I need a sign up form styled (email field, dropdown, and submit button). This will be inserted inside theme file in WordPress. The labels need to be inside input field. Also, I need Facebook Like box below the sign up fields, Twitter and RSS feed icons next to it as well… (Budget: $250-750, Jobs: CSS, HTML, Javascript, PHP, WordPress)
Weight loss articles by Fovi
Simple Logo – convert into EPS + business card design by kenta
Quick money – NEED INVENTORY SOFTWARE BUILT by martha2004
I want inventory software to keep my vehicle spare parts records. ** The software should be PC software and should work on all windows OS. I want good developer who knows what he/she is doing! PM for the full specification to see if you can do it… (Budget: $30-250, Jobs: C# Programming, C++ Programming, PHP, Software Architecture, User Interface / IA)
Video Creation
Hello
I need somone to create a video for my website http://tinyurl.com/274wnom . Video must be similar to http://www.youtube.com/watch?v=gb9HCab4Lcc&feature=player_embedded , http://www.free-flash-templates.biz/
Bid only if you ever created such videos also please show prEvious video work.
I am open to suggestions. Intro will be discussed once i select a winner.
P.S Movie voice must be from a native english person.
Template – Front Layout And Ba
Template – Front Layout and Backend – DB storage of Facebook and Twitter ID
Hi.
START
To reduce Bandwidth ALL traffic HAS TO BE compressed EXACTLY like www.PlentyOfFish.com :
Page click – Server request / zip content – sent to Browser / unzip / Displayed
Website FRONT should look like :
Adapting these templates / styles:
http://www.tristarwebdesign.co.uk/wp-content/uploads/templates/transmission/
with functionality as this ( same template as above but modified )
http://www.ftfsnowcones.com/press.html
but….
looking more like :
http://www.milliondollarhomepage.com/
With the Left Panel photo large enough to fill almost 3/4 of the page ( wall photo )
With the Right Panel displaying 3 stacked INDEPENDENT content areas that behave like :
RocketHub Activity
http://www.rockethub.com/
Left Panel – Wall Photo continuously automated updating made of small icons from a DB of photos, that look like a big image.
Coordinates ( X, Y) for each photo point to a DB and User Name – owner of said photo.
Events Triggered on Left Panel :
With a mouse over the image must trigger:
click on any portion of the large photo, see the coordinates as mllion dollar page,
Web Design In WordPress
Hi everyone,
I’m looking for someone who can design a website for me.
The site will have an extensive Administrative control panel to manage various sections of the website. As such the site shall have an added advantage ie, it shall be powered by CMS (Content Management System).
The site shall have 11 pages including a contact page with captcha. I will be more specific about the detail regarding the contact form as well as the the content of the other pages later.
The design shall be SEO compatible with fast loading and attractive layout.
From now it shall be clear that the website shall be built i WordPress and equiped with archives. The articles shall be rated so that one can access to the most read articles.
The user shall have the possibility to post a comment after having read the article. The user shall have the possibility to rate the article.
The user shall have the possibility to make a donation if s/he thinks that the read article was very helpful.
Furthermore the user should have the possibility to subcribe to specific pages/articles with both e-mail and mobile phone so that they get instant message in their e-mail box or mobile phone whenever the subscribed pages are updated.
I hereby attach a pdf file showing how the DEFAULT PAGE shall look like.
PS: The language on the site will be french. So please see to it so all characters can be read whatever the hosting server will be
Best regards
Need 100000 Fans Facebook Social Media And Marketing
I am looking for a programmer that can complete this task in full, is professional, and can get in done in a timely manner.
Need to gain 100,000 likes/fans on facebook music page for artist and pass around youtube videos/websites on social media/networking avenues around the world via the web.
The key in this project is exposure to mass amounts of people and gaining new fans for the artist. Again this needs to be done in a timely manner and must not jeopordize the artists reputation or account being deleted (facebook). This will include websites and facebook pages being posted on as many social media avenues as possible on the web that is music/social networking appropriate. Sites and info may not be posted on dating sites, adult sites, or any site that jeopordize the artist’s reputation.
There will be a large bonus of pay once the project is completed effectively and efficiently.
