Hash Fellow robcat2075 Posted February 21, 2017 Hash Fellow Posted February 21, 2017 We've had .ai (Adobe Illustrator) import for a long time. You can make an outline in a vector art program and A:M can import the .ai file and bevel/extrude it to make a 3D shape. That is great for making mechanical parts. However, inexpensive programs that can export a .AI file are still not common. V19 will add suport for SVG. SVG (ScalableVectorGraphics) is another vector format and is supported by free programs like InkScape. InkScape appears to be a full-featured vector graphics editor and should work well for A:M purposes. Quote
John Bigboote Posted February 21, 2017 Posted February 21, 2017 Yay! Cool new feature! For ai we had 'the ai wizard'... will svg be implemented in similar fashion? Hey! When did you go from 'unavoidable smarty-pants' to 'persistant smarty-pants'? You thought no one would notice? Quote
detbear Posted February 21, 2017 Posted February 21, 2017 I use Inkscape a bunch. It's a thousand times better than illustrator IMO. And it's free to use. It is very easy and practical. That is a neat feature for A:M. Quote
Admin Rodney Posted February 22, 2017 Admin Posted February 22, 2017 One nice thing about SVG import is how it assigns a group to each import. This makes quick work of identifying, isolating and altering specific parts of a Model. An example of this workflow might be to create a plan view (top view) of a room (or city) and then export parts of the plan out for import into A:M. Then hide the parts one by one while detail is added or parts of the model replaced. A benefit to this approach is that the same SVG file/name can be used for more rapid imports. A downside... there is always a downside... programs such as Inkscape don't have an option for exporting only the selected shapes. At least none that I can ascertain. Quote
Admin Rodney Posted February 22, 2017 Admin Posted February 22, 2017 The AI and SVG Importers are handy tools in the creation of Building Facades... 1 Quote
pixelplucker Posted February 22, 2017 Posted February 22, 2017 How is the point density on it? Some programs that export svg's tend to put a vertex per pixel ie 300 dpi is 300 points per inch. Generic eps is usually good too and most programs handle that. AI is an ok format but because there is so much garbage stuffed into the newer versions >5 they are not that usable for 3d modeling work or engraving. Quote
Hash Fellow robcat2075 Posted February 22, 2017 Author Hash Fellow Posted February 22, 2017 How is the point density on it? Some programs that export svg's tend to put a vertex per pixel ie 300 dpi is 300 points per inch. Inkscape SVG contains just the points you created. It's curves between control points, rather like A:M. Quote
Admin Rodney Posted February 22, 2017 Admin Posted February 22, 2017 How is the point density on it? Some programs have an export setting to lower the number of exported control points. I had high hopes for OpenToonz exporting SVG for use in A:M and while it does have a 'low' setting that can be set for exports, there are other issues that keep OT from being the ideal creator of SVG shapes. The actual export to SVG process isn't exactly straightforward either. It's hard to go wrong with Inkscape. I use Coreldraw and it is perfect for the job. *The primary reason I was hoping OpenToonz would be a good source for SVG is that it has an excellent raster to vector converter and there aren't a lot of those available for free. Sadly that won't be the case. Quote
Fuchur Posted February 22, 2017 Posted February 22, 2017 The simple rule is: If something has been created as an vector image, you should be able to use it quite nicely (if it is not too complex), otherwise it will be hard to work with it. As long as it is for instance a logo, created in Illustrator or Inkscape or CorelDraw, everything is fine. An exporter from some kind of pixel program which has to convert the pixels to vector formats will often not work very well. See you *Fuchur* Quote
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