issue209:inkscape
Différences
Ci-dessous, les différences entre deux révisions de la page.
Les deux révisions précédentesRévision précédenteProchaine révision | Révision précédente | ||
issue209:inkscape [2024/09/28 22:55] – d52fr | issue209:inkscape [2024/10/05 10:09] (Version actuelle) – auntiee | ||
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The first of these is on-canvas editing of corners for paths and other shapes. In other words, the ability to turn sharp corners into fillets (curved corners) and chamfers (angled corners) directly on the canvas. This brings Inkscape somewhat up to parity with other applications which often offer such functionality, | The first of these is on-canvas editing of corners for paths and other shapes. In other words, the ability to turn sharp corners into fillets (curved corners) and chamfers (angled corners) directly on the canvas. This brings Inkscape somewhat up to parity with other applications which often offer such functionality, | ||
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+ | Au moment où j' | ||
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+ | Bien que la version 1.4 se profile à l' | ||
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+ | Le premier de ces contrôles est l' | ||
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**SVG doesn’t support filleted or chamfered corners, other than through them being drawn as real path segments. Inkscape often gets around such limitations through the use of Live Path Effects (LPEs). These are a means by which Inkscape can store the ‘original’ path or object data in its own custom fields, while also creating a version of the shape using ‘normal’ SVG paths, so that other applications can still render the result. Those applications won’t have the same editing capabilities as Inkscape, but at least the end result can still be displayed and used, even if some of the Inkscape-specific editing options are lost. | **SVG doesn’t support filleted or chamfered corners, other than through them being drawn as real path segments. Inkscape often gets around such limitations through the use of Live Path Effects (LPEs). These are a means by which Inkscape can store the ‘original’ path or object data in its own custom fields, while also creating a version of the shape using ‘normal’ SVG paths, so that other applications can still render the result. Those applications won’t have the same editing capabilities as Inkscape, but at least the end result can still be displayed and used, even if some of the Inkscape-specific editing options are lost. | ||
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This approach does a good job of hiding the complexity of the main LPE dialog, while still allowing more advanced users to edit the LPE parameters directly, or flatten the path to remove the overhead of the LPE calculations. In the same manner, the new on-canvas editing of corners exposes the Corners LPE in a more intuitive way, while still allowing access to the LPE parameters if necessary.** | This approach does a good job of hiding the complexity of the main LPE dialog, while still allowing more advanced users to edit the LPE parameters directly, or flatten the path to remove the overhead of the LPE calculations. In the same manner, the new on-canvas editing of corners exposes the Corners LPE in a more intuitive way, while still allowing access to the LPE parameters if necessary.** | ||
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+ | SVG ne prend pas en charge les coins arrondis ou chanfreinés, | ||
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+ | Les LPE ont déjà été exposés en tant qu' | ||
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+ | Cette approche permet de dissimuler la complexité de la boîte de dialogue principale des LPE, tout en permettant aux utilisateurs plus expérimentés de modifier directement les paramètres des LPE ou d' | ||
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**To begin, let’s use this feature on a simple path drawn using the Bézier tool. Here’s how my semi-random shape looks with the Node tool selected (F2). | **To begin, let’s use this feature on a simple path drawn using the Bézier tool. Here’s how my semi-random shape looks with the Node tool selected (F2). | ||
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Drag any of those handles to set the fillet radius for the corner. As you do so, the single circular handle will be replaced by two triangular handles, allowing further tweaks to the radius to be made from either side of the underlying node. Dragging a few of these handles makes it very easy to turn our sharp, spiky shape into a mixture of spikes and curves.** | Drag any of those handles to set the fillet radius for the corner. As you do so, the single circular handle will be replaced by two triangular handles, allowing further tweaks to the radius to be made from either side of the underlying node. Dragging a few of these handles makes it very easy to turn our sharp, spiky shape into a mixture of spikes and curves.** | ||
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+ | Pour commencer, utilisons cette fonctionnalité sur un simple chemin dessiné à l'aide de l' | ||
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+ | L' | ||
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+ | Notez que le bouton n' | ||
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+ | Faites glisser l'une de ces poignées pour définir le rayon du congé de l' | ||
