Camunda Modeler fontsize - bpmn

I am having trouble changing the fontsize of a existing model that I didn't make but have to turn into an A3 image. I manage to do that but the rendered letters need to be bigger but I cant make my own plugin or sth.

You should be able to export any bpmn diagram as an svg vector image which you could then easily scale to print as A3.

Related

Is there any function (language doesn't matter), to make automated trim a polygon from PDF?

I work with some PDF's, and need automatized trimming of PDF content. in separate layers i have image and outlines, and i want to trim interior of that outlines from image.
Image layer is drawing that consist of different colors
Outline is always red, closed contour.
Is it possible or not?
If yes, what language/framework should i use?
Thx in advance
ex. image with outline

Can we add gradient color in oxyplot graphs

I have been trying to achieve gradient color for the oxyplot graphs.
Some old blogs saying that gradient color is not supported by oxyplots. Could anyone suggest any tweaks to achieve the below kind of view?
And also any suggestions are open to which graphs can be used apart form oxyplots in xamarin.
enter image description here

Adobe Animate CC Canvas (CreateJS) vector graphics becomes blurry on scale up

So I am new to this next-gen Flash application they call "Adobe Animate CC" and I am trying to create an interactive map scene... very basic. If you click on the USA it should zoom in. Click again it should zoom out.
The issue I am having is that even though my map was imported from an SVG file -- and from what I can tell when residing in the "Adobe Animate CC" workspace it retains its vector data -- when I apply the scale tween using CreateJS the edges of the graphic become very pixelated.
Here's the code I am using:
var _this = this;
_this.stop();
_this.america.addEventListener("click", zoomMap);
function zoomMap(event) {
createjs.Tween.get(exportRoot.world1).to({scaleX: 10, scaleY: 10, x: 4000, y: 1000}, 1000);
}
And here are some images of the pixelated result:
Even more disconcerting is that that blue-green circle is a native circle object inside a symbol. Not an svg. I would expect that at least that would stay crisp under transformation.
Is this unavoidable? Is the application caching bitmap versions of my vector files on export? Can I stop this? Can I force a re-render of the vector file during and after my tween? Is there any way around this? Does this application even really support vector graphics?
Animate might be exporting as images, but it shouldn't unless you tell it to. What does your library JavaScript look like? Are any images exported? Maybe search the source for .cache to see if Adobe is doing anything funny under the hood.
If the map is an SVG source: Unfortunately, only the only SVG support in EaselJS (which underlays the Animate export) is for svg as a "bitmap source". This means it is being treated as an image of a specific dimensions, and scaling it past "100%" will interpolate the details.
It might be possible to load it as a larger bitmap, and scale it down to start, but that will:
make it much larger in memory
still only let you scale so much
Another option is to import the SVG asset into Adobe Animate, which should convert it to a vector graphic. If it is vector in EaselJS, you can scale it as much as you want, because it uses Canvas vector APIs to draw, instead of an image source.
You mentioned that the green circle is native (I assume a shape in Animate?). Are you sure its not being exported as an image, instead of a shape? Are you caching anything?
Hope that helps!

Removing background from the sprite

I'm trying to "load" some 2d image as a material for a mesh, (I know about spritemanager) but I'm unfortunately getting this sprite with it's white background. How can I "make it go"(the background)?
Thanks.
If the image is of a file type that supports transparency, open it up in image editing software (paint.net, photoshop, etc.) and delete the white or replace it with empty/transparent color.
Otherwise, look for an option in the unity documentation to set a specific color value as 'background' or 'transparent' so that that color will be ignored.
First of all, you need to add an alpha channel to your texture and save it in a format that supports alpha channel transparency.
Here is a quick tutorial on how to do this in GIMP:
Note that you can remove the selected background with the Delete-key.
In my case, I'm exporting the result as a PNG for alpha transparency support. You can do this from the export menu by renaming the file suffix to .png:
I use these settings to export my PNG:
Then, after importing the image into Unity, Make sure that in the texture's import settings the image's alpha source is set to Input Texture Alpha and that Alpha is Transparency tickbox is checked like so:
Finally, since you are using this on a mesh, you need to ensure that your mesh has a material applied that has it's render mode set to Cutout:
Hope this little guide helps.

How to apply texture pattern to 3D bars in pdf generated using iReport?

I have a requirement like applying texture pattern to the 3D bars in 3D Barchart using ireport. I am able to see the texture pattern in the default JRViewer. But when I take the PDF from the same report, I cannot see the texture pattern instead I can see a transparent 3D bars.
Can someone have a solution ?
with a little research we found the answer. There is an option in the iReport for the charts called renderType. We need to set this as svg(Scalable Vector Graphics).
So the texture pattern will apply to the PDF also.
The disadvantage of using this is - The PDF file size gets increased.