How to export 2d svg image from blender - blender

I found free style SVG exporter to export SVG image from blender, but that will gives me 3D SVG image.
I want to export 2D view image with top view of camera, can any one know how we can do this in blender?
Thanks for reading.

I have found on Video on Youtube 2D SVG from 3D object in Blender. May be Help you.
Its works using below steps.
1. Press 7 for top ortho
2. Press ctrl+alt+0 to top camera persp.
3. Now check both checkbox on bottom right "Free Style", and "Free Style SVG Export"
4. Change path and press F12 or goto Render>Render Image.

Related

grid displayed on top of mesh in blender

I imported my Roblox avatar into blender and the xy grid is clearly visible through the mesh.A picture of the situation

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!

Photoshop CS6 Size of Objects

I'm using PS CS6 and have almost no experiences with Photoshop. I just need to get some sizes in pixels to create HTML.
Maybe a trivial question, but couldn't find any answer on Google and stackoverflow.
Problem:
The main image consists of different layers. Those layers contain an image. How do I get the size of those images in pixels? I could use the ruler but there has to be a much more simple way. Any idea?
Please assist me.
Try this
For Single image (sub-Image)
Select or click on Image than look under menu of cs6 you can show [Show Transform Control] check it and you can re-size your image in any size.
For Whole Image
PS>Image > Image Size > Give Wight and Height in Pixel so u can use that image as HTML file.
Hope It will be work
Regards
Dhruvil
for images or other objects on a layer show the info palette (F8) and select the object as if you wanted to resize it (eg click upper right corner). The dimensions of the image are then displayed in the info palette.
In PS CS6 simply make a rectangle and you have shown its size next to the cursor. Before this make sure that you have pixels as your main unit in preferences.
Good Luck.

How to blend a smaller texture at certain coordinate of the source picture (a still image) using GPUImage

i'm using GPUImage library and i wish to put a small logo or text at certain coordinate of a still image.
i tried using GPUImageSourceOverBlendFilter, it blends the 2nd picture into source picture but default at the center of the source picture.
Can anyone share some idea how i can achieve this?

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.