I am doing a project on container loading. There are some boxes which has to be filled into container. The location and position of the box in the container is known. I need to vuisualize these boxes in 3d. can any one suggest me which tool suits for the problem.
a simple synoptic with boxes containing boxes is quiet straight forward for an opengl programmer. the easiest library is surely opentk, it's portable and c# is one of the easiest language
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Is there a Windows server with Photoshop running that process all these templates? It just happens too quickly. How did they achieve that?
I've been looking for the answer for quite a long time and didn't find anything worthy.
A way something like this would be done would be to have an overlay template that you'd place your image under and then all of the shading and such would would go on top of it. Then it's just a mater of rotating and skewing the angle of the picture underneath the overlay to get the right perspective. This can be done programmatically in a language of your choice like PHP, Python, C#, etc.
I believe what you're describing may be achieved using the Adobe Photoshop API. Click on try demo and take a look at the various options, including the Smart Object demo.
I wish to make a footprint for the following component:
AG EMCO HV power supply
Now, this component can be mounted through the board and while it isn't a very tall component, I wish to explore this option. I guess a side question is: how much do PCB manufacturers enjoy this feature?
Would anyone know how to make a footprint which specifies a shape to be cut out of the board through all layers? I am not very experienced with Kicad and PCB design in general so this might be obvious. I appreciate any info that might lead me forward here.
The (unfortunate) best solution in KiCAD as of May, 2017 is to edit the footprint, place the cutout in the Eco1.User (engineering change order, which I like for this -- some people prefer Dwgs.User), save the footprint and the open the footprint library in a text editor. Once in the text editor, scroll down until you find the footprint and then COPY the cutout section from Eco1.User, paste and set the pasted layer to Edge.Cuts.
The reason you want to make a copy is that if you ever edit the footprint again in the footprint editor, it will remove the edge cuts and you'll need to re-add.
Update 2021/01/01:
KiCad version 6 (and 5.99 nightly builds) allows you to draw on the Edge.Cuts layer directly.
You can do that adding the "Edge.Cuts" layer and defining the shape on that layer.
let's say I want to display a customizable (2D, cartoon-like) character, where some properties e.g. eye color, hair style, clothing etc can be chosen from a predefined set of options. Now I want to animate the character. What's the best way to deal with the customization?
1) For example, I could make a sprite sheet for each combination of properties. That's not very memory efficient and not very flexible, but probably gives the best performance.
2) I could compose the character from various layers, where each property only affects one layer. Thus, I could make a sprite-sheet for the body, a collection of sprite-sheets for the eyes (one for each eye color) etc.
2a) In that case, I could merge the selected sprite-sheets in order to generate a single sprite-sheet containing the animation of the customized character.
2b) Alternatively, I could keep the sprite-sheets separate and try to animate them simultaneously as layers. I fear, that this might become a problem performance-wise.
3) I could try to modify the layers programmatically, e.g. use a sprite-sheet for the eyes as a mask and map some texture on it before merging it down to a single sprite-sheet. I would think this is a very flexible approach when it comes to simple properties like eye colors, but might become difficult for things like hair-style. I am aware that this depends much on the character and probably a general answer is difficult.
I assume that my problem is not new, so there is probably a standard approach to it.
Concerning the platform, I'm particularly interested in iOS and try to avoid OpenGL (well, I'm open-minded). Maybe there is a nice framework that can help me here?
Thanks!
Depending on what your working on, you might want to animate part/all of the animations outside in another tool, such as flash. It is much easier to work with a visual environment.
Then there are tools that take swf files, and create sprite sheets that you would then animate in cocos2d.
That is a common game creation workflow.
You problably want to take a look on how to create sprites at cocos2d.
Cocos2d comes with a set of tools that help you to animate single parts and offers abstractions to compose parts (like CCBatchNode or CCNode). Also, it comes with tools that helps you to pack sprites into sprite sheets (e.g Texture Packer) and develop levels (e.g Level Helper).
Cocos2d is an open source framework and it is widely used. You also have cocos3d but I never used it :).
If my designer gives me a 960x640px image of what the screen should look like, as well as all of the individual elements as images or text, is there a way to lay out the images and text on the iPhone/iPad screen without doing it manually through code? The way I'm doing it now is a series of trial and error, trying to guess the position of each element.
By the way, the types of layouts I'm trying to do are simple static layouts for stuff like Menus and High Scores lists, etc.
You should try one of the editing tools: LevelHelper, CocoShop and CocosBuilder. The problem will be the output format, make sure that not only the editing part works to your specification but that you can actually use just the snippet of code you need to plug it into your code.
Do you have an image-editing software like Photoshop or GIMP? How about opening the 960x640px image with any such software, then hovering your mouse over the center of each element for its coordinates, and then finally pumping these values into your code?
In my opinion, this is at least better and way faster than trial and error:)
If you want to measure position of graphic elements. You can try a commercial called xscope. The trail version can be downloaded form their official website. It is the best tool I ever seen to measure distance, color(like, it can copy color measured directly to [UIColor ...] format), etc. If you want something freeware, I would like to recommend markman, which is a Chinese software, it's built on adobe air. All elements/button are graphic, so you don't need to read chinese to use it..
You can try to use some open source editor and write your exporter. For example I am using blender as a level editor for the game I am working on. It has a nice python API that can be used to export all the information you need.
I am looking for a graphical component in Delphi winch have such features:
allows to paint text in different font types, sizes and colors
allows to select previously drawn text and copy it
paints images on a given coords, gif support would be nice
its very fast in terms of CPU usage
I need this component as a main chat window. I don't want to use it as a text editor.
I've tried two solutions so far:
TVirtualStringTree
THtml
Currently I am using THtml. It performs quite nice but it is a bit to slow due to two facts:
It supports many features which are not necessary in my case
Each time I want to add some content to it, I must reload the whole content
I really don't want to go into its sources and modify them until I have no other choice. So maybe someone of you knows some nice lightweight component which I can use instead?
Take a look at TRichView. It's derived from TCustomControl so no external dependencies. It's third party commercial component, but a very good one. Skype Win client uses it.
What about a TRichEdit? Most of the things you mention should be easiliby possible with this component.
Concering the insertion of a bitmap, see this article on Delphi 3000.
Did you consider using TWebBrowser?
At least it ticks all your boxes...