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**Holding Control while clicking on any of these handles will cycle the corresponding node through the various types of corner that the LPE offers: fillet, inverse fillet, chamfer and inverse chamfer. The latter two appear identical at this point, just cutting off the corner with a straight line, but we’ll do something more interesting with them in a moment. For now, here’s what the same corner looks like in each mode. | **Holding Control while clicking on any of these handles will cycle the corresponding node through the various types of corner that the LPE offers: fillet, inverse fillet, chamfer and inverse chamfer. The latter two appear identical at this point, just cutting off the corner with a straight line, but we’ll do something more interesting with them in a moment. For now, here’s what the same corner looks like in each mode. | ||
At this point it’s worth noting a small bug when using anything other than a normal corner or fillet. If you copy and paste, or duplicate your shape, the LPE sometimes loses track of the type of corner you had selected, so inverse fillets, or either type of chamfer, are converted to normal fillets in the new object. The behaviour is a little erratic so this is just something to keep an eye out for, though you may get lucky and never be affected by it.** | At this point it’s worth noting a small bug when using anything other than a normal corner or fillet. If you copy and paste, or duplicate your shape, the LPE sometimes loses track of the type of corner you had selected, so inverse fillets, or either type of chamfer, are converted to normal fillets in the new object. The behaviour is a little erratic so this is just something to keep an eye out for, though you may get lucky and never be affected by it.** | ||
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+ | Maintenir la touche Ctrl enfoncée tout en cliquant sur l'une de ces poignées permet de faire défiler le nœud correspondant à travers les différents types d' | ||
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+ | À ce stade, il convient de noter un petit problème lorsque l'on utilise autre chose qu'un coin ou un congé normal. Si vous copiez et collez ou dupliquez votre forme, le LPE perd parfois la trace du type d' | ||
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**For setting the position of the corner handles there’s a useful trick that can save a lot of time with complex paths. If you have any nodes selected, their handles will also be modified to match the same relative position of the one you’ve dragged (whether the drag handle is on a selected node or not). This makes for a quick way to set all corner handles to the same relative position by pressing Ctrl-A to select all the nodes before dragging. Unfortunately, | **For setting the position of the corner handles there’s a useful trick that can save a lot of time with complex paths. If you have any nodes selected, their handles will also be modified to match the same relative position of the one you’ve dragged (whether the drag handle is on a selected node or not). This makes for a quick way to set all corner handles to the same relative position by pressing Ctrl-A to select all the nodes before dragging. Unfortunately, | ||
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This is an alternative way to set the corner type, or to accurately position the handle (labelled as ‘Knot distance’ in the dialog), but it also offers one other field to set the ‘Chamfer subdivisions’. Increasing this beyond 1 reveals the difference between a chamfer and an inverse chamfer. This image shows each type of corner, with 1, 2 and 3 subdivisions.** | This is an alternative way to set the corner type, or to accurately position the handle (labelled as ‘Knot distance’ in the dialog), but it also offers one other field to set the ‘Chamfer subdivisions’. Increasing this beyond 1 reveals the difference between a chamfer and an inverse chamfer. This image shows each type of corner, with 1, 2 and 3 subdivisions.** | ||
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+ | Pour définir la position des poignées d' | ||
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+ | Un Maj-Clic sur une poignée ouvre une petite boîte de dialogue qui vous permet de régler divers paramètres pour ce coin spécifique : | ||
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+ | Il s'agit d'une autre façon de définir le type de coin ou de positionner précisément la poignée (étiquetée comme « Distance du nœud » dans la boîte de dialogue), mais elle offre également un autre champ pour définir les « Sous-divisions du chanfrein ». En augmentant ce champ au-delà de 1, vous pouvez faire la différence entre un chanfrein et un chanfrein inversé. Cette image montre chaque type de coin, avec 1, 2 et 3 sous-divisions. | ||
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**So far we’ve looked at using this feature on paths, but it also works on 2D shapes. Squares, rectangles, and the shapes created with the Star/ | **So far we’ve looked at using this feature on paths, but it also works on 2D shapes. Squares, rectangles, and the shapes created with the Star/ | ||
As well as the on-canvas editing of corners, Inkscape 1.3 also introduced some on-canvas handles for editing blurs. You may already be aware that blurs in Inkscape are implemented using SVG’s Gaussian Blur filter primitive and can, of course, be added via the Filter Editor dialog. This is a rather tricky part of the UI for beginners (and many experts) to understand, but because blurring an object is a pretty common requirement, | As well as the on-canvas editing of corners, Inkscape 1.3 also introduced some on-canvas handles for editing blurs. You may already be aware that blurs in Inkscape are implemented using SVG’s Gaussian Blur filter primitive and can, of course, be added via the Filter Editor dialog. This is a rather tricky part of the UI for beginners (and many experts) to understand, but because blurring an object is a pretty common requirement, | ||