Message Board/forum Posting With Link
Create a Full Screen, Scalable Flash Website: Part 3
In the final part of this tutorial, you’ll learn how to load Featured Work and News from XML files (keeping the site’s content easy to change), allow visitors to email you using a Contact form, add a preloader, and enable Full Screen mode.
Final Result Preview
Take a look at the final result we will be working towards. Try it in full screen mode by clicking the button in the top-right corner, and check out all the new changes!
Section 1: Overview, Understanding XML Structure, and Loading XML
The XMLLoader class is available in the Source download.
Section 2: Building the “Featured Work” Page
Section 3: Building the “News” Section
Section 4: Creating the Contact Form with PHP
The PHP file is called mailer.php and is in the Source zip file.
Section 5: Adding the Actual Full Screen Functionality
Section 6: Creating a Full Screen Preloader
The separate FLA used for the preloader SWF is called loader.fla and is in the Source zip file.
Conclusion
That’s the end of this tutorial. Thanks for reading!
Manipulating Particle Motion with Stardust Particle Engine – Part 1
Stardust Particle Engine provides two major approaches to freely manipulate particle motion, namely gravitational fields and deflectors. Gravitational fields are vector fields that affect a particle’s acceleration, and deflectors manipulate both a particle’s position and velocity.
The first part of this tutorial covers the basics of particle motion and gravitational fields. Also, it demonstrates how to create your own custom gravitational fields. The second part focuses on deflectors and how to create custom deflectors.
Prior knowledge of the basic usage of Stardust is required to continue reading this tutorial. If you’re not familiar with Stardust, you can check out my previous tutorial on the subject, Shoot out Stars with Stardust Particle Engine, before going on.
Final Result Preview
Let’s take a look at the final result we will be working towards. This is an example of a custom vortex gravitational field.
Particle Motion Basics
It’s time for some quick flashback on high school physics. Remember basic kinematics? It’s all about displacement, which is just a fancier way to say “position,” and its relation to time. For the scope of this tutorial, we only need a rather simple grasp of the topic.
Displacement
Displacement means the current position of an object. In this tutorial the “objects” we are mainly dealing with are particles in 2D space. In 2D space, the displacement of an object is represented by a 2D vector.
Velocity
An object’s velocity denotes how fast an object’s position changes and the direction of the change. The velocity of an object in 2D space is also represented by a 2D vector. The vector’s x- and y-components represent the direction of the change of position, and the vector’s absolute value denotes the object’s speed, i.e. how fast the object’s moving.
Acceleration
Acceleration is to velocity as velocity is to displacement. The acceleration of an object denotes how fast an object’s velocity changes and the direction of the change. Just like the velocity of an object in 2D space, an object’s acceleration is represented by a 2D vector.
Vector Fields
Another thing worth mentioning is the concept of vector fields. You can basically view a vector field as a function that takes a vector as its input and outputs another vector. Gravitational fields are a kind of vector fields that take position vectors as inputs and output acceleration vectors. For example, in physics simulation, usually a uniform gravity pointing downward is applied to all objects; in this case, the gravitational field representing the gravity is a vector field that outputs a constant vector (pointing down), no matter what the input position vectors are.
This is a visualized graph of a vector field. The output vector of a given input vector (1, 2) is (0.5, 0.5), while the output of an input (4, 3) is (-0.5, 0.5).
The Field class in Stardust represents a 2D vector field, and its 3D counterpart, the Field3D class represents a 3D vector field. In this tutorial, we’ll only focus on 2D vector fields.
The Field.getMotionData() method takes a Particle2D object, containing a particle’s 2D position and velocity information, as parameter. This method returns a MotionData2D object, a 2D vector “value object” that is consisted of x- and y-components. Combined with the Gravity action, a Field object can be used as a gravitational field, whose output is used to manipulate particle velocity.
That’s all for our high school physics recap. Now it’s time for some real Stardust stuff.
The Gravity Action
As previously mentioned, the Gravity action class makes use of Field objects as gravitational fields to manipulate particle velocity. Here’s how you create a uniform vector field, a vector field that returns a constant vector no matter what input is given, and wrap it into a Gravity action.
