Applying the concept of Images libraries (vector and bitmaps )

2009-10-08 Thread capellan

Hi all,

Recently, i have been advising some fellow teachers about
using revMedia to create educational content.

One of the most frequent request that i found, is the
possibility of reusing images (vector and bitmaps) across
different stacks and reusing the same images in the one
stack with variations in size, ink effects, inside groups, etc,
without including the same images several times, to achieve
the desired effect.

Notice that Graphics software, like Adobe Ilustrator, Flash
and Xara have implemented this concept:
http://www.jnack.com/adobe/flash/symbols.html

How could we implement this concept with our stacks,
so there is not need to import the same bitmaps or
vector graphics to apply different effects or dimensions
in different cards?

Thanks in advance!

al
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Re: Applying the concept of Images libraries (vector and bitmaps )

2009-10-08 Thread Scott Rossi
Recently, capellan wrote:

 One of the most frequent request that i found, is the
 possibility of reusing images (vector and bitmaps) across
 different stacks and reusing the same images in the one
 stack with variations in size, ink effects, inside groups, etc,
 without including the same images several times, to achieve
 the desired effect.
 
 Notice that Graphics software, like Adobe Ilustrator, Flash
 and Xara have implemented this concept:
 http://www.jnack.com/adobe/flash/symbols.html
 
 How could we implement this concept with our stacks,
 so there is not need to import the same bitmaps or
 vector graphics to apply different effects or dimensions
 in different cards?

One way to implement symbols with images is (ironically) by using buttons or
graphics: set the icon of a button or the backPattern of a graphic to the id
of an image.  This effectively allows you to have one source image in your
stack that is referenced in multiple places; changing the source image will
cause all references to the source to update.

If one can live with external files, the fileName property is another way to
implement symbolic references for images.

For graphics, the only roundabout way I can think of implementing some kind
of symbolic reference is by retrieving properties of a source graphic and
applying the properties to a reference graphic.  Obviously, this is not a
true symbolic connection, but rather a klunky workaround.

The really phenomenal aspect of symbols in Flash comes into play via
distortions: in most cases, if you distort a symbol on the stage, say by
adjusting its dimensions, skew, angle, or some other property, then
replacing that symbol with another symbol causes the newly replaced symbol
to inherit the modifications of the original symbol.  In my view, this is a
seriously powerful feature of Adobe's symbol implementation that would be
great to see in Rev.

For myself, I believe there are more pressing items desperately needed, such
as sub-pixel positioning of objects and irregular distortion of images.

FWIW.

Regards,

Scott Rossi
Creative Director
Tactile Media, Multimedia  Design


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Re: Applying the concept of Images libraries (vector and bitmaps )

2009-10-08 Thread capellan

Hi Scott,

Many thanks for answering this request.

How do you handle the particular case,
where the same image is used in different
cards using varied ink effects and sizes?

Why is important sub-pixel positioning
and imge distortions?

Thanks in advance!

al



Scott Rossi wrote:
 
 One way to implement symbols with images is (ironically) by using buttons
 or
 graphics: set the icon of a button or the backPattern of a graphic to the
 id
 of an image.  This effectively allows you to have one source image in
 your
 stack that is referenced in multiple places; changing the source image
 will
 cause all references to the source to update.
 
 If one can live with external files, the fileName property is another way
 to
 implement symbolic references for images.
 
 For graphics, the only roundabout way I can think of implementing some
 kind
 of symbolic reference is by retrieving properties of a source graphic and
 applying the properties to a reference graphic.  Obviously, this is not a
 true symbolic connection, but rather a klunky workaround.
 
 The really phenomenal aspect of symbols in Flash comes into play via
 distortions: in most cases, if you distort a symbol on the stage, say by
 adjusting its dimensions, skew, angle, or some other property, then
 replacing that symbol with another symbol causes the newly replaced symbol
 to inherit the modifications of the original symbol.  In my view, this is
 a
 seriously powerful feature of Adobe's symbol implementation that would be
 great to see in Rev.
 
 For myself, I believe there are more pressing items desperately needed,
 such
 as sub-pixel positioning of objects and irregular distortion of images.
 
 FWIW.
 
 Regards,
 
 Scott Rossi
 Creative Director
 Tactile Media, Multimedia  Design
 

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Re: Applying the concept of Images libraries (vector and bitmaps )

2009-10-08 Thread Richard Gaskin

capellan wrote:


Recently, i have been advising some fellow teachers about
using revMedia to create educational content.

One of the most frequent request that i found, is the
possibility of reusing images (vector and bitmaps) across
different stacks and reusing the same images in the one
stack with variations in size, ink effects, inside groups, etc,
without including the same images several times, to achieve
the desired effect.

Notice that Graphics software, like Adobe Ilustrator, Flash
and Xara have implemented this concept:
http://www.jnack.com/adobe/flash/symbols.html

How could we implement this concept with our stacks,
so there is not need to import the same bitmaps or
vector graphics to apply different effects or dimensions
in different cards?


Everything is smoke and mirrors with software.  When Illustrator makes a 
symbol it's still a copy, but maintains a reference to some source 
object from which its properties are derived.


With Rev, we have:

   set the properties of obj to the properties of obj

You can also modify the properties array - for example, this will assign 
the properties of one button to those of anothe but allow the 
destination object to keep its own name, label, and rect:


on mouseUp
  put the properties of btn aaa into tObjA
  delete var tObjA[label]
  delete var tObjA[name]
  delete var tObjA[rect]
  set the properties of btn bbb to tObjA
end mouseUp


--
 Richard Gaskin
 Fourth World
 Rev training and consulting: http://www.fourthworld.com
 Webzine for Rev developers: http://www.revjournal.com
 revJournal blog: http://revjournal.com/blog.irv
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Re: Applying the concept of Images libraries (vector and bitmaps )

2009-10-08 Thread J. Landman Gay

capellan wrote:

Hi Scott,

Many thanks for answering this request.

How do you handle the particular case,
where the same image is used in different
cards using varied ink effects and sizes?


You can apply different inks and sizes to several image objects that use 
the same file reference on disk. That way you have one reference image 
on the hard drive, and many different images that reference it, each 
with their own variations. You don't have to do anything special, just 
create a new image object on the card, set its file reference, and apply 
any ink and sizing you want.


--
Jacqueline Landman Gay | jac...@hyperactivesw.com
HyperActive Software   | http://www.hyperactivesw.com
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Re: Applying the concept of Images libraries (vector and bitmaps )

2009-10-08 Thread Scott Rossi
Recently, capellan wrote:

 How do you handle the particular case,
 where the same image is used in different
 cards using varied ink effects and sizes?

I haven't had to do this.  If you need to scale/affect an instance of the
image, I suppose you could follow the method of the graphic symbol hack: use
a source image and an instance image, and manually script something like
put img mySource into img myInstance.  This way you can tweak the instance
image separately from the source image.  As soon as you run the previous
script, though, the instance will take on the characteristics of the source,
but if the instance is locked, it will stay scaled.


 Why is important sub-pixel positioning
 and imge distortions?

Sub-pixel positioning will improve the results of object rotation and
movement because currently these actions are somewhat coarse -- rotating a
dial, for example, jumps around because the 1 pixel resolution in Rev is not
fine enough to produce smooth rotation.

Irregular image distortion would us to better create effects like page
turns, cover flow/carousel effects, and simulate 3D manipulation of images.
There is currently no way to create these kind of effects natively within
Rev -- you need to create a series of frame images outside of Rev that are
pre-distorted.

Regards,

Scott Rossi
Creative Director
Tactile Media, Multimedia  Design



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