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Please i dont know how to make a mesh. Please answer.
Have a look into these 2 videos:
http://www.youtube.com/watch?v=XhOYyUOQDFE
http://www.youtube.com/watch?v=bzyXLWEtAu8
No longer can you upload meshes to ROBLOX. There are many scripts around ROBLOX that can convert mesh data into parts, though. One of them being stavant's MeshLib
You're able to upload custom meshes to ROBLOX, but you will need to turn it into an .FBX file. The only program I can think of at the top of my head currently that can support 3D models and upload it as an .FBX file is Blender. Other than that, sorry, I'm not sure.
You can use the BuildIn Libraries (Search with toolbox in studio) to transfer .obj (3d model/wavefront) files into Roblox.
As of right now you cannot create meshes, but there are two similar options available.
You can get an .obj importer script from free models. In the script, it will tell you how to use it.
There is this new thing called CSG. CSG stands for constructive solid geometry. Basically you can make parts that are similar to meshes by add or removing spaces on the initial brick. Two new instances were added as well: NegateOperation(A part used to 'subtract' the shape of the part from another part) and Union(A part that is created by Unioning parts[Maximum triangles ~= 3600?])
Originally this was not possible, but in 2016 Roblox added the ability for users to upload their own meshes.
In Roblox Studio, click the Import button at the bottom of the Game Explorer window.
Source: https://developer.roblox.com/articles/Mesh-Parts#uploading-meshes
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I need to create a system where we load images into the game. Those images can be uploaded by the users of my app through a dashboard. I download them to the device(persistent data path) and load them from there.
The question is, should I load them as AssetBundles(through Addressables) or straight from disk with Texture.LoadImage(bytes).
Keep in mind that I will not be able to apply custom compression for them. I use the same compression for all files, whether it's an asset bundle or not. The problem with asset bundles is the management of them. When you update the unity version + the fact that I need to have unity run on a server and create them every time someone uploads an image to the dashboard.
TL;DR;
Is the loading of an image that bad with Texture.LoadImage(bytes) that you should use AssetBUndles even if it involves way more work and problems?
Someone else answered this in a Unity forum.
The best option you can pick is to use RawImage component, which uses textures not sprites, removing the need to load a sprite from a texture, making it much faster. Case in which asset bundles are not required, simplifying the solution while keeping a decent loading speed.
Answer here: https://answers.unity.com/questions/1758532/dealing-with-massive-amount-of-user-generated-imag.html
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Somehow, I got some tables inside the header and some inside the footers in the document Im working on. They are not supposed to be there, and this destroys the formatting.
How do I move a table out of the header/footer in Word 2010? They seem to be locked in there no matter what I do. I've tried copy/paste, dragging it, copy it to another document and back. Is there some settings on the table it self? Google has not found anything for me.
I had this happen to me just a second ago and was able to figure it out - hopefully the same thing is causing the problem for you.
I clicked on the table - then "table tools/layout" in the ribbon - then "properties" - alternatively you can right click on the table and select "table properties"
Once the "table properties" box opens - click on the "table" tab (it should be automatically selected by default) - make sure "text wrapping" is set to "none"
That should solve the problem - it did for me at least.
I'm not an expert in Word but I know how Word Document are structured.
We're going to open the content of the header in a text Editor.
Steps:
Be sure to make a copy of your document before this operations, because the resulting document could be corrupted
Rename your file in a .zip file
Extract the zip in a folder named document
Go inside that folder, than in the word folder.
You should see a file named header.xml (or header1.xml)
Open it in a textEditor
Try to find out where the table is and remove it
Ensure your xml is still valid: XML Validator
Save and close your file, and zip all folders and files inside the document (if you zip the whole document folder, the file will be corrupted)
Rename the zipped file to .docx
Open the file in Word
If this doesn't work, you could post your Header.xml file, they should'nt be some confidential in there (or you could replace it by whatever you want)
I had the same problem. I just changed the orientation of the page to landscape:
Go to page layout
Go to orientation
Select landscape
The table was still on a header, but word created a page 2 and page 1 was blank. From page 2, I just dragged the table onto page 1 and it was no longer in the header!
