I'm using Tableau Public and would like to include a background image for my dashboard. When I go to Map --> Background Images , nothing populates. I see the right arror, but when I scroll over it I don't have the option to go any further. Any help would be greatly appreciated.
The feature you're referring to (Map -> Backgroung images) is just for worksheets.
Background images are strictly related to your data in order to plot markers on a specifc image according to data valuues
(https://www.tableau.com/learn/tutorials/on-demand/background-images)
That being said, if you need "just" an image as a background for your dashboard, it's quite simple:
In the Object section select a "Image" element and drag it into the dashboard
Place your woorksheet(s) into the dashboard with the floating option (not tiled) in order to bring them forward (if needed)
Extra: if you need the background image to be readable, remember to set your worksheet deafault shading value to none
below i attached an app help guide screen. I am understanding how to build this screen.
If any body have idea please share here
View with semi transparent background color (backgroundColor:"rgba(0,0,0,0.5)";) and some images on top of it.
So, using images is bad. You'll need images for translations and if you do this as one image you'll need to ensure all devices are covered so your arrows point to the right element.
Minimise images == smaller app.
First thing you'll need to do is a create a blocker view -- so that's a view that will fill the screen and have a black background with opacity.
You can't apply that to the window as everything in it will be semi-transparent so:
Create a transparent Window that fills the screen.
Add to that window a view that fills the window and has opacity say 0.5 and black background
Add to the Window (not the view you just created) the other elements and button -- ideally, these should be individual graphics of the arrows, sized in such a way that you can position them based on the host element (the item they are pointing to / referring to). Use real text so you can handle translations / reduce file size.
So you'll need a way to associate each tip with a control they are anchored too, and that will ensure that regardless of the screen size, the tip will appear in the correct place.
First of all, always give a try before putting questions anywhere because it makes you learn things on your own for long time.
The easiest step for you to do this is to ask your designer to create a complete image just like that & you just have to show it on top.
If you have to show that image in different translations, then you can ask your designer to provide you required translations images.
I used to be able to color any Text, shape, or image by just selecting the particular layer and use pain bucket tool for example. Not sure what I clicked, but recently when I try to do the same; I always get the following message:
"This type Layer must be rasterized before proceeding. Its text will
no longer be editable. Rasterize the type? "
I do not want to rasterize. Can I know how to revert back to the normal setup where I can do the coloring without the need for rasterize please.
It also seems to mess around with my selection.
For example - I have a circle shape in the middle with transparent background.
I used to be able to go Select>All followed by Select>Inverse and it will select the circle shape.
But now it selects the entire canvas when I select all but returns the following error when I Select>Inverse
"Warning No Pixels were selected".
You may not be able to color a vector object with paint bucket tool. Instead, can you try using the color option in the blending mode. That will retain the vector property and also apply the color.
The following applies to PS-CS6
In the layers palette,
= Right click on the layer > Blending Options > Select Color Overlay
I'm new to MeshLab, but can anyone tell me how to display BOTH points AND edges? Now, I can only choose either one, not both. I'm using a .ply file to load the mesh. Thanks in advance!
Show edges using the usual toolbar button and then activate the Show Vertex Dots decoration (in the menu Render->Show Vertex Dots).
Optionally, activate the layer side dialog and in its lower part you will see the options for this decoration where you can change the dot size.
I'm quite new to blender, and I'm doing some experiments with it.
I've been searching for a way to make an object disappear from sight at a particular key-frame, without moving it out of the camera view. E.g. at frame 1, cube is there, at (0, 0, 0) and at frame 2, it's not visible anymore, but still there at position (0,0,0), at frame 3 it gets visible again.
After searching the web, I came upon this page which suggests to move the object to another layer, but since it applies to blender 2.49, it seems the software has changed since then: I'm unable to find the 'Layer' option when inserting a key-frame.
