How is it going? This is Blender today live number 62. We're live from the Blender animation studio slash Blender Institute slash Foundation slash the whole building here in Amsterdam. It's 5pm. We're transmitting live. So please ask your questions in Blender.Today you will find a thread where you can ask there and we'll try to to to answer them towards the end of the show because there's so many things this week. There has been improvements in the user interface in the outliner in the animation department. People often say that the animation side is just left apart but actually there are improvements. But often I'm not like the best person to to show them or some of them are like in some constraints and so the don't worry there are improvements. So it's everything OK of the sound of them and the video and stuff. It's fine. I'm just came back from the barber. I am looking super super sharp for this just for you. But the least today the least that I have of things to show you like look here's a sneak peek of what I prepared for today. It's like insane. So let's get to it right away. First not the Blender like news as in the Blender software but upcoming news of what will be eventually hopefully if the students of the Blender of the Google Summit of Code are good boys and they deliver like they did in the previous years. The Blender Foundation has been accepted and there is I think I believe it's eight projects that are going to be part of the Google Summit of Code projects just to go fast on it. Through it is a bevel custom profiles. So for beveling for modeling that's awesome. Next Julian Iso core support of virtual reality headset through Open EXR. So the VR world is very hip nowadays and it's even getting more especially since many companies are investing in it. There is Oculus. There's also the one that got me excited is the valve the valve index valve index. And it's not that I'm doing Albert times or not. It's just that they're going to support Linux from day one. So that's why I love them. Yes. So the all the VR handling of the input and the view port itself and performance is going to be improved by Julian Iso. He is a developer that has been working on Blender for a while now. There are many good things in Blender thanks to him. So it's in good hands. Then Omar Ahmad is going to take an it's going to improve cycles and even for procedural content creation. So for the into prove the workflow for technical sharing artists with adding a bunch of notes and dynamic socket socket hiding for notes that will be super interesting. And yes, just you can read the whole description. Outliner improvements by Nathan Kradok. There is already many patches on these regards. I don't know exactly what's going to cover for this particular project. But Yiming Wu last year he had so many good demos of the LAN PR engine for Blender that the one that draws lines on top of the of the viewport basically so you can have very nice line detection. So it's like freestyle, but it's not freestyle. And it's super awesome. It can work together with freestyle. Then plot simulation improvements. Always welcome. And then Intel Embry VVH for GPU. So basically speed goodies. So super exciting times. Let's see what what comes soon enough. And the Google Summit of Code in the past has brought us like Sergei, for example, Sergei Shaving the developer that now is handling like half of the coding Blender. He came from one of the this project. So it actually sometimes it works out really, really well. So to for new developers to get involved and for existing developers to improve their current and current workflow tools. Exactly. Yes, so much love in the here. Awesome. In the in the chat. All right, let's let's get to it. So I'm gonna size this properly. And let's go first, like we always do, through the user interface improvements. And then some outliner there. There has been like, improvements in cycles and EV. It was just committed like four minutes before I I think this this version of Blender that I opened, didn't have it. So I have to close this one and open it again, because I compiled and it has a new a new settings. So let's let's get through it. So I have here my list. Let's see. So first, the bigger one, the one that you will probably notice at as soon as you open Blender is the animation editors now have these the top like the scrubbing area now is at the top. So the keyframes and everything. It's up there. It's also an area where you can just click and drag. So if you're with a tablet is very handy. Or also if you're using the left click select. So you also find it very, very handy. It's a change that affects all the animation editors and the sequencer. So if you're in the video editing world sequencer, then you can see it. So it looks much more like any other software. There also has been a few improvements in how it looks. It looks much nicer now, thanks to one of the developers that takes care of all these small details everywhere. The other change in the animation editors is that the, for example, when you have the let's open an actual animation file from here from coming on this three. So if I'm in the graph editor, you're gonna see it that I see the, okay, the scroll bars were on the right. Now they're on the left. There must be something wrong. Let's open a new file. If that if that's a case or here. Wow. That's interesting. That file that I open is from 2017. Who knows? It's super old. And he had the scroll bars on the left side. But the new or like from now on when you work on it is when they're gonna appear on the right. Actually, they appearing on the left were wasn't really didn't make any sense because everywhere in blender you have the scroll bars on the right side, everywhere, even like in the text editor in the everywhere except in the graph editor had them on the left. Also, they were overlapping with the numbers now they got split. Now you only have the numbers on the left which are still useful. There were some suggestions to put them on the right side. But I believe they're more handy on the left because sometimes you have like drivers or like you're zoom in and you want to see the numbers there. So that is pretty pretty neat as well. Then the markers now the marker line when you have one, they they always show up by default. In the previous versions, they you have to go to the view menu and enable show marker lines. But now they're enabled by default because without them they are done really. Like the markers are at the bottom and the frame numbers are on the top. So without them is hard to keep track, especially if you have like a large animation editor. The background color of the scrubbing area is called scrubbing area region. It's you can change it from the user theme settings on graph editor on any other any editor has its own is called scrubbing marchers, marchers, markers region because it also affects the one underneath. So you can make it pink, of course, and it will affect both up and top and bottom to save some of the properties settings. So how is everything? Is everything okay? So much love 600 people watching. Okay, not me or not nervous at all. Right. More UI more interface changes. Last week, I explained I showed the how the settings and of your active tool, especially in brushes, for example, when you're working out, when you're working on vertex paint, white paint, any paint, grease pencil, they would show on top bar. But if you have the top bar hidden, you will also have them in here in the tool settings. But sometimes it wasn't very, very handy.  Well, you can still enable with tea, you can still enable the sidebar. And then with n, there are the three categories which I explained last week. But now the tool area also shows the settings for the active brush. So you can have very handy things. For example, like the top, you can put the top all the way here. If you're use it all the time, this one, we can hide it, we can put it there. Then the brush, for example, textures, you can do pretty much everything from here now full screen without anybody, anybody bothering you, except your cat, if you have one, then that's quite of a big change. But yeah, it means in a way that now you can have these settings here and also here, which is duplicate, but okay, if you have both, then you have to I would rather pick one, but I think it's nicer for some settings to have closer to the viewport. Some of them you don't, you don't need, especially if you're like modeling, you don't need them to be all the way there on the, for example, on here on the left side, if you're changing some of these settings, you can change them from here. But it actually makes things a bit easier that it's closer to the viewport. All right. Next, more user interface stuff. The sidebar icons, these icons now is a small thing, but now they also get dimmed when you are when the when the before they used to have like a bright color always 100%. And that was a bit too strong and made like the icons scream at you. So now we're taking the colors and also make them a bit dimmer if they're not active. These buttons up here, they also got a category. So they are white by default. But if you want to change them in your theme, previously they will have the text color. Now you can change it from the user interface section in the theme settings, icon colors, and then you can change here scene. So right now it's almost white, but you can make it pink, of course. And that that's a small addition, but it helps to keep things very nice, customizable. Then another setting that you're going to find here is the icon border, which is basically a outline, a dark outline around your icons. So if you have zero, then you see it's pretty, pretty clear. If you have one, you will see that there is a dark outline. And if you get to see it, let me make this bigger. So here, for example, you get to see the outline around the let's make it two. Did you know that this slider goes up to two, but actually you can click and press four. And you can get a very useful four times as big interface. But hey, it's possible, right? Try doing this with a regular interface in the other softwares. So anyway, you can see the colors and you can see the outline there. And then you can see how the these size, the icons resolution doesn't hold up. So let's go back to to regular one point to resolution. There you go. So pretty neat. This setting, the outline setting is off for the dark theme because it doesn't it helps in a in a way but also makes them a bit fuzzy. But where they really shine or stand out, it's with the dark theme. So if you enable the dark, sorry, the light theme. So if you enable the light theme, now you'll see that they there is an outline around them. So here I can colors and if you make it one, you see they're around.  So more options, the Okay, since we are here on the preference, now I'm gonna leave this for later, because more of a if I like experience. But let's continue with the interface because there has been many, many changes. So I'm gonna close this guy. And I want my Oh, I saved the settings. Okay. The save the settings got saved automatically, because that's a new setting that it's been worked on. So don't it's not the final final final look of it. But since I'm here going to explain it and since I was a victim of it, it's the the explain it.  There is a car reflecting the light. So user preferences forever blender had a very weird way of dealing with user preferences. For example, the dark theme, right? I love a dark theme. Okay, here. The dark forest theme I'm working on is, it's some tweaks to the default theme to replace the default theme is just a few tweaks. But it's a work in progress. So so yeah, blender back I don't know if you remember the probably the older generations are gonna remember when in blender, to save your settings, it will always save your like startup the blend always. So if you wanted to change, like, the size or like the splash screen, and then you save, it will save everything that you had in like your startup, the blend, your objects, everything. Some years ago, that got split in two parts. Now you can save these user preferences, and the startup file as a two separate things, which is very nice because some you can change these few options safe, and it's not going to take on what you when it's shown when you open blender the next time.  