SKINMAN, the new strike by g200kg (early early alpha)

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Thank you WOK :)

SkinMan 0.999d is released. Just for a bug fix.
http://www.g200kg.com/en/software/skinman.html

0.999d 20110524
* BugFix: Changing Font/Bold/Italic/SmallFontOpt cause unexpected text size/aspect internal modification (Also the SmallFontOpt will be disabled as a side effect, because SmallFontOpt can be effective only when the Aspect equals 100.0%)

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loving skinman... awesome tool... thanks!

Would it be possible to have a preview where all the knobman buttons and knobs worked?

Would be awesome for checking the overall feel.

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philterino wrote:loving skinman... awesome tool... thanks!

Would it be possible to have a preview where all the knobman buttons and knobs worked?

Would be awesome for checking the overall feel.
hello,

currently, it is difficult because the .knob files have only one redered image (a frame specified by the Test mode).
but i agree the working preview on skinman is great. for that, the .knob files should have full-rendered image.

My concern is .knob (and .skin) file size. what do you think about the filesize becoming bigger?

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g200kg wrote:
philterino wrote:loving skinman... awesome tool... thanks!

Would it be possible to have a preview where all the knobman buttons and knobs worked?

Would be awesome for checking the overall feel.
hello,

currently, it is difficult because the .knob files have only one redered image (a frame specified by the Test mode).
but i agree the working preview on skinman is great. for that, the .knob files should have full-rendered image.

My concern is .knob (and .skin) file size. what do you think about the filesize becoming bigger?
Because I use textures very much, my files are sometimes big already and take some time to load. I think if the knobs would be full rendered graphics in the skinman file, the program would become unusable. I also think it's not so important to have the option to move a knob or fader, to see how good a GUI will be usable.
If you really want to continue this idea, maybe a seperate render test program that opens the skin file and renders everything would be better.
ImageImage

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Thanks g200kg, bulk edit is great.

Couple of things:

When reordering objects in tree view its really slow now, could it be all the images i'm using?

Feature request, option to keep aspect ratio when resizing objects.

Thanks again. :)

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hi :)

SkinMan is updated to 0.999e
http://www.g200kg.com/jp/software/skinman.html

0.999e 20110612
* BugFix: crash when some case of Undo/Redo
* BugFix: many bugs about TreeView manipulation (including crash when multi-select&drag)
* BugFix: Resize Keeping aspect (pressing Shift) is now work normal
* BugFix: in some case, FileOpenDialog may not come front when ToolsAlwaysOnFront is on.
* BugFix: Tab key enabled in Color window.
* TreeView dragging operation performance is improved (only for single item dragging)
* Texture file format is now support not only .bmp but .png .jpg .gif
* The texture is now placed adjusting the center of the object instead of TopLeft corner
* Added a texture file 'Circle.jpg'
* Added 'Extract Images/Knobs to File' function to Right Click menu.
* Added a sample file 'VeeMax.skin'

Debugged focussing to the TreeView manipulation.
i hope this makes stable about multiple-selection / dragging.

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YESSS!!! Been waiting for png textures a lot.
Feature suggestions:

1. Read folders in texture folder as sub-menus and populate them properly.

2. Export transparent and animated GIF images. You got the frame indicators to stat with, so why not add a dialog similar to PNG export with the options to specify animation, framerate and transparent export?
Best regards from Johan Brodd.
JoBroMedia since 1996.

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g200kg wrote:SkinMan is updated to 0.999e
* BugFix: in some case, FileOpenDialog may not come front when ToolsAlwaysOnFront is on.
* Texture file format is now support not only .bmp but .png .jpg .gif
Thanks for the update.

Three things to mention:
- ToolsAlwaysOnFront is working TOO good now - changing to Knobman or another Window with Alt-Tab now always keeps the Skinman Tools on top :( (with Clicking in the Windows Taskbar sometimes it works - most times not. Need to click on a Toolbar and then the other Window to make the toolbar go behind it)
- PNG texture does not support PNG transparency. I was hoping for this (for making it more easy to do grills etc.). Also it would be nice if .png and .jgp texture names would not appear at the end of the list but also in the alphabetical order.
ImageImage

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Hi, :)
SkinMan updated to 0.999f
http://www.g200kg.com/en/software/skinman.html

0.999f 20110616
* BugFix: Window Z order control is not appropriate when 'ToolsAlwaysOnFront'
* Default .bmp file format is changed to 24bpp, 32bpp w/alpha bmp is also supported
* Export file format is now selected by the 'File Type' of the file export dialog
(in default, bmp=24bpp, png=w/alpha)
* Texture file's alpha is now effective
* Texture name sort

I think the Tools window Z order problem is completely fixed in this version.
finally, I found it is caused by weird behavior of Windows about TOPMOSTed ToolTip.