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+ | Jusqu' | ||
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+ | En plus de l' | ||
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**The slider in this dialog is fine for most cases where you simply want the object to be blurred in all directions. But the UI in the Filter Editor actually splits the blur into separate controls for the amount of blur in the horizontal and vertical directions. Usually the little ‘chain’ button next to the controls links both sliders so that the values remain identical, giving the same effect as the slider in the Fill & Stroke dialog. But toggle that button and you can set each slider separately – ideal for ‘motion blur’ effects which only occur in one direction. | **The slider in this dialog is fine for most cases where you simply want the object to be blurred in all directions. But the UI in the Filter Editor actually splits the blur into separate controls for the amount of blur in the horizontal and vertical directions. Usually the little ‘chain’ button next to the controls links both sliders so that the values remain identical, giving the same effect as the slider in the Fill & Stroke dialog. But toggle that button and you can set each slider separately – ideal for ‘motion blur’ effects which only occur in one direction. | ||
The new on-canvas UI provides the best of both options: separate controls for the horizontal and vertical blur, but with the ability to easily set both to the same value. The only tricky bit is getting the controls to appear in the first place!** | The new on-canvas UI provides the best of both options: separate controls for the horizontal and vertical blur, but with the ability to easily set both to the same value. The only tricky bit is getting the controls to appear in the first place!** | ||
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+ | Le curseur de cette boîte de dialogue convient à la plupart des cas où vous souhaitez simplement que l' | ||
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+ | La nouvelle interface utilisateur sur le canevas offre le meilleur des deux options : des commandes distinctes pour le flou horizontal et le flou vertical, mais avec la possibilité de régler facilement les deux sur la même valeur. La seule difficulté consiste à faire apparaître les commandes ! | ||
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**This feature appears only when the Node tool (F2) is selected. But unlike the Corners LPE, there’s no button in the toolbar to make the handles appear. Instead they are only visible if the object you’re editing already has the blur effect applied. This does make the handles a little redundant, in my view, as you’ll have already had to interact with the Fill & Stroke slider, the Filter Editor, or one of the predefined blur filters, in order for the on-canvas controls to appear. They’re possibly useful for fine-tuning the blur in the context of the rest of your drawing, but it would be nice if there was a toolbar button to add and remove a simple blur filter in the same way as the Corners LPE can be toggled on and off. | **This feature appears only when the Node tool (F2) is selected. But unlike the Corners LPE, there’s no button in the toolbar to make the handles appear. Instead they are only visible if the object you’re editing already has the blur effect applied. This does make the handles a little redundant, in my view, as you’ll have already had to interact with the Fill & Stroke slider, the Filter Editor, or one of the predefined blur filters, in order for the on-canvas controls to appear. They’re possibly useful for fine-tuning the blur in the context of the rest of your drawing, but it would be nice if there was a toolbar button to add and remove a simple blur filter in the same way as the Corners LPE can be toggled on and off. | ||
Your first step, therefore, is probably to select your object and open the Fill & Stroke dialog. There are various ways to do this, from the Object menu or keyboard shortcut (Ctrl-Shift-F), | Your first step, therefore, is probably to select your object and open the Fill & Stroke dialog. There are various ways to do this, from the Object menu or keyboard shortcut (Ctrl-Shift-F), | ||
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+ | Cette fonction n' | ||
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+ | La première étape consiste donc probablement à sélectionner votre objet et à ouvrir la boîte de dialogue Fond et contour. Il existe plusieurs façons de procéder, depuis le menu Objet ou le raccourci clavier (Ctrl-Maj-F), | ||
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**Now switch to the Node tool, if it’s not already selected, and you should find that the object has an additional pair of circular handles, just outside the bounding box. In this screenshot, I’ve put my object over a black background to make the white handles stand out a little more: | **Now switch to the Node tool, if it’s not already selected, and you should find that the object has an additional pair of circular handles, just outside the bounding box. In this screenshot, I’ve put my object over a black background to make the white handles stand out a little more: | ||