So for example, if I go back to dark, and I save, and then I change, I enabled the these two options Python tooltips developer extras. And then I revert is gonna this remove those settings that changed. But if I save, and then change something, reverse when I revert to that one. So it works pretty much like other more regular software. So it's pretty nice. The other option that was added finally is to revert to factory preferences. So it's like a factory startup. But without but only takes the preferences. So if you have a, if you have a scene, the in blender until recently, the only way to like recover user preferences will also take over your startup the blend. Now you can actually revert to factory pressure preferences. And it only takes those settings, it doesn't override your scene, which is so nice finally. And the last setting that it's enabled by default is here. But it might be moved to like, save and load. It's it's put here for now is the save on exit. So when you make a change, and you quit blender, those settings are going to be saved. So you don't have to save them. The settings are going to be saved. And this change was mainly done for so many. So many people asking about the quick favorites. So if you are not familiar with it, the quick favorites is the Q key that you can shovel any kinds of settings. And there is an updates in this department, by the way, which I'm going to talk about in a bit is you can, for example, add the the something very useful. Let's see something useful, like the render engine. And if you change the render engine all the time, so you can right click. And now that's another feature that's assigned circuit rewind, the operators that you can change, you can add to the to the quick favorite menu. So for example, if you add a camera a lot or a light actually a light a lot, then you can add them to quick favorites. And when you press Q is going to show up there and you can like, really easily do stuff and change stuff. I use it on the on the shading editor a lot to add my own notes. So if I am, for example, tweaking a here a shader, and I use the note, for example, for Archive course, I use it all the time or a color ramp. So right click, add to quick favorites. And then I would have it here on the Q menu. It's very handy. But the settings that the settings of your quick favorites, they are part of your preferences, because if they will be saved on the blend file, then when you somebody shares a plan file with you, then they will come with their quick favors. And that's not really nice, right? Quick favorites are your own, own crafted. So hard, earned list of things you use most often. The downside was that the you have to save your preferences, you have to every time you add a new quick favorites, you will have to go and say preferences. Now, with the same one exit on, you don't have to it will be saved automatically when you quit blender. So very, very nice. 720 people. Gee. All right, let's let's continue. So since I just show that feature by mistake, is that it's regarding user experience, not only user UI, but also UX. Why? Because the, the shortcut in blender, they can assign shortcuts to pretty much anything, except until last week, except bullions and menus like drop downs. But now, thanks to Sebastian, who was here last week, and it's not here anymore. He left us this very nice gift that you can now add pretty much anything a shortcut, especially like things. So the demo that I was doing before is like the with the render engine, which is like you're not changing that often, I guess. But if you do, you can right click assign a shortcut and let's press I don't know V. So now I can just quickly access. And that's awesome. The I can remove the shortcut, I can assign it to anything. For example, if I'm editing, and I change the, let's say I change the here, what options X meter, for example, if I change X meter all the time, I was looking for that one actually couldn't find it is in the options. So if I enable X meter all the time, I can just assign a shortcut. Because even though it's a toggle, now I can toggle it on and off. Oh, it's taken by another key. So I should be able to remove it and then assign it from remove it from the RIP selected, maybe should take it should we should be alright, right? When you but it should warn you, it should tell you like, Hey, guys, you're careful, this setting is being changed by the by the whatever setting. So that way, you know what you're overriding. But say, for example, you change the shadows all the time, or the world settings or anything, it's just right click assign shortcut, and this one should work or crash shading context invalid syntax. Oh, yeah, there was an API change recently in the context. So this demo is falling apart. But basically, you can add anything, any setting, any pretty much, let's see this one, let's remove the shortcut from here, from cavity, because it's messing up my stuff. And it's also changing the shading. Yes, it was an API change. This is when you compile right before starting a live stream. And don't don't, don't drink and drive, don't compile and live stream. The but yeah, basically, you can add shortcuts to pretty much anything you can add pretty much anything to the quick favorites menu. So more customization is always good. Then let's move on to more updates. The NLA, the sequencer and animation editors now have their own context menu. So if you're editing a video, and you have a bunch of, say, a few strips, you can right click. And, for example, perform actions. The context menu has been added also to the NLA and it's a bit more consistent between all the editors. So I think that's pretty much it. Oh, and this one, speaking of the key map in now in the here in the, for example, that's why I'm confused because I changed, I reverted the settings and I'm using left click select, the inferior left click select. So I'm gonna, I'm gonna go back to my own. But the I'm a right click select user represent the new feature that I wanted to show is that you can now click and drag in empty areas in the sequencer to select the strips to box select. So it works pretty much like in the viewport where you can also like click and drag in an empty area to select. It also works in the let's see. So let's go back to want to go back to my own settings. All right, there, I think. No. Okay, this is affecting my here input, key map, right click select, please. The other editor where you can click and drag to box select is the animation editors. So if you're, for example, editing a animation from your lambs and your penguins, you can now click and drag to to box select. I'm now right clicking to click to to box select because I'm in right click select. But if you're in left click select, you can left click and drag. So how is it? Is everything okay? I'm missing a few comments here because I'm all by myself in this empty space. So more improvements. So these are small ones. But the graph editor when you're actually changing the actually the drivers editor is not called the graph editor. But for example, the drivers editor now it's also gonna be a bit smarter is not going to show the markers and things that you don't need. So it's a bit more clean. The Okay, this is a big one. Remember the the balls incident we had last week about Yes, about the Okay, I need to change these two cycles or something so I can actually see it. But the spheres that appear here in the look the mode. They are in the overlays. They are now here, look the preview these ones now they're called preview and they're called spheres internally. So when you click on it, it's gonna show spheres and it's not gonna say boss. So thanks for your feedback, people. We take it very seriously. So that was a fast change. Then improvements in Oh, this one is a very nice by the community. The the user that I want to remember his name, Alessio Monty, Alessio Monty the software made it. So now when you are moving the sphere not the ball in the normal node down this little sphere, or not in the node but in anywhere where you have this setting, for example, in the shadows we have this one, you can now right click or escape while you're transforming it. So you don't mess up your transformation. That was a bug mainly. But thank you, Alessio for looking into it and providing a fix and now you are part of lender 2.8 and beyond forever blender forever. The color ramps now like the sides of the color ramps now they don't overlap the scroll bars. So that's another fix in the UI. And this is a fix that actually maybe you didn't notice, but it's was fairly big. The volume panel in EV wasn't showing up. So if you're you're using EV, and you're in the world settings, the volume panel wasn't showing up. So you had to do everything from the from the shading editor. So now they shows up so it now looks a little bit more cycles. And this is my segue to the new cycles plus EV marriage. I don't know how you call it. Can they get married? Can can CG stuff get married? Yes, software. So cycles is a standalone render, but its main user is blender, right? And EV is 100% blender. So now the both of them, they so it makes sense for them to share some settings, right to, to, to share the way like if you like something in cycles, and it should match in EV. So this is a pretty recent, like very, very recent change, like I can, I can show you the the commit here. It's, it's from today. And it was committed. Yeah, an hour, four minutes before. It's one with one hour difference. So it was four minutes before. So basically what it does is that now the strength and the color of the intensity of the light and the color of the lamps in EV and cycles will match. So if you have a lamp with 1000 watts in render, these when I change to cycles, they should match. And they do, they match. Magic. So how is this achieved? There is a new setting in cycles that will that is like outside of the node system. So you don't have you don't need a node system for unless you want like advanced stuff, but the color and the intensity of the lamp is controlled outside of the node system, just like the size of the of the lamp and pretty much everything. So if I go back to EV, it matches well, it's very hard to see, but it matches. So that is pretty nice. Finally, some, some conversion here, then another way to that that both another way that EV and cycles now are working better together is that the color space of the images is now coming from the image itself. So it's no longer in the node somewhere. It's part of the image. So that means that you can back both EV and cycles are going to share that color space. So you don't have to change it twice, which is always welcome. Let's work maximum impact. The you can read more about that by the way in the commit logs. And you can find it. It's a very nice, quite long thread. But if you want to read more, you can go to the differential 4807. Very easy to remember, just pause the video and go. And last but not least, this is a major change that will save you some extra nodes, you will make your notes system lighter and brighter is that the principle BSDF node was missing to my I think it was missing two very essential settings that were like you always have to add them. For example, if you want some emission, which is not very PBR ish, but if you want to have emission, then you would have to add an extra node and then combine the two. Now you can just change the emission of a shader. And you can just do it from from within the node itself from principle BSDF, as well as the alpha, the transparency of your of your objects. So if I'm here, for example, if I had trans actual transparent mesh, there now you can actually change the alpha without having to add previously, you have to add a transparency node, and then connect the two and it's actually saving much more space. So yes. Yes, for less notes and more. The principle BSDF is getting a Buffy here. But it's a very nice addition. So it was added a few hours ago by a few minutes ago by Brecht and Lomel. So thank you, Brecht. Finally, I can turn myself invisible. Yes, you can and disappear. Well, you can just disappear. All right. Thank you for the segue. You can also disappear if you should select yourself and remove it from the Outliner. The Outliner finally has gotten some very, very nice additions. Let me I'm just so excited. I'm gonna open an actual plan file. It's actually pretty old this one. I'm not sure it's gonna work. Because I haven't converted this one to to the to the new system. So it's from 2.7. So it has all the naming here very convoluted. But it kind of shows how things will work in reality. So you have a collection for a character and for another character. And until now, you could control let's try an empty file first just not to get a bit too messy. Yes. So the first thing you will notice is like the render icon is gone. What happened? What happened with the render icon? Let's make it beer because it's epic. What happened to the who took my render icon? The render icon now it's here. Disable is not disabled. It's hidden by default. Just to make things a bit more clear. Based on feedback from from the community. The two settings that are more often changed are the view and the selectability. Sometimes people will get confused when they see the render icon and the view icon and it's like you press the render and then it's still visible in the viewport. So that will be confusing. The render icon is basically for disabling on when you are rendering. So that setting is still available. But it's part of the new toggles that you can turn on and off for the restriction columns.  