How To Make A Gift Box Out Of Paper Easy


How To Make A Gift Box Out Of Paper Easy

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ABOUT THIS VIDEO
In this video, I will show you a cute and adorable paper gift box. It takes just a few minutes to make and all you need is paper, pen, and scissors or a round bowl. You can also use old CD to make the round shape. I used ribbon to decorate the box. You can use anything else.

MORE ART AND CRAFT IDEAS ON THIS CHANNEL
1. Diy Origami Heart Box / Envelope Secret Message Box Out of Paper: https://www.youtube.com/watch?v=Hy3zuB91KC0
2. How to Make Bookmarks at Home Easy: https://www.youtube.com/watch?v=t7i2C9tRHJM
3. How To Make A Paper Christmas Tree Toppers!!: https://www.youtube.com/watch?v=eOuCDrsZxgM
4. How To Make Paper Leaves With Veins!!: https://www.youtube.com/watch?v=VuBmpcwxkZI
5. Diy Tassel Wall Hangings! How To Make A Tassel Wall Hanging: https://www.youtube.com/watch?v=2-uehiXdHPk
6. How To Make Napkin Rings With Paper: https://www.youtube.com/watch?v=eQHrSs9gUt4

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– Amanda Moor
Do Something Creative Every Day!!!

To Replay This Video: https://www.youtube.com/watch?v=PtNRJvsLHV0

OY "MADE OF LOVE"


This is the music video for the song “Made of Love” of OY’s [oy-music.com/video] new album Space Diaspora. AFRO PUNK (US) writes: Ghanaian-Swiss singer Joy Frempong and producer & musician Lleluja-Ha are back from outer space, and they’ve brought a new sound with them that might make the future a little more colorful—if we listen. Making up the duo OY, the video to their latest single is as catchy and eye-popping as the message is powerful. In the experimental clip directed by Moritz Reichartz, Frempong chants off different nationalities as head-like shapes of various colors gyrate against each other while floating on a clear sea, leading to a climax where the heads congregate in front of a giant wall, making so much love that the partition is destroyed. CREDITS: Music: OY [oy-music.com] Derection, Design, Animation and Images: Moritz Reichartz More infos at: momade.de

Resynthesis – Max Cooper


Max Cooper: I had a lot of high speed train journeys recently and I love watching the wires seemingly dance around outside the window. I wondered if we could be getting fooled by a similar process during our usual experience of time, and thought it would be an interesting project for a music video set to the music created during the same journeys. The wires outside the window are static but they appear to move because of our motion past them. Perhaps our usual experience of movement could be explained by a similar process, where time is a physical dimension into which everything grows, with the present as the surface of this inflating structure. It ties in to a lot of physics ideas which are very common, and I thought it could make for an interesting music video, if I could find someone who might be able to pull it off! Luckily for me, one of my favourite visual artists, Kevin McGloughlin had already been experimenting with linked techniques and ideas, and he’s gone to town on it with a multitude of techniques and editing precision to create something pretty special. And yes, there’s certainly a nod to the original time-stretch slitscan effects of Kubrick’s 2001. I wanted to show the transition from our normal experience of time to a stretched out past as a physical structure when viewed from an alternative perspective outside of the dimensions we’re usually constrained to. One other interesting thing about this model of time is that it helps with some mind-pickling metaphysical conundrums around the sense in which the past exists. In this model it literally exists out there behind us as a physical 4D structure. If we could travel outside of our growing surface somehow and went back to the past it wouldn’t be much fun though, we’d just find solid lifeless stretched out versions of ourselves. For the music I wanted to bring these ideas of frozen moments of the past into play, and no better excuse to get stuck in with the Prophet 6 on some lush classic analogue synth sounds for the main chord sequence, and plenty of nob noodling for a dance of modulating sounds around the main sequence. I wanted to keep it fairly sparse to let the chord patch be central, and just focus on trying to make every element, including the percussion, warp a little, so you can either listen to the track from a distance and hear the harmonic ideas, or delve in to find all sorts more hiding in there. Kevin did an amazing (and painstaking) job of warping the video to sync with the audio detailing. If you’d like to receive exclusive music, mixes, video and news you can sign up to the site at www.maxcooper.net/#join Kevin McGloughlin: Max Cooper and I discussed ideas about space-time before embarking on the Resynthesis project. We were on the same page for the most part, though, working with Max is always insightful and he enlightened me with some really fascinating ideas about space – time. I was delighted to once again collaborate, especially with reference to ‘time’, which is such a relatable and unavoidable part of everyone and everything. The track is really beautiful, I saw the visuals in the music quite clearly from the offset. I could hear the ‘time stretching’ in the melodies and synths and I was greatly inspired by it. My aspiration in this piece was to create a journey for the viewer, a passage through space and time, in an effort to represent time as a dimensional structure. I aimed to convey existence as a solid component of time, an effort to glimpse the idea that our past still exists out there in a stretched, distorted dwelling.. I wanted to capture a human / mortal essence of time, displaying brief impressions of human interactions and activity, traveling in time. All the fundamental assets were captured employing photography and realtime footage. I stretched time in both 3d and 2d space using a wide variety of time displacement techniques, ranging from ‘in camera’ work to quite laborious post production work. Fun Fact..Some of the clips contain exactly one googol videos playing simultaneously. (using a method I devised some time ago, ie.the second last very short clip) Most of footage/photography was shot in Dublin Ireland, with additional shots from Co. Sligo. Working with Max always makes for an interesting time. https://www.kevinmcgloughlin.com/ https://www.instagram.com/kevinmcgloughlin_gram/ https://vimeo.com/kevinmcgloughlin https://en.wikipedia.org/wiki/Googol