Then, change the orientation back to portrait (follow 2 steps above and select portrait in final step).
Hope this helps!
Thanks for the answers! This is how I solved the problem:
I fixed it "manually". I just made a new document and started copying over, there was more than one table bugging. Thanks for the help anyway!
Since this question is from July 2013, and I solved it then, I'm not testing your replies. But, they might be great for other people with the same problem! They are probably better solutions than just starting over.
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All OSs that exist right now work in files and folders. I was thinking that there are may other ways of storing files. Would it be a better way to store files by tags, for example:
A file called "music1" can have a tag "2013", if the music was made in 2013. The same file can have another tag called "Music", to say that the file is music, another file called "video1" could have the "2013" tag, but also have the "Video" tag instead of the "Music" one. This would be useful, because you could search for tags and generate nice-looking maps of all the files you have.
Here is an example:
In this example, files are in green. Each file has some tags(blue),and some special tags(red). Special tags contain things like the user(only the user in the tag can see files tagged USER:Username) and File type(instead of file extension). Tags in yellow are system filetypes that do not require a program to run them(like .exe in windows)
Black lines link tags to files
Red lines link special tags to files
Blue lines link what the file type(or file) is opened by. For example, the music is an ogg file. It is opened by OggViewer, which is a jar file opened by java. Java is opened by the system.
As far as I know, there is a nice file system level solution to your need called NHFS or nonhierarchical file system. Also available a FUSE based mountable file system called TMSU that may satisfy you.
It could have merit, for example I'm utterly disinterested in the file names/paths of my tens of thousands of music files; I only really care about the artist,title,album,year,etc of them, which is the way my music player (quodlibet) displays them. Choosing a set of music to put on another device or to send to someone could then be as easily as selecting an album (instead of browing to /home/me/music/who/knows/what/someartist - somealbum).
There is TagsForAll for windows. It is a file manager based on tags. Tags can have hierarchical structure. User interface is very simple but nice. Free version fully functional and save tags in database, Pro version save tags also within NTFS stream to a file.
Microsoft tried to do something like that with WinFS
but gave up on it. It would be great if they could get it to work.
There are some other (old, archived) projects implement this idea:
http://nascent.freeshell.org/programming/TagFS/
https://code.google.com/p/dhtfs/
https://code.google.com/p/tagfilesystem/
http://www.tagsistant.net/
Only the last seems to be releasing recent versions.
I think the idea has a future. I've pondered this same idea before. And tags fundamentally work better for most content than folders do; however, I wonder if the hierarchical structure of folders isn't actually better suited for files. In other words, though I like the idea of using tags on many levels I wonder if it would actually increase the overall complexity. For example, consider how tags could be used successfully to manage versioned software libraries. I'm afraid we won't know the answer until someone starts using the concept instead of folders for an entire OS. It'll be interesting to see/try.
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I am trying to import paths from a vector drawing program into the ios environment. I would like to get them into CGpaths or UIbezierpaths. I am most interested in importing paths from adobe illustrator. The best way seems to save as an svg and then import.
I have found some resources for parsing exported SVG files that describe the paths. However, everything I have found only deals with absolute paths and not relative paths. The path below has capital C's and lowercase C's. I know how to parse the capital C (absolute paths) but I have no idea how to parse the lowercase c's (relative paths)
I am looking for help with writing a parser for importing svg files into ios/cocoa. I think there is a big need for this judging by searching the internet for weeks.
Here, is an example of a path I would like to import into my iphone app. I am not looking to import the image, I want the path itself. So, I can manipulate it. Any help would be much appreciated.
x="0px" y="0px" width="320px" height="436px" viewBox="-1.4 -0.5 320 436"
d="M294.1,116C290.6,1.4,170.9,0.4,159.6,0.5
C148.3,0.4,28.7,1.4,25.2,116c-3.7,120.3-49.6,141.4-5.9,233.9c41.3,87.4,130.7,87,140.4,86.7c9.7,0.3,99.1,0.8,140.4-86.7
C343.7,257.4,297.8,236.3,294.1,116z
If this was all absolute paths I would be able to solve this now. It is the relative (i.e. lowecase (c) paths) that are really confusing me.
