Photoshop :: Get Bezier Curves In CS6 To Act The Way They Used To In CS5.5?
Jun 26, 2013
How do you get bezier curves in PhotoShop CS6 to act the way they used to in CS5.5? In 5.5 i would be able to move/adjust the path with the direct select tool and the control arms would stay at the angle they were created at. In CS6, depending on where you direct selected the path, would depend on how the path could be/would be adjusted. And the control arms have become more fluid, rather than static. They do not keep the angle they were created.
i'm trying to get bezier curves on SHAPES (Spheres, Cubes) in Photoshop CS...so i can reshape them...NOW i'm talking curves that are like contour lines ON the SHAPE... example...
if you create an ELLIPSE from the ELLIPSE tool...you do SOMETHING to it (which i cant seem to remember) and you see LINES going up and down and left and right on it....and u can just freehand transform it.
I'm work ing illustrator CS6. My bezier curves are displaying jaggedly. My document raster settings are set to 300. Pixel preview is not on, and overprint preview doesn't change it.
This image is a screenshot of how it displays in illustrator. and here is the same file with a gray background as a high quality PDF.
I created a closed object that had a Bezier curve as part of it's definition. I wanted to scale it by 110% and then use this second enlarged object to create a sort of a background underneath the first object to create a sort of a shadow effect. But rather than the second object being uniformly larger than the first it intersects the original object in ways that don't make sense to me.
Is there an easier/differnt way to create an effect like this? I can do it but have to manually adjust a lot of points in the new object so that they create a uniformly larger version of the original object but it's a lot of effort for something that works fine for normal polygons with straight lines (e.g. a star with 5 points).
i've attached an image of what I get with this technique of creating two examples of two objects one a 110% scale version of the other. The first star shows the effect I'm trying to get and the second shows the problem (the red border does not surround the black object uniformly around the perimeter)
I am preparing a batch of images for test submission, for a stock photo library.Recently a person working for one of the visual effects studios in London happened to tell me that these strict agencies use some set of layers that can separate tonality and color values to check for banding, dirtiness, noise and all those technical flaws that the human eye can't notice on a monitor.He said they perhaps have an action for it so that they can review faster.
He said that it is known as 'Craze Curves' or 'Visibility Curves' technique.He further added that all the studios use it before giving the final files to clients so that there is no issue in printing afterwards.It is sort of a quality control check and has been used by digital and advertising agencies all over the world.
But now his email seems to have changed and I can't get in touch with him to know how to use the technique.
I've created a bezier shape by setting pen to shape mode, set no fill, set stroke and stroke color. as descibed by posteer "Conroy" in a different thread.
I succedded in following an existing line (in a psd document) making one wavey line much heavier by using a bezier shape that fit it using the above settings.
Now I want to copy and move that shape over another faint line to make it much more visible in the same way.
In the inlined image the heavy wavy line on viewers right is the bezier shape made as described. I want to copy it and paste it over the other wavy line on the viewers left... you can see how faint it is.... I could think of no better way to make them heavier and more visible.
I'm not finding a handy way to copy paste the heavy shape/line. How can that be done.
Is there a better way to do this from the start... that is, make the faint lines in psd document heavier and more visible.
Using [PS6], how can I make the line left by the pen tool heavier?
I've been pounding away with google and PS6 manual... but must be using off the wall search stings or something because I'm getting piles of info about bezier curves and using the pen tool but no mentions of making the damn line at least visible.
Even on High desktop sizes that darn line, if anywhere near any other border or line, is nearly invisible.
I'd like a line several pixels wide... but not seeing how that is done.
Using Photoshop CC 14.1.2 I notice that I no longer see the vector control handle when I close a path. I hope this is a bug, and not an intended UI change. Visualizing the control wing is an important feature for accuracy etc.
While on the subject of lost functionality, in earlier PS versions when a fill layer was created, the alpha mask was active by default. This allowed for immediate alteration of the mask. Now the default is to have the fill active, which makes less sense as the fill is mostly intended to not be edited directly. Sounds like a quible, but in a fast production setting, this adds an unnecessary step, which did not exist in an earlier iteration.
Also, many generations ago, (in a distant century) there was a "turn off path" button -which could be given a keyboard shortcut via actions. Could never understand why this disappeared. Now, turning off a pth requires that the pen tool be selected & hit ESC or to click into a blank area in the path pallette -which may not exist when many paths have been created. I see there is now a keyboard shortcut for this, but it is buried in the key commands list. So much easier to have that little button (and custom key option) Again, is a busy prodcution workflow, this is a speedbump.
I've recently made the switch from CS5.5 extended to CS6 extended and am running into a minor quirk which is disrupting my workflow.
In CS5.5, I was able to create a bezier curve using two anchors with handles, and then adjust the length of the handles of both points simultaneously by dragging the path between the points. This would maintain the position of both anchors and also the angles of both sets of handles. In CS6, if I try to do this, the handles change direction, and if I'm too close to one of the points, doing this actually causes the point to move around.
I have attached two screen captures to visually communicate my issue in case my text description is unclear.Is there any way to return photoshop to the CS5.5 behavior?
controlling a bitmap's tiling amount with a Bezier Float node in the slate material editor.
If I link a bezier float controller to the tile size of a normal bitmap (non real-world scale) it works as expected, i.e. if I set it to 4, then the bitmap tiles 4 times.
