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Medical Officer Bones

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Posts posted by Medical Officer Bones

  1. Draw the first shape with the pen. Then activate "Add New Curve to Selected Curves Object" in the pen tool options.

    gui.png.a4f08d5cf4e676bf843f660369e8c0db.png

    The next curve will be part of the same vector layer. But if you change colour of either the fill or the stroke, all shared vector objects will change colour.

    The behaviour that you @Sreng Pagna want isn't possible in Designer as far as I am aware. Flash and Moho work differently with vectors in that regard. In Moho and Flash multiple vector elements may exist on the same "layer" and each element may have its own stroke and fill settings.

    In other vector illustration software (Illustrator, Affinity Designer, VectorStyler, Inkscape, etc.) this is typically not the case: unless a vector shape is a separate object, i.e. on its own 'layer', these shapes will share the same stroke and fill settings.

    Animation software that works with vectors tends to work slightly different. OpenToonz also allows for multiple vector objects on the same layer while each shape is assigned its own colour settings.

    I suppose the "sublayers" are hidden from the user in Moho, Flash, and OpenToonz.

    In the end it doesn't matter: when you draw multiple shapes in multiple vector layers in Affinity Designer, export your work as SVG and import as SVG in Moho. Moho will import these as a singular vector layer (delete the bitmap layer at the bottom after import).

    Then continue as you did before in Moho.

    So the fact that Designer works with different vector object layers doesn't have any impact after import into Moho.

  2. On 3/29/2024 at 3:10 PM, R C-R said:

    What you are describing is called defeatism. As in, no matter what one does they fully expect to fail or are excessively willing to accept that they will.

    IOW, it is an extremely negative way of looking at the world, one that thankfully is not representative of how most people think.

    That's what you get when taking things too seriously. ;-)

    You've completely misunderstood my words. It is because I fully realize how limited our lives are and that planning only goes so far, that I live each day to the fullest I can. That I enjoy every little moment, every experience, every encounter (that includes negative ones). Anyone who knows me in my real life knows me for my unbridled optimism.

    And I look at the universe and the world with that same hope and optimism; and awe as if I were still a child. We don't know what we don't know. As conscious beings we are but an infinitesimal part of the whole that is the universe, a part that coalesces like a tiny vortex in a river that appears and seamlessly merges back in a infinitesimal moment, yet we still fill it through our uniqueness and influence the next moments, even if we exist but for that short moment.

    Being aware of this interconnection and fragility liberates one to a tremendous freedom. The world is wonderful and existence fragile. If more people would fully realize this, humanity wouldn't make such as mess.

    Anyhoo... Back to our regular programming 🙂

    Only the future will tell us how this Canva story will unfold for Affinity. As I said, I hope for the best, and expect the worst. ;-)

    Affinity's continued development falls outside my tiny sphere of influence. I've purchased V1 and V2, and will purchase V3 hopefully (see what I did there?).

  3. 18 minutes ago, R C-R said:

    If that is the case, what do you think we should do instead of making plans? Make sacrifices to these gods; pray for divine guidance, something else?

    Seriously, what does a defeatist attitude get us besides all but guaranteeing we will lose no matter what we do?

    Of course we plan ahead. Yet expect our plans to be thwarted at every turn and hope for lady luck to deign us her favour. And doubt is our guide.

    All the while we take care to avoid taking ourselves too seriously, because our ending is just around the corner and our time on this tiny planet in a tiny corner in our unimaginably big and old universe represents but an infinitesimal flicker and is even quicker forgotten.

    So we laugh back at the gods! And learn of the purpose of the universe in a blade of grass.

    :8_laughing:

  4. Ah yes: "pledges". Like the ones given when Zbrush was acquired by Maxon. Did not take long to conveniently forget about those after one slender release. Then full subscription.

    Or past pledges given by Maxon and Autodesk. Or Adobe. Or Unity...

    Pledges by companies mean NOTHING in contexts like this one (buyout).

    Where were these pledges when the buyout was announced? Right, not on their minds. The community rears up in arms in response, which is utterly predictable.