So that hasn't changed the same way of working. However, what it's new is that remember that used previously you have to like alt click on a icon to bring the screen icon that would actually hide it also when you're linking when you're instancing in a different blend file. That is now it was like a side effect. So now that has its own toggle that you can turn on and then you can see for example when you're making you're preparing your character for it to be linked in different scenes in another blend file in another shot. You can now see exactly what is going to be linked or not where it's going to be visible when when you're linking it or not. So for example the custom shapes you don't want them to be visible but you want them to be visible in the in here in this blend file in the actual rig blend file because you don't want to work with it. And the same with I don't know some helper meshes mesh deform for example if you're using a mesh to deform your mesh with a measurement the form modifier you want a basic mesh that is not visible when you link it but it's visible in this plan file. So this is how you can control it and it's so much better because it gives you it's very clear you know we can see what it does more columns the extra columns that you can enable and disable are more for rendering and they are actually per collection. So for example if you have a collection and in this collection you want the monkey to be masked out in cycles for example this setting used to be in 2.7 used to be an option called mask in 2.8 it was called it is called hold out and you will have to right click view layer and then you will have to press the the hold out setting for example if you're in cycles view layer set hold out or set indirect only. So it was kind of convoluted and it was so and so annoying because you wouldn't know what exactly was set to hold out or not. So if you're preparing complex rendering which I was doing recently for spring and the open movie project it was so much work to know which one is hold out or not that you have to right click see right click see or remember now you can just click on it and you make them hold out or not or indirect only or not. So pretty nice additions of course you have so many columns now but you're not supposed to have them all at the same time for example if I was doing lighting if I am if I'm a lighter I would probably just disable the I would enable the linking I would remove it indirect only I don't want and if I'm doing lighting I think with this I will define just see it in the viewport so when I am for example when I'm rendering I want to see the preview so I see my light and just kind of enable disabled and then if I do want to do a render I just disable it from here so that is pretty neat the other setting that was it is now exposed is more clear is the exclude or enable it's basically when you exclude a collection you're basically making it enable or disable so now they appear with this little icon here that you can just toggle and it will remove not remove but it will disable the collection for real so if you have a bunch of objects that are super high resolution and you want to have a you want to toggle them off temporarily you can just do that with that with the with the toggle and it's all clear it's a checkbox nothing more clear than a checkbox you can also press E and alt E for the shortcuts for exclude and maybe enable maybe we can rename it to enable and disable enable so if you have many collections you can just do E or alt E or you can click drag and you will enable them or disable them so that's pretty nice everybody it's okay here in the livestream is my voice is going out and I still have things to show so sorry that it's taking so long but it's so nice then workbench the workbench engine the work our friend the workbench has new settings for the rendering and for the viewport so you can change in per when you're rendering you can change it to use the non-antializing single path so it's like just the one and it's called FXAA usually and or the regular full ones are actually slow and that's what else viewport oh yeah the the some matcups have been replaced so if you use matcups and especially if you use this one the zebra check reflection now it's much better than what it used to be it's now for example down here you can see this one is still there because I still use it but actually they've been replaced so now you see they're more they're higher resolution and they are more correct so if you are like actually just testing if it if a surface is actually like super neat then you will see them here with this setting and I think I covered all of that the last topic is animation which is the title of this video it's not clickbait I swear then here let's let's open an actual animation file and it's getting a bit chilly here maybe that's that's why I'm getting cold so or my voice is is going away so all right first a setting an operator actually from the list of requests from the animators is that for example if we have a so let's see here here so for example I have a this bone that it's getting wrapped around this actually has a constraint so I think the window is a bit too big 1.2 it has a constraint so usually when you're animating and you want the characters to like hold to something in like in this case the very and you will add a constraint like a like a copy transform and not a child love not a child love but a copy transform you will move it around and you will like change the influence on and off the issue was that if you remove the influence like if you toggle the influence off you will see how the very goes back to who knows where that's not always very nice if you want to just remove the influence completely it will you want it to stay in place so now there is this operator this little x icon down here that you can click on it and you will see that the influence will go down to zero but the position will stay so now you see it's in place so you can even like remove the constraint and it will stay there in place look at it look at this boy happy with its with its berry all right next let's I place really fast actually for having all the goodies on the next feature it's um you can now push relax in regard to the rest pose so when you have a character maybe that's simpler to just show just explain it is that when you have a character in a post mode like in t-pose and you pose it once you can now use the relax operator that takes the position of those bones between the rest pose and the initial pose that you have before you will always need to have a pose before and a pose after now you only need one pose and it will move them between them so that's very if you're doing animation you probably know know how the push and relax setting works so that's that's one of them then the um supply night k i mean this one i'm just gonna read it because otherwise i'm gonna have no time for questions so we can actually maybe read it together here so the supply night k support using both original and volume preservation now has a new option that applies the volume preservation on top of the original scaling so basically similar to the stretch to constraint and allows to easily rigging a stretchy chain that uniformly follows a pattern scaling if you understood any of these words that i said is because you are a rigger if you're a regular human being you probably didn't understand anything the drivers also now have an option for average scale when you're when you're transforming so before it was just scale like the scale of the object now is the average so if one side is bigger than the other one or one channel is bigger than the other one it will take the average so that's also very neat and the maintain volume you can have the maintain volume constraints which i can show you here in a bit before i run out of time is that you add a here maintain volume you can now choose which mode you want to um you want to maintain volume with single axis will take only one axis to as reference um that's a new one then a strict will be the current 2.8 mode how it works it will take the original scaling of the non-free axis all of them and then there's the uniform which is the 2.79 way of working so you can read the the changes here and i believe yes here in this this point so pause and ha i was talking without sharing the screen very useful so now you can actually see it that's pretty much it with all animation stuff so let me quickly go back to the show by actually make it a useful livestream yeah we can see the screen the screen sorry i just um i can hear you can see this and then you can uh screen capture or post the video and read it again all right 45 comments and i have 10 minutes so wish me luck let's see so the thank you lapissey for making the the thread first of all then dead dragon has asks hi pablo thank you for making the show thank you can you add me can you add make it so if we double press the g key a transform tool will open with the arrows and when we double press the r key the rotation tool hundred will open and when we double press s the scale hunter will open um the thing is that actually double g it's used already for example if you're if you're modeling um you press g twice it's actually vertex slide right and it's um it's it's used in other places so i don't i don't think we can take those keys but maybe it should be an option if you always want to have the transform tool maybe it should be an option um but yeah could be interesting you did this with the standard industry keymap yeah the standard the compatible keymap this will make blender faster to use and you can add the shift to the key so you can select the transform maybe it could be interesting i'm i'm not uh i i can't think of the top of my head but yes thank you for the thumbs up all right next question by panic hi first i would like to thank the devs they are doing an amazing job they are indeed here's my question i would like to know how high is the priority for improving the weight pain workflow for now the viewport shading is not great the wireframe is hard to notice there's no shortcuts for brushes and the undo stack is extremely slow the undo stack being slow that's an issue everywhere in blender it's not only for the weight pain mode the um wire being hard to notice you can report the bug and we can look into it but yes please report the bug because it's like um yeah those things have to be fixed there is no shortcuts for brushes then they uh they could be added they could be also maybe um a paper cut so leave it in the developer dev talk sorry dev talk forums there is a ui paper cuts which i think it's getting too long these ui paper cuts 2.5 thousand comments i think we should just make