I have a small company doing designs onto mugs, steins, pints, etc. I recently added the ability to do custom photo designs, so now I'm trying to perfect the image curvature for my pint glasses and coming up against a problem.
So - with a pint glass, in order to put a design on it you actually have to curve the image. I'm following this tutorial here - [URL] where he shows how to use GIMP to curve a photo to insert into a tumbler.
I am doing the same process except my dimensions/numbers are different. I need to be able to create the appropriate .points file for my pint glasses but if I use the one he created, my image will be off since the pints don't have the same dimensions as the tumbler he did the tutorial for.
SO - all this to say - how the heck do I calculate what values to put in the points file? For example, on this particular project I need to make an image to be curved up 5/8" on the bottom and 3/4" on the top. He used .25" and .3125" so if I use his file, my designs won't be right.
Can CorelDraw X4 calculate the length of a curve, meaning if I have an organic shape or curve, can it calculate the true length of the line if you follow the path. (think miles on a road)
I'm trying to estimate the time it would take a CNC machine to cut along an exported path.
I'm struggling with the maths needed to calculate the angle between 3 points. My eventual aim is to use vba to draw a crescent shape polyline, ie 2 arcs curving in the same direction and joiing at their tips. Both arcs will have different centrepoints but the same radius. The only info I know so far is radius (R), centrepoints (CP1, CP2) and the intersection points where their end points meet (IP1, IP2). I've gotten those points by using the 'IntersectWith' function on two circles.
My coding skills are fine it's just the maths I'm struggling with and after searching google for quite some time I'm still confused. I've looked at loads of differnet formulaes and diagrams, but it always seems like they aren't complete. Maybe it's just me.
the resulting arc-fit pline has each pline segment converted into two arcs, the common radii of which are perpendicular to the original segment (unless direction of curverature changes)
the resulting arcs can be calculated given the angle of the tangents for each segment.
the factors for determining the tangents at vertex N are:
deflection angle at N
deflection angle at N+1 (90° or non-extant = not a factor, 0° or 180° = segment is the tangent)
deflection angle at N-1 (90° or non-extant = not a factor, 0° or 180° = segment is the tangent)
ratio of lengths of segments (N , N+1) and (N , N-1)
I can find the tangents when N±1 = 90° and when the segment lengths are equal but i can't figure out how to compute the tangent if these 3 factors are varied.
I don't want to use (command"._PEDIT" pl "_FIT""") because i need to collect the arc data anyway and at a high frame rate. The data will be used to further compute a spline frame that best fits a quadratic spline to the arcs. That part i know how to do!
I've got a closed traverse that has all the elements, but when I try and analyze it, I get the dreaded error: Insufficient angles, distances or points to calculate this loop. Creating a Traverse for Adjustment: [URL]l and my screen capture looks very similar to his, but I'm not getting any results.
I need to trace 2 points (which are certain distance apart) along a curve at a distance of x inches(say 2 inches). How do i write the code such that the point is plotted on the curves and maintains the distance.
In PSCS5 and earlier, I used to be able to make a straight line of points in a curve by placing 9 points on the straight line curve. I did this by drawing a small straight line at the bottom of the curve using the pencil tool and then clicking the curve point icon.
How can I make a curve's end points constrain to objects in order to create a "theta" angle line that changes dynamically when the angle between the two objects changes?
I thought they answer may have lay in creating the curve using Maya's new Bezier Curve tool, then using the Rivet plug-in from CreativeCrash to pin it to the middle of two poly cylinders (the "x" and "y" axis.) Unfortunately this doesn't work; the Script editor spits back "is not a vertex!". Either I'm not using Rivet correctly or the end points of a Bezier Curve in Maya are not the same as a CV Curve. But perhaps I'm going about this the wrong way entirely.. I ultimately would wish to extrude geometry about this curve to create a dynamically changing curved cylinder to visualize the angle. It seems like it should be a relatively simple thing to do...