    Management and ex-owners of Affinity don't feel good about themselves. "People are mad with us!" "Look at all that negative publicity! Oh no!"

    So "pledges" are conceived and published to allay public fears of the populous. Now small part of loyal user base quiet down and help quiet down most of the unrest. "Have no fear, friends! Management has explained that there is nothing to fear! All will be well!"

    Two years later the first release without perpetual. And/or bloatware. And/or hardly any worthwhile updates anymore.

    We will see. If history taught us anything so far: these pledges mean NOTHING. Only ACTIONS. And these actions so far have been...

    disappointing.

  5. 25 minutes ago, Bad_Wolf said:

    I use Canva mainly to convert WEBp files coming from Dall-E (AI) into png. Subscription for Canva Pro is 11 euro/monthly, which is not too bad for the services which are delivered.

    ? Why would you use Canva for webp conversion when that can be done for free in https://squoosh.app/

    ...and if you download the source code from their GitHub, Squoosh runs in a local LAMP such as Mamp or Xampp as well - basically, off-line.

    And you gain AVIF support! WebP can't compare to AVIF.

  6. 6 minutes ago, jimh12345 said:

    The question is: who is Canva, really, and how do they currently make their money?  Because all they'll do is try to torture and mangle Affinity into fitting some hole in their current product line.  

    Canva is generally despised by design professionals. A 'dirty' word.  It is a design block/template service, its design software is web-based and woefully imprecise, and it allows non-designers in business and office environments to play designer.

    Design professionals have to deal with the fall-out. Inconsistent company branding and communication, having to work with JPG files that are delivered to them for "final print delivery"... Designs that feel generic or all over the place. Clients have delivered Canva work to colleagues of mine, and they had to redraw and rebuild the entire designs in Illustrator.

    Canva acquiring Affinity is, as someone in another forum stated:

    Quote

    I don’t think it’s going to work out for [Canva], given that their current credibility in the actual design market is often “despise and avoid”. It would be like McDonalds buying The French Laundry - i don’t think their hamburgers would get better, and the steaks will likely get worse.

     

  7. Well, Affinity always has been (and still is) a secondary app for myself. My main hub is PhotoLine. I also use Clip Studio EX and Krita.

    For myself I consider PhotoLine the only real alternative to Photoshop, mainly because 1bit image support is lacking in Affinity, and I need that for my work.

    And PhotoLine also offer a good solid set of vector editing tools. While PhotoLine doesn't support AI tools, I now use Krita with its free AI plugin to balance that out together with its painting tools (which are okay in PhotoLine, but can't compete with Krita or Affinity). Clip Studio EX I use for comic work and publication.

    To me PhotoLine is that Swiss knife app that holds my workflow together. And does it well. Affinity never was able to.

  8. 5 minutes ago, esto said:

     

    Fun game: pretend you don’t know what this announcement is, then mute the audio and watch this guy closely. What would you guess he’s telling you?
     

    He’s lost his job? The family dog’s died? Bad news about grandma, but we’ll remember the good times? The project is going to be past deadline, in fact he’s not even started it, but you can’t have a refund because he’s spent the money already?

    The body language is fascinating to watch (is that guilt, sorrow? Why are his eyes red - has he been crying? Why is he so evasive?), and it’s all the antithesis of ‘quite an exciting day’.

    You are absolutely right. A more-or-less deflated demeanour. He's not feeling it.

    This is not a happy guy. Of course, the exact reason for his mood can't be exacted from the video alone. There is probably stuff going on in the background.

    He probably does feel guilty about going back on early made promises that they'd never sell out or go subscription. But hey: money talks. It takes a special type of person or company to resist money. Almost no-one will or can.

    So great news for the Affinity owners. Much less so for its customers. We all know where this is heading for. Ample prior examples in the industry.

    As for myself, I'm glad I only use Affinity as a secondary piece of design software. My workflow isn't affected much, luckily enough. V3 will be sub: that much is clear. Canva will have a detrimental impact. That much is clear too.