a ui paper cuts section like subsection maybe and just make the um the threats there so i will i will look into i will ask the developers what they think because it's it's nice to have like maybe a ui paper cut just one thread bam with these uh these fixes and oh and then you actually did it so thank you i'm gonna check it out next question said pkgo hi paulo wouldn't it be better to put the handle type and interpolate interpolation modes in the graph editor header that would make it more accessible and easy to use handle type and interpolation modes in the graph editor head there so for example if you're here and then use shift f6 you guys use the shortcuts i use shortcuts all the time for the editors graph editor so if i here so in the header you would put the t for keyframe interpolation and the r for i think so um yeah actually could be interesting make a thread with a mockup in the uh in right click select please because it sounds like something it could be could help a lot for all editors actually hello paulo roman asks you can slightly change the interface and great simplify the work okay i'm usually don't open links directly especially when i don't have time but you are a blender development supporter so let's see quickly simple texture addition um yes actually this one the image settings here that actually it's uh to to new and open that's that's a very simple addition that should improve things so i'm gonna look into it thank you j eddie are there any plans for macros in blender the act of making string of actions executable yeah that was planned in 2.5 era when the new api was introduced that was a that was a plan but it hasn't been implemented yet but yeah it's one of the things that if like they're even macros for doing unit tests in blender so maybe they could be exposed a bit better next question i haven't seen a lot of pro rigors trying 2.8 but it seems that blender doesn't give a granular control of dependencies which you can run into easily we know a lot of work has been done on the dependency graph yes the rigging and character pipeline is one of the big big topics for the upcoming 2.8 series versions it's a anime the character no the animation 2020 project that ton likes to call api see i just want to know why is the poly count of that new haircut it's way less than i what i used to have in today's second like flaps here but it's a very low poly count and a 15 euro haircut around the corner buster friendly hi paulo what do you think about the ability to edit animation paths i love it the characters he'll love it and it's a yeah it's it's been thought about but i think the highest priority for motion paths in blender is performance if they were just work fast just as just same as now but fast that would already be an improvement and then we could add um editing of it but it's one of the project that is on the top top top off of the list of for animation the the guys here upstairs are like crazy about this and every time there is a chance it's like hey what can we improve motion paths froze crack studio why why does blender doesn't have a paint geometry maya had it back in 98 why doesn't blender have a tool like that in 1918 in vertex paint that's already there since probably before maya um so yeah that's been a rarity for a while then um but yeah maya had this back in 98 but yeah you can ask that to maya too why maya doesn't have a grease pencil tool like we have we have it in the 2009 uh all right next gbgeo and are there any plans for blender 101 project we got five startup files but the four mentioned in art missing yes the yeah that just needs organization and just making them basically so if you want to start a thread maybe here in the dev talk forum to get the feedback from people that would be awesome that would save some time from the developers that that's really a project that the community can can um try to polish and get it nice and then transfer to the developers to see what's missing what it could be improved in terms of of the things that blender needs inside eddy christen asks my question how do i accurately accurately my english track the bug count in 2.8 i have been going here so let's see uh yeah these are actually the bugs you can filter by bf blender bugs the that it's 1355 it's actually um pretty accurate with the number of bugs but so many of them need to be tried so many of them are duplicate so many of them are not from 2.8 now but also from like years years ago so don't be um be like scared by this huge number there you should also add like the high priority ones and then you will see that high priorities only 23 for time being high priorities like super um super important for 2.8 and things are like crashes and yes some of them are also glitches in specific hardware like maybe really old hardware and people still are not aware that you need open gl3.3 or those kind of things so don't don't be um too scared by this big number but yes we need help with fixing the bugs and you know that the only way to help fixing the bugs is just throwing developers time to it so this joining the development fund is a huge help and also reporting them and if you're a user and you don't have any or if you want to if you can't help with the development fund just go in here and just try and just say yes i confirm this is going this is what happened i or i for example is 2017 i can say you can test bugs and you are also going to help the developers that way because they don't have to try them themselves then or you can also find help figure out what's wrong what's going wrong all right next question james hey paolo can we please get a way of unhiding the selected hidden objects without making a collection or clicking the eye and hiding the selected hidden objects while they are hidden they're not selected but without having to make a collection or clicking the eye icon on every hidden object while you have the alt shift alt you shift control shift shift h no wait control h to hide the collection alt i'm just clicking now everything but um there should be a way can't remember right now but it should be a way um next question just say what is a collection better than a group why is a collection better than a group it doesn't have coordinates and you can't apply modifiers to it what are the advantages of using collections instead of using groups well the advantages that groups don't exist anymore the groups in 2.7 the way they were in 2.7 is that they they were mainly for making instances they were not really working as a as a as a group a group in 2.7 they can't be nested in collections you can have collections inside of collections inside of collections so you can nest them as much as you want you can also instance them if you want to instance for example this cube put it here um you can drag and drop and you are gonna make one so you do have the coordinates like in 2.7 then you can't apply modifiers to it yet but that will be possible once we have the overrides that are coming in 2.81 collections can um yeah it can be linked they they basically they are a bit more versatile but in another in like if you see it more of like from a distance they are pretty much the same concept the way of grouping your your scene the of like organizing your scene but okay instances can uh collections can be nested and many other features however that doesn't mean that groups may not come back groups as as a as an actual group something that you make a group of they could come back in the future in 2.8 in 2.8 and later in blender so i don't see that it couldn't they could coexist collections and group school coexist in the future hola capitán paulo why is that when i manually change sculpting shortcuts in 2.8 they will reset to default after restarting the file that looks like a bug please report it david asks is it possible to add something feature uh which allow entire strip to make visible and hide like a mask i would use mask for that um yeah i would use masks for that basically and i'm already two minutes past five more questions you the ninja hi uh two things possibility to turn off the endless grid that is not added and then try to bring back black shading for flipped faces we need to see it without face orientation um yeah those i think they could be like paper cuts they could be assigned as paper cuts and just see and discuss with the community here in the forums what would be the best way the most 2.8 ish way of adding things back maybe the the grid could be a user preference setting and the same with the uh flipped faces maybe it could be a user pref or an overlay there are many ways a feature can be introduced so it has to be discussed number four poffington asks hey paulo this may be a paper cut or an unpopular opinion i love unpopular opinions auto merge editing could be in the snapping drop-down menu instead of the options drop-down the option drop-downs could be in the same row as snapping i've been using uh showing new users where it's located and majority them are baffled as to why so hidden anyway uh away we actually talked about it in the past for this setting and yeah you actually yeah makes sense the auto merge is it's a bit hidden at the moment it's an options here panel and it could be in the same row are snapping ah so here in the snapping yeah the thing is that auto merge like it auto merges but not only when it's snapped i won't bend it when it's on top of each other but it's really hard to get unvertex on top of each other without snapping unless you're like super precise so maybe it would make sense there was a um patch actually that it would move the auto merge editing here in the snapping popover issue is that you it's good to see when it's active or not so so yeah the uh that's not an unpopular opinion actually has been thought about in the past but it's just where to put it and that it's visible and that it doesn't use an icon more because then we have we don't have room here for anything so yeah unless you have the top bar on and then in the top bar maybe it could it could be there because there's more room for activities up here with or without top bar all right number three suck mercury is there any chance we can have an effect strip creation using compositing nodes an effect strip using the compositing nodes no for because of the way blender works the sequencer can't uh shovel things to like the compositor can there's like an issue there the way they work they have to be written for that i think but maybe in the future but yeah would be awesome if they could talk to each other um i mean they're in the same software right next Giuseppe asks yeah i just started to use blender for professional 3d modeling for vfx and i find a lot of consistency in its modeling tools can we improve it to take reference as model which is one of the best software for modeling that's not a question that's like just can you show all these several hundred euros software into this one which is the best one in the market it's not the way to ask for features i think it's it just shows um try to use blender for a bit longer i don't say that it's not inconsistent it's pretty much very inconsistent especially now with the with the um the way the tool system works but there are like there are users that you can see their videos and they are so fast modeling in blender you can see that the the videos time lapses in on youtube and you see that they're super fast because of the shortcuts because of many many because add-ons sometimes um so there are ways to make things fast and i maybe some um some of the way model has for working maybe they're actually better but we shouldn't just we shouldn't make blender model we should make blender blender should make blender better we shouldn't show other software in because other softwares also have their issues and we don't want those in we we have to make the best modeler ever um because we can because we have access to the source code next question um that was the second last one said corp when do we get an animation called quest talk about talk about animation 2020 in the past but nothing has surfaced because we are in 2019 it's getting all the connections ready and the the next code quest especially for animation is going to need i think more than just a