, because the biggest program I ever made was a baskara equation and matrixes calculator.     Whilst we are on the subject of programming experience, I am happy to report that you will not need any prior knowledge at all to start using Xpresso, although experience with logical process creation would be handy.   Once you get past the basics, though, things get a lot easier, and if you have difficulties at the beginning you shouldn't worry - after all, its natural when starting in a new language, especially if you never programmed before.

So then, what are we going to create in this tutorial? Well, the idea is to make a little script to open a set double doors (just like those pesky automatic doors in shopping centers) when an object gets close to them, and then have them close automatically(fearlessanimators.blogspot.com) after it moves away.  Just to summarize, here's a little movie clip to show you what I mean:
When something gets close to the door, it opens. When there's nothing near the door, it closes. Simple!


Note: The movie to the right is in a QuickTime format and should load automatically (plus install the relevant applet). If you can't see the movie, you may need to enable JAVA for your browser or lower its internal security settings.
The above clip is easily explained in the following terms:

There is an "area" around the door. When an object enters it, the right door will move constantly to the right, whilst the left door moves to the left. After these doors reach a certain point, they stop. After the object leaves the area, they will go back to their former position.
This explanation needs to be embellished with a little programming logic.  How is this done? Well, after deciding the objective of the script, you will need to re-write your plan using clearer logic.  Thus, the complete logical sequence in programming/xpresso terms is as follows:
There is an area (a box) around the door. If an object collides with this box, the right door will move constantly to the right, whilst the left door will move to the left. There is an object hidden in the scene, whose purpose is to block the door movement. If they are colliding, the door will stop moving. Also, if they are colliding, switch 1 will be set. For a switch I will use a hidden lighting spot brightness value. If Switch 1 is set and the there is no object inside the area, the doors will close. After the doors collide, switch 1 turns off.
Now it starts to get 'exciting'... and by 'exciting' I mean 'headache-inducing'. Because this is a tutorial and not a show-off, please keep in mind that I will introduce some logical pathways and connections in a way that could be done much simpler. The sole purpose of this method is not to confuse you, but  to teach you some new nodes and different methods of logic. So then, what will you need before starting this tutorial?
  • A full knowledge of the Cinema 4D Interface.
  • Basic modelling skills.
And what will you learn?
  • Assigning an XPresso Function to an object.
  • Making Switches with XPresso.
  • Boolean functions.
  • Nodes you will learn:
    - Object node.
    - Collision.
    - Math.
    - Bool (Boolean).
    - Absolute.
Sounds cool doesn't it?   Well, lets get right onto the action then!
Section 2 - Setting up the Scene
For our scene we will need:
  • A Right Door
  • A Left Door
  • A Left Door Blocker
  • A Right Door Blocker
  • A Lighting Spot to be the Switcher
  • Some objects to open the door by floating near it
  • A huge box to be your door area.
This is how I laid out my scene. Arrange it the way you want, though. It's your scene!
If you just want a bland generic scene to complete the tutorial and learn Xpresso basics without all the needless fluff, arrange it like this:
If your doors are made up of different objects like mine, group them together to one object, preferably a Null. Assign ALL objects you will want to "open" the door to a Null object too, in case you want to use multiple objects.

The Door Blockers are not seen since they are inside the walls. The Area Box must be invisible. To do this, either create a material with no color, no specular and 100%(fearlessanimators.blogspot.com) transparency and assign it to the box, or simply disable the object from being seen in the final render. Either way works, though I prefer the first (so its optionally transparent in the view port too).

The Switch is a lighting spot, which can be problematic because it emits an unwanted light in your scene.   To correct this,  go into the attributes window of the Light object, find the General tab, and mark the "No Light Radiation" box.

We are done here. Moving on....
Section 3 - Making Doors Open When Something Comes Close
The first thing we will need to do is to create an XPresso function. You can assign it to any object, but let's assign it to the Area Box for now. Right click your Area Box in the Object Manager, select New Expression and click XPresso Expression. Double click it. It will open the XPresso window, which should look a little like this:

Your clean XPresso Window!
From this point onwards, I will work with a single door, and teach you how to clone the properties to the other one later. This will make things much simpler for us in the long term.