//create a uniform vector field pointing downward (remember positive y-coordinate means "down" in Flash) var field:Field = new UniformField(0, 1); //create a gravity action var gravity:Gravity = new Gravity(); //add the field to the gravity action gravity.addField(field);
This Gravity action is now ready to be used in the same way as any other ordinary Stardust actions.
//add the gravity action to an emitter emitter.addAction(gravity);
Example: Windy Rain
We are going to create a windy rain effect using the Gravity action.
Step 1: Basic Raining Effect
Create a new Flash document, choose a dark color for background, draw a raindrop on the stage, and convert the raindrop to a movie clip symbol, exported for ActionScript with a class name “Raindrop”. Delete the raindrop instance on the stage afterward.

Now we’re going to create an AS file for the document class, and an AS file for the rain emitter. I won’t explain the code here, since I’ve already covered the basic usage of Stardust in my previous tutorial. If you’re not familiar with Stardust or you need some refreshment, I strongly recommend that you read my previous tutorial before moving on.
This is the document class.
package {
import flash.display.*;
import flash.events.*;
import idv.cjcat.stardust.common.emitters.*;
import idv.cjcat.stardust.common.renderers.*;
import idv.cjcat.stardust.twoD.renderers.*;
public class WindyRain extends Sprite {
private var emitter:Emitter;
private var renderer:Renderer;
public function WindyRain() {
emitter = new RainEmitter();
renderer = new DisplayObjectRenderer(this);
renderer.addEmitter(emitter);
addEventListener(Event.ENTER_FRAME, mainLoop);
}
private function mainLoop(e:Event):void {
emitter.step();
}
}
}
And this is the emitter class used in the document class.
package {
import idv.cjcat.stardust.common.clocks.*;
import idv.cjcat.stardust.common.initializers.*;
import idv.cjcat.stardust.common.math.*;
import idv.cjcat.stardust.twoD.actions.*;
import idv.cjcat.stardust.twoD.emitters.*;
import idv.cjcat.stardust.twoD.initializers.*;
import idv.cjcat.stardust.twoD.zones.*;
public class RainEmitter extends Emitter2D {
public function RainEmitter() {
super(new SteadyClock(1));
//initializers
addInitializer(new DisplayObjectClass(Raindrop));
addInitializer(new Position(new RectZone(-300, -40, 940, 20)));
addInitializer(new Velocity(new RectZone( -0.5, 2, 1, 3)));
addInitializer(new Mass(new UniformRandom(2, 1)));
addInitializer(new Scale(new UniformRandom(1, 0.2)));
//actions
addAction(new Move());
addAction(new Oriented(1, 180));
addAction(new DeathZone(new RectZone( -300, -40, 960, 480), true));
}
}
}
This is what our current progress looks like.
Step 2: Make it Windy
Now we’re going to make the rain effect windy by adding a uniform gravitational field that “pulls” the raindrops to the right. Add the following code in the constructor of the RainEmitter class.
//create a uniformfield that always returns (0.5, 0) var field:Field = new UniformField(0.5, 0); //take particle mass into account field.massless = false; //create a gravity action and add the field to it var gravity:Gravity = new Gravity(); gravity.addField(field); //add the gravity action to the emitter addAction(gravity);
Note that we set the Field.massless property to false, which is true by default. When set to true, this property causes fields to act like ordinary gravitational fields, affecting all objects equally regardless of their mass. However, when the property is set to false, particle mass is taken into account: particles with larger mass are less affected by the field, whereas particles with smaller mass are affected more. That is why we used the Mass initializer in our previous emitter code, to add some randomness into the rain effect.
Test the movie again, and this is what our outcome looks like. Raindrops are now affected by a gravitational field and are all “pulled” to the right.
Example: Turbulence
Now we’re going to swap the UniformField object with a BitmapField object, returning vector fields based on a bitmap’s color channels, to create a turbulence effect. If you’ve worked with ActionScript for a while, you might be expecting to use the BitmapData.perlinNoise() method when thinking of turbulence, and that’s exactly what we’re going to do.
Here’s what a sample Perlin noise bitmap looks like. Perlin noise is an excellent algorithm to generate noise for simulating turbulence, water wave, cloud, etc. You can find more information about Perlin noise here.

