Hello everybody.
Welcome.
To master class.
On this day, the day.
February 2nd.
Is today Groundhog Day?
Are there any new developments?
Yeah, my grandmother's birthday.
Ohh.
At the birthday, grandma.
Yeah, yes. So Shadow went back in.
Ah.
All right, fine.
That.
Means six more weeks of winter. Burr, I am freezing here.
Yes it does.
I'm not and wish I was here in Florida and wanna get winter as
long as I can here because it's going to start to get really
hot.
It was hot yesterday.
Alright, so we have a really great master class going on.
This evening.
And I don't have my notes with me, but let me check really
quick what I've written.
In teams.
In our agenda this evening.
Is it listed here?
You know I love all the little faces somebody put in there.
Another one.
Almost there. Hold on. Hold on. So this evening we have Casey
Watson.
Presenting figma with model created.
And Derek Lewis.
Uh going over his project breaker animations and Derek
Aguey Zinsou.
With his SIFT workstation, so this should be really exciting.
This evening O we will start with Casey, then Derek and and
then Derek.
Derek and then Derek, I have to say it French like that way. You
know the difference.
All right, Casey.
OK.
It's all yours.
Just share my screen seconds.
All right.
OK. Can you guys see it?
I'm about to start the presentation, OK.
Here.
I love the colors.
Yes. Yeah. Nice color is definitely.
Yep.
Thank you.
OK. And then I'm going to play it and let let me know if you
guys can hear it.
Figma design by Kacie Watson.
So what is figma? Figma is designed tool for user interface
and.
Sorry.
And experience it allows for collaboration in the cloud and
has a large community for people to share their designs with
others.
In this presentation, I will be going over some background
information about Figma that someone should know before they
get started designing, including how design for the client and
not for yourself and efficient ways of practicing how to do
that, as well as how to actually use figma including frames, text
colors, shapes, default properties and groups.
Section 1. Background and planning.
User interface is how the product looks and feels and user
experience is the functionality and how the user will interact
with it. A lot of times there will be.
Set designers for each type, but knowing how to do user interface
and user experience can help boost your portfolio and the job
market. And then there's project brief, which is a short summary
of project requirements that should be short and easy to
understand.
I am a cake decorator and one of the rules at work is to make the
order how the customer wants it and not how we think would look
better and that same concept applies to design.
Making your designs how the client would like it, or how
they're target audience would like it.
Rather than designing for what you think looks nice and
comparison to what the client actually needs and a great way
of practicing, this is a random project generator as it is
something that you haven't already thought of in your mind
and had an idea for so that's what I used for this tutorial.
This is an example of what a project brief looks like, so it
has the name, the location and the target audience.
When I started with Figma, my brain went straight to high
fidelity designs getting it picture perfect. But all
designers should start with low fidelity designs and matter what
their experience level is. The great thing about using low
fidelity designs is that it's easier to edit and promote
brainstorming as well as it can be done basically anywhere, even
on paper or marker board and then.
The high fidelity is more of your picture. Perfect finish.
It's when you can actually to that test you're designs. But it
is harder to edit.
Section 2 frames.
I'm going to import my.
Project brief for reference.
Now what my project brief tells me is that this ideal clientele
would have a busy lifestyle and a respective field which tells
me an app. So my frames there is different selections, so I'm
gonna go with phone to start off and I'm gonna go with the 14 Pro
Max.
Now I'm going to copy this.
Now if I wanted to copy more than one at once, I'm going to
hold the shift key.
And copy again.
Drag that.
Now I'm just going to rename my frames.
So some more about frames and the previous tutorial we had
used this.
14 Pro Max, which I'm gonna click on this again, except this
time.
I'm also going to click on a landscape landscape one.
Something that I noticed just through user experience is that
a lot of phone apps.
Won't typically have a landscape option unless it's a game.
However, I have noticed that a majority of websites have this,
so it is important that especially if you are going into
website design, that you also create designs and landscape.
Another thing is.
Custom frames.
So you can make your custom frame by dragging it out.
But you can also edit the sizes here.
So for this I'm gonna do a 5 by 7 part frame and every inch in
pixels is 72 pixels for every inch. So for the width.
Or, since it's five, I'm going to put 360.
For the height, I'm going to put 5.
Since it is 7 inches.
That is a little bit how you can do a custom frame.
Section 3. Text, color and shapes.
