Check out the link for info.
Check out the link for info.
SketchUp Pro 2015 v15.0.9349 MacOSX+Patch
Tested on Mac OSX Yosemite 10.10.1
Font Manager for OpenType, TrueType, and Adobe PostScript Fonts
FontExpert 2014 Font Manager enables you to preview and manage both installed and uninstalled typefaces, plus examine your system for font errors. You can display the list of installed font faces, customizable font samples and advanced font properties.
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FontExpert 2014 Features:
View and Preview Fonts
FontExpert displays the list of all installed typefaces and lets you explore folders and preview uninstalled fonts located on your compact disks or DVDs, local disks, removable disks or network drives. You can preview the font as a paragraph of text or as a detailed character map. It is easy to choose the desired font size, font style or color.
Assign Keywords, Ratings and Categories to Fonts
Assign keywords, categories, ratings and captions in new Tags view.
Search in Database
Search for fonts in the database by keywords, ratings and categories in new DB Search view.
Search for Fonts on Local Discs and Network Drives
FontExpert can search your local disks, CDs or DVDs, network drives for fonts, and put all fonts to a special list for your further work.
Search for Duplicates and Corrupted Fonts
FontExpert automatically detects corrupted and incomplete fonts, and allows you to search for and manage duplicate fonts.
It is easy to manage any typefaces that are shown in any view of the program. You can sort, filter, preview fonts, copy, move, delete font files, activate or deactivate fonts, add or link fonts to font groups (sets). The program can control fonts located in the Windows Fonts and Psfonts folder (used by Adobe Type Manager), so you do not need to remove fonts from standard folders as some font managers require.
Create Font Library
FontExpert imports fonts and creates font library. You can keep your fonts organized in groups (sets), and activate or deactivate font sets. A group may include either the font file, or a link to a file located in any folder on your computer or network drive. It is easy to add fonts or links by drag-and-dropping from the Windows Explorer to the Groups view.
FontExpert can print selected fonts. It is easy to print character map, “water flow” or face name reports for selected fonts, either installed or uninstalled. You can customize and format page headers and footers as desired, for example, by adding the name of your company.
View Advanced Font Properties
The program displays detailed information about the selected font, including type foundry or copyright, TrueType tables, number of kerning pairs in a font, Panose attributes, Windows font metrics and more.
Examine your System for Font Errors
With the help of Detect Font Problems feature, it is easy to find errors in installed fonts and to optimize Windows by resolving typeface conflicts and by removing records about missing fonts.
Export Fonts to HTML Web Album
FontExpert can create HTML Web Album from selected fonts. You can create GIF, JPG, PNG, TIFF, and BMP images of selected font faces. See the sample of HTML page created by FontExpert.
Automatic Activation of Missing Fonts
FontExpert includes Missing Fonts Loader plug-in for Adobe InDesign, and for Adobe Illustrator.
Windows Shell Extensions
The program adds Open, Print and Install Font custom menu commands to Windows Explorer context menu, and adds custom property page that displays detailed attributes of selected .ttf or .otf file. FontExpert adds font management capabilities to the shell so it is easy to activate or print any font in a folder you browse in Windows Explorer.
120,000 different fonts, have checked for duplicate names and corrupted fonts, if you don't want the fonts just download the FontExpert folder.
In this Maya tutorial we'll explore feature film lighting techniques using V-Ray in Maya and NUKE.
Throughout these lessons we'll look at the steps required to setup advanced film lighting. We'll start by using an image-based lighting setup and four point light setup. Along the way we'll use Alembic to export our geometry and camera then we'll create precomps/lighting comps using NUKE.
By the end of this Maya training you'll have a solid understanding of the workflows that are required to light a scene in feature film.
Use this template to create an elegant and emotional slideshow. Great overlays, such as bokehs, flickers and textures make this project more than impressive. You can change everything in the project, with the help of a control layer and a detailed customization video tutorial.
Full HD (1920×1080) resolution
Universalized Expression ( Usable with any AE language )
Video Tutorial included
No Plugins required
Information text file included
InfiniteSkills – Learning Adobe Premiere Pro CC 2014
1.4 Gb + 2.1 Gb Working File
Date Released: 2014-10-06
Duration: 8.25 hours – 140 tutorial videos
In this project-based Learning Adobe Premiere Pro CC 2014 video tutorial series, you'll quickly have relevant skills for real-world applications.
Follow along with our expert instructor in this training course to get:
Concise, informative and broadcast-quality Learning Adobe Premiere Pro CC 2014 training videos delivered to your desktop.
The ability to learn at your own pace with our intuitive, easy-to-use interface.
A quick grasp of even the most complex Learning Adobe Premiere Pro CC 2014 subjects because they're broken into simple, easy to follow tutorial videos.
Practical working files further enhance the learning process and provide a degree of retention that is unmatched by any other form of Learning Adobe Premiere Pro CC 2014 tutorial, online or offline… so you'll know the exact steps for your own projects.
Didn't see this one on here. Correct me if I'm wrong.
A long time ago, when I was still learning how to sketch and visualize design concepts, my professor at the time, Paul Skaggs, issued a challenge. He challenged the class of design students to complete 500 sketch pages in one month. 500 blank pages to be filled in 30 days seemed like an immense task at the time, and it was. I started that experiment, only to fail a short time into it. Turns out that sketching 16 plus letter-sized pages each day takes about 3 hours to complete .
So, this summer, feeling somewhat motivated to get something substantial, something meaningful, something challenging accomplished, I bought a ream of letter-sized printer paper, some pens, and started sketching.