However if I link the float controller to a bitmap set to real-world scale, then it seems to work in reverse. i.e. if I set the float controller to 5, then the UV size appears as 0.005m, and if I set the bezier float controller to 0.005, then the UV scale size is set to 5.0m.
It seams as though in the second example MAX is taking the bezier float value, using it as a tile amount, then just for display purposes it converts it to a real-world size. I can work with it now that I know what it is doing, but it is a little unintuitive.
I've read on the internet that to make a Bézier curve, you are supposed to right click, i believe? It says to press the right mouse button. When I right click, however, it just makes another cubic spline line of secondary color.
I have created a test bezier curve in Adobe Photoshop, saved it as a .ai file for import into Maya, and imported the curve successfully. However when I try to revolve it to create a sculpture, it revolves around a pivot point which is in the middle of the scene. Is this error because of the .ai file format? I don't have Illustrator as such, just using a .ai export from PSD so I can use PSD which I know better - to get the curve in the first place. Is there a way to look at the curve in an editor of some sort and precicesly locate the pivor point, reset it etc? The file is also not yet in a default project, as I'm just testing first. I am a rank beginner, having used Maya for 4 months, 8 years ago, and now need to learn the program for work.
Additional notes: I did get the revolve to work by manually moving the pivot point but it wasn't very precise, and I'd like to know how to do this ahead of time as I have to make quite a lot of these...
I use the bezier tool A LOT to create objects... and I've noticed that when I'm going from a curved line in an object to a straight line to complete the last line of the curve, I'll often lose that last node (it'll just disappear).
What I end up needing to do is place a node between the last node and the first (completion node) to allow that straight line to work properly... then I just go back and delete the unneeded node after the object has been closed.
I just started using CorelDraw X5 (previously used version 10 or 12) and I can't find the Bezier tool. When I watch tutorials it looks like it should be under my curve tools, but it definitely isn't. Do I have a setting turned off or something... or is this a glitch?
seems whenever i create a rectangle convert to spline, refine a spline by adding a vertex, or weld two nearby verticies together, mas ALWAYS makes it a bezier corner. anyway to globally make max assume everything should be linear? or at least let me specify the exception of being smooth/bezier etc...
Max Design 2014, Boxx Xtreme, Box RenderPRO, Win7Pro, K4000
Any way of selecting an individual bezier handle and moving it by increments using the arrow buttons on the keyboard, (in a similar way to moving an individual point)? At the moment, I have two handles on different adjacent points selected, and am able to move them incrementally using the direct selection tool and the arrow keys, but I don't know how they originally came to be selected (I discovered that they were accidentally), or how to transfer the selection to another handle. I'm using CS6.
I'm using CS5 on a PC. I should preface this by saying it's been a long time since I used a vector graphics program, and when I did, it was Macromedia Freehand.
I am creating an object using the pen tool, and I'd like to adjust the curves on either side of an anchor point independently of one another. There was a function to do this in Freehand, but I can't seem to find it's Illustrator equivalent.
in C4D i can move the bezier to make the animation softer but in maya i can only move the point i click, try do middle mouse the bezier to move and i cant i know.
I've been wondering, is there some trick to starting 2 Bezier lines at the same start- and end-points? Or do I have to eyeball it? Can I reactivate an old, previously selected line after something else has been selected? Is it possible to keep several lines selected in separate layers apart from each other?
I would like to extend the bezier handle at it's current angle. Till now, I have been using a guide at the angle and following it when plotting the next curve (as above). I know you can use shift to lock it at a 90 degree, 45 degree angle, etc., but I would like tot keep it at its current angle. Is there a keyboard shortcut for this?
My after effects is not showing the full bezier curve. The star is supposed to bounce from upper left to upper right.The curve is cropped. How to adjust this?
I'd like to be able to do calligraphy with my Wacom pen but I find the above anomally. Does anyone know how you can achieve such a thing in CS2? I've only been able to attempt calligraphy with a brush or pencil, and although I've managed to tilt the pencil / brush and achieve thick and thin strokes (but not very satisfactorily) I can't find out how to alter the angle.
How do I get a percentage value in Curves-in CS5 it used to be command-click would make a dot on a point on the curve, to allow for accurate adjustment...
When making adjustments in the curves panel the procedure in previous editions was to raise the curve in the upper section to lighten the image and lower it to darken the image. Mine is working just the opposite. When i raise (or lift) the curve the image darkens and when I lower it lightens. The lower half for contrast works the in the same backwarsds way.
When using Curves to increase contrast for an image, I see that some people will use the eyedropper to define an anchor point on the Curve to manipulate, and others just seem to drag on a spot on the curve without first using the eyedropper.
1. Is there a reason to not use the eyedropper, and instead just drag a point on the curve?
2. Won't using the eyedropper always be more accurate than just eyeballing a spot on the curve to drag?
In older versions of Photoshop, I was able to use Paul Butzi's beautiful toning curves (which are ACV files) through the Curves menu.
There was a 'Load' button, and if I pressed that, I could browse my curves folder and pick whatever curve I wanted. Is there any way to do that in Photoshop CS5? I can't seem to find a 'Load' button under Curves, and I'm not sure how to use the Custom Curve feature.
I can't seem to load them under Filters, either. How I could load them?