I'm trying to find out if there is a faster way to complete repetitve actions in Indesign - every time I add a new image, I need to resize it to either 5.25% or 3.5%, which atm means I am clicking through Transform, etc., hundreds of times an hour. I've looked into editing the shortcuts but there doesn't seem to be an option for custom percentages.
Surely there must be a more efficient way to do this?
Thanks in advance!
Here is the script to scale any selected image to 5.25%:
var scale = 5.25;
var img = (app.selection.length > 0) ? app.selection[0] : exit();
try { img = img.graphics[0] } catch(e) {};
img.horizontalScale = img.verticalScale = scale;
img.parent.fit(FitOptions.FRAME_TO_CONTENT);
You can assign any shortcuts to any scripts via
I hope you can make the same way the second script to scale image to 3%.
Related
Looking for some help in figuring out how to write a script to crop images in Indesign. The images are of two sides of an object, so usually I drag the image in from the folder, copy it and crop both images vertically so I end up with separate objects for the left-hand(front) and right-hand(back) sides of whatever I'm playing with.
I had a search of forums but most of the scripts I found were aimed at a simple resize rather than basically cutting an image in half vertically while leaving the size unchanged - can anyone help me get started on this?
Thanks!
Try this:
var sel = app.selection[0];
app.copy();
var gb = sel.geometricBounds;
gb[3] -= (gb[3]-gb[1])/2;
sel.geometricBounds = gb;
app.pasteInPlace();
var sel = app.selection[0];
var gb = sel.geometricBounds;
gb[1] += (gb[3]-gb[1])/2;
sel.geometricBounds = gb;
It 'crops' selected image (left-hand half), copy/pastes (inplace) the image again and crops its again (right-hand half)
I have found a tutorial on parallax scrolling in spritekit using objective-C though I have been trying to port it to swift without much success, very little in fact.
Parallax Scrolling
Does anyone have any other tutorials or methods of doing parallax scrolling in swift.
This is a SUPER simple way of starting a parallax background. WITH SKACTIONS! I am hoping it helps you understand the basics before moving to a harder but more effective way of coding this.
So I'll start with the code that get a background moving and then you try duplicating the code for the foreground or objects you want to put in your scene.
//declare ground picture. If Your putting this image over the top of another image (use a png file).
var groundImage = SKTexture(imageNamed: "background.jpg")
//make your SKActions that will move the image across the screen. this one goes from right to left.
var moveBackground = SKAction.moveByX(-groundImage.size().width, y: 0, duration: NSTimeInterval(0.01 * groundImage.size().width))
//This resets the image to begin again on the right side.
var resetBackGround = SKAction.moveByX(groundImage.size().width, y: 0, duration: 0.0)
//this moves the image run forever and put the action in the correct sequence.
var moveBackgoundForever = SKAction.repeatActionForever(SKAction.sequence([moveBackground, resetBackGround]))
//then run a for loop to make the images line up end to end.
for var i:CGFloat = 0; i<2 + self.frame.size.width / (groundImage.size().width); ++i {
var sprite = SKSpriteNode(texture: groundImage)
sprite.position = CGPointMake(i * sprite.size.width, sprite.size.height / 2)
sprite.runAction(moveBackgoundForever)
self.addChild(sprite)
}
}
//once this is done repeat for a forground or other items but them run at a different speed.
/*make sure your pictures line up visually end to end. Just duplicating this code will NOT work as you will see but it is a starting point. hint. if your using items like simple obstructions then using actions to spawns a function that creates that obstruction maybe a good way to go too. If there are more then two separate parallax objects then using an array for those objects would help performance. There are many ways to handle this so my point is simple: If you can't port it from ObjectiveC then rethink it in Swift. Good luck!
I'm using open source library for PDF documents from mozilla(pdf.JS).
When i'm trying to open pdf documents with bad quality, viewer displays it with VERY BAD quality.
But if I open it in reader, or in browser (drag/drop into new window), whis document displays well
Is it possible to change?
Here is this library on github mozilla pdf.js
You just have to change the scaling of your pdf i.e. when rendering a page:
pdfDoc.getPage(num).then(function(page) {
var viewport = page.getViewport(scale);
canvas.height = viewport.height;
canvas.width = viewport.width;
...
It is the scale value you have to change. Then, the resulting rendered image will fit into the canvas given its dimensions e.g. in CSS. What this means is that you produce a bigger image, fit it into the container you had before and so you effectively improve the resolution.
