Thứ Tư, 31 tháng 10, 2018

Waching daily Nov 1 2018

In Mexico we now that life must be enjoyed because it goes away in the blink of an eye

that's why when we talk about the Day oh the Dead

what comes to our minds isn't loneliness and sadness, it's warmth and joy

in the form of the "ofrendas" and "altares" full of calaveritas and Cempasúchil flowers

and of course... the Catrinas, ladys that wear elegant antique dresses

and skull-like makeup. That's why this time we wanted to pay homage

to this beautiful tradition, so that even if you are not in Mexico,

or didn't have time to put on your makeup, you'd still be able to look like an authentic Catrina.

And as a feature, be able to see life go by in the blink of an eye.

Let's stop waisting anymore time because

Death waits for no one.

All the necessary files for this filter are available at

mercatecnia.com/catrina they're absolutely free

all we ask in return is a little help to share the knowledge

by clicking on the FB Share button, this way you'll unlock the content

Inside the #catrina folder you'll find not only the

Spark Studio file. We are also including the textures for the Catrina

and cempasúchil, the script is also included and

all the objectswith the big eyes, the petals that are fixed to

the eyelashes and the petals that are preanimated

let's open the Spark Studio file

Let's first remember that in Adobe programs

such as illustrator and photoshop the upper layers are the ones most

visible and the lower layers stay in the background

But in 3D programms and in Spark Studio the elemments

that are lower are more visible and the upper ones are in the background

this happens because most elemments are grouped inside "parents"

and the parent

is always left at the bottom, like the root of a tree. And the elements that

are lower have higher visibility.

The next thing you should know is that

Spark Studio, in it's current version, won't allow us to mix a texture mask

with a deformation mask, or with a retouching mask

and so, we had to use several layers and everyone

has it's specific purpose. "cara blanca" or white face

makes the whole face look white

we achieved this by using

a white material in Face Paint mode

If I change the color we can change our face's color

you could also try using a gradient or a texture

the next layer "Carabella" or Prettyface enlarges the eyes

this deformation is achieved by using a 3D object

and applying the face texture on top

if I remove the texture we can see the deformer

the deformer is stretching the face texture according to the way

we modified our 3D file

this mask is only affecting the eyes

because we used an Alpha texture

without the alfa you can see the mouth and jaw being distorted

for this effect we only want the eyes to be bigger

so let's leave the Alpha texture

How can you deform the eyes? let me show you very briefly

First go to the Help menu

And choose Get face reference assets

here's what while happen

we'll download a file, well... some files.

which include a 3D mesh of the face

this face can be opened with Blender, or your favorite 3D editor.

we are basically importing the way the face will look

in order to have a better idea of the final result

instead of having a completely white face

let's put it the female face texture.

and this is the way the face looks right now

What we did... what you can do to make the eyes bigger

is select the points

select the points, and the simplest thing you could do is

is just make them bigger without any care

and this will produce some really weird deformations

a shoutout to Iker Burguera, we are very glad our tutorials helped you

a better approach is to carefully select the points

let's say, this area

and deform only this part of the eye

Shaping the eyes and achieving a natural,

not funny or weird result, let's face it, they tend to look weird...

it's almost an art, let me show you our secret, the way we did this

follow this steps carefully,

what we'll do is

only selected the inside of the eye

and make it about 102% larger

expand the selection and again, enlarge 102%

keep expanding and enlarging

this way what we are doing is enlarging the pupil and iris the most,

the rest of the eye is also getting bigger,

but not quite as much

and now here's how it looks

Another real simple thing you can do

is twisting the eye about towards the inside

just a tiny bit

and try to select some points on the outside

then slightly rise them

obviously we are doing this fast and dirty, but

you should try being a bit more careful

but as you can see the eye is looking much nicer already, you should be careful

not to exaggerate the deformation because you'll get some weird artifacts in

AR Studio (Spark)