OK. So next we're going to be focusing on text. So there is
fixed size and then there is auto width and each one has
their purpose. So if I automatically click then I am
going to get the.
The auto width, so I'm just gonna put so.
Coffee beans.
Just drag that to center and then next I'm going to do the
fix size by clicking and dragging, which this also has
its place. So for this I'm gonna put best.
Being.
And then a great way of for the fix to optimize the fix sizes
like this.
So I like to use numbers that are easy to remember.
Umm.
Versus like, if I were to drag this and just get like a random
number like this, like a decimal, I don't, I don't like.
Like that.
No. Center it and so say like you know, I wanted a lot of
spacing.
But I didn't want to have to create a bunch of different text
sizes and so if I were to change this to the auto list, it would
mess up so it just controls see. So that's why the fix size also
has this purpose.
So the next thing will be going over on is shapes and layering.
So now that I have placed my rectangle here, my product shot
has disappeared. So what I'm gonna do is I'm just gonna drag
that product shot above the rectangle.
And then next, we're going to do the same thing, but with the by
now and weren't impose.
So it disappeared again, but something else we can do is on a
rectangle we can hit send the back.
Next, I'm going to be showing you color. It's typically isn't
part of our low fidelity design. However, it's something you need
to know, something you can do is you can drag this bar and then
you can select what shade you want throughout here. And if you
notice, I only select two of them, not so I can show you the
dropper tool.
So going back to the fill on this last one and I'm going to
hit the dropper tool and I'm just gonna click here and then
now all three of them are the same color. Now granted, I could
always hit shift and click all of them, but I wanted to show
you that dropper tool.
Section 4. Default properties, scaling and gripping.
OK, so for default properties something I can do is now I'm on
my rectangle, I'm gonna add some properties to it, so I'm gonna
add a stroke, make it a 2A little bit easier to see and add
a little shadow.
And then next.
We're going to go to edit.
Set default properties, so now every time I drag a rectangle
out.
It's gonna have those properties.
Umm, next say I want a rectangles that have already
been created to have these properties, but I'm gonna do is
I'm going to copy properties.
Then I'm going to hold shift key. This like both of these and
then I'm just going to paste properties.
And this next sectorial, I'm gonna be going over grouping and
scaling. So I already have my buy now more info button
grouped. So we're gonna be grouping this product chat. So
I'm gonna hold the shift key.
And click on both of them.
The rectangle in the product shot text and then I'm going to
hit group selection and then I'm going to name it.
Products that.
Our product display sounds good. Give it a little bit different
name and then so next is gonna be going over scaling so
typically.
Figma is always at this automatic move. I just happened
to already have it clicked on scale, So what this does is when
I have a group.
It actually makes everything bigger when.
Or smaller, whether it's your text or your shape or even the
stroke, it makes everything bigger.
When you were to, if you were to try to do this with just the
move tool.
This is what would happen.
See how the.
Product shots? Not really.
Moving correctly.
It's like going in different lines and stuff versus when I
have the scale.
Product shot is staying in one line.
Here are my references.
Thanks for watching my presentation. Just want to give
a shout out to slides go for the presentation template.
Thank you though.
Thanks guys.
That was an awesome it was really cool.
Thank you.
I know Angela liked it.
Yes, I did.
That's her figma.
Did you ever use Figma before? I introduced it to you, Casey.
No, I did not that it was my first time with you.
Yeah. Nice. You've learned a lot.
Yeah, the scaling thing was super helpful. I didn't realize
that previously until I started watching some more tutorials and
then I found that I was like that answers so many questions.
Yeah, it looks like it's a lot of fun to work to use. I haven't
used it much yet, but I see what's coming out of it, which
is really nice.
All right. Derek Lewis, Are you ready?
I am ready. Good evening everybody.
Take it away.
All right, let me share here.
Alright, I also have some computer audio playing here, so
if there's no audio coming through, just let me know.
I'm Derek Lewis. I'm software development team member here and
I am doing my presentation on custom sprites in unity, so
let's start this.
So I've been working on Project Breaker and one of the more
interesting aspects has been attempting to animate some of
the assets. My daughter loves games and loves drawing, so she
decided to create some concept art for me. She's far more
talented than I, so I've accepted her input. We'll be
focusing on her robot paddle character and the Lantern fish.
I'll start off by saying that this is a fairly approachable
project for anyone who is interested. Unity can be a bit
quirky, but there is a large community supporting it.
Furthermore, I have a bit of experience with the drawing
hobby, though it's been a few years since I've drawn anything.
