How do i access the nodes for text in blender? - text

I was looking for a way to animate text in blender, i found a way but the way it was done used nodes involving the text object, how can i access this set of nodes?
here is my blender screen: (don't pay attention to what i'm doing)

The first image you found shows nodes from the Animation Nodes addon. Note that current versions contain compiled code, if the pre-built releases listed don't match your system you will need to build it yourself.
You may want to try a simpler solution first, the Animated Text addon offers several text animation options.

Related

Libraries for text manipulation

So...
I plan on doing an animation that pulls all the text from the screen to the middle and lets it pulse like a heart. For that I checked if I'm able to manipulate whole Strings and Chars the way I'm able to manipulate circles, for example. I found the libraries Nexttext and Fontastic, but those seem to be outdated, therefore I can't use them with Processing 3.0. Than there is the library Geomerative, which I manged to install through Processings library manager, but this one yields the error "duplicate libraries", which I can't find a , for me understandable, workaround for. I'm also using minim, since I combine the pulse with music input, minim works fine though.
Thus I'm asking if anyone here has an idea on how to fix this error, make the outdated libraries run or maybe someone has an alternative way/library to manipulate text.
Apparently the processing forum is not that active, hence I'm asking here, there was one suggestions tho, that I should search for similar Java libraries, which I yet have to do.
What exactly do you mean when you say you want to pull text from the screen? Do you mean you want to get text from another application and copy it into Processing? Or are you just talking about doing something inside the Processing window?
If you're just talking about manipulating text within the Processing window, then I'm not sure why you need a library for this. Processing has several functions that allow you to draw text, change its font, size, positioning, etc.
Anyway, the issue you've encountered is a known bug. Looks like the only solution for now is to use an old version of Processing. You can download them from the same place you downloaded Processing 3.
Both Geomerative and Fontastic work with Processing 3.2.3
Bare in mind is the bug Kevin mentioned.
However, the only issue I had was compiling examples that had this line:
import processing.opengl.*;
Simply remove or comment this line and the example should compile

NodeJS Text Layout and Image Generation

I am looking for the best approach for generating images of text on the server side (preferably Node.js). It will need to accommodate things like paging (so generating multiple images of text for one text input if it is too long to fit on one page). I am looking for something that is fairly precise and allows for a good deal of type configuration.
I have looked at a few options:
Use Canvas. This approach would work for most of the use cases. I could use a text engine like textjs for the layout. However, this is somewhat limiting as Canvas doesn't have specific text metrics (for things like text height used for exact positioning). This could make paging difficult.
Use normal HTML with something like PhantomJS to generate and them capture an image of the text. While this approach will work for some use cases, it makes it hard to handle things like paging.
Use some other text engine. I've looked around and found some options - but it would need to be something that I could call from Nodejs (as I'll likely use this on AWS Lambda).
What would you recommend?
I lately did something very similar - also with node.js on Lambda. In my opinion the best approach is using PhantomJS and maybe taking the detour of generating a PDF.
With HTML and CSS you can conveniently style the output exactly how you want it, which is a great advantage about the way more complicated Canvas approach. You only have to take care of adding some horizontal space wherever you expect the pagebreak (of course this depends on your usecase and may not be necessary). Having the rendered HTML page you now have two options:
You could generate a PDF - which will take care of generating multiple pages - and then rasterize that to images
Or you directly generate an image with Screen Capture (example Code) and then splitt that image horizontally
Both approaches worked fine for me.

How to create Liquid Layout in android

I am into a project in university, I would like to know that how can I use liquid layout in android so that different screen sizes must see the application according to its resolution?
In simple words, I would like to create an application whose layout is perfect in all the type of screens :)
I know how to create it in simple html/css in websites for PCs, but how to do it in android?
Can anyone please give suggestions/help/tutorial link?
Thanks,
Usman
Android provides "liquid" layouts out of the box - the layout dimensions and contained elements adapt to screen resolution automatically. It is gracefully handled by the Android framework. There are various kind of layouts available (LinearLayout, FrameLayout etc.) so you need to check carefully which type of layout is the best for you.
You should avoid AbsoluteLayout. While it is true it lets you specify exact locations (x/y coordinates) of its children it is less flexible and harder to maintain than other types of layouts without absolute positioning. It is now deprecated anyway.
Useful links:
To read more about different layouts see: http://developer.android.com/guide/topics/ui/layout-objects.html
Good tutorials are also available here: http://developer.android.com/resources/tutorials/views/index.html in the "Layouts" section.
AbsoluteLayout doc: http://developer.android.com/reference/android/widget/AbsoluteLayout.html
Update:
Layout itself will adapt to different kind of resolutions automatically but you need to keep it mind that elements contained in a layout can look differently. The same image will be smaller on high-res screen than on low-res screen. Luckily, Android provides a way to deal with this problem in a simple manner. You can supply different images depending on the resolution that a device has (this is a bit of a simplification because there are other factors eg. pixel density in addition to resolution that matters). By the same token, it is also possible to supply a different layout but it is not that common.
Links:
Full story on multiple screen support: http://developer.android.com/guide/practices/screens_support.html
Sample code: http://developer.android.com/resources/samples/MultiResolution/index.html

Color Generator Script

Are there any open source scripts that will allow you to enter a website url and it will generate a color palette based on your site? I would prefer something that ran on a typical LAMP stack. I've been able to find many websites that offer the functionality as a service but no downloadable scripts...
Update: I'm looking for the palette to contain the hex color values
Presumably easiest would be to render the page and count the pixels of different colors from a screenshot, because otherwise you can't tell which colors from the CSS file actually cover large areas. It's unlikely you could script this easily from command line but if you have a windowing environment, writing such a program wouldn't be too complicated. If you use QT, you can load the page into a QWebView, use QPixmap.grabWindow to get the pixels, convert it to QImage and then loop through the pixels counting them.
When converting the web page to an image, a big point to have in mind is that a user could send it to a malicious website to take advantage of a security problem in whatever rendering engine you are using, and even take over the server. Make sure to at least disable JavaScript and Flash, even though that will make some websites look different from normal. Otherwise it's far too easy to get the program stuck in an infinite loop even if nothing else.

What would you recommend to do simple 2D Graphics?

I want to build a program that will (as part of what it's doing) display lines organically growing and interacting horizontally across the screen. Here's a sample image, just imagine the lines sprouting from the left and growing to the right:
The lines would look like the lines used on Google Maps Transit Overlay or OnNYTurf's transit pages.
It's a personal project, so I'm open to just about any language and library combination. But I don't know where to start. What have you used in the past to create graphics that are similar to this? What would you recommend? I want it to run on Windows without any extras needed (.Net is fine), and it doesn't have to run elsewhere. I needs to run as an actual program, not javascript in the browser.
There's obviously no 'right' answer to this, but the purpose isn't to start an argument about X better than Y but rather just find a list of graphics toolkits that do simple 2D graphics that people recommend because of their ease of use or community or whatever.
Processing may be just the tool for you.
Like you said, there are many ways to tackle this problem. Me personally, being it is a windows based project, I would go with the .NET based implementation utilizing WPF. There are tutorials on how to use the 2D drawing feature out there ( http://www.wpftutorial.net/DrawOnPhysicalDevicePixels.html for one ) Again, there is no right answer here. I might also pick some new technology and let your project be a mechanism to learn something new, providing you do not have a looming deadline.

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