community to support it so it's also important to have the the community as in financially but it also needs people from studios like artist cities that are like hardcore users of like other pipelines and there needs to be a bit more than just developers for this time for the animation called quest for the character pipeline so there will be there will be uh work um there will be more announcements towards i think half towards the half past half of the year maybe yeah around that time i think uh right now 2.8 needs to go out i think we things will be very busy during july almost the seagraph so maybe after seagraph there will be things will be a bit more calm and we can start thinking about the next step but imagine the the noise that 2.8 is going to make so yes don't worry there will be updates in that regard and that's all i have um um so much i have talked so much in the last few minutes but um i sorry that i cannot answer all of your questions this one it's the next one but i couldn't i don't have a time i would like to know there is a way to use tokens or custom environment variables no there's no current way of doing this but if you're doing rendering you could use flamenco which is like it works really well with blender and it supports linux windows mac and recently had an update flamenco is uh flamenco.io it's the render farm system that we use with the open movie projects forever already and it's now um being improved very very much pretty much like very very very often because of the open movie projects and because of the team growing here at the institute all right it's been quite the show i mean talking non-stop i don't know if it's a haircut or if it's a what but it's a blender settings or what but i'm talking so much how how did it go how how was it for you guys is it um is it as crazy as it is for me to like talk non-stop and is it just too much information is it's what what what is it i will um try to take it easier next week if the developers stop adding so many features gee they don't stop thank you for staying until the end i hope you had a great time i had it so let's make it happen again next week is the 20th of um yeah it's the 20th of may already gee okay expect some awesome stuff because regardless like really like according to the plan the release plan mid-may is when things start to get more like frozen and more focused on fixing stuff so all these changes are gonna slowly go down in like crazy changes like moving things around and it's gonna be more of towards fixing things so maybe then i can just have more people over and just chat about regular blender stuff and not just development all day so all right i will call it a day thank you again for staying until the end thank you for hanging out here with me it's super nice super fun to have you over and to share the news that we get every week in this awesome it's this this so special time in in history that we're living that in open source software is growing so fast and so diverse and it's just thanks to people like you and the community that keep it going so thanks again and watch out if you're wearing headphones because we always go with style with the all these styles so in five four three thanks again i will see you again next time next week same place same time bye bye


For uh Just rev that out. That's actually a very perfect That was a lot of angle, but What's up everybody and welcome back here to Forza Motorsports 7s and for some more SSR content We are staring down that v8 powered 370z that of my SSR car that we are running for the remainder of this season So I had to switch to the 370 from the s chassis because I'm a little bit more comfortable in it and well My qualifying showed so if you guys knew about qualifying for round one, I didn't actually qualify in there was some Issues when I was having with the car wasn't handling how I wanted to definitely more solid in this 370 z We're gonna be sliding the z here today because we are on a tune by itandam adi So itandam adi was helping me out We are looking to try to dial this car in a little bit better And he was gracious enough to do a setup tuned for me And I'm gonna test it out and see how it works And then if it works we'll get the numbers from him and we'll tweak it in a little bit ourselves But you know itandam adi great guy definitely helped me out in SSR. So We are going to talk a little bit about qualifying before we go into just ripping this car So two runs for qualifying was definitely a lot better this time than round one My first run a little bit shaky wasn't kind of where I needed to be But I don't think it did anything to zero out So they get some points on the board, but then I was left with a dilemma I was left with the dilemma of do I go into the first corner of road Atlanta and eat that thing and try and go aggressive and Potentially zero and I had itandam adi in my ear going Yeah, you didn't like I do all my runs and I'm you know sitting there like I don't know man So I decided to do a conservative yet aggressive second run which ended up being a very good and Almost on every single clipping point. Unfortunately. I didn't hit record on my run So I don't have them for you, but I was right where I needed to be Entry was a little less angle than I've been able to throw before but I was trying to make sure that I didn't spin out or zero out. I got my phone blowing up for me. I'm trying to drift here Well talk and then drift. So that's why it was a conservative yet aggressive run It was definitely enough to where it should definitely put me into battles here for Sunday for round three of SSR Here at road of the Lana. So Enough talk. I know you guys came to season drifting. You guys aren't here to hear me talk and blab and blah blah blah blah So we're just gonna go into road of the Lana here and send this car Since I tandem adi did the due diligence to get this thing kind of set up for me So I can see how it works Get the wheel cam turned on got our fan and tech all set up tablet dashboard hydro handbrake We are set on sequential mode Because when I was tandeming over the before in my gear ratios I had to downshift in the third to follow through the horseshoe and then shift back up into fourth So it's easier to be on the sequential dog box and just do a quick clutch pop and a pullback rather than trying to Make sure I pull it back into fourth from third so I don't fumble out of gear. So We're gonna go full send now and see how this car works Not sure how the gearing or anything is set on this don't know much about this car set up other than He you know did the due diligence on a wheel and kind of set it up Looks like we're gonna be at the top end of fourth It looks like fifth is kind of just null and void Which is good because fourth gear is kind of where I was gonna be anyways in my car but it looks like fourth gear on this tune is uh More usable maybe I don't think we're gonna go into fifth So we're gonna definitely just have to play with the gearing on entry see where we sit on acceleration and See where we need to put this car for Initiation here at road Atlanta. We are running the original FD section where you enter in the horseshoe sooner then later So I know a lot of people go you run an FD the road land section wrong No, I'm running the original one because that's what SSR runs So we're gonna pop into the third looks like we're gonna cruise in third to the 50 Pop it in fourth Right on the top end of fourth on initiation. That's probably good It's a little bit shorter than I wanted to be on that but our feels pretty solid looks like it can Kind of hold out angle And it looks like we're using the top end of fourth gear Which is good because I was just a middle to a middle to Lower high end on my tune so gearing seems a little bit better And you know I tandem's tune Big thank you to Addie for you know helping me out trying to get this car more dialed in You know, he is the competitor in SSR, but you know, he's a good friend and he wants to Give me the best opportunity to if we go against each other, you know to give him a run for his money So I'm sure if I tandem Addie and I go together It's gonna be a brawl because I do practice with him and it's definitely fun to go side door to door with that guy So once again, thank big thank you to him for uh, just rev that out. That's actually a very perfect That was a lot of angle, but the car does feel good. It feels pretty pretty snappy on transition and Kind of holds it I like the gearing that he has set on this car because I don't feel I have to downshift Where on my car I would have to downshift in the third and it kind of uses the whole rev band because We are LS this thing is popping off all cylinders right now We are running the LS so we are trying to stay in the higher power band rather than the shorter power band Of the lower rpms We would do the same thing in our turbo cars keeping in boost Probably mid to high range, but we are trying to stay in the high range with this car So we're I don't think with this tune. I'm gonna have to downshift into third Which is uh, probably a good thing. So I'll have to get online And I'll get some tandem. So we're gonna try clutch No lift shift. We're just gonna quickly pop the clutch Oh, there we go quickly pop the clutch and we're right in initiation I think this tune is a little more settled Than my tune was Except for right there. I kind of over clutch kicked it Shooting for that grass clip, you know, definitely been being helped by a lot of ssr drivers To uh better my line and tunes and stuff like that tuning. I'm decent at tuning But when it comes to uh getting a car to handle specifically for tracks I have a very well rounded tunes that could drift tracks But you know when you're in the competition level you need a more dialed tune per track and uh I think addy's done, uh, definitely some due diligence with this tune here at road Atlanta. So Definitely gonna be getting with him and uh Getting some numbers off him I do like how it hits Peak rpm right pretty much on initiation Brakes feel okay. I can transition there without actually using handbrake, which is probably better Clip that grass point shoot me out with speed higher end of fourth gear I feel like we could actually throw it into fifth Because the way the gearing is set we might be able to throw this car into fifth We're gonna try running in fifth gear and see how it goes. Not sure if it's actually gonna work But the way he has fifth gear it looks like it's almost me next fourth. So we might be able to throw a car into fifth Which would be very interesting third fifth gear initiate in So fifth gear is a little bit kind of on the same Powerband as my car was when I was running my gearing So we could run fifth if we have to but I feel like we would get really slow behind the cars in chase But it is good to know that we have that ability We may try doing fourth and then shift into fifth out of the horseshoe and see if that helps Because uh, it looks like we could use fifth for a little bit of extra grip run Um, I know I know I was out running him a little bit through that last section And I wonder if he dialed the car back a little bit, you know sneakishly to make sure that I don't out run him It doubt he would do that Rev it out I do like how it hits that rpm band right as we enter in It kind of helps me judge almost initiation points It helps me be very consistent on initiation. I guess so we're going to try to pop this in the fifth Yeah, we could pop this in the fifth on the lead if we wanted to get a little extra A little extra sauce on exit So we do have that option if we want to maybe try and pull a little gap through that end We can pop ourselves quickly in the fifth with a no lift just quickly bang on the clutch Bang it in the fifth gear and uh, send it on our way through the last section of the track So the car is very dialed and uh, I'm definitely going to be getting the numbers off addy and uh, Tweaking it maybe a little bit breaks might need to tweak a little bit personal preference for My wheel setup. Um, I know his wheel setups definitely a little bit different As a quick short shift Right pretty much right as the car revs out is when we're initiating I do like how this handles So like I said, make sure you guys follow me on instagram and twitter all of which are found in the description box below Make sure you guys tune in to the ssr live stream on sunday For round three of the ssr pro division here. Um, I'm for the motorsports seven. Um, hopefully i'll be in brackets Um, I'm very confident with my qualifying runs like I said, so I believe that I will definitely be in tandem battles in my 370z um, not sure if I'll be running this livery or another one, but I'll be there. So hopefully you guys will see me in tandem battles I'm pretty confident that I made it in the tandem battles. I'm not Worried at all like I wasn't round one so Definitely would love to be able to give you guys A show here on the channel with tandems. I need to work on that a little bit But I was kind of wonky on my initiation. I'm much better chasing somebody because I have a car to judge on So definitely going to be getting some more tandem practice tomorrow and saturday as well as beginning of the day sunday before battles Pretty much we'll find out tomorrow. I believe who where the brackets are going to be and where I'm going to play In round three. So as always, thank you guys for watching. I'm evil rabbit I'll see you guys on the track or on the streams and as always I'd like to thank you for all your support and all your comments I'll see you guys next time