I have even less experience with the animation and this is my
first time using unity. I'm definitely not a pro so anyone
could find success with a little patience and if the drawing part
is too intimidating, there are plenty of assets that are
available to purchase or even for free. I'll do a quick
rundown on the tools I'm using, but there is no hard set rules
for much of this depends on your preferred environment, art style
and applications. I'm using the procreate drawing application
which is exclusive to the iPad. My iPad screen has been cracked
by my toddler so it has a nice vintage feeling.
But you can feel free to customize your device however
you want tablets with some sort of pen support help, but that's
not required. You might choose the Samsung Galaxy Tab S8 or
Microsoft Surface Pro.
Alternatives to procreate for other platforms include
Photoshop, sketch, Autodesk Sketchbook, Artrage, Crita.
Here's a link to find assets if you don't want to draw anything
on your own. I'm also using Adobe Photoshop, but you could
use GIMP, Krita, or photophobia, and I'm using VS code and of
course humidity. OK, let's get started.
Here we have a basic functional version of the Brick breaker
game for anyone who wasn't familiar. It's a pretty simple
classic game where you move the paddle left and right to deflect
the ball into the bricks to clear the screen. There's
currently a very simple score system that awards points
whenever a brick is hit and you can see that over here and
there's a live system here where each time the paddle misses the
ball, the live counter decreases. The problem is that
everything is very generic right now. There's a lot that can be
done to improve the game. For example, we could change several
of the game mechanics.
We could have music and sound effects, backgrounds and other
elements and assets, but today we are going to focus on these
sprites. We're going to swap out the paddle Sprite and introduce
a sort of enemy Sprite and I'll show you a couple of ways to
animate sprites within unity.
Now we will still use the current paddle code we've
written to maintain the same behaviors such as user movement,
input speed and such. I'll go over these quickly. We can see
all the projects sprites down here. There's a Sprite for the
ball for the bricks and for the paddle.
To the right, there are components which are added to
each Sprite. 2 important components are rigid body 2D and
Box Collider 2D. The rigid body component allows an object to
react to game physics such as gravity and drag. The box
Collider component defines a rectangle shaped area of
collision properties. Together, these components define how an
object physically interacts with other objects in the game space,
and these properties can be referenced within the code by
creating a script for the paddle.
This brings us into VS code where we can edit the script in
C# here at the top I have properties for rigid body and
direction which takes the form of a vector 2 object type,
vector 2 describes X&Y positioning. I also have
variables for speed and Max bounce angle.
And I'll just quickly go over some of this code. This part of
the code constantly checks for input from the a key or left
arrow and the D key or right arrow, and this sets the
movement direction to left or right.
When no key press is detected, there is no movement.
To increase the speed of the paddle movement, the direction
is multiplied by the speed variable which was set
previously.
This bottom section uses the collision 2D properties from the
box Collider component to detect when the game ball collides with
the paddle. Basically all of this code bisects the paddle
into 2 equal lengths. To calculate the contact points in
a range of -, 100 to 100%, the Max bounce angle variable is
included to limit the deflection angle of the ball. In this way,
the ball will bounce from the paddle at a different angle
depending on where it hits, offering more variance and
control. If you're curious, a quaternion is a complex number
of the form.
W Plus XI plus Yi plus ZK, where WXY&Z are real numbers and
IJ&K are imaginary units that satisfy certain conditions.
I was able to use this concept and my advanced mathematical
knowledge to calculate the resulting ball movement. Just
kidding, I borrowed it from this guy.
Here's the quick time lapse of the new paddle robot design. Uh
that I drew in. Procreate. It's nothing too fancy, but it should
help show the concepts. If you remember, this was designed by
my daughter's concept art. It's important to plan ahead when
creating your Sprite. You'll have to have an idea of Sprite
size, art style, line width and layer so that you can animate
the different parts of the object. And so the design is
cohesive with the rest of your assets. Once this is done, I
exported a layered PDF file and opened it in Photoshop.
The goal here is just to separate the components of each
layer, which will be necessary for bringing it into unity as a
PNG file.
Now we're back in Unity, ready to add the new Sprite we
exported. I'm going to head into the sprites folder and import
our robot paddle friend and just to keep in mind this is one way
to handle this and we are working with PNG file. There are
other methods that go about this depending on the desired outcome
and the Sprite file type. Now I'll select our current paddle
Sprite and the one we are going to replace and over here in the
Sprite renderer I can actually just select the new Sprite and
it replaces the old Sprite while retaining all the other
component properties that have been set.
