DWG file fonts not displaying - autodesk-forge

I tried to load fonts with my drawing but i have an error <Missing fonts\nSome missing fonts were substituted for the drawing file: {0}>. I use https://developer.api.autodesk.com/modelderivative/v2/designdata/<BASE64_ENCODED_URN_OF_SOURCE_FILE>/references this route to add references to my drawing. Response what i get is { result: 'success' }. But when i open the viewer the fonts doesn't loaded.
Could you help me with it?

You have to upload the files, set up the references between them, and then translate them - not the other way round.
We have a step by step tutorial on this here: https://aps.autodesk.com/en/docs/model-derivative/v2/tutorials/translate-source-file-containing-xref/

Related

how to add Json config to particle js

I've installed particle.js in my project and it works with the default effect, I have gone through this site http://vincentgarreau.com and found 5 effects: default, snow, NASA, Buddle and Nyan cat. My question is how can I use those effects in my project? I choose one and I downloaded the JSON config but I don't know how to add it to my project.
You just need to load the json file. The syntax would be something like this
<script>
particlesJS.load('particles-js', 'particles.json', function(){
console.log('particles.json loaded...');
});
</script>
Write the appropriate path if these files are located elsewhere. The 'particles.json' file will be your config file you downloaded from somewhere. You can even edit the particles.json file yourself to get your desired result.
This video by Traversy media is a great reference if you wish to dig deep into particle js and create your own desired effects.
Good luck!
https://www.youtube.com/watch?v=qK3cgD09Qf0&t=1567s

How to export SolidWorks/eDrawings file in WebGL?

With the launch of SolidWorks 2016, Dassault Systèmes has promoted a new web portal that enables the embedding of Edrawings models into web pages: 3dcontentcentral.com.
Their web 3D viewer uses WebGL to show model inside a browser window (here you can find a live example). Moreover, there is the possibility to embed an iframe with the viewer to embed it onto another web page, like the following:
<iframe scrolling='no' frameborder='0' allowfullscreen='true'
src='http://www.3dcontentcentral.com/external-site-embed.aspx?format=3D&catalogid=364&modelid=1254&width=250&height=250&edraw=true'
name='PreviewFrame3D' id='PreviewFrame3D' width='400' height='355'>
</iframe>
<br/>
<a href='http://www.3dcontentcentral.com/download-model.aspx?catalogid=364&id=1217'>
Download</a>
The final result is something like the following:
Full screen example
So, is there any chance to export a 3D model (part) in the same way and embed as a WebGL without uploading into 3D Content Central website? I have also access to the Edrawings/SolidWorks SDK (2015), if it could be helpful in any way.
How to convert a SolidWorks file into a WebGL JSON file
The best solution I came across is simply to use SolidWorks Visualize (formerly Bunkspeed) to export the geometry and the materials using a combination of OBJ and MTL files.
Then, you'll be able to import it into a WebGL scene using the Three.js/OBJLoader. A big problem that can arise is the dimension and the memory required to load the exported file. To solve this latency/memory problem you can then convert the exported OBJ files into Three.js JSON format using the three-obj and minifying them using the minify() method. After that you'll have to load the minified files using the Three.js/BinaryLoader.
Hope this can help someone else.
Have a look at the WebGL 3D model viewer using three.js guide at http://www.radiatedpixel.com/wordpress/2013/03/27/webgl-3d-model-viewer-using-three-js/
Export the obj file from SolidWorks.
It should be straight forward to add your own controls via JavaScript.