What is up everybody? Welcome back to the channel. This right here is something I don't ever want to see. Damn it.  Like I've ran these ads a million times so why in the hell am I am I getting this one disapproved? And so after I looked into it more I kept I kept wondering what the heck was it like I complied with everything it's a simple video I'm gonna play the video for you guys but simple real estate video and as you go into into the actual you click on the green button create and then you go into the actual setup as I mentioned on on it on my previous videos if you're in any of these categories this is the newest update from Facebook this special ad category so if you're in housing or if you're in employment you're looking to you know advertise for employment you're looking to hire people you're looking for internships you're looking for people to work for you right anything related to employment or anything related to credit or anything related to housing you you simply have to just comply and as you go to the setup let's say for example you go housing and if the and if it's your first time doing it you go to the setup and it's it's normally on the ad set or on the ad where you'll have to just click on it and and agree to the policy which is super simple you just click a couple buttons and now you comply it's all good so I've done that already right I've done that already and it's still disapproved it and I'm like dude what the hell is wrong and so as I looked into it more which I'm gonna show you what it was and it just made me laugh I'm like dang dude these Facebook they have it down they're not they're not allowing you know they're not they're not dumb you know I mean they're catching everything and it'll be the smallest thing that they'll disapprove you on you know so I'm gonna show this to you guys and and this is just gonna help you guys you know with your advertising in the future because you for sure don't want to get it you know disapproved so this is the email you'll receive and then when I click on view ad it takes me into the ads manager where I can look into it even further to see what it was so it's in review but it's not I'm not gonna I'm gonna end up just pulling it down and and and having and having the client edit it or do a different one but this is what it was this is what they got me for was alcohol it's crazy when I looked at that I'm like alcohol I'm like dude it's a real estate agent it's a freaking video of a house like what the hell and I watched the video again and I'm like holy crap they they saw that so let me let me play this video for you guys and and so yeah this is this is the violation all because of this simple it's a walkthrough of a property right simple normal video that a million real estate agents do but look at what's in the background look at what you get you guys end up seeing all because of that you guys all because of those bottles that are on the countertop there wow so this particular client she obviously spent some money on getting this video you know produced it she hired a camera crew and all that and so it won't be too hard to simply edit that part I'm sure she she's gonna have to reach out to her camera guy and and simply you know have them just edit that part out if she wants to continue to use that video which I'm assuming she would want to because she spent some money on the damn video so that right there you guys will get your Facebook ad disapproved all because of that simple placement of an of a bottle of alcohol so when you when you come into here even more see more info ads that promote or reference alcohol must comply with all applicable applicable local laws required or established industry codes guidelines licenses and approvals and include age and county targeting criteria consistent with Facebook's targeting guidelines and apical applicable local laws so this is crazy right I mean she obviously has no liquor license so targeting requirements if you choose to run ads that promote or reference alcohol you must make sure to follow local laws and target your ads appropriately including targeting your ads to 18 years or older in all permitted countries except the following so it shows you India and then other countries 21 and older and so that's the thing with with a housing ad you net you have to target 18 and up you cannot change the demographics you can't change the gender or no you could change the demographics but you can't change the actual age so so with housing you have to like let's go back to let's go back to the setup as you go in and run it run an ad for housing and housing applies for everything not just a real estate agent if you're in the if you're in the mortgage industry you have to comply to housing as well watch let me let me show you so so here's the biggest thing with the biggest change with when it comes to housing and housing again it's for real estate listings homeowners insurance mortgage loans or other related opportunities so even even if you're in the insurance industry and you're running ads you simply just click on this one and comply no big deal but the but the thing is is that when you come in and let's just say we're running engagement I just want to kind of show you the next page or the next step I should say which right now we're in the campaign level when we go to the ad set here's the biggest thing that changed with housing is the fact that you cannot change the age so you can change the locations you could target whoever you want you can't target by zip code though you have to target by city or state or or simple location but you cannot change the age so because of this video their Facebook's telling me that I have to that it has to it has to target only people 21 and up if I have those liquor licenses right which obviously we don't but in this case running it to the US or running it to anyone in any anywhere in the US any city what whatsoever I can't change the age so that's that was the biggest change with Facebook this year for real estate agents is that you have to target everyone 1865 and up you cannot no longer you can no longer change the age which we used to change the age all the time but now we cannot now detail targeting you could still target whoever you want but it's the age and the gender you cannot target just women or just men you have to target everyone and so with with that liquor placement there's no way we're gonna be able to you know get that out approved so in cases like this you guys do not put bottles of liquor in your videos or you will get them disapproved alright so just wanted to share that you guys I I got this email yesterday and I'm like wow that's funny and so now I have to reach out to the client and say hey man you're gonna have to reach back out to your camera guy to edit that little part and as long as we can edit that little part we can for sure run it again and I'm and I'm a hundred percent sure we'll get approved on it but unless we edit that little part you know you're not gonna be able to use this video when it comes to Facebook ads now she could for sure you could for sure you know post it on on social media posted on your Facebook business page posted on your personal page whatever but as far as running an actual Facebook or Instagram ad you'll be disapproved okay so just wanted to share that with you guys make sure you're complying with with all of Facebook's you know legalities and and you'll be fine alright guys see you in the next video over now


What's up everybody, Jason from jazvescasebrakes.com, we just sold out the last filler that's going to give away two $500 immaculate random number block spots in package number 12 with this $19.20 fat pack basketball, random team number two. So okay guys, 30 total spots, everybody gets a random team, the NBA, just remember no veteran common ship, but you'll get a random team, distribute the hits out, then at the end of the break we'll come back, roll the dice, and randomize the original customer names right here. And the top two customer names get a $500 spot in the high and random number block, which will be coming up next. So there you go, dice roller, customer names, and the teams, let's do that first, and it is a four and a six, or sorry four and a three, seven times, good luck, one, two, three, four, five, six, and seven, four, five, six, seven, Adam with Adam, one, two, three, four, five, six, and seven. Nuggets down to the Sacramento Kings. I have to take a quick little pack filler though, so no randomizers running at that, but, or no traits, I should say, but Jay, you have the Lakers, we have the Pelicans on your Soman, we have the Grizzly here, Demetrius, Bulls here, Demetrius, and Heat, big dog, right there.  What's up? What's up? What's up? What's up? What's up? What's up? What's up? What's up? All right guys, so here you go. Here's the dash. Here's the original customer names. Good luck everybody roll it And it is a three and a two for five times guys five times. Good luck one two three four five Five times Jay and Brett Rogers Wow There you go after five times five times Congratulations guys last two spots in the R&B big being give the way there and coming up next is the break itself Appreciate it guys