    I already experienced so many of these acquisitions and I used to feel sad and betrayed. No longer the case, because I expected this to happen at some point to Affinity. I hoped it would not. Yet expected it.

    Still, I wanted and hoped to be wrong.

  9. Throwing a left-field curve ball here and mention OpenToonz. 🙂

    OpenToonz features an excellent bitmap to vector conversion tool that works for both center line as well as outlined vectors. It will convert black and white and colour art, and works on multiple drawings for animations too! The result can be exported as SVG.

    Also handy: the built-in bitmap/scan cleanup tools make short work of cleaning up art/sketches before conversion to vectors.

    All for free in this open source animation software (both Windows and Mac) which is used in traditional hand-drawn animation (such as in Mary and the Witch's Flower).

    The only drawback is that it will take more of an initial learning effort, but it isn't that hard.

    https://opentoonz.github.io/e/

    Tutorial:

     

  10. @MikeW True, I forgot. That said, a PDF file does include media size, and it is safe to assume that this document is supposed to be imported at 300ppi. At least, all the other design software does - including Affinity Publisher.

    At the very least Affinity Designer ought to just assume 300ppi as the intended PPI (as the others do).

    My opinion, of course.

  11. @Stoney8 

    I imported your document in Affinity Designer 2, PhotoLine, Illustrator, and PDFExchange Editor (alternative to Acrobat). I also placed it in InDesign and Affinity Publisher 2.

    ALL of them tell me that your PDF's settings are: 81.28 by 101.6 centimeters at 300PPI (9600 by 12000 pixels). Or in inches: exactly 32 by 40 inch.

    When I import into Affinity Designer 2 it will ask for the PPI (DPI). The default "Estimate" results in a 72PPI document (which is wrong), so it should be manually set to 300PPI.

    As far as I can tell there are no issues. Just tell Designer 2 to import it at 300ppi. It is strange however that only Affinity Designer fails to identify the 300ppi (dpi) in your document and that we have to manually set the PPi, because none of the other applications require manual intervention.

    So: all good.

    PS in all apps the boxes remain vectors. No bitmaps in sight. 🙂

  12. 18 hours ago, Gianni Becattini said:

    In my case EVERY BIG PROJECT behaves this way (I am working on FOUR). The available memory really seems an ISSUE (all the projects compile correctly on the 64G i9 and each project regularly crashes on the 16G M2).

    ...I have to ask: are you really that surprised that your 64GB i9 is capable of exporting your ~30GB project versus the 16GB M2 Mac that crashes?

    Even though Apple's new memory architecture can deal somewhat with RAM shortages using its unified memory blah blah and its M2 RAM efficiency, the fact remains your M2 Mac's core RAM is seriously overtaxed by your project's memory requirements.

    I would actually have been amazed if Affinity would be able to finish that export on the M2 without any hitch or slowdowns!

    Your primary problem is very very simple: 16GB RAM doesn't cut it for the work that you need to do with it. That is the straight-forward answer to the issues that you experience.

    You'd need at least a 32GB M2 Mac. I speak from experience: I work with 3D files that require 64GB or more RAM. I tested with M2 Studio Macs that have 32GB installed and my files bring those 32GB M2 Macs to their knees at work. The software crashes even when I attempt to load those files. The entire MacOS crashes willy-nilly, and I had to reboot those machines several times while testing. I

    In short: it's not an Affinity bug as far as I can tell. It's simply the lack of memory in your M2 Mac: you need at least 32GB to work comfortably within the context of your work requirements. Apple might sing the magical wonders of its new M1/M2 memory architecture and its efficiency, but in real life severe lack of RAM means something's gotta give, either in performance or in stability, or both.

    Your solution would be to upgrade your M2 Mac to 32GB or more RAM. I would take it on the safe side and get a 64GB M2 Mac, because your OS, other software running, and the screen video ram gobble up parts of that 32GB as well.

