Synfig Project Forum

Forums for Synfig Project
It is currently Thu May 23, 2013 11:38 pm

All times are UTC - 4 hours [ DST ]




Post new topic Reply to topic  [ 29 posts ]  Go to page Previous  1, 2
Author Message
 Post subject: Re: SVG importer
PostPosted: Wed Jan 28, 2009 3:49 am 
Offline

Joined: Mon Jan 19, 2009 1:01 pm
Posts: 10
hehe I was testing this patch so I tested some svg of openclipart. all are ok
but then of a while I find to DJ Cactus http://openclipart.org/media/files/DooFi/10240
this svg is of 5.2 MB xD, i'd wanna test it so i tried and got this
http://none.carlos.googlepages.com/svg5mb.png
but i can't save this because my computer fail. (PIV 2.4GHZ + 512ram =/).
this would be like save a sifz of 60-80 MB, I guess.
i think that we must say to users that this kind of operation are dangerous.


Top
 Profile  
 
 Post subject: Re: SVG importer
PostPosted: Wed Jan 28, 2009 11:32 pm 
Offline

Joined: Tue Jan 27, 2009 11:47 pm
Posts: 28
Location: Canary Islands, Spain
akagogo wrote:
hehe I was testing this patch so I tested some svg of openclipart. all are ok
but then of a while I find to DJ Cactus http://openclipart.org/media/files/DooFi/10240
this svg is of 5.2 MB xD, i'd wanna test it so i tried and got this
http://none.carlos.googlepages.com/svg5mb.png
but i can't save this because my computer fail. (PIV 2.4GHZ + 512ram =/).
this would be like save a sifz of 60-80 MB, I guess.
i think that we must say to users that this kind of operation are dangerous.

Currently, it was 82MB uncompressed (you were very near ;)), 1.5MB compressed. but it ate half my memory (512Mb) and half my swap space (1.5Gb), Synfig Studio became irresponsive, etc.

If you add Inkscape support to the importer, I'm sure this will be kept in 3-6Mb AND we'll be able to edit shapes as the original ones (stars, circles, etc), and if you add filters support (blur, etc), I think this will be complete.

Good work, anyway!


Top
 Profile  
 
 Post subject: Re: SVG importer
PostPosted: Thu Jan 29, 2009 3:23 pm 
Offline

Joined: Mon Jan 19, 2009 1:01 pm
Posts: 10
what do you mean about inskape support? this sounds cool


Top
 Profile  
 
 Post subject: Re: SVG importer
PostPosted: Thu Jan 29, 2009 3:29 pm 
Offline

Joined: Tue Jan 27, 2009 11:47 pm
Posts: 28
Location: Canary Islands, Spain
akagogo wrote:
what do you mean about inskape support? this sounds cool

Inkscape have their own set of tags, like 'inkscape:type="star"' or "sodipodi:xxxx" (from the old Sodipodi code, the father of Inkscape), so if you support those tags, you could read "star" and "width:50, height 25, radius 21.5" instead of all the data in the "d" tag.

The idea is:
  • If the document is an Inkscape one, place higher priority on the Inkscape tags, so draw a Star layer instead of all the points in a star, ignoring "d" for that shape.
  • If the shape doesn't have Inkscape type, draw "d" tag as you normally would.

In the end, if the document is a Inkscape one, you'll have a much smaller file, and with some great capabilities, like the one I've already listed (editing the star shape like a star, not a bunch of points :P)

Take a look an Inkscape file or the reference (I think there ought to be one, maybe in their website)

I hope I've made myself clear :). If I doesn't, please reply and I'll try better next time :)


Top
 Profile  
 
 Post subject: Re: SVG importer
PostPosted: Fri Jan 30, 2009 2:35 am 
Offline
Site Admin
User avatar

Joined: Fri Nov 30, 2007 8:25 pm
Posts: 292
I imagine that would require inkscape to create a library for parsing their stuff, but I don't think they currently have an externally exposed one do they? Definitely would be good to do this, perhaps one day we can get dooglus/someone to LGM to talk about this stuff with inkscape folks.

_________________
bye, pabs


Top
 Profile  
 
 Post subject: Re: SVG importer
PostPosted: Fri Jan 30, 2009 11:22 am 
Offline

Joined: Tue Jan 27, 2009 11:47 pm
Posts: 28
Location: Canary Islands, Spain
pabs wrote:
I imagine that would require inkscape to create a library for parsing their stuff, but I don't think they currently have an externally exposed one do they? Definitely would be good to do this, perhaps one day we can get dooglus/someone to LGM to talk about this stuff with inkscape folks.

Unfortunately, they don't have a library in the strict sense. It's one of the plans for the future roadmap. Anyway, IIRC akagogo is parsing it manually right now, so adding a few tags wouldn't be so a task, I think...