Quite interestingly... you can start importing or editing objects

directly onto this file

Our Catrina file was originally just the face mesh

from Facebook or Spark AR Studio and then we imported the eyelashes and

the petals, you'll notice that all the petals are

grouped inside a single object we have different groups for

the front, middle and back petals

we did this because we want the petals at the

front to move a lot more than the petals in the back

so we have different groups, the idea behind this is that in AR Spark Studio

We'll be able to independently the front lashes

then a bit less the ones in the middle, and the want will move very slightly

At least thats they idea when closing and opening the eyelids

What we did with the petals file

was preanimate each and everyone of the petals, this was quite an effort

animating everyone to look as if it's coming off

as the eye opens

The idea is that this effect will begin when the user blinks

so it should begin with the eye closed... The eye is closed

All the petals are in their position, the eye starts to open

and at the very same time we begin tearing the petals

from the outer side towards the inner side. Don't think we used a filter

or a pre programmed effect

We really did animate each petal individually

placing a keyframe at the beginning, one at the middle and one at the end

each with different rotations and end positions for each petal

The trick is that every petal

had a similar animation, but with a few frames in between each other

this way we achieved an organic look

every petal falls off individually and moves different from others

All we did was change the postion, rotation and size

Next step is exporting our animation

Preferably you should choose FBX

And when you are doing this

You should select to export all animation tracks

And also "Bake all frames"

Right now I only had 3 keyframes for each petal

When you choose "bake all frames" you'll

automatically get a keyframe in every single frame

so your animation will be totally fixed and error free

Let's hit Ok

I'd like to mention, and it's something that some of you will

likely write in the comments is that

we could have made this effect by importing a single petal into

Spark Studio, place one petal, duplicate it multiple times

put everyone in it's place and animate them inside AR Studio

this would even make the effect much lighter and we'll probably make future

filters this way, but right now we wanted to teach you how to

import a baked animation, the activate and deactivate it.

Now that we've seen how the eyes were made we can come back.

we have the white face

then the deformed texture with an Alpha channel on top

You can actually control the distortion level

or distortion percentage if you will

Here we have the eyes with

0 distortion and we can raise it up to half

they still look quite natural or push it up to 1

that's the most you'll be able to get from the distortion

Our next layer (Carabrillo or Shinnyface)

It's just a Copy-Paste from the previous

How did we get it to be brighter?

All we did was go

into the material and instead of ALPHA we picked ADD

This way the eyes shine, you can also

choose how bright you want the to be

We did this because we wanted

the eyes to really pop out even with all the makeup

Next layer has the eyelashes

We have 2 sets, one on top of the other

There's the preanimated eyelashes

And the fixed-on-the-eyelids-eyelashes

you'll notice the fixed ones aren't moving

and neither are the preanimated ones...

We'll do that by coding, first we'll try and animate

the fixed-on-the-eyelids petals

So at least for now

let's hide the preanimation and concentrate on the Catrina

with the top right and bottom right petals

As you can see each petal is numbered "p31", "p32"

etcetera

bottom petals and top petals

we'll begin with the petals

attached to the eyelashes

we'll get a better view here...

we'll begin with the petals attached to the eyelashes

these are the "Petalos1"

We have 1, 3, 5, 7 they are interlaced with the bottom petals

So that when we had the animation

we didn't get first all the ones on thop and then all the ones at the bottom

We wan't the animation to play from one on top and one from the bottom, and so on

Then all the ones at the back.

that's why the petals

at the bottom are even and the ones on top are odd

the following rows are secuentially numbered 21, 22, 23, 24... Etcetera

All the way to 40, we have 40 petals

let's double click our script

so we can see how's everything and activate it

to avoid any issues

during this tutorial all the code

Is commented (double slashes at the beginning)

this way you wont have to rewrite everything

we did and we'll also avoid any issues during the tutorial

First we'll activate Textures, Face Tracking,

Face Gestures which will allow us to track when the eye blinks

We'll have animations, materiales,

Reactive animations, that

means that they react to what's going on in the screen.

we should declare our Scene

and activate Diagnostics

Diagnostics we'll allow us

to get some messages out

in the console windows so we can track

what's going on with our file

now

We'll track the face and set it's name to "face"

we'll try and track the movemnt of the face

y it's X coordinate.

