Wednesday, June 16, 2010

How To Add Facebook Fan Box In Your Blog

Posted: 02 Apr 2010 06:28 AM PDT

Facebook can be huge traffic source of our website. It is big social networking site. You can use facebook fan page to promote your site traffic and other sources. You can create your own fan page in Facebook.

Here is the tutorial for it:

1. First, Logon to your facebook account(if you don’t have one signup for it) and click Ads and Pages on the left sidebar in your facebook homepage.

2. Click Create Page link.

3. After that, you can see the following screen. Choose the option as follow:

4. Now, you have to customize your fan profile. Change your picture and do what to be not done there.

5. You can automatically import your post and article to the fan page. This is important because it is better to do automatically than manually. Click on + and click option Note (see below)

6. On the next screen click Write a New note (See below)

7. Again click on the Note icon on the top of the page:

8. Click Import a blog (see below)

7. On the next screen, you have to enter your website URL and check the agreement and click Start importing(see below)

8. Confirm the import (see below)

9. After that, you’re all the post will import to your fan page. Now, get back to the fan page on the top(see below)

10. Now go to the Fan Box and choose the platform which you are using

And you’re done!

Hope you liked this tutorial.

Creating Simple Page Turn Animation In Maya

Posted: 01 Apr 2010 05:00 AM PDT

If you want to have a page turn animation of thick pages then it is a lot easier. But if you are thinking about the thin pages turning animation then you’ll need different method to do that.

We’ll be introducing with bones that works exactly as a human bone.

Let’s begin with the tutorial.

Create a polygon plane or NURBS plane.

Resize it to give it a shape of a single page sheet. Now move the left end of the page to the centre of the grid. To do this, hold down D and V together and click and drag red pivot (x-axis) towards the end line of the left side of page.

Now release the D and V and again hold X and drag it towards the centre of the grid.

After you are done placing, your work will look like the image above. Now increase the subdivisions along both axes.

Now go to the attributes and create a new empty layer. If you got confused to create a new layer. Click on the attributes editor.

After the new layer has been added, in default it will be named as layer1.

Now select the page sheet model and left click on layer1. After layer1 is highlighted, hold down right click and select Add selected objects.


Now to make the object non-movable but transparent, give a single click on the blank box at the right side of ‘V’ in the layer (V is for the visibility of the layer). It will show ‘T’ (T is for the transparency).

Now the page sheet is ready. Next, we are going to add bones to the page sheet.

Press F2 or select Animation from the Status Line bar.

On the menu bar go to Skeleton > Joint Tool.

Your cursor will change in to ‘Plus’ sign if you drag it to the perspective screen.

Now create and arrange joints similar to the image below.

Please note that the joint begins from the left part of the page. Hold down X to place the first and second bone. Also remember that, the first and second bone must be arranged in a same axis (in this case it is X- axis were Y will be 0 for both first and second bones).

In the time line slider change the frame visibility limit to 100, as shown in the figure.

Remove the transparency of the layer1 by clicking T twice (not double clicking, it will show blank if the transparency and locking is removed).

First select the page sheet and then Shift select joint1. Then bind the skin from the skin menu.(Refer to the image below)

Now rigging part of the page is done.

Lets animate it.

Select the first joint (joint1) and select the first frame and press on ‘S’ button to set the key frame where all the scale, translate and rotate value is 0.

Again with joint1 selected, go to 100 frame and change the rotate Z value to 180 and press S again.

Now our job will only be to set the keys.

Therefore refer to the following table.

Joint nameFrame numberRotation Z
Joint110
Joint1100180
Joint24517
Joint34017
Joint43517
Joint53030
Joint6

Joint6

25

65

30

7

Joint7

Joint7

20

80

25

-4

Joint81520
Joint91015

Press “S” button every time after setting the Rotate Z value.

When you animate it, you won’t be satisfied because of the page left edges moving along with the bone (the left part of the page is fixed on the book binding). Therefore we’ll be needing a simple weight paint job.

Select the page sheet model.

Go to Skin>Edit smooth bind>Paint Skin weights tool> option box. (refer to the following image).


It will load the paint attributes on the right side bar.

Select joint1 as in above image, the page sheet will look similar to below.

Hold down B and left click and drag left or right to resize the brush.

Now paint the brush which will give similar look to the image below.

Select the desired function to add, remove, replace or smooth the paint.

After you are done painting, select smooth brush (refer to image above) and brush over it 3-4 times.

Now animate it. You’ll see the page turning smoothly without any error. To make it more natural apply paint tool to all the joints.

Hope this tutorial was much helpful for basic rigging and animation of a page sheet. You can further copy the page sheet to have multiple pages.

Monday, June 14, 2010

Creating Text Files Using PHP

Posted: 31 Mar 2010 05:00 AM PDT

This tutorial might come pretty handy to those who don’t want MySQL database to store their data. There is always an alternative. In case you don’t want MySQL or any other database system to manage your data then you can have txt file to store it. Later you can fetch out the data stored in it.