Alt – Reshaping Reality


Alt – Reshaping Reality Today, we expect the reliability of all kinds of information. “Believing is seeing”, the way we receive information makes us fabricate our own reality, but we only know a small part of that information. We trust the information we receive, often unable to verify its veracity. What happens when that information is incomplete or blurry? The design aims to challenge the way we process information through mainstream sources, such as images on the internet. To do so, it provides a tool kit to observe one’s surroundings in a unique and curious perspective by offering incomplete or distorted information in unpredictable formats. This challenges perceptions of how we create our reality based on the images we observe. This project isn’t denouncing the contribution of modern technology but aims to challenge the logic of acceleration that has come with this technology and how we blindly accept information without seeing the full picture. The design provides a medium that provokes a critical reflection on our assumptions and expectations of visual stimuli. Project by YenAn Chen Directed by YenAn Chen Camera Operator Lydia Chang, YenAn Chen, Original Music Sophie Lu Casting by Antonin Comestaz, Marco Cagnoni Choreographer Antonin Comestaz Leather Design Louiz7 Special Thanks MICROLAB, DANZO STUDIO, Adriaan de Man, Alexandre Humbert, Ana Lisa O’Brien, André Wiersma, ChiaHung Lin, Ishtar Hsu, Jie Chen, Luuk Visser, Mark Henning, PeiYing Lin, SungEun Kim, YuTzu Huang

Alt – In the wood


Photography surrounds us like never before. The sheer volume of images is unprecedented as we share our photos online in a constant stream on social media. Yet, for Yen-An Chen, these images seem to tell only a single story, presenting a one-sided take on the world. “It’s all the same, so people are no longer curious about what they see. They think the pictures portray reality, without giving it any further thought,” he says. With Documenting Reality, Yen-An encourages people to question what is shown. The lenses are made to distort, blur and pixelate the image. You’re not given the whole picture. This incomplete information in unpredictable formats is a wake-up call, a challenge to open our eyes and see the image for what it is: an individual interpretation. And photographers too are invited to consider what they want to reveal before they point and shoot. Because photography remains a powerful medium when used as a tool for reflection. Director / YenAn Chen Original Music / Soft and Furious Casting by Léa Jenny Stylist / Ting Chou Special Thanks André Wiersma, ChiaHung Lin, Lydia Chang, SungEun Kim, HuaiYuan Wang, YuTzu Huang

‘Flubber’ turns 20: how ILM made the shape-shifting green goo come to life

Flubber_dance

Twenty years ago, the film release schedule was awash with CG and VFX-heavy projects. Industrial Light & Magic, which had had a hand of course in a number of these, further demonstrated a diverse visual effects skill set with its work on Flubber.

Brand new challenges for the studio came in the form of Flubber itself, which had to be both a transforming piece of sticky goo and a character with major personality, while also being reflective and translucent. ILM’s artists solved these issues in several ways, including taking advantage of Softimage’s MetaClay tools.

Philip Edward Alexy was a lead technical animator at ILM on Flubber, and he shared some memories of the show with vfxblog. The show was overseen by visual effects supervisor Peter Crosman, and by VFX supervisors Tom Bertino and Sandy Karpman at ILM. Alexy also shares some rare crew shots and behind the scenes stills from during production.

vfxblog: In terms of Flubber’s performance, what were some of the early discussions about how you would be creating a personality and movement for character like this?