How to load .dae object with texture, and material

I just started with Minko and trying to undestand this https://github.com/aerys/minko/blob/master/doc/tutorial/06-Loading_3D_files.md tutorial. I did some steps:
sceneManager->assets()->loader()
->queue(FIREAXE_D)
->queue(FIREAXE_N)
->queue(FIREAXE_S)
->queue(TEXTURE_FILENAME)
->queue("effect/Basic.effect")
->queue(OBJ_MODEL_FILENAME);
and now I am trying to use these three textures with my object and file .mtl -> material.
auto _ = sceneManager->assets()->loader()->complete()->connect([=](file::Loader::Ptr loader)
{
auto objModel = sceneManager->assets()->symbol(OBJ_MODEL_FILENAME);
objModel->component<Transform>()->matrix()->appendScale(0.01f);
objModel->component<Transform>()->matrix()->translation(-1.f, -1.f, 0.f);
objModel->component<Texture>()->set(sceneManager->assets()->texture(FIREAXE_D));
//objModel->addComponent(sceneManager->assets()->texture(FIREAXE_N));
//objModel->addComponent(sceneManager->assets()->texture(FIREAXE_S));
root->addChild(objModel);
});
This won't work and what about .mtl file? How to attach it to my object?
However tutorials are still to tiny and buggy it is better to look for examples but I cann't find any with texture loading for object right now.
This won't work and what about .mtl file? How to attach it to my object?
Your question is about loading a Collada (*.dae) file. Collada files don't have *.mtl files, *.obj files do.
Still, it works the same for any dependency of any file: they are automatically loaded if they can actually be found at the provided path/URI.
You can add include/search paths using the file::Options::includePaths() property, or customize how URI are resolved by using the file::Options::uriFunction(). Many other properties of the file::Options class will help you customizing how assets are loaded.
However tutorials are still to tiny and buggy
If you find bugs please open an issue on github.
it is better to look for examples but I cann't find any with texture loading for object right now.
The following example loads a Collada file along with animations and textures:
https://github.com/aerys/minko/tree/master/example/assimp

Issue regarding saving the images using kinetic js

After loading the image on to the stage and if am trying to save the image using the code
stage.toDataURL({
callback: function(dataUrl) {
window.open(dataUrl);
},
mimeType: 'image/jpeg',
quality: 0.5
});
I am getting an security script error in kinetic.js(i am using kinetic-v4.0.0.js)
SecurityError: The operation is insecure.
return this.element.toDataURL();
Please help me out in this situation.
No matter what it is KineticJS or not, the same origin policy applies to everywhere unless it is clearly stated; http://en.wikipedia.org/wiki/Same_origin_policy
As you see in the document and tutorial, you cannot use other domains' source to make your domain png or jpeg. This also applies to toImage method
Document: http://kineticjs.com/docs/symbols/Kinetic.Stage.php#toDataURL
Tutorial: http://www.html5canvastutorials.com/advanced/html5-canvas-get-image-data-url/
So, to go around this issue, you need to download other source image to your website, then use it under your domain. However, copyright must be checked as you know.

Invalid PNG Image file: iDOT doesn't point to valid IDAT chunk

I have some HTML content pages in an app and I'm using a UIWebView to display them. Some of these pages have a PNG image in them that is generating the following message in the debug console in xcode:
ImageIO: PNG invalid PNG file: iDOT doesn't point to valid IDAT chunk
The image still displays and looks correct. Also this only happens when I run the app on an iPad (3rd generation). My iPhone 4 doesn't display this message.
My first thought was that it was caused by a ~ character in the filename (I've added the ~ipad tag to the filename). However, removing the ~ character doesn't have any effect.
I've done a google search but I only get 3 results. 2 of them are in Chinese that doesn't seem to be translated well by Google's translater. The other results seems to be someone with the same issue as me, but no responses to his post.
Had the same problem. Solution:
use "color sync utility" which is a standard program, you can load from launchpad. Open the png file and save it with the utility.
'cleaning' the project (xcode menu path : product -> clean) solved this exact issue for me.
Resaving the .png with a new name did not.
Image did appear in the simulator but not on the test device (ipod touch 5th gen.)
Very large image 4000 x 4000
Strangely, I had the exact same issue just about an hour ago. I didn't find a particular reason for why it was failing, but I think I was able to "fix" the image to make it display properly and not throw an error.
I just opened it in Preview and exported a new PNG file from the source. Once I replaced the bad image in my project file with the newly created one, I cleaned, compiled and it worked as expected.
Hope it's as easy as that for you...
You may want to check you don't have another file with the same name in another directory. That is what caused this error for me .. (duplicate Default.png)
I had the same problem with my app.It turn out that the images that the user was uploading to my server and edited with php +imagemagik where striped out.I was using the following command to edit the uploaded image:
convert $uploadfile -resize 300x300 -quality 30 -strip $uploadfile
When i removed the -strip parameter the error was disappeared !
Same problem here.
1 - Close XCode;
2 - Open the image in Photoshop;
3 - Re-save ( replace the same image ) with 80% quality;
4 - Open XCode, clean it CMD + SHIFT + K;
5 - Build it in your device again;
Very simple and work for me.
And for you ?