it's Y coordinate.

and it's Z coordinate.

if you've seen other AR tutorials

you'll know that with this we are tracking the face

but not it's immediate coordinates,

we are waiting 110 miliseconds

this way whe the face moves the eyelashes will move slightly after

so it'll look as if the petals have weight

and the are left behind, or pushed by the air

with the movement of the face

we'll also track the face a second time

but this time waiting for only 90 miliseconds

what we'll do with this

is divide this and this

to get an inertia effect

you'll notice that the eyes

and the eyelashes aren't perfectly alined

the lashes are a bit lower than we'd like the to be

we could move them around here in AR Studio

But let's do it trough code and get them

just the way we want

first...

Spark Studio allows us to track some key points in the face

such as the outside corner

so we'll set a variable

or actually a constant in this case

lefteyeout will be the outsidecorner of the left eye

we'll do the same with the right eye

we'll track the inside of the eyes as well

we have the outerside, innerside,

now let's track

the top of the eyelid

the top is very important 'cause it'll tell us if the eye is open or colsed

if the top of the eyelid is higher the eye is open and

if it's lower evidently, the eye we'll be more closed

we'll also track the bottom of the eyelid

because we'll make the top and bottom

petals move independently

now

let's identify our objects

we'll have the top right eyelashes

It's gonna be... Well we made a small mistake when designing our 3d file

and we named "Topleft" the eyelashes that are actually on the "topright"

that's why in this line of code we'll put the right name

it should be "topder" for "topizq" sorry about that.

right now we still

don't have the left side

we only have the right side of the eye

So let's leave all the commented code there

so we don't have any issues and whe the left side is done

we'll just uncomment all this code

let's activate the right petals

And we'll also show and hide the eyelashes

when the person closes it's eyes

we want the petals to fly away

but also the eyelashes will disappear

otherwise it looks odd

now lets place the eyelashes

in the right spot, les begin

with the left eyelashes

the left eyelashes

we'll program them to move

and you'll notice that they have moved

slightly off their initial placement

Now lets raise them a little bit

and push them a bit behind

so they match the face

there we go

next we'll do

is have the eyelashes rotate

a simpler thing we could have done

was to push the eyelashes up and down

just as the eyelid opened and closed

but this would make it look to fake

what we actually want if for the eyelashes

to turn, they should rotate a bit fordward and backward

sort of like this, well a bit less

up and down... This is much more natural.

this is why we'll

take the X rotation and make it Reactive

It's a bit of trial and error

remember that in AR Studio

the rotation is not measured in degrees,

it comes in radians

so if we set the radians to 0 and track the eyelid position

what happens is that the eyelashes

rotate all the way to the back

the move nicely... but on the back.

so we added 4, then substracted 2 then added 3

we made different tests, and the best solution

was to add -3.8 radians and mutiply the Y height

Y height on the lefteyetop

we multiplied that times 1.8 radians

and this seems to fit nicely

the eyelashes move with the actual eyelid

if you wish you can try other

rotations and find out what works for you

right now all the petals move at the same time

and have the same range of motion

this makes it look like, even when we have 3 rows of petals,

they appear to be just one.

So what we're gonna do is

have the petals on the second and thirds rows move a bit less

again, we had to do a lot of trial and error

We set the second row to add 2 radians and multiply by

-0.5 and last row was 4 radians multiply the rotation by -1

it isn't that noticeable, but now the petals on the back

turn less

than those at the front

try no to exaggerate your effects, keep them natural

at least to us

this seemed like a good look

what we didn't take into account

was the fact that we imported the petals at a "natural" size

but the eyes are bigger than natural

in order to fit the eyelashes to the eyes

specially if you change the face deformation

you'll have to change the scale

We'll change the Y scale to 125 instead of 100

we'll crank it up 25%

the X scale we'll leave at 100 but you can change it

make it bigger or smaller as you please

now it looks like this

with the eye open you'll see it fits more nicely

now let set the bottom petals

the petals...

ok, now we have the lower petals

fitting on the bottom eyelid

remember you can change how low or high you'd like them to be

little by little we'll get this just right.