For our first step we will need to make the door open when something gets near it. Do to this, all we need to do is define logic so that when the object (called Sphere from now on to keep things simple) collides with the invisible area box, the right door moves to the right side.

To do this, drag-and-drop the Sphere and the Area Box to the XPresso window. It will show nodes of them. Right click in the window, and select New Node > XPresso > General > Collision. This is a node that, if a collision happens between the "Inputs", will give an output of "True". If no collision happens, the Output will be "false". Simple logic really.

We will need to connect these Object nodes to the Collision Inputs. So click on the red button (which I will call the Output button, and the blue button the Input button) in the upper-right of the sphere node. An array of inputs will now be made available to you and the node that you just clicked. Select "object", and do the same for the Area Box Node. An Object output should appear with a red spot. Click and hold the left button on that red spot and move it. A line will appear, allowing you to connect with an input. Drag the line to Input 1, and a connection will appear. Do the same for the other object but with Input 2.  This sets up a simple logical configuration - i.e. when those two objects collide, the output of Collision node will be "1", or "True". If they are not colliding, it will be "0", or "False". Simple, huh?

PS: If your "colliding" object is in fact a group of many objects, check
"Include Children" in the Node tab of the Collision's attributes in the attribute window.
Now the logic gets a little more complex. We need to make it so that when they collide, the door will move to the right. Sooo.... how do we calculate this move to the right? Well, in my scene, the path the door moves is in the X Axis (check yours separately).  The door's movement, therefore, in programming terms, can be described as:
X Axis (final) = X Axis (start) + Value where value is the rate of the movement
or, more simply:
X Axis = X Axis + y
We will need to make nodes that calculate this equation. Drag and drop the Right Door into the scene. We will need to get it's X Position, then add a value (y) to give the final output. Since we will be getting it's X Position, click in the Output button and select Coordinates > Position > Position.X (or whatever axis are you using). We now need to add the Y value to it.  Right click in the XPresso window and choose New Node > XPresso > Calculate > Math. Ah-hah! We have a Math operator now! This is how it works - It will catch the value of the first input and add it to the second input. It's value will be then sent to the Output. You can leave the second input blank, as you can manually set it to a value. With this explained, click on the Math node and, in the attributes window's parameter tab, type a number in Input (2). The number you set here varies greatly with your preference and the scene scale, so I really can't help you. My advice is to start with a value of 1, and adjust it later if your doors open too slowly or quickly.  In the Node Tab you can adjust the Function but, since we are merely adding adding values, leave it as add. Now connect the Position.X of the Right Door with the Math:Add Input 1.

We want the output of this little equation to be sent directly back to the Right Door's position X (thereby allowing additive movement along the X axis), so drag-and-drop another Right Door node, and connect as Position.X input. Connect the Math's output with it. Your XPresso screen should now look a little something like this:
To summarize what we have done so far: The X-axis position of the Right Door is retrieved (node 1), added to an arbitrary value of your choice (node 2), and then assigned back to the Right Door X-axis position, changing it permanently (node 3).

We have now to connect both series of nodes, so that the door will only move to the right if the sphere is colliding with the area box.   Thankfully, there is an input called "On", which ensures that nodes are only enabled if they are receiving an input of 'true'. With this in mind,  click on the Input box of the last Right-Door Node and create the 'ON' node, then connect it to the Collision Output. You should now have something like this:
Save the Scene, and try moving the sphere inside the Area Box. If you have done everything correctly, the right door should move to the right.  If the door absolutely won't move at all, check it all again, as you must have done something very wrong. This is also the ideal time to check the movement speed of your door and tweak it a little before the coding gets too hefty.
Section 4 - Making Doors Stop When They Hit The Blocker Object
The Logic behind this step is actually in reverse - The doors won't "stop" when they hit the Blocker, they just move when they are NOT hitting the blocker. I know it sounds confusing, but you will understand it soon enough...