Bitmap Fields
You might be wondering, if we’re going to use the BitmapData.perlinNoise() method to generate a perlin noise bitmap, how are we going to use this bitmap as a vector field? Well, this is what the BitmapField class is for. It takes a bitmap and converts it to a vector field.
Let’s say we have a bitmap field whose X channel is set to red and Y channel is green. This means when the field takes an input vector, say, (2, 3), it looks up to the bitmap’s pixel at (2, 3) and the output vector’s X component is determined from the pixel’s red channel, and the Y component is determined from the green channel. When the components of an input vector are not integers, they are rounded first.
A color channel’s value ranges from 0 to 255, 127 being the average. A value less than 127 is regarded as negative by the bitmap field, while a value larger than 127 is taken positive. Zero is the most negative number and 255 is the most positive one. For example, if we have a pixel with a color 0xFF0000 in hexadecimal representation, meaning a red channel with value 255 and green channel with 0, then the bitmap field’s output for this pixel would be a vector with X component of a most positive possible number and Y component of a most negative possible number, where this most positive/negative possible number, or maximum number, is specific to the bitmap field. To be more precise, here’s the formula of the pixel-to-vector conversion.

Step 1: Basic Flying Arrows
Create a new Flash document. Draw an arrow on the stage, convert it to a symbol named “Arrow” and export it for ActionScript.

Create an AS file for the document class. This is almost the same as the previous example.
package {
import flash.display.*;
import flash.events.*;
import idv.cjcat.stardust.common.emitters.*;
import idv.cjcat.stardust.common.renderers.*;
import idv.cjcat.stardust.twoD.renderers.*;
public class Turbulence extends Sprite {
private var emitter:Emitter;
private var renderer:Renderer;
public function Turbulence() {
emitter = new ArrowEmitter();
renderer = new DisplayObjectRenderer(this);
renderer.addEmitter(emitter);
addEventListener(Event.ENTER_FRAME, mainLoop);
}
private function mainLoop(e:Event):void {
emitter.step();
}
}
}
Create another AS file for our emitter class.
package {
import idv.cjcat.stardust.common.actions.*;
import idv.cjcat.stardust.common.clocks.*;
import idv.cjcat.stardust.common.initializers.*;
import idv.cjcat.stardust.common.math.*;
import idv.cjcat.stardust.twoD.actions.*;
import idv.cjcat.stardust.twoD.emitters.*;
import idv.cjcat.stardust.twoD.initializers.*;
import idv.cjcat.stardust.twoD.zones.*;
public class ArrowEmitter extends Emitter2D {
public function ArrowEmitter() {
super(new SteadyClock(1));
//initializers
addInitializer(new DisplayObjectClass(Arrow));
addInitializer(new Life(new UniformRandom(50, 10)));
addInitializer(new Position(new SinglePoint(320, 200)));
addInitializer(new Velocity(new LazySectorZone(3, 2)));
addInitializer(new Mass(new UniformRandom(2, 1)));
addInitializer(new Scale(new UniformRandom(1, 0.2)));
//actions
addAction(new Age());
addAction(new DeathLife());
addAction(new Move());
addAction(new Oriented());
addAction(new ScaleCurve(10, 10));
}
}
}
The current progress looks like this.
Step 2: Make it Turbulent
Add the following code that creates a 640-by-480 Perlin noise bitmap data in the emitter constructor. For detailed explanations on each parameter of the BitmapData.perlinNoise() method, you can refer to this documentation. To make it simple, the following code creates a Perlin noise bitmap with “octaves” roughly of the size 50X50, and the noise consists of red and green color channels.
//create a Perlin noise bitmap data var noise:BitmapData = new BitmapData(640, 400); noise.perlinNoise(50, 50, 1, 0, true, true, 1 | 2);
Next, create a BitmapField object and assign the bitmap data to it through the update() method. Then the rest of the code concerning the Gravity action is exactly the same as the previous example.
//create a uniformfield that always returns (0.5, 0) var field:BitmapField = new BitmapField(); field.channelX = 1; //set X channel to red field.channelY = 2; //set Y channel to green field.max = 1; //set the max vector component absolute value field.update(noise); //update the field with the noise bitmap //take particle mass into account field.massless = false; //create a gravity action and add the field to it var gravity:Gravity = new Gravity(); gravity.addField(field); //add the gravity action to the emitter addAction(gravity);
Now test the movie again, and you shall see our flying arrows are now experiencing turbulence.