There is renderPage function in web/viewer.js and print resolution is hard-coded in there as 150 DPI.
function renderPage(activeServiceOnEntry, pdfDocument, pageNumber, size) {
var scratchCanvas = activeService.scratchCanvas;
var PRINT_RESOLUTION = 150;
var PRINT_UNITS = PRINT_RESOLUTION / 72.0;
To change print resolution to 300 DPI, simply change the line below.
var PRINT_RESOLUTION = 300;
See How to increase print quality of PDF file with PDF.js viewer for more details.
Maybe it's an issue related with pixel ratio, it used to happen to me when device pixel ratio is bigger than 1 (for example iPhone, iPad, etc.. you can read this question for a better explanation.
Just try that file on PDF.js Viewer. If it works like expected, you must check how PDF.js works with pixel ratio > 1 here. What library basically does is:
canvas.width = viewport.width * window.devicePixelRatio;
canvas.styles.width = viewport.width + 'px'; // Note: The px unit is required here
But you must check how PDF.js works for better perfomance
I ran into the same issue and I used the intent option of renderContent to fix that.
const renderContext = {
intent: 'print',
// ....
}
var renderTask = page.render(renderContext);
As per docs renderContext accepts intent which supports three values - display, print or any. The default is display. When I used print instead the render quality was extremely good, at par with any desktop app.
I am looking to make a photoshop action (maybe this isn't possible, any other application recommendations would be helpful as well). I want to take a collection of photos and make them a certain aspect ration, ex: 4:3.
So I have an image that is 150px wide by 200px high. What I would like to happen is the image's canvas is made to be 267px wide, with the new area filled with a certain color.
So there are two possibilities I can think of:
1) Photoshop actions could do this, but I would have to pull current height, multiply by 1.333333 and then put that value in the width box of the canvas resize. Is it possible to have calculated values in Photoshop actions?
2) Some other application has this feature built in.
Any help is greatly appreciated.
Wow, I see now (after writing the answer) that this was asked a long time ago. . . oh well. This script does the trick.
This Photoshop script will resize any image's canvas so that it has a 4:5 aspect ratio. You can change the aspect ratio applied by changing arWidth and arHeight. The fill color will be set to the current background color. You could create an action to open a file, apply this script, then close the file to do a batch process.
Shutdown Photoshop.
Copy this javascript into a new file named "Resize Canvas.jsx" in Photoshop's Presets\Scripts folder.
Start Photoshop and in the File - Scripts menu it should appear.
#target photoshop
main ();
function main ()
{
if (app.documents.length < 1)
{
alert ("No document open to resize.");
return;
}
// These can be changed to create images with different aspect ratios.
var arHeight = 4;
var arWidth = 5;
// Apply the resize to Photoshop's active (selected) document.
var doc = app.activeDocument;
// Get the image size in pixels.
var pixelWidth = new UnitValue (doc.width, doc.width.type);
var pixelHeight = new UnitValue (doc.height, doc.height.type);
pixelWidth.convert ('px');
pixelHeight.convert ('px');
// Determine the target aspect ratio and the current aspect ratio of the image.
var targetAr = arWidth / arHeight;
var sourceAr = pixelWidth / pixelHeight;
// Start by setting the current dimensions.
var resizedWidth = pixelWidth;
var resizedHeight = pixelHeight;
// The source image aspect ratio determines which dimension, if any, needs to be changed.
if (sourceAr < targetAr)
resizedWidth = (arWidth * pixelHeight) / arHeight;
else
resizedHeight = (arHeight * pixelWidth) / arWidth;
// Apply the change to the image.
doc.resizeCanvas (resizedWidth, resizedHeight, AnchorPosition.MIDDLECENTER);
}
Mind that the accepted answer from #user268911 may not work for you if the source image has different pixels/inch than 72. Because the UnitValue.convert function works correctly only with 72 px/inch. To be sure the conversion is correct for ever pixel/inch value, set baseUnit property as follows:
...
var pixelWidth = new UnitValue (doc.width, doc.width.type);
pixelWidth.baseUnit = UnitValue (doc.width.baseUnit, "in");
var pixelHeight = new UnitValue (doc.height, doc.height.type);
pixelHeight.baseUnit = UnitValue (doc.height.baseUnit, "in");
...