The first thing we need to do is create the collision between the right door and the blocker object. So, insert both objects' nodes and a collision node and connect them just like the first.  You should get something like this:
Now things are starting to get serious - How are we going to make the door stop moving when it is colliding with the blocker? The answer is simple - we'll use Boolean functions! A Boolean function is one that plays with True and False values. We will configure the scene so that when the  Area-Object Collision is True and Door-Blocker is False, the door moves, and if Area-Object is True and Door-Blocker True too, the door won't move. If Area-Object collision is false, independently of the Door-Blocker, the door won't move either.

Of course, we could just add a Dynamics module into the scene and be lazy, but what would be the fun of it? It is also unfortunate that this little cheat would make our scene MUCH slower to render!

Our boolean functions should IDEALLY look like this:
Area Box Collision Blocker Collision Movement
1 (TRUE) 1 (TRUE) 0 (FALSE)
1 (TRUE) 0 (FALSE) 1 (TRUE)
0 (FALSE) 1 (TRUE) 0 (FALSE)
0 (FALSE) 0 (FALSE) 0 (FALSE)
If this were possible, movement would only occur if Input 1 is 1 and Input 2 is 0. Unfortunately such Boolean functionality does not exist. But what if we 'invert' the Blocker Collision values?  The table would then look like this:
Area Box Collision Blocker Collision Movement
1 (TRUE) 0 (FALSE) 0 (FALSE)
1 (TRUE) 1 (TRUE) 1 (TRUE)
0 (FALSE) 0 (FALSE) 0 (FALSE)
0 (FALSE) 1 (TRUE) 0 (FALSE)
As you can see, this function would only work if both collision values are true (i.e. 1). Such a function exists - It's the Boolean AND function.

But how can we make Blocker Collision's values change? There are two ways actually, but for now, we will be using another Boolean function, XOR. XOR means "Exclusive OR". To understand XOR, you need to understand OR. The OR function results a true if at least one of the inputs are true. The XOR results true if ONLY ONE of the inputs are true - If both are true then it will result false. Such a big meanie!
OR Table:
Area Box Collision Blocker Collision Movement
1 (TRUE) 1 (TRUE) 1 (TRUE)
1 (TRUE) 0 (FALSE) 1 (TRUE)
0 (FALSE) 1 (TRUE) 1 (TRUE)
0 (FALSE) 0 (FALSE) 0 (FALSE)
XOR Table:
Area Box Collision Blocker Collision Movement
1 (TRUE) 1 (TRUE) 0 (FALSE)
1 (TRUE) 0 (FALSE) 1 (TRUE)
0 (FALSE) 1 (TRUE) 1 (TRUE)
0 (FALSE) 0 (FALSE) 0 (FALSE)
If we add a Boolean XOR between the Blocker Collision and a "1" value, we will effectively invert the value.  i.e. 1 (TRUE) will become 0 (FALSE) and vice versa. The Final Result would be:
Blocker Result Area Box Result
1 (TRUE) 1 (TRUE) 1 (TRUE)
0 (FALSE) 1 (TRUE) 0 (FALSE)
1 (TRUE) 0 (FALSE) 0 (FALSE)
0 (FALSE) 0 (FALSE) 0 (FALSE)
Since the last node On value is only enabled by a True condition, the only true condition of this situation would be with the Blocker Collision off and the Area Box Collision on, which is what we need! If the Area Collision ceases, the movement will stop, and if the Blocker collision happens, the movement will also stop.

Still keeping up?  Finding this a little confusing? If case your brain is getting hot, try some C.O.F.F.E.E.! Yeah that was a nasty, evil joke. Sorry.   ;)

Now back to the tutorial. Right click the window and select New Node > XPresso > Bool > Bool. Create two Booleans, as one will be the XOR and the other will be AND. Connect the XOR first input with the Blocker Collision node output. Now connect the AND first node with the Area Box Collision, and the second with the XOR boolean output. Connect it's output with the last Right Door Node On Input. Now, you will need to create a value to XOR with the Blocker Collision. Right click and select New Node > XPresso > Calculate > Absolute. Leave it's input alone and connect the Output with the XOR Boolean's second input.

