Thứ Hai, 28 tháng 1, 2019

News on Youtube Jan 29 2019

Hi there!

Here at FilterEasy we get lots of questions like,

"Why do I need air filters from my home?"

Or, "How are you guys so cool?"

But the number one question we get asked is,

Really?

That's the number one question?

Fine.

Well, what if?

*mash mash shmash mash*

How long? Just long enough.

How viral?

Alright, let's make it viral.

Kittens?

Let's get all the kittens. Why are we gunna hold back?

All the kittens.

Let's go full monty!

Alright, let's make an award winning commercial!

*DUBSTEP WHOMP WHOMP*

For more infomation >> What if Making an Ad for the Big Game Were as Simple as FilterEasy - Duration: 1:01.

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DIY Paper Flowers | Very Easy and Simple Paper Crafts Suvi art and Craft - Duration: 6:24.

SUVI ART AND CRAFT

For more infomation >> DIY Paper Flowers | Very Easy and Simple Paper Crafts Suvi art and Craft - Duration: 6:24.

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Simple Beautifull 2019 Instant Mobile House Park Model Deluxe Park Model From RV Trader - Duration: 6:49.

Simple Beautifull 2019 Instant Mobile House Park Model Deluxe Park Model From RV Trader

For more infomation >> Simple Beautifull 2019 Instant Mobile House Park Model Deluxe Park Model From RV Trader - Duration: 6:49.

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Very Very Easy Kolam with 15X1 dots | Simple Muggulu | Easy Rangoli | Easy Rangoli Art | Rangoli - Duration: 4:25.

Simple Rangoli Designs, Please Subscribe to Our Channel for More Videos

Rangoli Designs by Aishwarya

Very Very Easy Kolam with 15X1 dots | Simple Muggulu | Easy Rangoli | Easy Rangoli Art | Rangoli

For more infomation >> Very Very Easy Kolam with 15X1 dots | Simple Muggulu | Easy Rangoli | Easy Rangoli Art | Rangoli - Duration: 4:25.

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#13 Five Simple Nails Art Design Compilation | Hearts, Rhombuses, Tulips and Pearls - Duration: 4:22.

For more infomation >> #13 Five Simple Nails Art Design Compilation | Hearts, Rhombuses, Tulips and Pearls - Duration: 4:22.

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Vibrato Started Using One Simple Singing Exercise - Duration: 6:57.

In this second of our 4-part video series on vibrato, I'll show you how to get vibrato

started using one simple singing exercise.

Hi, I'm Chuck Gilmore with Power To Sing

Thanks for your comments on Video #1.

Virtually everyone who watched the video thought that….well, rather than me telling you,

if you missed that video, watch it here and you decide!

What do you think?

"Can You Tell I Wasn't Born with Vibrato?

Listen!"

I was one of those singers who sang with a straight tone for 43 years!

I wasn't born with vibrato.

When I was a teenager taking voice lessons for the first time my teacher said if you

aren't born with it, you don't have it.

My teacher had her masters degree in vocal performance, recorded an album, and was a

well known singer and teacher in my hometown.

So...I believed her.

I felt bad because all the good singers around me had vibrato.

I sang a lot.

I sang constantly at home.

I was in choir in grade school, junior high and high school.

Our High School Madrigals did a singing tour of Europe the year I graduated.

I entered college as a music major and sang 4 years in the University Oratorio Choir.

Eventually I became so discouraged about my voice, I stopped singing solos for more than

20 years.

It wasn't until I was 44 years old that I discovered that I didn't have to be born

with vibrato and that I could develop it in my voice.

I want to credit Seth Riggs and his associate teacher at the time, Debra Bonner, for teaching

me how to do vibrato.

My new vibrato added quality to my voice, improved my pitch and gave me confidence enough

that I began auditioning for musical theater again.

Over the past 22 years I've performed in more than 40 shows...of which 28 were lead

or supporting lead singing roles.

When I learned to sing with vibrato, it seemed miraculous to me because for all those years

I thought it was impossible.

Whether you're convinced that you can develop vibrato in your own voice or not, it doesn't

matter.

In the next 3 minutes, you will experience the beginning of vibrato in your voice.

It's a technique I've never shared in public before.

Here's how you do it.

I call it, the "Puppy Dog".

Step 1: Do a puppy dog pant.

Use small, easy pants.

[Demo]

Step 2: Add your voice to the pant using the "uh" sound.