Ancient building techniques are an excellent subject to explore, if one wishes to understand just how advanced our hidden ancestors were. Additionally, it allows one to get a true insight into the contradictions currently upheld by academic institutes the world over. There still exists an extraordinarily diverse array of building techniques. Some, interestingly, appear to overlap even older advanced methods. For example, a stone-boring technology, seemingly used upon many ancient monuments, in many cases it appears to have been deliberately used to slightly damage these ancient stones, leaving them etched with uncanny marks, possibly in an attempt to also leave their mark to prove their past existence, later to be realized by us, now laying within their very distant future. We feel that these marks, along with many other aspects of these ancient sites, indicates that many ancient civilizations have been and gone here upon our Earth. Ancient metal clamps used to seat enormous stones, precision machine-cut blocks, some left within quarries, clearly indicating machine manipulation, impossible block building, effortlessly fitting random-sized blocks perfectly together. Yet the most enigmatic of these ancient building features, which many suspect was indeed somehow connected to the construction of said sites, has to be the protuberances. Rarely mentioned within history books, yet these protuberances are present on many of the most ancient of block structures, which can be found all over the world. No one seems to know what these protuberance were placed upon these structures for. The biggest of these, undoubtedly carved into the still, in situ, regoliths at Yangshan Quarry, a feature we have previously noted and pondered over. Not only do these enigmatic notches suggest a past, world-going, highly advanced civilization, having once prospered here upon our planet, but a feature known as the Boss Mark, found deep within the Great Pyramid of Khufu, may link, for the first time, the builders of the Great Pyramids to ancient structures found elsewhere on Earth. Furthermore, the methods used by the pyramid builders are, interestingly, the same methods used by builders of the other sites containing protuberances. This strategic building method, meaning that their ruins have outlived, we feel, many other ancient civilizations now lost to history. Their capability to move such mind-bogglingly huge stone blocks, and their ability to create such erosion-resistant structures, indicate to us that the builders of these sites may have lived an unimaginably long time ago, and probably chose to create such Earth-shifting structures in a bid to indeed survive the eons. Were they doing so in an attempt to leave their legacy on our planet? Or maybe they were, and are, still trying to tell us something. Only time will tell. The Queen's Chamber, which lays within the Great Pyramid of Khufu, more commonly known as Chiops, has astonished, shocked, and mystified Egyptologists since its mysterious existence was discovered. The intrigue into this elusive chamber, along with its mysterious adjacent shafts, comes as no surprise once one understands the anomalous characteristics of their construction. As we have already covered before, massive cover-ups have been suspected as taking place surrounding this mysterious chamber since its discovery. Strange shaft tunnels, said at a 45-degree incline, no larger than 20 cm in diameter, run away from this room, and no one seems to know why. Not only would these ancient shafts require being hermetically sealed during the pyramid's construction to stop them from becoming blocked, but the excruciating effort that would have gone into making them becomes all the more of a confusing undertaking. Since you realize they were not even connected to the chamber, but hidden 40 cm away from entering the tomb within the walls, completely invisible from the inside of the burial room located deep within the structure. Chiops, noticeably being the only pyramid to have ever been constructed with such shafts, making their addition a popular mystery within Egyptian history. One leads out from the subterranean chamber, two lead out from a termination point some 40 cm from the wall of the so-called Queen's Chamber, or now popularly suspected to be that of an alien tomb among ancient alien specialists, and two from the King's Chamber above. Here is where our story becomes interesting. Rudolph Gantenbrick, famous for actually discovering the blocking door within one of the Queen's Chamber shafts, which could lead to an as-yet-undisclosed tomb, has also made other curious discoveries within the Great Pyramid. Discoveries which could only be explained by modern covert explorations of tunnels that were supposedly to that point unexplored. Gantenbrick's cache being but one example of these mysterious finds, deep within the tunnel systems in the royal chamber, at a 90-degree turn going vertically upwards.  Also, during initial location attempts to find access tunnels leading to the Queen's Chamber, several blocking stones required removal. After the removal of the seventh block, a modern era hexagonal steel rods were discovered discarded upon the tunnel's floor. Each section of the hexagonal steel rods measures 2.7 meters in length and was fitted with a round socket which allowed them to be joined to the next section. In one of the lower shafts in 1872, Wainman Dixon found three more objects which could be considered proof of prior covert exploration of the mysterious northern shafts. A copper grappling hook, about 5 cm in length, accompanied by a small grey-green stone ball and a broken-off piece of a square wooden slat or rod, about 13 cm long. The woodwood today be the most intriguing of his finds. These artifacts expected to be remnants of the grave robber's tools could have been carbon-dated, yet this fragment is the only one of the three to now be missing out of the London Museum's collection. Unfortunately in his writings, Dixon doesn't say in which of the two lower shafts he actually found the objects, but he mentions them in connection with the northern one. Not only did these obviously highly intelligent people leave evidence of how they must have gotten in, but also traces upon the previous untouched ancient walls of the shafts within Cheops, clearly left by their previous robotic technologies. Other square metal rods have been recovered, along with other artifacts discarded within some tunnel systems deep within the ancient structures, meaning these guys got to the treasures way before we did. Interestingly, reported evidence of covert excavations continues to this day. Heavy-duty electrical supplies discreetly running into and trailing deep into the pyramids have been noticed and photographed by some of the more astute tourists. Witnesses to the sounds of heavy machinery being used beneath the site is also frequently reported yet rarely followed up. It seems it's not a question of whether brilliant minds have achieved the seemingly impossible in penetrating these secret layers, but more a question of how and what astonishing finds have possibly been kept concealed. The Great Pyramids, although undoubtedly one of the greatest ancient sites upon Earth. Many feel that when these enigmatic structures are one day inevitably deciphered and their subsequent significance realized, this importance to the development of man will utterly eclipse that which has already been unraveled here upon our planet. It is a site that we predict will encounter numerous astonishing discoveries that will undoubtedly be played down or discredited by mainstream academia and media alike. Interestingly, however, regardless of our suspicions, and international research groups finds have seemingly been shared worldwide by the same organizations we so often find ourselves here upon our channel accusing of conspiracy. This research team apparently applied methods of theoretical physics to the site in an effort to investigate the electromagnetic response of the Great Pyramids to radio waves. In an exercise reminiscent of those which unraveled astonishing characteristics of the Bosnian Pyramids has produced results that predictably since their discovery, scientists have stated were supposedly predicted under certain resonance conditions. They now state that the pyramid was predicted to concentrate electromagnetic energy in its internal chambers and under the base. This supposed initial prediction was made regardless of the fact that not a single claim to these events had ever been made within a single thesis funded by academia. Conveniently, this research group plans to use the theoretical results to design nanoparticles capable of reproducing similar effects in the optical range. Such nanoparticles may be used to develop sensors and highly efficient solar cells. The study was published in the Journal of Applied Physics. It seems to us that those in control of the production lines of mankind are seemingly aware of the technological prowess of the Great Pyramids, yet appear to be suppressing such discoveries in favor of financial control. In other words, the people who have permitted the release of these finds are the same people controlling the flow of information and technological development of our species. Quote, The Egyptian pyramids have always attracted great attention. We as scientists were interested in them as well, so we decided to look at the Great Pyramid as a particle dissipator of radio waves resonantly. Due to the lack of information about the physical properties of the pyramid, we had to use some assumptions. For example, we assumed that there are no unknown cavities inside, and the building material had the properties of an ordinary limestone, evenly distributed in and out of the pyramid. With these assumptions made, we obtained interesting results that can find important practical applications, says Dr. S. C. Andrei Evluchin, scientific supervisor and coordinator of the research. We feel the research is dubious, not only due to the fact that it has been shared within the same mainstream media, who we feel have for a long time been funded to tell an entirely different story, but also due to the attempted conviction that there are no chambers left to be uncovered within the pyramid. Is there something within the pyramid that, no matter how hard certain powers try, they cannot seem to hide? Is this the reason for this conclusion, and subsequent research, being so widely covered? We find the discovery and subsequent coverage to be highly suspicious. During the past few years, we have covered many aspects of Mancuri, Kafra, and Khufu, the three great pyramids of Giza. We have explored numerous amazing facts regarding these structures, which have remained secret for many years. As the interest has grown regarding these three amazing structures, more people with suspicions, hypothesis, and technical and intellectual talents are fortunately beginning to approach these mysterious and wonderful structures in more explorative ways. We are experiencing the beginning of an ancient Egyptian renaissance, thanks to the gift of modern technology. At the beginning of this year, an international team of researchers began investigating the buildings from afar, gazing at them with unusual cameras. Using state-of-the-art infrared heat detection technology, they have discovered some surprising anomalies regarding the heat signatures visible on their faces. But these thermal anomalies reveal are undiscovered shafts, more than likely leading to additional and undiscovered secret tombs deep within these amazing pyramids. The thermal scanning that they have successfully completed has revealed that there are many of these temperature fluctuations in many areas undocumented as containing anomalies. Thus, what the team has done is pinpoint unexplored shafts dotted across the pyramids. The team also found a particularly impressive anomalous signature located on the eastern side of the Khufu pyramid, very close to ground level. From the beginning, the team had always maintained that they would publicly disclose their findings. All of the staggering finds were made public by Antiquities Minister Mamdu El-Damati. During a press briefing, quote, there is something like a small passage in the ground that you can see leading up to the pyramid's ground, reaching an area with a different temperature. What will be behind it, said El-Damati. The scanning was done throughout a 24-hour period, allowing the researchers to monitor subtle temperature changes as the pyramids heated up and then cooled down during the day and night. Though the huge granite and limestone blocks which make up most of the pyramid, this technology was capable of recognizing the slight differentials in their temperature. By monitoring the speed of this heating and cooling, thanks to these miraculous cameras, the researchers were able to isolate several persistent anomalies. Thus, they may have just unlocked more of the pyramid's secrets in one day, using state-of-the-art technology than Egyptian antiquities or archaeologists worldwide have in more than 100 years. While the difference in temperature between most adjacent limestone blocks was between 0.1 to 0.5 degrees Celsius, the largest of heat anomalies discovered on and within the great pyramid was an impressive 6 degrees warmer than the surrounding bricks. So far, there are plenty of theories being put forward as to what these heat anomalies might indicate. Not surprisingly, with the leading assumptions being that of just empty areas, a hypothesis I'm sure some would like to make a reality. The good news is that the study, which is called Operation Scan Pyramids, will continue. Next, the researchers intend to use cosmic particles called radiographic muons to create a 3D reconstruction of the pyramids of Giza in an attempt to map all the secret chambers and passageways within the pyramids.