Custom Fields
We’ve used the UniformField and BitmapField provided by Stardust, and now we’re going to create our own custom fields by extending the Field class and overriding the getMotionData2D() method.
The getMotionData2D takes a Particle2D parameter as input, which contains the position vector information of the particle, and that’s the input to the field. The method returns a MotionData2D object, representing the output of the field. That’s all you need to know to create a custom field. Let’s create a custom vortex field.
Below is the visualized graph of our vortex field. It’s pretty self-explanatory why it’s called a vortex field.

Here’s the formula for our vortex field.

And the vortex field class is as simple as the code below. We’ve made use of the Vec2D class to do all the dirty work of rotating a vector by 90 degree clockwise and setting the vector’s absolute value. Then, we dump the vector’s x- and y-components into a MotionData2D object, which is of the object type to be returned.
package {
import idv.cjcat.stardust.twoD.fields.*;
import idv.cjcat.stardust.twoD.geom.*;
import idv.cjcat.stardust.twoD.particles.*;
public class VortexField extends Field {
public var centerX:Number;
public var centerY:Number;
public var strength:Number;
public function VortexField(centerX:Number = 0, centerY:Number = 0, strength:Number = 1) {
this.centerX = centerX;
this.centerY = centerY;
this.strength = strength;
}
override protected function calculateMotionData2D(particle:Particle2D):MotionData2D {
var dx:Number = particle.x - centerX;
var dy:Number = particle.y - centerY;
var vec:Vec2D = new Vec2D(dx, dy);
vec.length = strength;
vec.rotateThis(90);
return new MotionData2D(vec.x, vec.y);
}
}
}
Now that we have our custom field, let’s test it out in the following example.
Example: Vortex
This example serves as a test drive for our vortex vector field. It’s as simple as swapping a field with a new one. Change the following code from the previous example from this
//create a uniformfield that always returns (0.5, 0) var field:BitmapField = new BitmapField(); field.channelX = 1; //set X channel to red field.channelY = 2; //set Y channel to green field.max = 1; //set the max vecotr length field.update(noise); //update the field with the noise bitmap
to this
//create a vortex field centered at (320, 200) with strength 1 var field:VortexField = new VortexField(); field.centerX = 320; field.centerY = 200; field.strength = 1;
And we’re done. You may test the movie and see the vortex effect. Sweet!
Conclusion
You have seen how to use the Gravity action and Field class to affect particle velocity. And you’ve learned how to create your own custom vector fields to be used as gravitational fields. The next part of this tutorial will show you how to make use of deflectors to manipulate both particle position and velocity at once.
Thank you very much for reading!
Modelling a Luger P08 using Subdivision Surfaces in Maya – Day 1
Hard surface subdivision modeling can be a difficult concept to understand, however as it has become such a big part of today’s production environment, learning it has become much more of a necessity. Using the basic polygonal toolset, this 2-day, narrated timelapse tutorial covers the process of modeling a Luger P08, and is a great introduction to a standard SDS workflow in Maya.
Video 1
Download
Note: click the ‘Monitor’ icon to view tutorial in full-screen HD.
Video 2
Download
Note: click the ‘Monitor’ icon to view tutorial in full-screen HD.
Video 3
Download
Note: click the ‘Monitor’ icon to view tutorial in full-screen HD.
Don’t miss more CG tutorials and guides, published daily – subscribe to Cgtuts+ by RSS.
Texture Pack: 14 Hi-Res Bark Textures
This week’s freebie content is brought to you by Jarlan Perez, a passionate texture and game design artist. Jarlan has put together 14 hi-res tree bark images to share with the community, and we can’t wait to see how you use them!
Texture Pack Preview
Jarlan’s portfolio is available to view at http://www.jarlanperez.com and he’d love you to head on over and take a look!
Texture-Pack Download Link : JarlanPerez.com_TreeBarkPack.zip
If you’d like to produce freebie content for Cgtuts+, and have your portfolio/website published for all to see, head on over to our ‘Write for Us’ section to see how to submit. We’re always looking for great content to share with the community!