[Demo]

Step 3: Now slur or blend the panting together so you're panting on a continuous, smooth

sound.

[Demo]

Step 4: Take a larger breath to hold it longer.

If you run out of air, take a breath and keep it going.

Control it.

Keep the same pulse every time you start with another breath.

[Demo] There is kind of a pulse to it.

It's the feel of more - less, more - less...over and over again.

[Demo]

Step 5: Gradually increase the speed of your pulsing but stay in control.

[Demo] Increase the pulsing as fast as you can while maintaining control of your pulsing.

Do it long enough so your vocal cords can memorize the feeling of vibrato.

[Demo]

This is what vibrato feels like.

Pause the video and do it a few times until you feel the vocal cords get it...even for

a moment.

[demo] That's the beginning.

That small beginning is like discovering a vein of gold in a mine.

Even though you only see a small part of it...it leads to enormous "vocal wealth".

The more time you spend with this little nugget of vocal gold, the better it will become.

Yes it feels forced and awkward at first.

Remember how you felt when you first learned to ride a 2-wheeler bicycle?

Didn't you feel unsteady and insecure?

Didn't you fall several times?

Learning vibrato's no different.

But with practice you'll soon be riding without hands so to speak.

In other words, you'll be singing with vibrato as naturally as if you were born with it!

Don't worry about it stopping and starting at first.

That's normal.

Just restart it and sustain it as long as you can.

The vocal cords are memorizing the new feeling and will soon take over by themselves.

[Demo]

In a couple of days you'll get Video #3 and receive the Vibrato Success Plan.

You'll get a simple outline to help you go from vibrato "baby steps" to singing

with vibrato without even thinking about it!

As natural as if you've always had it!

Experiencing the birth of vibrato is so exciting and encouraging!

Please share your experience in the comments section below.

I want to hear from you!

This "new born" vibrato will eventually give you a huge quality boost to your singing

and performing.

I'm Chuck Gilmore with Power To Sing.

You can sing higher with beauty, confidence and power...and vibrato!!!

Please join me in the next video where you'll receive the Vibrato Success Plan.

For more infomation >> Vibrato Started Using One Simple Singing Exercise - Duration: 6:57.

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Tutorial: Simple Blender Animation (Thememaker's Toolkit) | Planet Coaster Tips - Duration: 13:24.

Hello there, welcome to Ms.RedNebula's PlanCo Tips - Thememaker's Toolkit Edition!

In this tutorial, we'll go over how to set up some simple animations in Blender - a pop-up

ghost, and a clock face with spinning hands.

This is a little more advanced than the sign tutorial, so I recommend watching that one first.

I'll put a link to that in the top-right corner!

You can use these techniques on your own creations, or if you'd prefer to follow along with the

tutorial, download the files in the description below.

Our ghost animation is based on this object, just a simple, flat cutout like you might

see in a budget dark ride.

I made this in the same way as I created the signs for the first tutorial.

I've positioned the ghost underneath the grid, which for now we can treat like the ground

from which the ghost will pop up.

All animations for the Thememaker's Toolkit are accomplished by attaching your mesh to

a special piece called a bone.

Most animations feature multiple bones, connected in a sort of skeleton called an armature,

but for this simple rig, we're just going to use one bone.

To add a bone, go to the Create tab at the left hand side of the screen and choose "Armature".

This object is a bone.

Its position doesn't matter much for this example, but just to get it out of the way,

let's shrink it and position it behind our ghost.

Up here in the Outliner, you can see our ghost cutout, as well as the armature group that

contains our bone.

There are several ways to parent the ghost to the bone, but here's an easy way.

In the Outliner, drag the Ghost_L0 object onto the Armature.

When this menu pops up, select "With Automatic Weights".

Weights are a somewhat complicated subject, but for this tutorial I'm going to handle

them as simply as possible.

Basically, the weight is how much influence a particular bone has over each vertex in

your mesh, on a decimal scale between 0 and 1.

When you only have one bone, any object you assign to it with automatic weights will have

all of its vertices 100% weighted to the bone, which is exactly what we want here.

Now, select the bone armature and go into Pose Mode.

When you right click the bone now, it will turn blue, meaning you have that bone selected

and can pose it.

The ghost cutout will move along with it.

By default, Blender will have a view called the Timeline open at the bottom of the screen.

If you don't see this, click and drag the diagonal lines at the bottom left corner of

the screen upward to open a new view.