Thinking of the ways I could share 500 pages of this experience, I thought an electronic format would be the best experience and means of delivery. So here’s my compilation of those 31 days of sketching. I’ve included everything, even the bad pages. Why? It’s about the journey, the process, and the discovery.
Stash Magazine is the online news, research and inspiration destination for everyone interested in animation, motion graphics and VFX.
In its issues, Stash delivers a sweeping collection of animation and VFX talent and techniques including must-see animation and VFX projects complete with detailed production notes, toolkits and links, PLUS Behind the Scenes features, exclusive interviews…
Requires Snow Leopard or later.
We built an immersive game development course that teaches you all of the fundamentals so you can build your own games on iPhones and iPads. We combine videos, notes, collaborative discussion forums, and challenging assignments to have students build real apps. Teaching online is not new to us. Our highly successful Beginner iOS Bootcamp (over 18k students and 5 star review) teaches students the basics of programming iOS apps. We use the same proven pedagogy to teach game development.
The course will include over 120 hours of content (30 hours of video plus notes and challenges), an active discussion forum where students and teachers answer questions, and multiple fully coded example projects that you can download.
Introduction to Game Development , Sprite Kit , Scenes and Nodes, Coordinates, Game Loop
Sprite/Texture Creation, Sprite Theory, Atlas Files
Animation, Parallax Scrolling, Character animation
Physics Bodies, Physics Properties, Bit Fields, Collisions, Contact Response
User Input, Input Handler
Character Movement/Physics, State machines, Player Physics, Jump Curve, Double Jump, Boost, etc.
Tile Based Game World, Tile Sprites, Tiled + Kobold Kit, Creating and Loading Tiled files
Collision Detection, Axis Alined Bounding Box, Collision Bit Masks
Obstacles & Enemies, Basic Enemy AI
Collectables, Power Ups
Effects, Particle Effects
Sound, Adding Music, Adding Sound Effects
Scoring, HUD, Stats/Progress Tracking, Score Board
Game Menus, Saving/Loading Game Progression
Reviews from our iOS course
“I must say that so far, this course is awesome. Having the challenging assignments, daily discussions and feedback from the instructors, has been the missing piece that I have been looking for. I have read a handful of books, watched hours of video & typed in a bunch of tutorials, and finally, having to work through tough assignments and applying what I have been learning, it is all starting to click – Finally!” – Mark S.
“Code Coalition's discussion board is one of the best resources for a beginning iOS developer. So much help being offered” – Omar S.
“I've just completed the iOS101 course, which I thought was a great intro to the XCode environment… I feel it's been well worth the investment. ” – Herdy H.
“Wow, @CodeCoalition! Moving quickly! Week 2 is so different than week 1…and I like it Thnx for the challenge” – Melissa B.
“Just discovered @CodeCoalition! An excellent resource for anyone who wants to make their first iPhone app.” -Novall K.
“Can't reiterate it enough how this course is helping me with my iOS dev skills. I think using protocols and delegation is finally becoming second nature. Fingers crossed ” -Alex P.
“I am really loving the class. I have taken classes at Code School & Treehouse and both were missing a key element. The ability to ask questions as you complete a section and get an answer. “ -Lisa A.
“Your training is the best out there so far. I wish I had the time away from regular job to follow along.” -Christian S.
“Im loving this.. I have been through at least 5 books, and many online deals. Yours is super so far. Finally, i can get from start to finish on a lesson without wondering why on “Everything” thank youCant wait to do more.. “ -Kevin R.
Why take this course and how much time does it take to complete?
iOS game development, and software development as a whole, is a booming career. The demand for new developers at all levels far outweighs the supply. Barrier to entry is not as high as one would think – though passion and hard work are necessary, a degree in computer science or any other technical field is not required.
We aim to take you from complete beginner to junior game developer in three months. The apps you create in this course can be used on your portfolio so you have something to show when you apply for jobs. Not only that, you can throw your apps on the app store and be the next Flappy Bird!
Duration 3h 22m Project Files Included MP4
In this series of MODO tutorials we'll learn core rigging concepts and tools when rigging characters for animation.
We'll start by getting our model ready to be rigged. We'll then create the character's skeleton from the ground up.
Next, we'll skin the model to its skeleton and refine its deformations while learning helpful weight-painting
techniques. To conclude the course, we'll create an animator-friendly control system, with the help of constraints,
expressions, and the channel links tool, so that our rig is robust and efficient.
By the end of this MODO training, you'll have the skill set needed to rig your own characters for animation.
01. Introduction and project overview
02. Cleaning up the model
03. Creating a joint chain for the torso, neck, and head
04. Drawing the leg chain
05. The pelvis bone
06. Adding joints for the arms
07. Drawing joints for the left hand
08. Finishing our finger joints
09. Mirroring the arm chain and cleaning up the skeleton
10. Skinning the model
11. Editing skin deformations
12. Adding a global control
13. Controlling the torso
14. Connecting our spinal joints to their respective controls
15. Locking channels and making the rig more presentable
16. Adding a pelvis control
17. Controlling the neck and head
18. Rigging the legs
19. Cleaning up the left leg's IK setup
20. Adding a foot roll system and creating a leg control
21. Wrapping up the leg control and finishing the foot roll system
22. Rigging the right leg
23. Clavicle controls
24. Arm controls
25. Controlling the character's wrists
26. Finger controls
27. Finishing the finger controls
28. Finalizing the rig