I'll just move the Sprite up a bit here and you'll probably
notice that the box Collider is no longer aligned with the
paddle, but we'll fix that a bit later. For now, we need to set
up the Sprite this guy needs to be reassembled and will give him
some bones. I'll select our robot Sprite in the assets
window. I want to make sure Sprite mode is single, which is
what we need for PNG image. Now we can select Sprite editor in
this top tab I will select skinning editor. This is where
we can add some bones and joints.
I select create bone over here and then double click on my
Sprite. This is a very simple design, but the general goal is
to build out a puppet like structure. I'll start with the
base by clicking and dragging. Right click exits from the Bone
segment and I and I can connect the other elements. We have to
connect the head with some joints of the antenna. We have
to connect the mouth and the eyes. It seems a bit strange at
times with just think how things might connect.
Next, I'm going to select auto geometry which creates the
Sprite borders and weights. Weights can be thought of as how
anchored this specific segment is. A heavier segment is less
pliable and will be more likely to hold its shape while
manipulating other segments. Increasing the sliders creates a
more complex but more resource intensive rig. Usually the auto
settings are pretty good if you're doing something simple,
the lines are the added geometry, while the gradient
shows the weight and this could be adjusted if you want. I'm
mostly going to leave this alone.
You can start moving things around to see how it behaves,
and you can reset everything up there with the reset button. We
can also edit the geometry if we want to get a little closer
outline. I think this looks alright. We need to next adjust
the depth of the Sprite elements so things are layered correctly
with the paddle in the back, then head then eyes and mouth. I
also want to rename these elements so I know what each is.
Then we can apply this, then head back to the scene to
assemble our paddle bot.
I will add a new component, a Sprite skin and set it to create
bones. Now it's time to build the bot by moving each piece
back into place.
And now that the paddle is reassembled, we need to fix that
Collider. I'm just going to make some size and placement
adjustments. I actually only want the Collider around the
paddle base because the head is more just decoration. I don't
want the head to affect the ball during gameplay.
Now we add another component IK manager to D This component
allows us to make this rig function. I'll add a new limb to
this list and we can see it up here. I'll rename this so it's a
little clearer for me. I'll drag my antenna here into the
effector after selecting the move tool, I can drag this
selector to where I want the limb and hit create target. Now
if you see I can actually move this element. This is a simple
animation so we can go from here. If you're doing a walking
animation or action with arms and legs, and you'd want to do
this for each movable section or limb.
Uh, I'll open the animation and animator windows now to get
started on the animations. We select the paddle and create a
new animation asset. We'll put it in a animation folder 1st and
we'll make a paddle folder and name this file paddle dot idle
for the idle animation.
We'll save this and then start animating in the animator
window. You can get pretty detailed with these options, but
I'm going to keep it simple by just recording here and then
selecting a specific frame count and I can adjust this right to
create keyframes. You can get finicky here if you want, I'm
just going to make some quick adjustments and this is OK for
now.
Next, I'm going to add a new clip. This one will be for when
the paddle moves.
I just want easy change here for the moving animation, so we'll
make some quick changes. This is just a very light tutorial so
this will work alright for what we need. Now we have an idle
animation and a moving animation.
Next in the animator we can see our idle and move animation
states.
Usually you want the idle animation to be the default
state as we have it set here, we need animation transitions, so
we need to transition from idle to move and also from move back
to idle to determine what will trigger each animation I'll
create A is moving Boolean and that's going to link the paddle
movement to the animation and these other settings I want to
make sure the has exit time is deselected. Fixed duration is
deselected and transition duration is set to 0. This will
create instant transitions between animations and we have
to set our condition within here using the is.
Moving bullion we created and now we go back into our paddle
script to pull it all together.
First I need to add the animator component so we add this here at
the top of the code and then add our component into the start
method.
Within the update method, I will add our parameter boolean of is
moving to check if the paddle is receiving directional input. Now
when our users pressing a directional button in this case
AD left arrow or right arrow then the movement animation is
played, otherwise the idle animation is played. The one
issues that are paddle and animation is built to move in
the right direction. So even when it moves left it will be
posed to move right. We need to flip the Sprite for left
movement. I will create a Boolean value called facing
right and set it to true.