    Unfortunately --Apple being Apple-- that means sending in your Mac for a hefty RAM upgrade price or getting a new one with more memory. Nowadays end-users cannot upgrade the RAM of their Macs anymore. 😞

  13. Original PhotoLine blend object (25 steps, from neutral grey to inner object with gradient applied:

    image.png.b4b7b6e528cd621957e8b7d7e053ddb4.png

    Saved as SVG in PhotoLine.

    SVG imported in Designer:

    image.png.2489a9c2ad60873132f846aceff24415.png

    SVG imported in InkScape:

    image.png.17fd5d5a37f4f56e28df5224edc08f33.png

    SVG imported in Figma:

    image.png.166319be34dff56b765a8fcc7284a1b7.png

    SVG imported in Illustrator:

    image.png.8d8ac69a47855191affba1b7c2a7e6e7.png

    SVG imported in VectorStyler:

    image.png.38f14dd69c9d67d410d3979e42e0f209.png

    VectorStyler still has issues with various SVG files that I have tested with. But I've sent them an example SVG and they are working on improving it.

    I've been testing VectorStyler the past week or so, and my main beef with VectorStyler so far is its slow performance compared to other design apps that I use. Editing one of the 25 shapes in the above example SVG is a smooth experience in Designer, PhotoLine, Illustrator, Figma, and even InkScape feels twice as fast as VectorStyler. Heck, even Figma (prototyping app) is absolutely smooth.

    But VectorStyler feels slow to work with, despite my best efforts to adjust preferences and despite turning on all the GPU performance bits. I've opened a bunch more complex art of mine in it, and it isn't a good experience at all to the extent that I can't and won't use it. All the features in the world will not help when performance lags force one to push work-arounds to keep things running at a speed that allows for a reasonable work pace...

    Mind: I have a pretty beefed up system with a 3080ti and 128GB ram. I've reported the performance issues to the VS developer. Based on their forum posts, it seems to be a known issue and affecting some more than others, depending on the complexity of their art. Hopefully they'll be able to improve it in the upcoming release.

  14. On 12/28/2022 at 1:24 PM, supersts said:

    We would like not to use photoshop for that anymore !

    Unfortunately for Photoshop users the 3D functionality is being phased out and is now deprecated. Which means it is only available in older versions. Besides, the old 3D rendering in Photoshop is terribly slow and the render quality a throwback to 25 years ago. Not very usable anymore. All the more reason for Adobe to remove it from Photoshop, and long overdue in my opinion.

    Heck, even the lighting filter no longer functions properly in current versions of Photoshop! Or panorama editing! All because of the simple facts that these features were reliant on OpenGL (a 3D API) to function.

    If you are serious about integrating high-quality 3d object rendering: install a proper 3d render app such as Blender. Which is free, btw.

    Avoid Photoshop's antiquated 3d options. Just not worth it.

  15. It really is a shame, and the lack of proper 1bit image support is one of the primary reasons why I am unable to use either Photo or Publisher for the comic publishing and technical documentation that I work on.

    Publisher only needs to respect 1bit images during PDF export. But it doesn't. That alone prevents me from using Publisher. It is such a basic requirement, but alas!

    While the inexpensive PhotoLine (which doesn't even focus on DTP) will allow me to work with 1bit images in layers (unheard of in any other image editor, including Photoshop!) and freely combine with CMYK/RGB layers to output a multi-page PDF/X 1~4 compliant PDF file with the correct separations. I even use it to check PDFs for separation issues at times when I do not have access to Acrobat.

    Of course, for more intricate publishing jobs I still need InDesign.

  16. 8 hours ago, François R said:

    The Windows port is a bit slower than on macOS.

    Indeed: it is very slow to work with. I compared with Inkscape on Windows today, and although Inkscape isn't known for its performance on Windows by a long shot, Vectorstyler is even less responsive when editing objects and curves (to be fair, Inkscape's zooming in and out is dreadful compared). I find that quite surprising for a relative newly developed app; I'd think they would have a focus on performance.