The handles will always be perpendicular to each other, with one at the top and the other at the right for newly created objects. If you’ve rotated the object, however, they may not appear in this orientation. The handles give an indication of the direction that the blur will take (if you don’t have a uniform blur in all directions), | The handles will always be perpendicular to each other, with one at the top and the other at the right for newly created objects. If you’ve rotated the object, however, they may not appear in this orientation. The handles give an indication of the direction that the blur will take (if you don’t have a uniform blur in all directions), | ||
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+ | Passez maintenant à l' | ||
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+ | Les poignées seront toujours perpendiculaires l'une à l' | ||
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**With the handles visible, it’s rather obvious how you can adjust the blur on-canvas. Dragging either handle will adjust the blur in that direction. Hold the Control key at the same time to adjust both handles to the same value – you’ll usually want to do that unless you specifically require an asymmetric or motion blur effect. | **With the handles visible, it’s rather obvious how you can adjust the blur on-canvas. Dragging either handle will adjust the blur in that direction. Hold the Control key at the same time to adjust both handles to the same value – you’ll usually want to do that unless you specifically require an asymmetric or motion blur effect. | ||
You can also hold both Shift and Control to adjust the handles proportionally. That is, if the handles have different values then dragging one will cause the other to move by an amount that is proportional to the difference between them. In other words, use this if you have an asymmetric blur and want to preserve the overall direction while adjusting its strength. There is a big caveat to this feature, however: if the handle has a value of 0 when you start dragging then Inkscape’s maths can sometimes go awry, sending the other handle zooming off towards infinity and blurring the object so much that it might even disappear from view, replaced by a slight smudge on the canvas. The solution is to nudge the handle above zero first with no modifiers held before trying to drag it proportionally with Ctrl-Shift.** | You can also hold both Shift and Control to adjust the handles proportionally. That is, if the handles have different values then dragging one will cause the other to move by an amount that is proportional to the difference between them. In other words, use this if you have an asymmetric blur and want to preserve the overall direction while adjusting its strength. There is a big caveat to this feature, however: if the handle has a value of 0 when you start dragging then Inkscape’s maths can sometimes go awry, sending the other handle zooming off towards infinity and blurring the object so much that it might even disappear from view, replaced by a slight smudge on the canvas. The solution is to nudge the handle above zero first with no modifiers held before trying to drag it proportionally with Ctrl-Shift.** | ||
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+ | Lorsque les poignées sont visibles, la façon dont vous pouvez ajuster le flou sur le canevas est assez évidente. Si vous faites glisser l'une des poignées, le flou sera ajusté dans cette direction. Maintenez la touche Contrôle enfoncée en même temps pour régler les deux poignées sur la même valeur - vous voudrez généralement procéder ainsi, à moins que vous ne souhaitiez obtenir un effet de flou asymétrique ou de flou de mouvement. | ||
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+ | Vous pouvez également maintenir les touches Maj et Ctrl enfoncées pour ajuster les poignées de manière proportionnelle. Autrement dit, si les poignées ont des valeurs différentes, | ||
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**These new additions to on-canvas editing definitely improve the usability of Inkscape, especially in the case of the Corners LPE. One concern, however, is that Inkscape is stacking up ever more handles on the canvas, leading to potential confusion about what feature any given handle corresponds to. Just take a look at this image of my random shape from earlier, once I’ve added a pattern fill, changed the type of some of the nodes, and added a little blur. That’s too many handles for me to make sense of – and I know what each of them are for! Could we end up in a situation where each of these additions, intended to make the program more user-friendly, | **These new additions to on-canvas editing definitely improve the usability of Inkscape, especially in the case of the Corners LPE. One concern, however, is that Inkscape is stacking up ever more handles on the canvas, leading to potential confusion about what feature any given handle corresponds to. Just take a look at this image of my random shape from earlier, once I’ve added a pattern fill, changed the type of some of the nodes, and added a little blur. That’s too many handles for me to make sense of – and I know what each of them are for! Could we end up in a situation where each of these additions, intended to make the program more user-friendly, | ||
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+ | Ces nouveaux ajouts à l' | ||
issue209/inkscape.1727556917.txt.gz · Dernière modification : 2024/09/28 22:55 de d52fr