Alright folks, if you're willing to pay for it. This tool will solve all your issues. You can import svg or psd and will produce the code for you. I've used it and it is amazing!
http://www.paintcodeapp.com/
There's an open-source SVG library in ObjectiveC, specifically for iOS (and OS X, although the OS X build is a bit behind):
https://github.com/SVGKit/SVGKit/
(I've been using this on iOS projects since the start of this year, it works well)
2018 update: OSX support is now in, and SVGKit renders most SVG's fast + accurately. On the downside, advanced text features aren't all supported (e.g. yes to gradient-fill, but no to complex text-layout).
As of early 2012, it's not a 100% implementation of the SVG spec, but there's a lot of people working on getting it there.
If you're willing to do some translation from JS to ObjC, then you might find this project helpful:
https://github.com/thelonious/svg-2d
Particularly, the path.js file which includes a parseData method, taking care of relative and absolute path commands.
https://github.com/thelonious/svg-2d/blob/master/shapes/path/Path.js
I should mention that I wrote this code years ago, but I have translated it to Java and C# and have used in professional products (can't share that code, unfortunately) and it seemed to work well in those environments as well.
HTH
Kevin
Sketch 3 on Mac App Store is good at editing (can be better than PaintCode) and then exporting as SVG to PaintCode.
To get from PaintCode back to Sketch save as PDF and imports ok
https://itunes.apple.com/gb/app/sketch-3/id852320343?mt=12
Make sure canvas size in both is set to the same and in your views bounds else youll need to scale the context.
SVGgh contains a class, SVGPathGenerator, which will convert an SVG path to a CGPathRef:
+(CGPathRef) newCGPathFromSVGPath:(NSString*)anSVGPath whileApplyingTransform:(CGAffineTransform)aTransform;
You can use it to do exactly what you request.
[Swift 3 Update] If you want a pure Swift solution. My (in progress) Scalar2D library has an extension on CGPath that creates a CGPath from an SVG path.
This solution is a straight conversion of an SVG path string to UIBezierPath. It worked great for my app where I had to draw the united states as a UIView.
https://github.com/ap4y/UIBezierPath-SVG
Oneliner that adds an SVG to an NSView:
addSubView(SVGParser.svg(FileParser.xml(~/Desktop/test.svg)))
SVGLib for swift: https://github.com/eonist/swift-utils
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I have learned Apple has release CGPDF APIs in SDK 3.2 for drawing PDF context.
What I understand from these APIs is that you can draw a PDF to a data object or a PDF file. You can then export it, may be, to your sandbox's directory OR add as an attachment in the mail.
But I am not sure if we can use these APIs to read a PDF from application bundle and show it to the user page-by-page on the screen. What I want to do is open a PDF of a magazine in a magazine reader app.
I was also wondering if we can identify the links in a PDF file and open them in the app.
Let me know if have done OR doing anything like this.
Thanks
AJ
In API documentation there is a way to load a PDF (with Quartz):
CGPDFDocument is the object you need
and CGPDFDocumentCreateWithURL is probably the constructor you are looking for.
Here are some examples on how to do it:
http://developer.apple.com/mac/library/documentation/GraphicsImaging/Conceptual/drawingwithquartz2d/dq_pdf/dq_pdf.html#//apple_ref/doc/uid/TP30001066-CH214-TPXREF109
I have spent a lot of time on this - and it seems you need to use CATiledLayers to zoom those PDFs properly!
There are some good examples on the net on how to do that...
I will put a link/solution here as soon as I have something ready!
Displaying the PDF with the Quartz APIs is pretty easy. But there's no native support for link annotations. Basically, you need to parse the "Annots" dictionary inside the pdf, and then find the correct page (which can be GoTo references, or named references, or ~10 other types; see the Adobe PDF Reference 1.7 document, the section about Actions), and the calculate the coordinates to the displayed page.
I've written a [commercial] library that includes parsing link annotations, and many more features. You may wanna check out http://pspdfkit.com