Use the menu at the very left to change the view to Timeline.

The Timeline has a green line indicating the current frame.

Make sure the indicator is on frame 1.

You can see the current frame at the bottom of the view, you can also type a frame number

to jump there.

With the bone selected, you'll make a keyframe.

This first keyframe will tell Blender the position where you want your animation to begin.

You also need to tell it which property you want to animate - the rotation, location,

scale, or any combination of the three.

Click on this space and choose "Location".

Then, click the buttom with the key icon beside it.

Note a yellow line appears on the timeline, and the location property of your item is

yellow as well.

If you move along the timeline, the location attribute turns green, just an indicator that

at some point on the timeline, this property has at least one keyframe.

Move the timeline to where you want your ghost completely popped up.

By default, there are 24 frames per every second of animation.

To make the ghost pop up in half a second, place the timeline indicator on frame 12.

Move the bone straight up along the Z axis - the ghost will move with it.

You want your ghost just above the ground.

Press the Keyframe button again.

Now, when you move along the timeline between these keyframes, you'll see that Blender has

filled in all the frames in-between.

You can also use the Play button to see how fast the animation plays.

You can add more keyframes this way if you wish.

For the purpose of an animated object in Planet Coaster, you should always reset the object

to its starting point at the end of the animation.

In this case, we'll leave it up for 3 seconds, then ease it back down.

Let's look at another view that helps with animation.

Open a new view by clicking the diagonal lines and dragging up, and then change this view

to the Dope Sheet.

Here, you can see every keyframe attached to the selected bone, and you can select,

move, duplicate, or delete them.

You're at frame 12 now, so three seconds from that is frame 84.

Move the indicator to that frame.

On the Dope Sheet, right click on the second frame to select it.

Press Shift-D to duplicate the keyframe, and then move it over to frame 84, where your

indicator is.

The yellow bars in between just indicates there is no movement between those keyframes.

Next, give it a slow reset of 2 seconds.

Move the indicator out to frame 132.

Right click the very first frame, and duplicate it with Shift-D. Move it out to frame 132.

When you play the animation, the ghost pops up, stays, and then resets.

But there's still a long wait before the animation starts playing again!

In the Timeline, change the End frame to 132, the same as our last keyframe.

Now when you play the animation, it repeats right after it ends.

Of course, if you want to get a little more complex, you can add additional pieces to

an object like this, so it looks like it has some kind of pneumatic rig supporting its

animation, but that's up to you.

Our second animation is a little more complicated.

For this one, you'll need 3 bones - one for the static clock face, and one for each hand.

Go ahead and add an Armature.

In this case, the object is centered already, so the armature appears right where it needs to be.

If that's not the case for the piece you're working on, you can move the armature now

if you need to.

Shrink it and move it down until just the tip of the smaller end is showing.

Then, with the armature still selected, go into Edit Mode.

When editing an armature, you can move either end independently, select and adjust the whole

bone, and most importantly, you can add additional bones.

Select the "Tail" - the smaller end of the bone.

Go to Top Orthographic view - remember that is 5 and 7 on the numberpad.

Press E to extrude, which will create a new bone.

Drag this bone to match the clock's big hand.

Select the top of the original bone again.

Press E, and this time, drag it to match the clock's small hand.

When you have an armature with multiple bones, it's a good idea to name the bones to keep

track of them.

Select the original bone, and go into the Bone tab in the right hand menu.

The names don't matter in PlanCo, so let's call the first one "Root".

Select the bone for the big hand and name it something like "Hand_Big", and then name

the small one "Hand_Small".

That's it for the armature - return to Object Mode.

Next, we'll parent the clock face to the armature.

Since there's now three bones, using automatic weights would actually cause some problems,

as more than one bone would be set to influence different parts of the mesh.

This can work well for more complicated rigs, like an animal's body, but there's an easier

way for simple objects like this.

In the Outliner, drag the Clock_L0 object onto the armature.

This time, choose "With Empty Groups".

This means no bones will be automatically assigned any part of the mesh.

Now, select the clock face and go into Edit Mode.

You might also want to hide the armature in the Outliner so you can see the different

parts of the clock face more easily.

Let's take a quick look at this object.

The clock's mesh is made up of four separate parts - the clock face itself, the two hands,

and then the nose is just a small piece above the rest.

You can see the distinct pieces easily in Wireframe or Solid mode.