Then I will create a method that flips the Sprite. If moving to
the left, this flip method checks whether the facing right
bullion is true and then flips the Sprite when necessary based
on the direction of the movement. We'll add a
conditional statement in our update method to check and call
the flip method when needed, and here's how it looks in action.
Notice how the default state is the idle animation whenever the
player moves the paddle, the movement animation plays and the
Sprite flips depending on whether the movement is left or
right. There's a lot more that can be done or cleaned up. I'd
like to add a separate animation for when the ball hits the
paddle, and also one when a life is lost, but that will be for
another time.
Next is the enemy Sprite. If you remember from the concept art,
this is a Lantern fish. This was also drawn in procreate, but I
did this one differently. I created individual frames to
create a swimming animation rather than separate elements
that we'd rig with bones. This is just a rough animation of
only 6 frames. I'm certainly not a professional animator, but
there's a lot of animation tricks you can learn if you
really are interested in that sort of thing. For the sake of
time and to avoid redundancy, I'm going to go through this
more quickly. I'll stop to mention anything that is greatly
different from the previous animation.
One difference is how the file is treated within Photoshop.
Each frame is layered on top of each other. This would be a good
point for a palette swap or other cosmetic changes if you
wanted. Otherwise we save this as a PSB file rather than a PNG,
and we had back into unity.
Now I've imported this into unity and it's recognized as a
PSV file. Most of these settings are correct, but we do have to
uncheck character rig because we won't be creating a rig for this
animation.
Applying this change in the automatically creates a sort of
Sprite sheet as seen in the bottom right.
I can access the group of frames by changing to a single column
view and selecting the six frames. I then drag them into
the hierarchy to add them to the scene.
Unity recognizes this as an animation, so I named the
animation file and see if it into my animations folder.
We can test the animation in the timeline or by playing the game.
Now I'm not adding any collision properties or any other
interactive programming to the fish. Right now. I just want to
create a quick script to get it to move across the screen.
And there it is. We've got a fish spray animation and a robot
paddle animation. There's obviously much more that can be
done. The fish isn't much of a hazard at the moment, but
hopefully everyone got an idea about how this all works. Thank
you.
There, this was awesome. Oh my God, I love when you guys come
Awesome, awesome. Awesome.
OK. Thank you.
up with this stuff. I'm telling you I love master class.
Yeah.
That'd be nice if the fish could eat the ball.
Though.
I know. Seriously. There's so much you could do with that. Uh,
that's funny.
My plan right now is the the Little Lantern on the fish. If
the player is able to hit, they're going to get like a huge
bonus.
Oh my gosh.
And I'm gonna have unbreakable bricks. Where the only way to
actually get past them is to wait for the fish to come
actually, like, chomp through them. So that's kind of my plan
Here you go little.
at the moment. If I can pull it off, yeah.
Easter egg and Easter egg. That's awesome. OK, that's
perfect. That's great.
Are you going to make the paddle smaller as it as they go up
levels too?
I don't know. Maybe I was thinking of a different. I'll
Yeah.
have to ask my daughter. I don't know. She's almost all the
They again.
ideas.
Yeah, that is so cool. That's really nice. I love it.
Thanks.
Love you too.
Thank you.
Yeah.
All right, Derick.
Are you ready?
Yeah, I'm ready.
We.
Take it away.
Oh, that's cold.
OK. Can you see my screen?
Yes.
OK.
So I will start with a plane presentation and after that we
will come into the practice mode.
So I'm going to present today received workstation.
Ohh, we do a lot of work in cybersecurity with that.
Uh, it's a tool that is used mostly in differ digital
forensic and.
Accident response?
So what are we going to talk today? We are going to see
together. What's the sif what's shown is.
Why use it? What's various tools are included and utility are
included?
And we will do a quick practice of the installation and the
disconnect this with the seat workstation.
After that, we will talk about the questions.
So what's the SIFT workstation?
It's a collection of free and open source incident response
and forensics tool design to perform detailed digital
physical examination in a variety of settings.
It was created by Rob Lee, one of the senses, and situate
teachers for his classes. But over the year he and a small
team has continually updated the support attention.
For the community and for the public, for public groups
resource.
That's supposed to have today over the 125,000 downloads.
And it's continue and they continuously added no tools.
Hoops. I'm going too fast.
The wider walks the seat workstation.
Generally, we all know about Kali Linux and Kali Linux is a
great, great tool because it's it's a distribution where you
have included all the tools you need to do the job.
So there was no really anything like that for the different
differ for digital forensic.
