How can I export data and styles from cytoscape.js in one file to be imported into Cytoscape desktop - cytoscape.js

I am using cytoscape.js to build my nice networks.
I would like to know if there is any way to export the styles and the elements of the network into one file so that users of my web-app to be able to load it into their own Cytoscape desktop for further exploration and modification.
I know i can get the elements with:
cy.json().elements
and styles with:
cy.style().json()
But I cant figure out of how these can be merged into a file that is recognisable from cytoscape Desktop.
Any help? Thank you so much.

I don't think that's directly possible. You can certainly import the elements, but I don't know of a way to import the styles from cytoscape.js into Cytoscape desktop. You can to the other way by exporting to CX from the Desktop and then reading that into cytoscape.js, though. This might be worth posting a feature request, though. We're just going through the Cytoscape 3.10 planning process right now...
-- scooter

Related

Importing new Animations to a Existing Character from Blender to Unreal Engine

So I'm building a game and I've run into this problem.
I built a character from scratch in Blender with 5 animations.
I successfully exported the .fbx file and implemented it in Unreal engine.
There are no errors and the game works fine, all 5 animations working.
I now need to add more animations to the character. It's here I'm a bit confused.
I built 5 additional animations in Blender saved the .fbx file but when I try to import it to unreal I get a message saying successful reimport, but the new animations don't show up in the unreal engine file browser.
I am trying to avoid having to rebuild the animation blueprint from scratch. Is there any way I can add animation to unreal and use them with the same character.
I've looked up animation retargeting but is doesn't seem to be working in my case. I have not tried everything but i'm looking for solutions online and keep running into dead ends. Can anyone please help or point me to the correct direction i will be greatful.
The entire project was built in blueprints. There is no Custom C++ Code.
When you import the animation fbx files there should be a dialog box asking you which skeleton you want to apply the animation to, in most cases this should be enough for targeting the animation to the specified skeleton. You just want to make sure all of your skeletal meshes are targeting the same skeleton.
To answer my own question, you simply ensure the Root bone in Blender is named something other than "Armature" and export it as .fbx file. Import it in Unreal using your existing Skeletal Mesh.

Is there any examples on how to export the final visualization as a static map or an animated video in kepler-gl?

Using kepler.gl, a user can drag and drop a CSV or GeoJSON file into
the browser, visualize it with different map layers, explore it by
filtering and aggregating it, and eventually export the final
visualization as a static map or an animated video.
It's clearly should be possible (repo on Github).
On the kepler.gl interface, there's a button to export static plots as images. As far as I can tell, there is no option for video or gif export for animated videos. A screen recorder might be a workaround.
kepler.gl image export
The feature to download animated video or GIF doesn't exist at the time of writing this answer. However, you may follow the below mentioned issues raised on Kepler's Github repo where people have raised similar requests:
Export to video
Export to GIF

Offline Vector Tile Package Style

Is there currently a way to swap out styles of an offline local Vector Tile Package (.vtpk) without ArcGIS Pro? I'm open to accomplishing this programatically with the ArcGIS Runtime SDK for .NET (WPF). The goal is to maintain a single copy instead of two copies of a vector tile package with differing styles.
Thank you
ArcGIS Runtime doesn't have support for custom styles with .vtpk files at the moment. Unfortunately you have to use the 2 file approach with different default styles defined for now (release 100.0). That said, we are working to get a proper support for the offline styles to the runtime in next releases.

How to import 3d character with animation in mac application.

I created a 3d model with some animations in maya. I want to use it my mac application. One way I know is to export as dae file and use this. But most of time my dae file is not being exported and i get warnings as "null not supported by collada". is there any other way to use these models in app or how can I fix this error while exporting .dae file.
first of all it seems like something is wrong with your model if you can't export it.
Also please add some information about the app which should then import the model. Probably you think about the SceneKit which already supports the Collada file format. But there exist other libraries to which can be used for other formats. Take a look here: Recommended file formats and graphics libraries for importing 3D model into OpenGL/C++ project? and here: http://assimp.sourceforge.net/

3D animation programatically rendered in Blender

I have a project in which I would like to programatically create and render a 3d animation based upon input. I originally asked here on stackoverflow if Blender was right for the job, and the response was yes, but upon looking at the API, it says this:
Python was embedded in Blender, so to access BPython modules you need to run scripts from the program itself: you can't import the Blender module into an external Python interpreter.
I want to be able to create and render this scene without having to ever open another program like Blender. Is this possible, and is Blender still the right choice?
Thanks in advance!
At work me and colleague worked on a project that rendered 3d scenes altered externally. We used Python to modify/create scenes, and did the rending on server through the command line interface (no GUI).
You can pass a python script as an argument to Blender in the command line options to
generate your scene objects and do the rendering.
I don't see how you can render in Blender without using Blender.
You can use Blender if you want, obviously this is not your only option.
If you need to
create and render a 3d animation based upon input.
You can go as simple or as you complex as you'd like.
You can use OpenGL in your language of choice (C++, Java, Python, etc.)
and display the animation (with or without fancy renderings).
It's up to what 'render' means to your context.
If you need some nice shading(light, soft shadows, reflections, etc. - ray tracers basically), you can still show an interactive preview to your users and generate the scene
for a 3rd party renderer(like Yafaray, Sunflow, LuxRender, etc. - I've put together a short list of free renders), and show the progress to the users after they've chosen the external render option.
On a similar note, have a look at joons.
HTH
Cart by Suomi - Yafaray Gallery image
Julia quaternion fractal - Sunflow Gallery image
Klein Bottle - LuxRender Gallery image