Let's start with the interesting stuff

we'll make the petals

grow slowly

all we have to do

is set a time variable

and a size variable for each petal

let me show you a trick

instead of doing this 40 times

first we'll define our time

"tiempo" will be set to 4 sconds

it'll take 4 seconds for the petals to fully grow

but instead of declaring it 40 times, we'll set an ARRAY

An ARRAY is a group

that can contain different variables or elements

let's set the scale, which will go from 0

up to 0.02698 'cause if we go back to Spark Studio

right now the petals are at 100% their size and, you'll notice that

the scale marks 0.02698

So I want my petals to grow from 0

all the way to their current size

All petals we'll have the same scaling

to make an ARRAY

all we have to do is set a variable an place it in [brackets]

setting it in brackets means this is an ARRAY

it's a variable that

can have lots of variables inside... that's an ARRAY

what we'll do now is

set a variable called "i" with a value of 1

for petal 1, petalo 2, petalo 3 and so on

for as long as "i" is less than 40

we'll add 1 to "i"

this way

we'll set 40 petals

first petal we'll be my object "p1"

"i" equals 1 and then

after every loop "i" will become 2, 3, 4, 5

and so on, inside my ARRAYs

i'll have the 40 petals, 40 timings,

40 growths ("crece") which

are some animations

the petals animations is that

every petal will grow for 4 seconds following the scale "escala"

and now

i'd like this petals to grow up to 125%

just as we did before

so let set this to grow to 125%

we'll make it bigger

for X, Y and Z, you can set the scale as you please

Just X, just Y, or whatever you like

We need to set the time to start

So that the petals don't grow all at the same time

we need a slight difference in between

so will set a variable called "tiempito" (timey)

tiempito will be 60 miliseconds

in an infinite loop

we'll tell "tiempito" to begin

and we'll also set another variable "cuenta" (count) so we can go from;

petal 1, petal 2, petal 3 and so on

every time "tiempito" loops or

every 60 miliseconds...

that's what "On After Interaction" means, after every loop

of "tiempito" this will happen

"tiempo 1", remember, we have 40 timings, "tiempo 1", "petal 1"

"crece 1", 2, 3, 4, 5, etcetera

So...

"tiempo 1" will start

and then tiempo 1, tiempo 2 etcétera will start

and after every

"tiempito" we'll add one to "cuenta"

this way we'll jump to "petal 2", petal 3", petal 4", etcetera

When "cuenta" reaches 40 we won't have to look for any more petal.

so we'll end it

so...

So that we all have the same, let's recap

We activated arrays for time, scale, petals, and growth

activated 40 repetitions

modify the petals scale, so that they'll "grow" with crece.

crece is a 4 seconds animation

and the scale will go from 0 to 0.02698

Let's save this and go back to Spark Studio

the petals now take 4 seconds to independently grow

let's see that again, it' so nice!

Alright so now the petals appear

and move with the eyelids

but... you'll notice the petals are to rigid

they dont look organic

let's try and make them sway a bit

for this

we are going to modify

the rotation on X, Y, and Z as a test

we'll leave the Z rotation on so you can

see what happens

the petals grow, but look a bit weird

they are... rotating backwards, we don't want that

but this is an invitation for you to experiment

and tryout different things

we'll hide the Z rotation

and see how they move now

Let's use another model

so you can see whats happening

The petals are now swaying left and right

like they resist the air or have weight

and they all have a slight 0.1 radian variation

which makes this look so much more

organic, you can increase or decrease the variation "diferencia"

and see what you like

now that our petal look more natural

and that we have made them grow

next step is... When te person blinks

the petals should fade away

for this we'll be using

our predesigned animmation

let's goto to the pre designed animation

and set it to visible

obviously what we'll do is that

when the preanimation shows up we'll hide

the petals that.. are fixed on the eyelashes

we did this manually, but the idea is to make it via code

we'll hide the eyelashes with the animation

and hide the animation when the petals grow

let go to the layer with the

preanimation and activate it

there's a tab over here that says "Animation"