The digital forensic tool right now is able to match any of the.
Propriatary and commercial softwares that are available in
the market generally what we have on the market, it's the
most of us are really hard to get by example, coffee.
Which was made available to the public a few years ago, but was
there since a long time, but only accessible to the the law
enforcement company or organization and others.
In case by example is really expensive for everybody to that
that work on the digital forensic side and it's really
hard for a new student like us to get access to those tools
because of the cost.
There are a few that.
That are free, but they don't do all the job they do, just the
part of the job. By example you have volatility which is used
only for memory analysis.
We have HXV which is loose for e-mail, for imaging and all
that.
So what do you have included in the SIFT workstation? First of
all, the six workstation is a complete distribution, so it's
based on the Ubuntu 20.04 base.
The long term service model and it's completely included into
the the the Ubuntu 20 or 4 you can either.
Getting as of VM appliance or you can install or you can
install it or upgrade it easily from any Ubuntu based system.
You can install your Ubuntu and after that just do an upgrade
and install an upgrade and you get what you need.
It has a really extended fight system support. You can. You can
read almost.
Everything so you can read NTFS file, you can access Rd data,
you can read HSF files. You can read slight memory, you can read
memory, memory, data, run data. You can read all of the facts.
All of the EXT. So you can do forensic for.
Any kind of system?
It also have a huge evidence he makes report.
Or in the field. Various various tools have various formats for
the for creating their image. You can work on raw images. You
can work on images coming from FTK, major. You can work with
MSG's coming from NK.
You have the whole choice to to do what you need to do.
It's also include a lot of evidence response support tools
like F response, Rapid Sprint, right.
You can add on strengthen telligence and.
Indicator and indicator of compromise. You can add stretch
handing and malware analysis type and to the tool.
Some of the software included.
Ohh Log 2 Timeline which is used to create timeline generation.
When we are doing forensic by example to know exactly when the
things happen, not just what happened.
We have volatility included. We have worked instructor. We have
clam AV, we have image mounter.
But Ohq image slots kids.
Don't all those are really interesting tools used by any
forensic analyst analyst.
We also have a compatibility with re/max. re/max is a Linux
tool kit that is a hugely lost today for reverse engineering.
Though it's used mostly to analyze malware and know exactly
what the mail malware is intending to do, so it's
possible to include a remnants into your installation of the
shift work session, so you can do all that together.
So let's do a a little practice.
So we have three ways to install the Safeway station. The easiest
one is to get the VM.
I can show you where to get it.
You just go to the census website and you you look for
SIFT workstation.
You create. You have to create they they will require you to
create an account to have a son's account, a sense Institute
account as soon as it's completely free. So.
Anybody can have access as soon as you have the account, you can
download the seat work session, the VM appliance and it's just a
fine and you can from there. I think that the only format they
give.
Is the.
Is the VM box image.
Yeah. Ohh it's an OVA. It's so you can import it into any of
your tools so you can import it into hyper V or VM Ware if you
prefer to work with VM Ware.
So that's the 1st way to install the the.
Received workstation the 2nd way is also sample is.
I stole an A native Ubuntu system. So you run your
installer off. Don't do 20 or 4, finish the install updated and
just with one command. The sudo system stall.
You have your sister, your SIFT workstation, the, the, the, the.
The system will download everything that you need to have
a completely working SIFT workstation.
The third option for the people who really love Windows right
now, Windows have offered the Windows subsystem for Linux so
you can install the WSL and when you are installing the WSL you
can just choose ontu during your installation.
And at the end of their installation you have your
Ubuntu subsystem. You can launch a Ubuntu Bash and with the
comments if they stall mode, that's dash mode equals server.
You will have the installation of sift into your Windows system
so you can enjoy your window system with everything that you
need to do.
Your ohh forensic job.
So that was easy. I stored the VM, but when I installed it I
have some a few issues. First of all, the system didn't want to
wake up so I have to do a few tricks. I'm going to show you
what I did. First of all, when you explore your import the VM,
it's not coming as Ubuntu system.
So I have to change the type to Linux and to change the version
to Ubuntu 64 BITS.
That was the first week. After that my my VM was able to start
but I was not able to get any display. So I have to go into
the display and play with the display. I have to put some
memory for the video memory and change the graphic controller
from. I think by default it was.
Bbox VGA but that was not working. I I choose the SVG and
that's the one that works for me. So maybe you can have a few
issue, but tricking it is really the the way to go. There was one
more thing when I started, by default the the.