Now on the attribute window. Click on the Absolute node and set it's value to 1, as it will input to the XOR as a true value. Click the XOR Boolean(fearlessanimators.blogspot.com) and, in the Node tab, choose XOR as a function (naturally). Do the same for the AND Boolean, but selecting the AND Value (obviously). All your hard work and patience with this section should have left you with an XPresso screen like this:
We're done here (finally).
Section 5 -  Turning On The Switch When The Door Stops Moving
Well, do you remember what I said about the Lightspot being a Switch? Yep, we're going to need a Switcher to make the door go back to its original position. The idea is that when the door collides with the Blocker, a switch is set. If this switch is on and there is no object in area box, then the door will return. When both doors collide, the switch turns off. Thus, if the switch is off and there is no object in the area box, the door will stop. If the switch is on and there is an object in the area box the doors will be stopped (they might be just colliding with the blocker in this case). If switch is off and the object is in the area box, then the door will move in the direction of the blocker until it collides with it. This part is easy. If the Blocker collision is true, then the Switch will be turned on.

With that overly verbose explanation over, let's begin with the fun:

Firstly, drag-and-drop the Switch to XPresso. Add an On node and a Brightness node to it. The On node's function is obvious - It will be activated if the Collision is true. The Brightness is the value we'll use as the On/Off. Now, keep in mind that the Brightness works as a percentage - and we're working with real values. Thus 100% = 1 and 0% = 0. Perfect for a true/false statement.  There are many "Brightness" inputs in the Lightspot object, but we are using the one in the General tab, so always use the General > Brightness input. Make sure this is correct, as it will not work if you use the wrong one!

Now onto the juicy stuff!  Firstly, connect the On value with the Blocker Collision. This way if they collide the node will be enabled. Then, connect(fearlessanimators.blogspot.com) the Brightness with the Absolute value we have created previously for the XOR Boolean node. Since you connect an output to various inputs, there will be no problem. Just connect it's output with the Lightspot Brightness input. You should end up with something like this:
Nothing else to see here! Moving on....
Section 6 - Breaktime
By now you can appreciate how awesomely tiresome it can be to learn a programming pseudo-class and remain a dedicated artist. I have, therefore, decided to include this chapter, which has the sole purpose of getting you to relax or take a break (if you haven't had one already).    It may be a bit ridiculous, but I've been studying psychology and this is a technique that sounded interesting to me. It gives your brain a bit of relaxation, and can restore clearer thinking. So, have your break time and let's move on!
Section 7 - Making The Door Return
Just to add to the confusion a little, we are now going to create a different series of nodes.  Remember the Switch? Well, we will make a script that responds to the "True" condition by moving the right door to the left.

So, without further ado, add the Lightspot node, and insert a Brightness output. Now, add two Right Door nodes and a Math node. We're going to do the opposite of what we've done before. Create a Position.X Output in the first node and a Position.X with an On Input on the last node. Connect this On node with the Switch Brightness. Set the Math function to subtract and enter the same value in Input 2 that you used in the first Math function. Connect Input 1 to the Position.X Output of the first Right Door node, and the Output to the Position.X Input of the second door node. You should end up with a separate little node trail looking like this:
The door must stop when both the right and left doors collide. We can do this by disabling the Brightness Switch. To do this, simply insert both Right and Left Door and connect them with a Collision node. Connect the output of this Collision node with an On input in a new Switch node, and connect an absolute node with value 0 with the brightness input of the Switch. This way, when they collide, the brightness will be reduced to 0, and thus the doors will stop.    Your full, unadulterated screen in XPresso should now look like this:
Now, copy and paste all these nodes, and invert all the Right Door values to Left Door values, Right Blocks to Left Blocks, the Maths subtract to add functions, and(fearlessanimators.blogspot.com) vice-versa, thus cloning the code onto the left door.

And that is it - You're done! Congratulations! By learning these basics of XPresso you will make future projects much easier to manage. If you feel suitably enthusiastic, you should now go try new methods of getting the same door movement. There are tons(fearlessanimators.blogspot.com) of different routes. Almost anything you can imagine is possible here. Oh, and remember, if you have any feedback or further questions, you can send me an e-mail over at fearlessanimators@gmail.com.(FLAC)
(FLAC)YOU IMAGINE WE CREATE.





fearless animators crew(YOU IMAGINE WE CREATE)

if any animators willing to join in our crew can reply with a comment....