Philip Alexy: In the beginning, it was very much: ‘OK, We have to make this goo that can do all these things … um… how exactly do we do that?’ Before I was brought into the production, there were conversations about setting up something similar to the water tentacle from The Abyss or the T-1000 from Terminator 2. However, since the script called for replicating flubbers that were also supposed to then immediately morph into other shapes, this was considered unpractical.

desk
Alexy’s desk at ILM during the making of Flubber.

However, Jeff Light, a technical director with animation expertise was playing around with a modelling tool in Softimage 3|D called MetaClay. It had the ability to create a mesh based upon placed spheres of influence, meant only to be used to build up masses of this CG clay into a model, and then use the resulting mesh as a reference. The breakthrough came when I took over Jeff’s research and applied it to something animated.

Now this let us create and animate flubber in more a classical-animation ‘squash-and-stretch’ methodology that also had the quality of something that could exist in the real world. Flubber then became something along the lines of a true ‘cartoon’ character; able to visually express its emotional state with its whole body. The clients, after we showed them some animation tests, were stunned and very excited.

Jeff Light’s first Flubber test.

vfxblog: Because Flubber was so much more flexible than a traditional CG character, what was the approach to rigging the character?

Philip Alexy: Rigging had to be rethought for Flubber. Traditional methods of skinning and bone structure were replaced with spline spine deformation rigs with control points for bend, stretch, and up-vectors.

On the technical side, since the vertex counts for the model mesh were never constant, the technical geniuses at ILM were able to use proprietary ‘blobbies’ that took the baked variable mesh and filled it like a rubber balloon with thousands upon thousands of these blobs. The resulting mass DID have, after evaluation, a set vertex count, allowing for motion blur and other rending processes that simply did not work with MetaClay.

tombertino
VFX supervisor Tom Bertino. ‘Always on the move!’, says Alexy.
Scan 40
At ILM during production.



ILM did use, for one of the first times in film production, mental ray, which gave physically-accurate refractions through the flubber (unlike RenderMan at the time, which ‘faked’ it). But it was very computationally-intensive so it was used sparingly and only for hero flubbers. I should also mention that mental ray was the first renderer I had heard of at that time that used true ray-tracing for refractions.

vfxblog: What went into the shot that saw Flubber being scared by the flash? Why was this one particularly tricky?

Philip Alexy: The scare flubber – that shot took a couple months only because not only did it have to be animated, but look good enough for the polaroid picture still that in in the film. That meant it had to be a smooth mesh with several different ‘tentacles’ AND be able to morph into that shape from the base blob flubber.

bs12
Flubber scare Polaroid.

I did the same trick with this shot as the puppy flubber: hiding the scare rig inside of the blob. The mesh vertex count was enormous and took several hours per frame to render. Not only that, but the file in Softimage was so dense, it took about a minute just to click forward one frame – while I was animating.

Above: Alexy’s wireframe setup for a Flubber puppy shot. Head to the vimeo page for a detailed description of the challenges of making this scene.

vfxblog: When you were animating, what kind of preview could you see of a finished shot at the time?

Philip Alexy: What I was able to see on my computer while animating was often just a bunch of spheres controlled by the spline rig I had developed. There were many late nights when I would be at ILM, waiting for the first frame just to render to see if somehow the mesh or rig or whatever worked properly. It was hard and taxing, but there were so many skilled and talented people working together, it never felt overwhelming or impossible.

Scan 23
Some of the animation crew -from left, Andrew Doucette (blonde with short hair), Ken King, David Byers Brown, Chris Armstrong.

Tom Bertino was an amazing VFX Supervisor and Roni McKinley was always a supportive producer. Scott Leberecht’s art designs for Flubber set the bar, Steve Braggs did his magic on the technical side and Julie Creighton, Amanda Montgomery and Luke O’Byrne kept things running in the production office. Everyone on the team was terrific: TDs and animators.

vfxblog: What did you take away from Flubber that you were able to apply on future shows?

Philip Alexy: What did I take away from Flubber? I was pretty young at the time and it was my first lead position, and to be honest, I made many mistakes. I wouldn’t be a supervisor again until several years later. I learned that leading a team was more that just having a title and telling people what to do. But I also had my first insight on how a VFX project works; from pre- to post-production.

Scan 12
Flubber crew.

‘Batman: Gotham by Gaslight’ trailer shows DC’s return to the dark and dreary

Whilst the mania around DC’s latest superhero jam Justice League continues to grip the fans no end, there’s something amazing on the animation front for them to look forward to as well!