An easy way to select an individual piece is by hovering over it with the mouse and

pressing L. And remember, to deselect everything, press A.

We want to attach the clock's face and the nose to the Root bone.

Make sure they are the only two parts selected and then go to the Data tab in the right hand menu.

Under Vertex Groups, you'll see all of the bones listed.

Select "Root" and click "Assign".

Deselect them, and then select just the big hand.

In the Vertex Groups, select "Hand_Big" and then click "Assign".

Then, do the same thing for the small hand.

An easy way to make sure everything is done correctly is to scroll down the right Properties

panel and, under Mesh Display, turn on "Show Weights".

Then, when you click each Vertex Group, the section assigned to that bone will show in red.

You can turn off Show Weights when you're done verifying them.

Go back to Object Mode and make your armature visible again.

You may also want to switch back to Material shading so you can see the image.

Select the armature and go into Pose Mode.

When you select and rotate a bone, the corresponding hand moves with it!

Make sure you're rotating the hands in top orthographic view only, or otherwise limiting

their rotation to the Z axis, otherwise your animation will get weird very quickly!

Remember, you can always use Ctrl-Z to undo, or if you have one or more bones selected,

you can press Alt-R to snap them back to their original rotation.

In the keyframe type, choose Rotation.

Place a keyframe on the big hand in its starting position.

Let's make a 360 degree turn over the course of 60 frames.

Now most people's first thought is to go to frame 60, spin the hand all the way around,

and make another keyframe.

But it won't work, because Blender tries to extrapolate the shortest distance between

the two points - in other words, no distance at all.

An easy way to handle this is to do it in increments.

At frame 20, place a keyframe with the hand rotated 120 degrees - remember you can type

in the number for a precise measurement.

Then go to keyframe 40, rotate another 120 degrees, and place a keyframe.

Finally, to frame 60, rotate the last 120 degrees, and place a keyframe.

Set your entire animation to end at 60 frames so you can see it loop.

When you press play, it now spins, but there's an obvious problem!

It seems to slow down and speed up.

By default, animations in Blender ease in and out of transitions - great for many types

of animation, but not for a steady spin like this.

To fix it, open the Dope Sheet again.

Select all of the keyframes - the A key works to select all here, too - and then go to the

Key menu, Interpolation Mode, and choose "Linear".

There's one more tiny hitch at the end of the animation, when the hand is technically

at the 0 position for two frames in a row - it's there at the beginning of the animation

and 360 degrees later at the end.

Simply change the end of the animation to 59 instead of 60 to lop off that final frame,

and it will spin smoothly.

You can do the same for the other hand, perhaps spinning that one backwards instead.

If you're feeling adventurous, maybe add a tilting animation to the root bone to add

to the wackiness!

Remember that before you export, you'll need to create LODs, face the objects the correct

way, and apply the rotation and scale.

If you need a refresher on how to do any of those, give part 2 of my simple sign tutorial a watch.

There are a couple things about building the LODs that I want to point out, though.

Note that your object is now nested under the armature in the Outliner, so you'll have

to press the plus sign next to Armature to see it.

And for your LODs, you don't have to make any copies of the armature, only of the object

- so your finished project in this case would have one armature with Clock_L0, Clock_L1,

and so on, underneath it.

Any copies you make of the parented object will share its animation - all you have to

do is reduce the poly counts.

Also, when you're ready to export your file, the settings are the same as we did with the

sign in the previous tutorial - FBX 6.1 ASCII and Y Forward - but this time, you want to

leave the Animation option checked.

And that's it for simple animation!

Feel free to like or comment, and if you want random updates from my Planet Coaster exploits,

subscribe!

If you enjoy what I do and are interested in supporting the channel, check out my Patreon.

In addition to helping me out, you can also get fun perks like sneak peeks, voting on

future projects, and being the first to see new videos.

A big thank you to my current Patrons!

I am truly honored by your support.

That's all for now - Bye!

For more infomation >> Tutorial: Simple Blender Animation (Thememaker's Toolkit) | Planet Coaster Tips - Duration: 13:24.

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TiM1xx from SICK for area monitoring: Small, simple, cost-effective | SICK AG - Duration: 2:11.

2D LiDAR sensors of the TiM1xx product family are designed for collision avoidance and presence

detection in indoor applications. TiM1xx sensors are small enough to fit into

almost any space and so light that they do not weigh down even

very small mobile vehicles.