Hello everybody, E here. Welcome back to another book review. This is going to be a series I'm gonna be going through Heruki Minakami's books one by one Today we're talking about two books, but only because they they come packaged that way I have no way of getting a hold of the original translations of the original versions I haven't even found any on eBay, but we're talking about wind Here the wind sing and pinball 1978. I want to say let's go ahead and jump in Yeah, no 1973 so here the wind sing and pinball 1973 Heruki Minakami himself has said that he's not fond of These books especially not their English Translations that were published of course very early on in his career even the covers are kind of terrible From what I've seen this one's pretty nice. It's a nice. It's actually the only other than the new killing commandant Tori It's the only hardcover. I own of his which is unfortunate, but his books are expensive Especially the older stuff, but this one the first Book here the wind sing. I don't remember much about Period it was a very bland story. I must I must also I Must also interrupt myself here and kind of preface this review with this author is fantastic He is my favorite author Right below Stephen King Yeah, I buy everything he he publishes and the e-book paper paper and audio This is not a good start The and he understand that you know people grow over time and that's exactly The whole reason why I bought this knowing he didn't like it the whole reason I bought it was to see where he had come from now These are new translations, so there's no telling how terrible the old translations are But I know he's not happy with them the first one I see nothing of the heruki Minakami that have come to love over time Whereas with pinball 1973 the second short novel in here I would say they're both novellas by American standards. I mean both books together are 233 pages and it's pretty big pretty big type there There but there but anyways The second one is better in that you feel that that sense of dislocation That you get with Mirakami so often Like in books with what is it the one hard-boiled wonderland at the end of the world something like that? His titles throw me off sometimes One cue eight four and we'll get to all those but there's a sense of dislocation that you read with that You get when you read his stuff and that's my favorite part of reading his books But pinball you start Right at the end as the book is coming to a close you start to feel that Mirakami that that everybody I feel everybody has come to know and love I would I don't review this book very highly. I think I give it a total of two stars That's because one star for the terrible first book and then three stars for the mediocre second book There's not too much of a reason to read this one If you were going to start with Haruki Mirakami, I highly recommend you start with after dark My friend Gregor told me that's where I should start. It is his shortest quickest read And it definitely try that out before you jump into something like one cue eight four or the wind up bird chronicles Those but well wind up bird chronicles is like 700 pages long and one cue eight four is his like magnum opus at Over a thousand pages. I think it's like a 11 120 pages Anyways, but check out after dark. It's one of his newer books And I feel that it is a perfect starting place for anybody who wants to try Haruki Mirakami So if you get into that book and you're like This is weird and I need to step away from it. Trust me. You will not like anything this guy publishes except for maybe Norwegian would but we'll talk about that more when we get there But until next time I have been a you've been you this been another book review. I'll talk to you guys later. Bye. Bye


Hi, it's Vicky here and welcome back. Just because there are a lot of sales around due to Black Friday as well as Cyber Monday, I just wanted to put together this video where I am going to show you 10 different tools that I use all the time when I'm doing art journaling. They are all things that I have for ages and I use again and again. You have seen me using them on my videos all the time and that's why they are a great value for money. When my favorite online shops have great sales I don't tend to shop the trends. I stay away from them and I mainly try to buy things and stock up on things that I use throughout the year. So today I'm going to show you 10 things that I can't work without. I keep them all the time on my desk and if I don't have them closely when I'm doing my art journaling I just can't go on. So let's start first with Matt Medium. This is a product that I've been using for years. My favorite one is the one by Ranger but the brand really doesn't matter. I use it as a glue to stick things down on my page but also as a sealer. There is also a glossy multi medium available however my personal favorite is the Matt one because it doesn't leave any residue when it dries. And when I find great sales I always stock up on a few of those pots which I know I'm going to use throughout the year. And of course when it comes to art journaling you need to have gesso. Now there are so many different types of gesso you can find them on a tube or on a pot. There are thick and liquid ones no matter which one you are using. It does the job. It is a great primer and at the same time it helps your pages to be sturdier as well as the paint to not bleed through on the other page on the back of the page. There are so many different techniques that you can use gesso with. Apply it on your pages just with a spatula all over the place to get a lovely texture. Go over a stencil with it, use it as a wash or even to add splashes. Moving on to the next one another medium that I absolutely love and I use pretty much on every page is a good embossing paste. All modeling paste they are pretty much the same thing. And I can tell if an embossing paste is good depending on the thickness. I like to hold it shape when I apply it over my stencil so I make sure that when I pick up an amount with my spatula it doesn't fall from the spatula. This way I know that I have a good product. There are a huge amount of paste like this one in the market however a good white jar is a must have to have on hand and you can always mix it up with some acrylic paint to color it. Now when it comes to glue here is my absolute favorite my Nouveau Deluxe glue. It's leaving all my craft table and I like to use it all the time. Of course sometimes depending on what I want to stick down on my page I go with my mat medium but I keep my Nouveau Deluxe glue handy as well. I like to do a lot of paper piecing so sticking down things that are going to stay put is really important for my art journaling. I like this glue because it has a fine tip it holds the paper and grabs it really quickly and it doesn't clog on me so I always grab a few of them when they are on sale. Now a good scissors is a must have. Teamhold scissors are my favorite I did invent on them a few years ago and I have never changed them since. I keep using them again and again the blades never dull they are always nice and sharp and they are not sticky. I do have all three sizes and I even use the smaller one for my fuzzy cutting and I do have the older versions the orange ones which my husband is using at the moment but really investing on good tools is never a waste of money you will be using them all the time. Another one of my favorite tools that lives on my craft desk is my heat gun. This works as an embossing tool for melting your embossing powder however this specific one by WoW works as a dryer as well so if you notice it has two settings and since I'm really impatient and I cannot wait for things to dry this is my little handy helper and if you are wondering how I keep it so clean and white from time to time I wipe it off with alcohol.  There are many different types of pens that you can use for that you can go with a paint pens which have acrylic paint inside or you can go with gel pens which I use many times as well and they come in different nibs all the way from chisel tips to very fine ones. I always like to stock up on these type of pens especially if you are working with fine ones it is really easy to mess them up since you may touch glue or other wet mediums and you ruin the pen super quickly so I always get a white collection when they are on sale. And of course another favorite are my fine liners there are so many different brands out there lately I am using these spale binders ones just because they come in a set and they have a really white collection of nibs all the way from chisel tip to brass nibs as well as to super fine ones but there are many of them in the market I always make sure that these are permanent so I cannot smudge or smear them and that's really important for my go-to techniques. Another important tool when it comes to a general in case of course a spatula bigger or smaller a spatula is a must for me there are plenty of techniques that you can do with a spatula apply paint dub paint to add texture you can apply pastes over stencils and there are even different types of spatulas like the metallic one you can get a silicone one or even a plastic one all of them do the job great and it is a handy tool to have on your arsenal or in another tool that you may want to include is a brayer however I don't use it as often this is why I didn't include it on my 10 favorite things and of course you need to work on something my absolute favorite is the glass mat by team holds you see me working on top of that all the time I bought it a few years ago and never looked back there are many advantages on working on a glass mat but the number one is that it is super easy to clean so these were all the products that I tend to grab all the time when I'm working on my art journals I hope I gave you some ideas on what you may want to look for when you are shopping the big sales I hope this video is helpful especially for beginners in our journal link I tried to keep it short and if you are shopping our journal link make sure to check out juggles they do have 20% off site-wide just like always there is a list of supplies down below in the description area thank you all so much for stopping by and I'll see you all next time


How did you feel taking the mound today? I feel pretty good, I feel good, you know, just little like not really on sync with my mechanic. You know, I was missing my spots a lot. I wasn't really hitting my spots and I mean I did a pretty good thing, you know, when you give the team a chance to hit that pitch, that's what's going to happen. What do you think made it tough for you in terms of hitting your location? Just following my hand count.  Do you think that had something to do with being rusty, having not pitched in 10 days, or the travel you just dealt with? Yeah, like I said, I was feeling pretty good, I was feeling good, just a little mechanical just.  Been tough three weeks, but I mean, at the end of the day I have to still do my job, you know, I have to go out there and just try to do my best. Other mechanical issues, things that you identified by yourself when you saw what you were throwing, or is it something you'll have to work through?  Your shoulder was okay? Yes. What were you able to do with Trivino in order to get on the same page with him without really knowing him? How were you able to try to do that at least? He's really good, you know, he even told me in between to try to stay through the play, you know, towards the play. He knows what he's doing back there, you know, I like the way he calls the game, you know, like, I wish I was hitting my spots today. What do you think of the trade and being on this team overall? What do you think of being on this team overall and getting traded? It's awesome, I mean, this is the best team right now, you know. They have great courage here, they have a really good group right here. I'm really excited to be here. Frankie, obviously they have pretty good numbers this year. How disappointing is it that they have this kind of an outing in your first start?  That was not the case today, but this is not my last one, you know, this is the first one. They weren't going to let you throw 100 pitches today anyway, because you're working with it. When do you think you'll be all the way back when you feel dealt up with good endurance? I know, yeah, having talked to them about that, but I mean, I should be for the goal.