we'll activate the "main" animation

as we can see, the petals are animated and fade away

but

this is a loop

when you activate a animation

Spark Studio will automatically

add a Loop

But we don't want a loop, we want the petals

to be animated only when the eyes are closed

The patch editor allows us to visually see whats happening

Our animation is Looping for a uration

that we can adjust

let's set it to a second

and the petals will fade much faster

or let's leave it at 2.5 seconds

so the animation isn't as fast

as you can see this animation is repeating

over and over

but we wan't it to go off just once

let's remove the loop animation patch

and insert another one, by right-clicking

on the patch editor window

let's choos a normal animation

and insert it

the thing is.. How can we set the animation to start?

We wan't this to happen when the eye closes

we'll use a bridge between our javascript and the patch editor

in the project properties, and capabilities we should have

Patch editor active

and also the patch that makes the connection between our code and the Patche Editor

You'll notice it's unactive

and we cant activate it

because we need to set it in code

with the code we'll activate

the use of Patches

and going back to AR Studio

you'll notice it has activate the bridge

automatically

this will allow us to send signals back and forth

between the patch editor and our javascript.

What will we be tracking? the Blink.

So, back to our code

just a bit lower

here's the way to track a blink

It's a face gesture

when the left eye closes

we'll subscribe to a function

and this function

for as long as we get a new value

what' it'll do is

deactivate the variable "creciendo" (growing) why?

because the petals won't be growing

the will be flying off

lets hide the fixed-on-the-eyelid petals

from both the top and bottom

and allow the

petal animation to show up

at the same time

we'll send a signal to the patch editor

this signal is a pulse

it's justa a text that says "volar" (fly)

because we want the petals to fly away

let's set diagnostics, just in case

so we can get a blinking message

this way we'll now if the signal is detected

else

we'll set another signal

for no blick detected

and continue

let's save and see whats going on

in AR Studio we'll click on the script

in the script i can put

different kinds of variables, we won't go into each kind

and what they do...

the only ones we'll be using right now

are triggers

so we have triggers

for when we want the petals to "fly" (vuelen) or "wait" (espere)

until the petals are fully grown

for both our left and right eyelids

in the same way

We'll be sendng a signal to the script

telling it when the petals are growing

for both the left and right side

all you have to do is click

and add any kind of variable

just write it's name

and you can set another variable to communicate between

AR Studio and the script

We'll set a new action, a thing we want to happen

I want AR Studio to read the variables from the script

Our current variables are "volar", "esperar", "ivolar", "iesperar"

When AR Studio

get the "volar" (fly) signal, it will activate the animation

if we go into the Console

We'll se we are getting an error

The error is a variable not found: "creciendo"

we missed this one...

on line 239

our code is asking for "creciendo" (growing) and "creciendo" should

be true at first, 'cause when our effect starts

the petals appear and they are growing

Alright now!

Let's hit play

and see what happens

Let's unhide

the fixed-on-the-eyelids petals and reset our effect

we'll see the petals grow, and move

however the preanimated petals aren't doing anything

even tough the code is tracking the blink

it tracks the eye closed and open

"blink" and "no blink"

Whats happening? our code is waiting

until we tell it that the petals aren't

growing anymore

How do we know the petals aren't growing?

remember that each petal is have their size set

to a time variable: "tiempo1", "tiempo2" etcetera

what we'll do is, when tiempo40 or the

last petal has it's time completed

that means all the petals have grown

in this moment our "creciendo" variable

will be set to "false"

the petals aren't growing

they are done growing

let's save

back in AR Studio

we can see that even if she blinks the petals won't fly off

until they are completely grown... then

when she blinks the fly away

that exactly what we want

and now both the preanimated petals and the fixed petals have disappeared

let's reset

and watch that again

the animated petals aren't moving

until the fixed petals are fully grown

this is exactly what we want

to happen, now...

when the petals fly away

They don't reappear!

They are completely vanished... What to do?

Let's send a signal to the code

so when the animation is complete

the petals should grow back.