    I'm back at work after the holidays where I have access to a Studio M2 mac and compare again. I wonder though, because if Vectorstyler's code runs that slow on Windows, it can't magically run that much faster on a different OS platform.

    I will test.

    8 hours ago, François R said:

    The AI format is reverse engineered - share the files with the developer and the issues you encounter are resolved pretty quickly.

    Planning on setting up an account there and I will send them the demo file later this week.

    6 hours ago, François R said:

    I think people should be aware of their options and make their own experiences and choices without everything turning into red vs blue.

    Wholeheartedly agreed! Software is merely a tool. Use the tools that suit the job and your own workflow best. For example, I would love to switch to Publisher from InDesign, but I simply cannot due to the 1bit image issues.

    8 hours ago, François R said:

    I scrapped Windows for business work (graphics) years ago though and feel wonderful: I run all my software on M1 or M2 equipped Macs and performance is excellent. VS really shines on M1 as almost every program I own.

    Not an option for me: my work involves 3d and animation, and Macs aren't suitable for that workflow and software. I don't care about the OS that I am running (it is all the same to me) but about the software. For example, I have to be able to run 3Ds Max. And that is just one example.

    If it were up to me I would switch to Linux at home, but similar problems there. Perhaps after I get my pension? But that is still a long way off. 🙂 So Windows it is.

  17. 6 hours ago, François R said:

    Try the program for the trial period and see for yourself if it is a tool for your own hobby or business needs and personal preferences. And when it is examined and clarified, it doesn't matter at all what others think.

    Out of curiosity, I installed Vectorstyler, and gave it a whirl the past 2 hours. Some observations:

    • the mesh gradient tool is prone to corruption of the rendered result. Is that a bug?
      image.png.97355d95fce6d05f7c753b7661335729.png
    • In the first hour I experienced two crashes. One where I left the program for a while, and it spontaneously self-combusted. That doesn't happen very often in applications. That worries me.
      Vectorstyler seems quite crash-prone. I was not doing anything complex, merely placing shapes and feeling my way around.
    • Image effects like the curve corrupt the rendered result as well. Bug?
      image.png.edce4b13602bb390b9e754d5a08ad3de.png
    • It has a good vector tool set.
    • It feels somewhat sluggish to work with. I wonder how it will keep up with more complex artwork, since it did start to slow down with quite simple things. I also experienced lags and hiccups all the time during testing. Working with text felt slow as well. Even the GUI panels feel slow to respond. Overall, it feels clunky. Other design apps feel much snappier.
    • There are a number of features that I really like: the Repeater (something I wanted in other design apps), and the Stroke Width tool which I use all the time in OpenToonz and ClipStudio. There are a lot of options to fine-tune things as well. The vector brushes remind me of Expression (remember that gem?), which set the bar quite high.
    • I am not a particular fan of the way image effects are isolated from the layer stack.

    All in all, it has potential.

    I have to add that Vectorstyler is one of the least stable and buggy design apps that I encountered in the past few years. The developers should focus on stabilizing their app and improve the overall performance. In its current version it is still too crash prone and buggy for my taste.

    A standard test of mine is to load a certain AI file (artwork not by me, but by Von Glitschka).

    Affinity Designer loads it perfectly:

    image.png.8e55c1dfec7bbcb563855151ab4bd4a7.png

    The same AI file in Vectorstyler:

    image.png.f4abc647e90fc062cd0fa7497655042f.png

    Oops! Not quite-so-compatible with AI files, it seems.

    Editing this file is butter-smooth in Affinity Designer. In Vectorstyler it is a trial in patience. Even moving single objects updates the screen perhaps by 2 or 3 frames per second. Which confirms my initial doubts about Vectorstyler's performance with even medium complex art such as in this case.

    Vectorstyler is not quite ready for prime time, in my opinion. An interesting newcomer on the market to be sure. But I'd rather have decent performance while editing than a missing mesh gradient tool. What use is a mesh gradient tool when editing slows down to a crawl with medium-complex vector art?

    It is also quite expensive for what is on offer in my opinion.

    I played around with the Windows version, btw.

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