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JimmyJack

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  1. While we patiently wait for an example 🀣. πŸ˜‡ My money is on a broken node(s) with a Butt Cap with the end handle facing the wrong way. node bite.mp4
  2. Sort of a chicken and the egg thing isn't it? In Designer (I don't know Pub) using the crop tool creates a rectangular mask automatically (you do have to give the crop some kind of initial nudge to activate it though). So you can just select that and rotate/size it however you like.
  3. Sounds like you've selected all the radii as well as the inner bits. To just select the inner bits (probably many other ways to do this) after you first click with the mouse hold down the control key when dragging (mac). This will temporarily disable the intersect objects to select setting (I assume that's your default in tools > prefs). When doing that, only things that are fully enclosed in the selection marquee will be selected, i.e. just the inner bits.
  4. There was the following post about how to arrange an array of hash marks in a squared hole (or any other none circular) pattern. This is what I came up with: (this, of course, is specific to a sixty hash mark result) β€’ Draw Cog with 30 teeth, 50% Tooth & Notch sizes. In order for the 12:00/6:00 positions to be vertical and the 3/9 to be horizontal give it a 3ΒΊ rotation β€’ Make a "squared" donut (subtract a square from a larger square) and use it for a Boolean Intersect with the Cog β€’ Separate the pieces (this step isn't 100% needed, but by trial and error this really helps to get a clean result in the next step) β€’ Select all nodes and Break β€’ Select all the short connector bits and delete. (I did it in two stages, inner and outer, but maybe you can pull it off in one..... all depends on your familiarity with the selection tools and hot keys) whole thing takes about a minute.... I'm moving kinda fast. Feel free to slow down the vid or step through the frames if needed. Cheers Edit: At 0:51, my selection technique might not be apparent. To just select the inner bits (probably many other ways to do this) after you first click with the mouse hold down the control key when dragging (mac).This will temporarily disable the intersect objects to select setting (I assume that's your default in tools > prefs). When doing that, only things that are fully enclosed in the selection marquee will be selected, i.e. just the inner bits. squared seconds.mp4
  5. For the square second (or minute) hashes AND to keep them single curves (for whatever reason). Or if the masked version's (which is a great way to go) sharp/angled cutoffs aren't what you're after.... You could: β€’ Draw Cog with 30 teeth, 50% Tooth & Notch sizes. In order for the 12:00/6:00 positions to be vertical and the 3/9 to be horizontal give it a 3ΒΊ rotation β€’ Make a "squared" donut (same as @anto's), but this time use it for a Boolean Intersect with the Cog β€’ Separate the pieces (this step isn't 100% needed, but by trial and error this really helps to get a clean result in the next step) β€’ Select all nodes and Break β€’ Select all the short connector bits and delete. (I did it in two stages, inner and outer, but maybe you can pull it off in one..... all depends on your familiarity with the selection tools and hot keys) whole thing takes about a minute.... I'm moving kinda fast. Feel free to slow down the vid or step through the frames if needed. Cheers squared seconds.mp4
  6. This is also in Photo. You just have to right click on the pixel layer on canvas: Convert to Image Resource (Any FX or adjustments will be rasterized though. But I don't see any in your example, so not sure if that is an issue. Replacing an Image layer with another image, however, does preserve everything) (had to help, got a huge soft spot for Lightwave from years ago!)
  7. You can achieve this AND keep the curve live & manipulatable, etc, by using a symbol repeated on a text path. πŸ‘
  8. A Cog (etc)! Oh my gosh yes. Totally different story. The circle to oval is a special geometrical case. Everywhere, but special.
  9. It seems to work on just some of the interior object when I try. Nevertheless. Without a real good reason why. Try it with the group selected instead. Also, with the individual object selected like in the vid, try it with the Node Tool active instead of the Move tool. Great post btw.!! Screen grab + video + a file. πŸ’ͺ
  10. Oh no no. I didn't take it that way at all. I used smiley faces and everything πŸ˜„. I was just curious. I think I do. I think you mean that in a real world, or virtual, 3D object the mid points of the circle in perspective would in fact correspond to the texture midline of the image in perspective and not the end nodes of an 2d vertically squished circle masquerading as 3d. Even though they both appear visually the same in outline. Below are two examples of that. One in 3d space, and the other with a 2d vector perspective filter (AI).... as opposed to only stretching an mage. In order to draw the perspective 2d version by hand (since we don’t have a vector distort), then yes absolutely, in their placement "back" there on the curve, those node handles need to be at angles. If you mean something else I apologize for prattling on. Explain more if you want. Or not. No biggie. 🍻
  11. Sure, the texture is the texture. That's all fine and good. I'm not sure how it makes things more complicated though πŸ€”. The shape is still the shape. The oval is still a true oval, i.e. the nodes don't have to be manipulated to make the shape work correctly. And the side walls don't connect to the side nodes. They hit a tangent beforehand.... even on a cylinder (in perspective). (Isometric is different of course). πŸ™‚
  12. Of course not ideal, but: Nest (temporarily) the arrow in the line. Flip the line. Un-nest. (if the vert line is a guide, then you will actually need to draw the line element)
  13. The adjustment will only be applied to what its nested in. You can do it either way. Start out with the full adjustment and paint OUT the effect. Or start with the invert and paint IN the effect. Paint on it directly. Or nest a mask.
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