To grow the petals back

we need to reset our time variables: tiempo 1, 2, 3, 4 etcetera

So...

We'll select the code element

And make another action to send a signal

We'll click the script

and select "crezcan" (grow)

we'll get this

"crezcan" value

So what do we do?

When the animation is complete

We'll send a signal

So that the petals can grow back

and inside our code

we'll put the action so that wen we get the signal

all times will reset

let's head to our code

inside my Patches, when i get

the pulse value "crezcan" (grow)

we'll set a function

set diagnostics to

send a text for "Crezcan!!!" and 40 times in a loop

we'll stop all times

reset them

hide the fixed petals

just in case they might be showing even tough they shouldn't

let's hide them

and the count "cuenta" will begin at 1

so we can start tiempo 1, 2, 3, 4 etcetera

"tiempito" which sets the time between one petal and the next

will be reset and started

and then the

preanimated petals

even if they are gone...

should be hidden, just in case.

and let's set a signal

we'll tell AR Studio "esperar" (wait) so that

when the petals are growing

if the person blinks and tries to make the petals

fly away with the animation

we'll tell AR Studio to wait

also we'll set the eyelash to showup

and in this moment

the petals are actually growing

so we'll set our variable

"creciendo" to true

let's save, reset

and see what happens

the petals are growing, they won't

fly away 'cause they're still growing

this time they do fly away

and should grow back

Look at that!!!

And the petals with the animation are hidden

we need to set the animation

to reappear

An interesting thing you can see in the Patch editor

They light up...

Did you see that? they light up

The scripts being received and the actions being sent

so what we'll do

is that when we receive the signal "esperar" (wait)

That's the signal we just turned on

right here...

Once the petals are gone

we have to wait for the new ones

right now all we did was activate

a start signal

but what we actually need is a switch

we need tu turn our animation on and off

let's take this line away

and insert a switch

the switch will allow me to turn the animation on and off

when we are at "volar"

When we get the "volar" signal our switch will be on

and when we get "wait" the switch will be off

now

when i try to connect this patch

it will automatically insert a pulse

AR Studio works this way

so we shouldn't change anything...

it's actually well connected

so leave the pulse there

"esperar" will turn off the swith and also reset the animation

everytime we wait we'll reset the animation

let's save and reset

the petals grow

they fade

grow back

and reanimate, it's perfect.

all we have to do now

is that when our effect starts

we'll hide the animated petals... right now if we reset

you can see the animated petals at first

so all we have to do

is select the pre animated petals

and hide them

turn off visibility

so now everytime we reset

the petals grow

they won't fade until fully grown

and everything will reset

this is awesome... we are halfway there.

now let's do the other eye

let's select the whole right Catrina

duplicate it

and in order to avoid any coding issues

we have to rename absolutely everything

this won't be

Catrina DERECHA (Right)

This will be Catrina IZQUIERDA (left)

and to avoid any confussion

we won't have "topder" we'll have "topizq"

and the petals, instead of being "p31", "p32" etcetera

we'll rename them to

"ip31","ip32" etcetera, etcetera, etcetera

ok, once you're done putting "i" in front of everything

we can collapse all this

botizq... "i", "i", everywhere

you'll notice everything has "i" in front

else we'd get a bunch of coding errors

Let's hide the right Catrina

so we don't get mixed up

in previous versions of Spark, well, actually

when this was Facebook AR Studio

you could grab the scale manipulator

and reduce the scale all the way to -1

This way you'd get a mirror image

allowing us to reduce file sizes

and have a more efficient system

regrettably, now it won't allow me to go bellow 0

not with the manipulador, neither here with the scale option.