To create interact with files we’ll be using following function:

fopen()

Using the PHP file system function fopen(), we can easily create a new text file. Let me show you this function more closely.

The function fopen() takes two arguments, the filename and the mode to either open or create a file.

Look at the example below:

fopen ($filename, $mode);

There are two arguments in variable $filename and $mode.

  • $filename – the name of the file. This may also include the absolute path where you want to create the file. Example, “/www/myapp/file.txt”.
  • $mode – mode is used to specify how you want to create the file. For example, you can set the mode to create for read only, or create a file for read and write.

For the variable $mode you can apply several inputs. Refer to the table below that might help you a lot.

w‘ -> Open for writing only; place the file pointer at the beginning of the file and truncate the file to zero length. If the file does not exist, it attempt to create it.

w+‘ -> Open for reading and writing; place the file pointer at the beginning of the file and truncate the file to zero length. If the file does not exist, attempt to create it.

a‘ -> Open for writing only; place the file pointer at the end of the file. If the file does not exist, attempt to create it.

a+‘ -> Open for reading and writing; place the file pointer at the end of the file. If the file does not exist, attempt to create it.

After the files have been created, we’ll need to write it to record the specific data.

We’ll be using fwrite() function to write the specific file.

Further clarification for the above function:

fwrite($Handle, $Data);

$Handle variable is used to open the file.(i.e. fopen() function will be used to open the file) and $Data variable is your record or input that you may want to keep in a file.

Now as we are clear with the basic principles, let’s head towards the topic.

To create a text file you must code with the functions we defined above.

For example,

$file = fopen("mytext.txt", "w+");
if($file==false)
        die("unable to create file");
?>

The code above creates a new file mytext.txt for writing and reading in the current directory. When you create a file, the function fopen() returns a file pointer. If the attempt to create a file fails for any reason, the function returns false with a message, ‘Unable to create file’.

The mode “w+” creates a new file for reading and writing, places the pointer in the beginning of the file. If the file already existed, it deletes everything from the file.

Similarly, you can use mode ‘a’ and ‘a+’ for creating new files. However with these modes, if the file already exists, it will not truncate the file (i.e. it will not delete any content in the file) and places the pointer at the end of the file for writing.

After the files have been created, lets write it.

See the example below:

$File = “myfile.txt”;
$Handle = fopen($File, ‘w’);
$Data = “This is the data to be recorded in myfile.txt\n”;
fwrite($Handle, $Data);
$Data = “This data stores another line to the text\n”;
fwrite($Handle, $Data);
print “Data Written”;
fclose($Handle);
?>

At the end of the file we use fclose() to close the file we have been working with. You may also notice we are using \nat the end of our data strings. The \n serves as a line break, like hitting the enter or return key on your keyboard when you are typing in notepad.

If the above example becomes successful to do its job then it willl say “Data written”.

The above example will write on myfile.txt with the following values.

This is the data to be recorded in myfile.txt

This data stores another line to the text

Hope you liked this tutorial. Next time I will tell you about reading the files that you’ve created.

Sunday, June 13, 2010

Creating Non-dynamic Cloud Using Fluid Effects In Maya

Posted: 30 Mar 2010 07:01 AM PDT

In this tutorial, I am going to teach you how to create a static/non-dynamic cloud using Fluid effects in Autodesk Maya.

First we need to create a container. To create a 3D fluid container,
Select fluid effects > create 3D container

Set the container options as follows, and then click Apply and Close:

X Resolution: 50

Y Resolution: 5

Z Resolution: 60

X Size: 50.0

Y Size: 5.0

Z Size: 60.0

Now since the container is ready, we need to add fluid to the container.

For a cloud bank, Density is the only property you need to define—the other properties are typically used in dynamic solving.

  1. Dolly and tumble the scene view to see the entire container.
  2. With the fluid container selected, show the Attribute Editor(CTRL+A), and click on the fluidShape1 tab.
  3. In the Contents Method section of the Attribute Editor, set:
    1. Density: Gradient
    2. Density Gradient: Constant

Set Velocity, Temperature, and Fuel properties to Off. (They’re not used in this effect.)


The fluid is ready, now we need to apply proper shader to the fluid to give it the actual looks of a cloud.

  1. Open the Shading section in the Attribute Editor.
  2. In the Color subsection, change Color Input to Density.

The Density values in the container will now take on the colors defined on the color bar. Leave the color white to make the clouds appear white.

  1. In the Opacity subsection, check that the Opacity Input is set to Density.

The opacity represents how much the Density will block light.
Texturing the density of cloud makes the fluid cloud more realistic.
So far the container is filled with solid white Density. To create the cloud effect, you texture the Density so that some areas are transparent and some areas are opaque.

Turn on hardware texturing display so you can see the effect of the textures on the fluid without rendering by selecting Shading > Hardware Texturing from the scene view menu.

Open the Textures section in the Attribute Editor.

Turn on Texture Opacity to apply the current texture to Opacity values. The current texture is Perlin Noise, defined by Texture Type.

Notice that the Density now has a slightly blotchy look to it, with areas that are more opaque and areas that are more transparent. This texture provides the standard 3D noise used in the 3D Solid Fractal texture included with Maya.