Top
 Profile  
 
 Post subject: Re: SVG importer
PostPosted: Fri Jan 30, 2009 2:52 pm 
Offline

Joined: Mon Jan 19, 2009 1:01 pm
Posts: 10
hi uiomae, this sounds cool but I don't wanna read polygons or other abstract shapes information, I prefer read path d for any shape to this, because synfig doesn't have matrix layer, otherwise I can resolve this matrix over a path. For example Inkscape use matrix transformations for layers or groups. If into this group there are rect or other abstracts shapes, my converter i can't do it. :(


Top
 Profile  
 
 Post subject: Re: SVG importer
PostPosted: Sun Feb 01, 2009 12:15 am 
Offline
Site Admin
User avatar

Joined: Sat Dec 01, 2007 7:23 pm
Posts: 970
Location: West Coast USA
Hi akagogo,
I tried with your updated patch. I got it to patch OK, but I've run into problems compiling. Any ideas what's going on here? gcc 3.4.5 under msys.
http://pastebin.ca/1324136

Chris


Top
 Profile  
 
 Post subject: Re: SVG importer
PostPosted: Sun Feb 01, 2009 2:11 am 
Offline

Joined: Mon Jan 19, 2009 1:01 pm
Posts: 10
hi pixelgeek, well i could help you if you help me to install synfig on my windows please.
anyway i don't believe that loadcanvas has problems...
I come back tomorrow night (gmt -5 : D). please i want to compile it on windows too.


Top
 Profile  
 
PostPosted: Mon Jun 15, 2009 11:58 am 
Offline

Joined: Wed Jun 18, 2008 4:48 am
Posts: 43
Trying to build akagogo svg patched build but I'm havin a problem and says:
Code:
checking for synfig >= 0.61.09 ETL >= 0.04.12 sigc++-2.0... configure: error:  ** Unable to set up dependent libraries (synfig >= 0.61.09, ETL >= 0.04.12)

ETL and Core should have been built although i don't know how to check if they are built
Also when I patched it said something about hunk 3 failed but after that hunk 1,2 got successful by offset so not sure if I patched it right


Top
 Profile  
 
PostPosted: Mon Jun 15, 2009 1:49 pm 
Offline
User avatar

Joined: Mon Aug 04, 2008 6:10 pm
Posts: 265
Location: Amsterdam, the Netherlands
The failed hunk message means that the patch is only partially applied, and source code has become inconsistent. This error is however unrelated to the error messages you showed, which frequently mean that an older versions of ETL or synfig is found, instead of the versions jou just built and installed. So, make really sure no older versions of the ETL and synfig is installed.

G.

_________________
Abstraction: The Biggest Lie in Computer Science.


Top
 Profile  
 
PostPosted: Mon Jun 15, 2009 2:05 pm 
Offline

Joined: Wed Jun 18, 2008 4:48 am
Posts: 43
Can I check somehow what lines in the patch are bad?

_________________
I currently Synfig and then I Ren'py,I wish I could Construct but its not Linuxed yet,I Blend some and for my next project I'll Intensty the Syntensty


Top
 Profile  
 
 Post subject: Re: SVG importer
PostPosted: Mon Jun 15, 2009 5:02 pm 
Offline
Site Admin
User avatar

Joined: Sat Dec 01, 2007 6:26 am
Posts: 4133
Location: Spain
Quote:
Also when I patched it said something about hunk 3 failed but after that hunk 1,2 got successful by offset so not sure if I patched it right


Patch doesn't apply correctly to the current revision. I'm trying to fix it but still having problems with it.
-G

_________________
Synfig needs your help!
Developers, packagers, bug testers, translators, artists, web developers, wiki writers... you can contribute! :D


Top
 Profile  
 
PostPosted: Mon Jun 15, 2009 5:06 pm 
Offline
User avatar

Joined: Mon Aug 04, 2008 6:10 pm
Posts: 265
Location: Amsterdam, the Netherlands
adrix89 wrote:
Can I check somehow what lines in the patch are bad?

When parts of a patch fail, the failing parts are saved in a reject file. The manual of patch says:
Quote:
If patch cannot find a place to install that hunk of the patch, it puts the hunk out to a reject file, which normally is the name of the output file plus a .rej suffix ...

The (rejected) hunks have line nummers on them (of the original and patched variants) that you can use to find the offending piece of code.

G.

_________________
Abstraction: The Biggest Lie in Computer Science.


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 29 posts ]  Go to page Previous  1, 2

All times are UTC - 4 hours [ DST ]


Who is online

Users browsing this forum: No registered users and 1 guest


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB® Forum Software © phpBB Group