Their rugged industrial design withstands shocks and vibrations.

The wide input voltage range makes them a perfect match for almost any applications.

And, due to their low power consumption, they are particularly suited for mobile applications

using batteries.

With a one degree angular resolution and a field of view of 200 degrees, TiM1 sensors

detect even minute details and ensure highly reliable area monitoring.

No matter if the monitored area is rectangular or has a free shape, you can easily design

the field sets to suit your application needs.

During teach-in, TiM1xx sensors will scan the surrounding and save the field shape.

Or, you may simply connect a TiM1xx sensor to SOPAS ET software via an IO-Link master to

configure the field set.

There are various mounting kits available to suit your application needs.

TiM1 2D LiDAR sensors prevent collisions with obstacles overhanging from above ground.

They detect the entire width of storage bays as well as load carriers of all shapes and

sizes.

They also provide empty bay detection in tote storage areas and overfill detection to avoid

protruding objects.

Furthermore, TiM1 sensors prevent attempts to climb over the doors into secured areas.

And they reliably detect people in these areas as well as thrown-in objects.

. TiM1 sensors are also used in the field of

building management, for example, for the protection of objects in museums or for building

safety and security.

TiM1, the effective 2D LiDAR sensors for your automation requirements

For more infomation >> TiM1xx from SICK for area monitoring: Small, simple, cost-effective | SICK AG - Duration: 2:11.

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DIY wall mirror using cupcake moulds/simple DIY craft ideas/budget makeovers - Duration: 5:23.

For more infomation >> DIY wall mirror using cupcake moulds/simple DIY craft ideas/budget makeovers - Duration: 5:23.

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Rustic Gorgeous The Simple Life For Sale | Lovely Tiny House - Duration: 2:59.

For more infomation >> Rustic Gorgeous The Simple Life For Sale | Lovely Tiny House - Duration: 2:59.

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American student, 20, dies in his sleep after eating a simple meal - Duration: 5:18.

A student has died after eating a bowl of pasta that he had left out on on his kitchen benchtop for five days

The 20-year-old from Brussels in Belgium fell sick after consuming spaghetti leftovers which had been made five days earlier and stored at room temperature

The man, known only as AJ, became violently ill and went to bed to try and sleep it off

The following morning he was found dead in his bed by his shocked parents.   The incident occurred in October 2008 and happened after the man came home from school one day

He warmed the spaghetti in the microwave oven before heading out to play sports.He ended up coming home half an hour later suffering from headaches, abdominal pain, and nausea

He threw up for several hours and went to the bathroom twice only to fall asleep around midnight

 The man's lifeless body was discovered 11 hours later by his 'worried' parents who only became concerned when he didn't get up for college

 An autopsy revealed he had died suddenly from food poisoning caused by a bacteria called bacillus cereus

Bacillus cereus is a spore forming bacteria that produces toxins, causing cause vomiting and diarrhea

Although AJ experienced such symptoms, he assumed that they were simply part of While the student — known only as AJ — experienced both these symptoms, he treated his symptoms as a regular bout of food poisoning, drinking plenty of water and didn't take any medication

 Pasta and tomato sauce samples, the leftovers of the dinner, were also sent for analysis to the National Reference Laboratory for Food-borne Outbreaks It found that the toxins from the bacteria were so great, they caused his liver to fail and he ended up dead

  RELATED ARTICLES Previous 1 Next Democrats and Republicans try to outlaw future government

Tom Brokaw says conservatives have told him they 'fear. Share this article Share The case, which originally featured in the US Journal of Clinical Microbiology, explained how the harmful bacteria caused AJ's liver to shut down

Dr Bernard, a licenced practitioner who studies and shares bizarre medical cases found around the world on his YouTube channel

 Samples of spoiled pasta and the tomato sauce were analysed.The National Reference Laboratory for Food-borne Outbreaks confirmed the spaghetti was contaminated with 'significant amounts' of the B

cereus, although there was none in the sauce.'Many people eat pasta, or any other form of noodles, that are leftover for a day or two and they're fine,' he said, 'but be careful of food left out for more than a few hours

If the food smells funny, it's always better to be safe than sorry.'Commentators online did not show much sympathy for the student

'That was kinda dumb but not really something you expect to kill you a day later,' one person wrote

 'I don't know why anyone would leave perishable food in the kitchen for 5 days and think it's okay to still eat it,' said added

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