The latest in the line of DC original animated movies, Batman: Gotham by Gaslight has its teaser making the rounds on the internet and this time, the Dark Knight has to come up against a mask-wielding serial killer who’s on a relentless killing spree. And curiously, his victims are all women.

Jack the Ripper

Based on an Elseworlds story, the newest Batman flick revolves around Bruce Wayne’s adventure to prove his own innocence in the case, apprehend the mysterious killer apparently named Jack the Ripper, and also come to terms with a shocking reality of his own past.

Batman: Gotham by Gaslight is a one-shot comic set in a parallel timeline, based on the comics of the same name.

Written by James Krieg and directed by Sam Liu, the mystery unfolds from 23 January 2018 onwards in digital HD, while the Blu-ray and DVD versions would be out on 6 February 2018.

The post ‘Batman: Gotham by Gaslight’ trailer shows DC’s return to the dark and dreary appeared first on AnimationXpress.

Mace Windu: The battle of the peaceful Jedi continues in Star Wars issue four

The hack and slash, lightsaber attacks continue as Star Wars is back with another action-packed comic. This time, the battle is set during clone protocol order 66, where the Jedi are still scattered across the universe. Marvel comic continues a fan favourite Mace Windu issue #four out five. This purple-bladed, lightsaber-wielding Jedi goes solo in his own series.

The Master Jedi takes the fight to enemy leading a small battalion to war; the cover speculates a fight with another Jedi with a green Lightsaber.

Written by Matthew Owens, illustrated by Denys Cowan and cover art by Jesus Saiz, Star Wars Mace Windu: Jedi of the Republic will make its debut on 29 November 2017.

Also, a surprise awaits the Star Wars aficionados in finding out who the other Jedi is that Windu is fighting against.

The post Mace Windu: The battle of the peaceful Jedi continues in Star Wars issue four appeared first on AnimationXpress.

Mumbai City FC brings games and gaming to its fans with tying a deal with SMAAASH

Mumbai City FC has lined up loads of games, fun and activities for its fans by signing up SMAAASH as its new entertainment partner.

They can now avail discounts and special access at any of the many SMAAASH centres in Mumbai, Gurgaon, Bengaluru, Hyderabad, Delhi and Ludhiana.

The Islanders’ supporters can hope to indulge in real-life adventure activities like rock-climbing, bungee-jumping and sky-karting within the confines of their massive sporting zones. “We welcome another great company into our family. This one is especially for our fans who love sports and gaming,” MCFC CEO Indranil Das Blah said.

“We want our fans to enjoy our football in the stadium and then try their hand at it at SMAAASH,” he added.

SMAAASH CMO Ashok Cherian was equally excited about tying up with MCFC as he said, “We are delighted to announce our association with Mumbai City FC as the official entertainment partner. Both brands have similar synergies and represent the verve and energy of Mumbai.”

“Starting with our flagship SMAAASH store at Kamala Mills, Mumbai, we have pioneered active entertainment in the country, and football is a big focus at SMAAASH. We have developed new football-based games, which will be deployed across our 26 centres in India. The partnership with MCFC brings together an opportunity for us to deliver a great experience for fans, while supporting the growth of football in our country,” he further stated.

The post Mumbai City FC brings games and gaming to its fans with tying a deal with SMAAASH appeared first on AnimationXpress.

Apple Sway romance in Prague

Apple’s engagement in the festive season has begun with “Sway”, a commercial set in the snow-laden streets of Prague. The Apple Sway commercial shows a man and a woman bumping into each other in the street, launching into a fantastic dance inspired by Sam Smith’s track, “Palace” on a shared pair of wireless AirPods, powered by an iPone X. “Move someone this holiday”. The magic is turned on with a switch from the busy daylight scenes of Prague to deserted streets filled with flurries of snow and Christmas lights. The two dancers are real-life married couple Lauren Yalango-Grant and Christopher Grant from New York City. The title “Sway”, could be linked with the Dean Martin 1954 hit of the same name. “Other dancers may be on the floor, dear, but my eyes will see only you. Only you have the magic technique. When we sway I go weak.”

Apple Sway in Prague

Apple Sway Credits

The Apple Sway campaign was developed at TBWA/Media Arts Lab.

Filming was shot on location in Prague by director Sam Brown via Imperial Woodpecker with director of photography Franz Lustig, producer Timory King, production designer Quito Cooksey.

Local production in Prague was by Unit+Sofa.

Music is “Palace” by Sam Smith.