The processor was really high. They choose to use A4 CPU. My
computer was not so big so I have to reduce it to just one
CPU.
So it was really slow, but I could work. I I can work with
that. So let's start my VM.
So it comes with a default username and password, the
username. The default username is science forensic.
And the default password is forensics, so you can change the
password if you want.
There.
The best way I calling to the creator of the SIFT Workstation
rubbly is really to use it as a VM because the bigger advantage
you have using it as a VM is you have the VM, you have a case to
work on, you work on your case.
And every system and every software you are using is going
to receive an update or be changing a few days in a few
months in a few year in a few years. So here recommend to
really use the VM.
Do your case and froze your VM at the at that moment or just
shut it down. So every time if in the future because in
forensic people can be can find out that or can want to question
the way you make your your your discoveries. So when you froze
your VM and you keep your VM with the evidence inside it, you
can just come back there having the same tools and be able to
reproduce exactly the way.
You were able to get together the information you gathered and
represent it to them in a in a safe way.
So as soon as you are logged in, what I did is I actually used.
Uh, when SCP to copy the files I have a.
I downloaded. You can also do that. There's way to download
website that gave the ability to download.
Ohh raw, raw hard drive or hard drive images. I downloaded these
two images from a website that offer hard drive images for to
train. So I downloaded them and I used win XP.
To be able to send my view my images into my view so you have
to check the IP address of your box you comment IPA to get the
IP address and my IP address is right here. So I use that IP
address and Logan.
Into my VM with my username sends.
Forensics.
And my password forensics.
And boom, I'm inside my VM. I can send all the files I want.
Right here. So I just imported my my files over here into my
cases file.
The.
You're received wall station. Come come created with a cases
folder where you can import your. Your case is 5. So I just
sent my case is files over there.
As soon as I get there, it's recommended for working into the
C location to use the root account, so I'm going to do Soo
Soo to get as root so I have access to all the tools and
everything I need to do.
So if I go into my case it's files.
I will see my.
I can see my files there.
And I use the command. The command, uh, mounts.
I use the command.
EWGF mounts to be able.
To mount my fine into the into the system, so I choose NPS, the
one I want, the first one, and I want to marry it into M&TEWF
as soon as I hate star. I already have Mommy decide, so
I'm not going to to do it again as soon as I hit or I hit enter,
my file will be mounted automatically into that folder.
And.
As my fight out there, I can go back there now into that folder.
I can change directly to Mt Mount.
Ohh.
WS.
And I can say oops, did I remove that?
Or I think that I will have the money then, OK.
Let me go there and.
Who that?
OK, so my file is mounted there.
I can go there and see my file.
And I see my fire 8 double F1 there.
I can check the information about my side.
Oh no.
I made a mistake. It's either obvious one.
So it's showing me that my file is those file it has a dose or
MB I but sector or MBR boot sector.
Supposed to be XP, but at that moment he don't have a lot of
information to give me, so I'm going to move ahead.
And mount that file.
With the command mounts and that's all.
Offset.
I find I want to want you to choose.
It's folder window.
And boom, my file is mounted so I can go into my folder.
And my aunt windows mount.
To see what I got there.
And we can see that I have my folder, my Windows folder open
there.
And from there I can do everything I need to do. I can
check the boot ini file, I can go into the the various folder
on that computer and I can do all the analysis I need to do.
So that was the conclusion of my presentation.
And I was going to show you that tools and I hope that all of you
will be able to use it in the future.
Thank you.
Wow.
So Derick, that was awesome.
Woo will learn a lot.
Does anybody have questions for our presenters? Casey, Derek or
Derek?
Yeah, I agree, Derek Lewis, that is some real smart person stuff.
Yep.
All right, so if there aren't any questions.
I'll let you go. I'll close out the meeting.
I let's see. Who do we have next week?
Next week, I know that we are full full.
We have a lot of people, Michael Lynn Lanfranchi, David Haslam,
von Eric Young and Evan ***** are next week. I don't know what
they're gonna be presenting, but I'm sure it's gonna be awesome.
So thank you to our presenters. Tonight. I learned a lot. My
brain hurts now after Derek's.
It was awesome. Yeah. I'm gonna have to rewatch that so I can
get it down.
And thanks for everybody who joined and interacted.
That was great. Everybody have a good night.
Thank you, Angela. Bye.
Night all.