WTF!

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Mmmh - maybe I am doing something wrong with the picture format?
Here I used a 32 bit PNG pic with alpha transparency - imported as picture and set as texture:
Image
Would be cool if the transparency would work in the texture (maybe use the alpha layer as the second object color?)
ImageImage

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WOK wrote:Mmmh - maybe I am doing something wrong with the picture format?
Here I used a 32 bit PNG pic with alpha transparency - imported as picture and set as texture:
Image
Would be cool if the transparency would work in the texture (maybe use the alpha layer as the second object color?)
Uh,
just now I have understood that you expected :oops:
in my implementation, the texture has effect only for bump mapping.

<ver 0.999f : alpha zero is Black
=ver 0.999f : alpha zero is no effect to bump mapping

i need some time to think.

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It's not the most important thing (would just be interesting for some effects with cut-out textures).

Maybe one thing of daily use to take care first:
You kindly improved object tree handling already, but:
If I select an object in the tree, then CTRL-C and CTRL-V to make a copy, then move the copy with the cursor keys, then changing something like color or size: not the copied, moved object (that is highlighted in the object tree) changes, but the original one.
ImageImage

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hi g200kg, thanks for the update!
here's another feature request for the textures:
being able to move and rotate the texture within the primitive would be nice.


also one thing that always bothered me:
when a primitive partly leaves the workspace area and one wants to crop to the workspace area, the part of the out-of-workspace primitive is respected by the cropping (btw, aslo by rendering), hence the cropped workspace/rendering is always bigger than desired, as the primitive outside is fully respected...
i hope you understand what i mean...

and a last thing:
when importing an image, i sometimes would want to just use some portion of the whole image. i know i could use masking for that, but that's often not useful... i would love to see a modifier key > drag border the part of the image i want to use...

what do you think?
regards,
brok landers
BIGTONEsounddesign
gear is as good as the innovation behind it-the man

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brok landers wrote:hi g200kg, thanks for the update!
here's another feature request for the textures:
being able to move and rotate the texture within the primitive would be nice.
yes, this would increase possibilities.
also one thing that always bothered me:
when a primitive partly leaves the workspace area and one wants to crop to the workspace area, the part of the out-of-workspace primitive is respected by the cropping (btw, aslo by rendering), hence the cropped workspace/rendering is always bigger than desired, as the primitive outside is fully respected...
i hope you understand what i mean...
Isn't that what "Triming Visible" is expected to do :wink:
You might use the Triming-Tool instead to draw a frame around the area which should be the new overall workspace.
and a last thing:
when importing an image, i sometimes would want to just use some portion of the whole image. i know i could use masking for that, but that's often not useful... i would love to see a modifier key > drag border the part of the image i want to use...
what do you think?
Because all graphics are stored in the skinfile, it would be kept smaller if the graphics are cutted externally before. There is a very convenient functions though for what you want:
- Draw any shape what your bitmap should be like and place it over it in the workspace.
- Move the shape on the bitmap in the tree view, so that it "hangs" below it.
- Set " Operation: Shape* " in the properties.
ImageImage

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WOK wrote:>snip<
also one thing that always bothered me:
when a primitive partly leaves the workspace area and one wants to crop to the workspace area, the part of the out-of-workspace primitive is respected by the cropping (btw, aslo by rendering), hence the cropped workspace/rendering is always bigger than desired, as the primitive outside is fully respected...
i hope you understand what i mean...
Isn't that what "Triming Visible" is expected to do :wink:
You might use the Triming-Tool instead to draw a frame around the area which should be the new overall workspace.
i know (that was what i meant, i just didn't remember the name of the command, i am not infront of skinman atm). the thing is, "trimming visible" actually _doesn't_ crop the portion outside.
WOK wrote:
and a last thing:
when importing an image, i sometimes would want to just use some portion of the whole image. i know i could use masking for that, but that's often not useful... i would love to see a modifier key > drag border the part of the image i want to use...
what do you think?
Because all graphics are stored in the skinfile, it would be kept smaller if the graphics are cutted externally before. There is a very convenient functions though for what you want:
- Draw any shape what your bitmap should be like and place it over it in the workspace.
- Move the shape on the bitmap in the tree view, so that it "hangs" below it.
- Set " Operation: Shape* " in the properties.
as i said, i know i could use the masking for that (which is what you described, and what i meant). actually i have to say, that the masking way is also more powerful, now that i rethink... thanks for the slap on my forehead... :)
regards,
brok landers
BIGTONEsounddesign
gear is as good as the innovation behind it-the man

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