Change Texture Type to Billow for a fluffy, cloud-like effect.

The Billow texture is computationally intensive and therefore slower than the other texture types.

Change the look of the texture by setting the following texture attributes:

Amplitude: 0.5

Depth Max: 4

Decreasing the Amplitude makes the areas with low Density more transparent and the areas with high Density more opaque.

Increasing Depth Max adds detail. Increasing it will also increase render time.

Stretch the texture in the X direction by changing the X, Y, and Z components of the Texture Scale to 2, 1, 1.

Change the following Billow texture attributes to make the “billows” less dense, more spotty, and with randomly different sizes.

Billow Density: 0.6

Spottyness: 2.0

Size Rand: 0.40

Modify the Opacity so that areas in the container that are very dense appear less opaque, areas that have very little Density become totally transparent.

In the Attribute Editor, go to the Shading section.

Look at the Opacity graph in the Opacity subsection. This graph represents the relationship between Opacity values and Density values (the Opacity Input).

Opacity values range from 0 on the bottom (totally transparent, no opacity) to 1 on the top (totally opaque).

Density values range from 0 on the left side (no Density) to 1 on the right side (high Density).

-Click the first dot on the Opacity graph to select the position marker. Position markers mark the location on the graph from left to right (the Opacity Input value). The outline of the dot is white when a position is selected.

-Change Selected Position to 0.10 to change the position of the marker.

The position marker moves to the right. Now, for Density values between 0 and 0.10, the Opacity values will be 0. This means that Density that was previously partially transparent will be completely transparent.

The more transparent areas of cloud disappeared, but now the solid areas of cloud are less opaque.

-Click on the graph to create a new position marker.

-Change the marker position and value as follows:

Selected Position: 0.15

Selected Value: 0.30

Density values that are greater than 0.15 are now more opaque, and the transition between areas of total transparency (Opacity 0), and areas where the Density becomes more visible (Density 0.15) is less gradual.
Adding self shadow to the cloud.

Give the clouds some depth by adding self shadowing. Self shadowing causes the fluid to cast shadows on itself using a single internal directional light at -1, -1, -1.

  1. In the Attribute Editor, under the fluidShape1 tab, open the Lighting section.
  2. Turn on Self Shadow.

The clouds now have some darker areas on them, giving them some depth.

  1. In the Display section, change Boundary Draw to None to hide the container. This gives you a better idea of how the fluid will look before you render it.

NOW RENDER TO SEE THE EFFECT YOU CREATED….


Hope this tutorial helped you a bit to create a concept in static clouds using Fluid effects in Autodesk Maya.

Friday, June 11, 2010

>> How To Hide Your Profile On Facebook >> How To Remove Google Redirect Virus

How To Hide Your Profile On Facebook

Posted: 29 Mar 2010 01:59 PM PDT

If you’re one of those who want to be found though Facebook Search or Google Search , then you came to the right place. Here is step by step tutorial that will show you how to hide your profile on facebook .

Read more: http://www.troublefixers.com/stop-your-facebook-profile-to-be-found-through-google-search-and-facebook-search/#ixzz0jVU43u1R

In this article will show you how Stop Your Facebook Profile To Be Found Through Google Search and Facebook Search

Read more: http://www.troublefixers.com/stop-your-facebook-profile-to-be-found-through-google-search-and-facebook-search/#ixzz0jVTeQs3F

1)Login to your facebook account and click on Account-> Account Settings

2) Locate the sections Privacy under account settings and click Manage

3) Under Privacy Settings click on Search

4)If you don’t want your profile to appear in search engines , then uncheck Public Search Results

If you want that only your Facebook friends can see your profile and other information about you, ten choose option friends only

How To Remove Google Redirect Virus

Posted: 29 Mar 2010 06:46 AM PDT

Most of the computers are suffering from go.google.com redirects virus which redirects the user browser while browsing to some fake sites which contains adsense ads.

go.google.com further redirects the google search results to corrupt adsense web sites and also stops user from downloading files from the Internet. When user clicks on download links go.google.com displays the following fake errors below:

There are now some malware removal tools dedicated to remove this virus. However in this tutorial, I am going to teach you how to remove it manually.

To do this,

Go to Start > Control Panel > System > Hardware > Device Manager > View > Show Hidden Devices.

Scroll down to “Non-plug and Play Drivers” and click the plus icon to open those drivers.

Then search for “TDSSserv.sys

In simple terms, TDSSserv.sys is a service/server redirecting all software updates to 127.0.0.1 (your own computer) so they won’t update.

Right click on it, and select “Disable

Note: If you Uninstall, it will install itself again when you reboot the system, so don’t select Uninstall.

Restart your pc.

You can now update your Antirus/Malware/Rootkit softwares and the go.google rubbish will stop.

This is guest post from Suraj Kayastha .His websites are Hack Tutors and YouCanHack.

This is guest post from Suraj Kayastha at Hack Tutors and YouCanHack. blogs , where he writes about various technology.