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Introducing The Netsetter 2.0
And then there were three.
Today marks the relaunch of our sister site, The Netsetter. Along with this site and FreelanceSwitch, the new Netsetter creates a “triple threat” in terms of getting better at what moves you. All three sites offer practical tips that cover topics that can help those who want to get better at what they love doing.
The Netsetter was a blog started by Envato’s CEO, Collis Ta’eed in 2009 as a place to discuss start ups. The second iteration of the site doesn’t stray too far from the initial concept, but has been retooled by the Netsetter team to appeal to a wider audience.
If you’re a true netsetter then you’re already on your way to doing something that you truly love doing. With The Netsetter, FreelanceSwitch and WorkAwesome, you have an arsenal of resources available to you that can enable you to do what you love at a whole new level.
Are you a netsetter? Then head on over to the newly-revamped Netsetter today!
The Complete Guide to Going Paperless
Just think about the times when you spent hours trying to find that one super-important note in the huge pile of documents, notes, files and what not. Had that note been stored somewhere on your computer, it would have taken seconds to locate it, isn’t it.
This article explores various aspects of going paperless; why you need to do it, what tools could help you do that and the process to follow. People working at big corporations might not be able to go paperless completely, because companies have their own rules on use of resources. But, I suggest them to read it nevertheless.
So…Why Go Paperless?
Digital is omnipresent.
Digital technology has come a long way. You can store an entire movie in that small cellphone of yours. And the good thing is there are tools and apps that can sync your information across various devices. Your data is safe.
It reduces clutter.
A clean and clutter-free workspace not only looks good, but, also has a positive impact on the mind of the person who’ll work there. With no clutter around, you tend to be more focused towards your work and get more done.
Better data protection and security.
It’s hard to recover information from a piece of paper once it’s destroyed (unless you know people who work in forensic labs). But data can be recovered if your computer goes haywire. You could also store everything on the cloud and not worry about data loss ever.
It saves money.
You’d realize how much you are saving when you stop buying those files and A4 sheets.
It helps you go green.
Saving the environment isn’t bad either. When there’s so much talk about going green, why not try to contribute as much as you can towards preserving natural resources.
Okay, so now that you are convinced going paperless is the way ahead, lets talk about the main tools you’d need to begin with the process.
Tools That Will Help
Your computer.
Your computer is where it begins. You gotta transfer the data and organize it there. You should also decide what are the applications you’d need that’d replace your need for using paper.
Your mobile phone.
You’d use your cellphone to store important notes, contacts and other small bits of information, which you usually write in stickies.
Your iPad or iPod Touch.
Didn’t we tell you that you could also use your iPad to lower your carbon footprint. Make use of it in the process of going paperless.
An external drive for data backup.
Although there are online storage options available, it is important that you back it up on an external hard disk too.
A scanner.
A scanner would help you quickly transfer data from paper to PC, especially if you’ve got a huge number of files and documents.
A paper shredder.
Finally, you would need a shredder to dispose of the paper. Well, you could also do that manually, but in case you have access to a shredder, using that would be a better option.
How to Go Paperless
Set aside time.
Going paperless is easier said than done. You should set aside time, in fact, a day if possible to get this work done.
Choose and organize.
Now begins the cumbersome (and boring) part. You need to carefully divide the documents into useful and not necessary. You’d be surprised to find how much trash you’ve got once you start organizing the stuff. You would also need to create different folders on your computer, and other devices so that the clutter isn’t transferred from your desk to your hard drive.
Start the upload and backup.
Done organizing? Great, now start the process of transferring data and making it go digital. Also, back it up on the external drive as you save it on your computer. No point delaying the backup.
Do a final check.
Go through the papers as well as the data on the computer/cellphone/iPad to see if they match and you haven’t missed anything. Also, check the non-essential list of items again to confirm that all of it is useless.
Shred what’s not needed.
Pat yourself on the back, you have successfully accomplished the herculean task of going paperless and de-cluttering your workspace. Now, just get rid of all the useless documents to give a sparkling clean look to your workspace! Make it look beautiful!
Feel free to share your tips, suggestions and how going paperless has helped you below.