For more details about the conversion see "Converting pixel and percentage values" section of the Adobe JavaScript Tools Guide.
What languages do you know? ImageMagick has command line tools that can do this, but you'd need to know a scripting language to get the values and calculate the new ones.
For .NET, my company's product, DotImage Photo, is free and can do this (need to know C# or VB.NET)
I'm using Codeigniter's image manipulation library to re-size an uploaded image to three sizes, small, normal and large.
The re-sizing is working great. However, if I'm resizing a vertical image, the library is rotating the image so it's horizontal.
These are the config settings I have in place:
$this->resize_config['image_library'] = 'gd2';
$this->resize_config['source_image'] = $this->file_data['full_path'];
$this->resize_config['maintain_ratio'] = TRUE;
// These change based on the type (small, normal, large)
$this->resize_config['new_image'] = './uploads/large/'.$this->new_file_name.'.jpg';
$this->resize_config['width'] = 432;
$this->resize_config['height'] = 288;
I'm not setting the master_dim property because the default it set to auto, which is what I want.
My assumption is that the library would take a vertical image, see that the height is greater than the width and translate the height/width config appropriately so the image remains vertical.
What is happening (apparently) is that the library is rotating the image when it is vertical and sizing it per the configuration.
This is the code in place I have to do the actual re-sizing:
log_message('debug', 'attempting '.$size.' photo resize');
$this->CI->load->library('image_lib');
$this->CI->image_lib->initialize($this->resize_config);
if ($this->CI->image_lib->resize())
{
$return_value = TRUE;
log_message('debug', $size.' photo resize successful');
}
else
{
$this->errors[] = $this->CI->image_lib->display_errors();
log_message('debug', $size.' photo resize failed');
}
$this->CI->image_lib->clear();
return $return_value;
EDIT
I think the problem may be from the upload library. When I get the image_height and image_width back from the upload, the width seems to be larger even though I uploaded a vertical image.
This is a portion of the code I'm using to upload the photo:
$this->upload_config['allowed_types'] = 'jpg|jpeg';
$this->upload_config['max_size'] = '2000';
$this->upload_config['max_width'] = '0';
$this->upload_config['max_height'] = '0';
$this->upload_config['upload_path'] = './uploads/working/';
$this->CI->load->library('upload', $this->upload_config);
if ($this->CI->upload->do_upload($this->posted_file))
{
$this->file_data = $this->CI->upload->data();
$return_value = TRUE;
log_message('debug', 'upload successful');
}
I added some logging to check the values:
$this->is_vertical = $this->file_data['image_height'] > $this->file_data['image_width'];
log_message('debug', 'image height:'.$this->file_data['image_height']);
log_message('debug', 'image width:'.$this->file_data['image_width']);
if ($this->is_vertical)
{
$this->resize_config['master_dim'] = 'height';
}
else
{
$this->resize_config['master_dim'] = 'width';
}
log_message('debug', 'master_dim setting:'.$this->resize_config['master_dim']);
These are the results of the log:
DEBUG - 2010-03-16 18:35:06 --> image height:1536
DEBUG - 2010-03-16 18:35:06 --> image width:2048
DEBUG - 2010-03-16 18:35:06 --> master_dim setting:width
Looking at the image in photoshop, these are the dimensions:
height: 2048
width: 1536
Anyone know what might be causing the upload library to do this?
I've never used this library, but having read the documentation, I wonder whether the master_dim property might help. If you set this to 'height' for vertical images that might keep them the right way up. You could just parse each image through a conditional to see if the image is vertically aligned and then only set this property if need be.
My other thought is about the maintain_ratio property. The documentation says that with this set to 'TRUE' it will resize as close to the target values as possible whilst maintaining the aspect ratio. I wonder if it thinks that rotating the image allows it to preserve this ratio more accurately? As an experiment, try setting this value to 'FALSE' for vertical images.
Ok - I decided not to trust photoshop and opened the images I was testing in quicktime and safari. I discovered that they were actually still horizontal.
So Codeigniter was operating exactly as expected.
I went back into photoshop, did a save for web on the test images, re-uploaded them and it worked as expected.
I then stripped out the extra code that I had added to test whether the image was vertical and the library works as I expected it would.
Now - I need to figure out how to prevent end users from doing this exact thing.
Thanks for taking the time to answer my question musoNic80. Hopefully someone else can learn from my mistakes here.