I used to be able to set it to -1, -2 or whatever

now it won't let us

fortunately there's a trick you can use

select the whole left Catrina, then click

The scale picker

And we'll get scaling values in the patch editor

It's the Catrina scale

and for some reason, here it will let me set the scale X to -1

ohh and Y and Z must be set to regular 1.

you'll see that, let me turn on the other eye just so you can see

we have both left and right eyes

Now all we have to do is go to the code and activate the left eye

fortunately for you, we already

have all the code written

All we did was repeat exactly the same

variables for time, scale, petals, growth, diference, 40 times over

All we did was add an "i" so "tiempo" becomes "itiempo", "iescala"

"ipetalos", "icrece", "idiferencia", etcetera, etcetera

we can uncomment all of this now

and with a little bit of luck, this will run the first time

unless we screwed something up

if you have any doubts in regards to our code, please

leave it in the comments

but yeahh, all we did was repeat the same thing

just for the other eye

we made a bunch of systems to detect the blinks

because at first we only had the

tracker for the left eye closing

and for the right eye closing

and if people close each eye separately

there's no problem

but for some reason, if they close both eyes at the same time

we forcedly have to use "OnBlink"

so right eye closing, left eye closing,

right eye closing, or blink with both eyes

in this case we'll send a signal for both "volar" and "ivolar"

and just in case we'll send a diagnostics

for both eyes closing

And now, just as we duplicated our code

we also must double on the patch editor

so let's select the left petals preanimation

and set the main animation

we'll basically be doing the same thing again

let's get rid of the loop animation and bring

a normal animation

and a switch

When we get the signal "ivolar" the switch will be on

and try to start the animation

through a pulse

"iesperar" will turn off the switch

and also reset the animation

finally we need to send the signal for the petals to gro back

so in our code

click on "icrezcan"

and when this is complete send the signal

to grow back the petals

if we reset

the petals grew on both sides

we get animations on both sides

let's set the time to be the same

2.5 seconds, you might want to change that

give or take 2.5 seconds

and to finish let's turn on

our sugar skull texture (azucar)

the sugar skull can be set to Face Paint

or try experimenting

with other textures to see what you like.

we thought using a Phisically Based Material

look quite interesting, but it kinda looks more

like a porcelain, we might use this for a next effect

please try and see what works for you

remember all we have to do now

is click export

export and our effect should weigh less than 2mb

it's actually pretty close to the limit 2.1 mb and it's giving us

the opportunity to send, click export

and we are asked if we'd like to open the camera effects platform

and upload our effect there.

This last month we've been producing several filters, some are beauty effects, other are videogames,

in some we experimented with partcles and in others with deformations.

we'd love to share some of the tricks we have learned

please tell us in the comments, what would you like us to do for our next tutorial?

What would you like to learn?

I hope you enjoyed this tutorial, now go out and enjoy life

because it really does go away in the blink of an eye.

For more infomation >> https://sparkar.com/ar-studio/download - Duration: 54:41.

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Facebook, Instagram ban far-right Proud Boys and founder - Duration: 3:10.

The far-right Proud Boys and their founder, Gavin McInnes, have been banned from Facebook and Instagram because of policies against hate groups, the company announced

McInnes criticized the ban in an email Wednesday, saying it was a way to drum up "hysteria" prior to the midterm elections next week

"The left knows they are going to lose this election so they are ramping up the hysteria with fake news and censorship in a last ditch effort to win," he said

The Southern Poverty Law Center calls the all-male Proud Boys a hate group, but the Proud Boys reject the label and describe themselves as "Western chauvinists who refuse to apologize for creating the modern world

" Members of the group brawled with anti-fascist protesters following a speech by McInnes at a Manhattan Republican club on Oct

12, resulting in arrests of both Proud Boys' members and anti-fascists. New York Gov

Andrew Cuomo, a Democrat, criticized the statewide Republican Party for inviting McInnes

A spokeswoman for Facebook, which also owns Instagram, said in a statement, "Our team continues to study trends in organized hate and hate speech and works with partners to better understand hate organizations as they evolve

" The loss of the platforms will likely hurt the Proud Boys' ability to recruit. The Southern Poverty Law Center reported in August that regional Proud Boys chapters were vetting new members through private Facebook chatrooms

When asked Wednesday if the social media platforms have been a major recruiting tool, McInnes said, "I guess

" McInnes, 48, was a co-founder of Vice Media but left the company in 2008. He now hosts a podcast called "Get Off My Lawn

"

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