I've found some other sites but either they suggest to use a technique similar to the one linked above, or they suggest to change the alpha of the texture, which I'm not interested in.
So, what's the preferred method to make an object invisible in blender 2.59?
Additional information (not relevant for the answer I'm expecting, IMO):
I'm using blender to make models for Unity.
I'm using 2.59 because that's the one that works with the unity version that I have.
There are lots of ways to achieve this effect.
The easiest way is to keyframe the visibility of the object.
To do this, you simply go to the outliner, and click the little eyeball next to your object name, then hover over the closed eyeball and hit "i" to keyframe. The eye will then turn yellow to indicate it's keyframed. Do the same with the camera icon (so that your render behaves the same way). Then go to the point where you want the object to appear, and click the eyball and camera again to make them reappear, then hit "i" again over each to keyframe them... Isn't blender a wonderful program? I love being able to keyframe just about everything! :D
There are also these less easy, but variously useful methods, which you may also use in case you want some sort of transition in your vanishing/appearing:
My perferred way is to just move the opbejct off the screen, keyframe position, then set the animation (in the Graph Editor) curve type to "constant" (Key -> Interpolation Mode -> Constant), and move the object into place and set the keyframe where you want it to appear. It will thus instantaneously appear.
Set the material properties of the object to Transparent, and choose "Z-Transparency" and set alpha to 0. Then simply keyframe the alpha (hover mouse over Alpha value and hit "i"), then go to where you want it to appear, change the alpha value to 1, and keyframe again. This will make it fade in over time, or you can change the curve to constant in the Graph editor, as described in method 1.
If you want to mask the object while it is still in place, you could make a cube around it, set the cube material transparency to "mask", and then move the cube off camera to unmask the object, rather than moving the object. This is handy for when you want to partially unmask something in the course of the animation. For example, if you are creating a text overlay for a video, where you want text to appear as if it's coming out of your hand, you can animate the masked object to follow the contour of your hand as it pulls away to reveal the text.
In Blender 2.65, you can animate the objects visibility toggle in your Outliner panel.
Next to your scene objects there will be three icons: an eye, a cursor, and a camera.
Follow these steps to animate viewport visibility:
Find the object you wish to animate in the Outliner Panel
Mouse over the eye icon and hit "i" on your keyboard to set a keyframe.
Go to the next frame and turn the eye off, then hit "i" moused over it again.
Do the same thing with the camera icon to animate render visibility. I will usually keyframe both the viewport and render visibility icons in tandem so as not to forget to have these toggled when its time to render.
In version 2.9 the eye icon cannot be used to set a keyframe. I've found the best way for me is to use the Object Properties tab and under Transform set the three scale values (X,Y,Z) to zero for invisibility. You can then click the diamond to the right to set the keyframe. To make the object re-appear return the scale values to their original and click on the diamond keyframe icon again.
Obviously you can make it a lot easier for yourself by applying scale to the objects first then just switch them between 0 and 1.
AFAIK there is no easy way to directly set an object invisible in your case. Although the visibility can be animated in Blender (in outline view mive your cursor on the eye and press i) Unity3D doesn't recognise it.
Possible workarounds:
Move it to (1000, 0, 0)
Scale it by a very small value
A more elaborated approach could be to use a driver like when turning FK/IK animation on and off dynamically via a variable.
I found out (today!) that, in Blender 2.8 (& presumably beyond), you can control visibility of objects in animations either in viewports and/or renders. Select the object and, in the Object Properties, open the Visibility section. You will see a dot beside the Viewports and Renders options. Click on the dot in either Viewports or Renders (or both). The relevant boxes should turn green. Either make the object visible or invisible by checking or clearing its box and then click 'i' to insert a keyframe. Repeat the process in other keyframes.
Another way to do this is to make a cube around it and add a boolean modifier to the object you want to disappear, set the operation to difference and select the cube as the modifier's object target. Then turn off the cube's visibility and animate the visibility of the modifier.