I have come up with a parabolic curve from a 'Sag Chart' program for calculating wire sag between Utility Poles. I now need to place this curve into my Profile that has the poles laid out in it. I need to make the curve Tangent at each attachment point between two poles. The best I can do as of now is eyeball it in there which will get me the sag distance pretty closly but as any Autocad user knows if it isnt exactly aligned it will drive you nuts. I made a rough sketch of what im trying to do.
I`m relativly new to AutoCAD. Any ommand or option to make the polylines between two points in a curve smooth. I added a picture for reference. The red line is the problem, this will cut alot of my work time.
In CS5 and prior versions of PS, you could "make a straight line of points in a curve". After opening the curve dialog box, draw a straight line with the pencil tool and then click the wavy icon above the pencil tool icon (edit points to modify the curve) and it would automatically place 9 equidistant points on the curve. With CS6, it only places 3 points. Any way to get 9(or at least multiple) points placed?
I'm trying to compose an image of an open book. I want to place an image I have into the book [URL]
So, I want to know how I could "bend" the image so that it lays on the curved page of the book properly, appearing as if it is part of the page itself.
Is there a way to force the Low Point or High Point in a vertical curve to a specific and precise station?
I can do it with grips, but it's imprecise. In the project I am currently working on, I have some leeway regarding the slopes into and out of the vertical curve, so I have some flexibility, but some of the LPs and HPs need to precise.
I have a perspective image of a tube station. I want to replace an image of a poster with a different one. So I need to apply perspective (I can do this) and make the resultant image curved, to fit the curved wall.
If I wanted to have a picture of a book laying open::
[URL]
And I wanted to put a picture on the right hand side of the book, to look as though it was part of the book, how would I make the curve of the layer(or picture) to mimic that of the book?
I am attempting to create a curve with the path tool and it seems like if I have a deep curve the curve becomes smooth but if I have a shallow curve (which is what I want), the curve is jagged and not very smooth - see attached thumbnail.
I've tried to convert the path to a selection then sharpen the selection and also add a feather to the selection to try and smooth it out but I have not been successful. How can I get this shallow curve I want but also get the curve nice and smooth?
Attached File(s) curve.jpg (10.35K) Number of downloads: 17
I've been using the Gimp for a year or so. I have a project where I'm trying out a logo design on a football helmet. I've tried, unsuccessfully, to use the perspective tool to 'wrap' the logo realistically. The helmet photo is shot at an angle.
I've seen 'morph' plugins that essentially let you set points around an object that correspond to the same points after the pic is 'morphed'. What I'm looking for is a plugin that would allow me to map the straight-on view of the new logo with the points corresponding to the existing 'wrapped' logo to produce a realistic logo.
I had actually just used it to render something, and went to create a new path to continue my picture. However, the path tool decided it doesn't like to curve anymore so when I click on the line it simply moves the object. I didn't change any settings between finishing my first path and starting the second. It is still in design mode.
I've also wanted to ask if it is possible to link two anchors together when one of the anchors in question is in a complete path. Like, say I have three lines and anchors forming a triangle, shouldn't I be able to link a new anchor to one of the existing ones? Because I sure as heck can't.
What I'm trying to do is curve a white to black gradient along a windscreen wiper smear for a rail engine cab window I need to texture. I'm building the cab for an engine in RailWorks and to get the wiper to clear raindrops from the screen in time with the wiper motion the texture needs a gradient applied to it from the wiper rest position to full up position.
In the picture the actual wiper smear is all black. What I need to do is have it all white from the vertical part of the smear or the wiper rest position, to all black at the maximum part of its stroke. This means the gradient will be a lot shallower on the outer edge of the arc and a lot steeper at the inner edge of the arc.
I just got a bunch of new brushes and one of them is a series of 4 stitches that are oriented horizontally and look just like this - - - - . How can i run this in curves so that it still looks like stitches? When I stroke a path it creates a black mess(while using brush). When I drag and draw freehand the results are not much better. Is there anyway to make it so this can follow some sort of curved path? As if you are rolling the brush along a line like a paint roller and keeping the integrity of the brush? I'm using Gimp 2.6.10.