how to draw a sybol use photoshop, then import it to freelance2016's macro liberay?
i drawed some HMI pictrue.i want to draw some sybol by myself,then import to freelance2016's macro liberay,how can i do?
Answers
Freelance GraphicPictureDesigner can only import .bmp File to Graphic.
Save as .bmp or export it to .bmp.
Its dificult to animate (change color ) in the Picture.
Element -> Bitmap and klick into FGR an import the .bmp File
Save as .bmp or export it to .bmp.
Its dificult to animate (change color ) in the Picture.
Element -> Bitmap and klick into FGR an import the .bmp File
There are 2 possibilities how to do that.
Either you create up to 8 different Photoshop images, each representing certain state of your Symbol, or you use a single Photoshop image as a background to your Symbol, but do the animation with GED objects that you draw in front of it. In both cases you use a Graphic Symbol object from the GED to combine the bitmaps and the animation.
a) 8 Different Images
1. You create up to 8 drawings in Photoshop and export them as Bitmaps (.BMP-Files) Then create 8 static object Bitmap in the CBF in an FGR. As a parameter for those objects you select one of the 8 Bitmap files created by Photoshop. The Bitmap files created by Photoshop should roughly have the size you want to see them in later as a Symbol. a Bitmap object will scale up or down when you re-size the Bitmap object in the GED, but it might not look good after scaling. Leave the different bitmaps in different positions, so you can select each one. Now name each bitmap object with a meaningful name that stands for the symbol status it represents (right click bitmap object and select Object Name). Only then align all bitmap objects so the overlap completely.
Then you create dynamic object of type Graphic Symbol and choose 3 Boolean variables (in the Bit Allocation Tab) that together will give you 8 states. For each state you click in the red field (in the Display tab) and press F2 and select the appropriate bitmap object name for that state. Don't forget to set the Frame color to transparent and the Fill color to "Original" (in the Display Tab) for all the 8 cases. Then configure an action for the Graphic Symbol Object (in the General Tab) like calling up a Faceplate.
Go back to the Display Tab and select the combination you want to see in the GED by clicking on one radio button in the Display column. Alternatively you can check mark the "View All" check box. Then click OK and close the Graphic Symbol Object.
The select the Graphic Symbol object and Create a macro.
I propose not to store it in the 3D Macro Library but create your own Library which contains all your macros only, otherwise you will get into problems when upgrading the Freelance version later and the 3D Macro Library gets overwritten.
b) 1 Image with GED animations on top
Here you just create a single image and import it into a Bitmap object into the GED. Then draw the animation objects on top of it. Each animation object has its own Bit Allocation and Display tab. Make sure that in the non animated state the colors selected ar transparent. This way when no animation happens you see the complete Photoshop image as a background. Now create a Graphic Symbol object and select the Bitmap image as a background image and the overlaying animation objects as foreground objects in the General tab.
After closing the Graphic Symbol object you create a macro with the Graphic symbol object pre-selected.
The latter option is more flexible, because it allows you to create animations with blinking colors and different actions based on where in the symbol you click because each animation object can have its own action defined.
OK, that was a rough explanation what to do.
Hope that helps.
Either you create up to 8 different Photoshop images, each representing certain state of your Symbol, or you use a single Photoshop image as a background to your Symbol, but do the animation with GED objects that you draw in front of it. In both cases you use a Graphic Symbol object from the GED to combine the bitmaps and the animation.
a) 8 Different Images
1. You create up to 8 drawings in Photoshop and export them as Bitmaps (.BMP-Files) Then create 8 static object Bitmap in the CBF in an FGR. As a parameter for those objects you select one of the 8 Bitmap files created by Photoshop. The Bitmap files created by Photoshop should roughly have the size you want to see them in later as a Symbol. a Bitmap object will scale up or down when you re-size the Bitmap object in the GED, but it might not look good after scaling. Leave the different bitmaps in different positions, so you can select each one. Now name each bitmap object with a meaningful name that stands for the symbol status it represents (right click bitmap object and select Object Name). Only then align all bitmap objects so the overlap completely.
Then you create dynamic object of type Graphic Symbol and choose 3 Boolean variables (in the Bit Allocation Tab) that together will give you 8 states. For each state you click in the red field (in the Display tab) and press F2 and select the appropriate bitmap object name for that state. Don't forget to set the Frame color to transparent and the Fill color to "Original" (in the Display Tab) for all the 8 cases. Then configure an action for the Graphic Symbol Object (in the General Tab) like calling up a Faceplate.
Go back to the Display Tab and select the combination you want to see in the GED by clicking on one radio button in the Display column. Alternatively you can check mark the "View All" check box. Then click OK and close the Graphic Symbol Object.
The select the Graphic Symbol object and Create a macro.
I propose not to store it in the 3D Macro Library but create your own Library which contains all your macros only, otherwise you will get into problems when upgrading the Freelance version later and the 3D Macro Library gets overwritten.
b) 1 Image with GED animations on top
Here you just create a single image and import it into a Bitmap object into the GED. Then draw the animation objects on top of it. Each animation object has its own Bit Allocation and Display tab. Make sure that in the non animated state the colors selected ar transparent. This way when no animation happens you see the complete Photoshop image as a background. Now create a Graphic Symbol object and select the Bitmap image as a background image and the overlaying animation objects as foreground objects in the General tab.
After closing the Graphic Symbol object you create a macro with the Graphic symbol object pre-selected.
The latter option is more flexible, because it allows you to create animations with blinking colors and different actions based on where in the symbol you click because each animation object can have its own action defined.
OK, that was a rough explanation what to do.
Hope that helps.
bmp file's backgroound is not transparent,i want to draw some transparent syboles,then export it to sybol library,how wcan i do?
Unfortunately that is not possible. You can get a sort of semi-transparency that allows you to adjust to the background color the symbol is placed on by setting the border color in the display tab of the Graphic symbol object to "Original" and the Fill color to the background color. It sounds counter-intuitive but that is how you have to do it.

Then a Bitmap object that looked like this (with a white background):

will look like this:

The only other option that comes to mind is to draw the symbol not in Photoshop but with the GED.
Then a Bitmap object that looked like this (with a white background):
will look like this:
The only other option that comes to mind is to draw the symbol not in Photoshop but with the GED.
Those can be drawn using the Graphics Editor from Freelance Engineering.
They consist of a lot of rectangles and circle segments with slightly different fill colors.
You can place a 3D-Macro on an empty FGR and then resolve it. Then you can see how it was made.
Below is an example of a tank which I zoomed into, resolved, and then moved some elements outwards.

They consist of a lot of rectangles and circle segments with slightly different fill colors.
You can place a 3D-Macro on an empty FGR and then resolve it. Then you can see how it was made.
Below is an example of a tank which I zoomed into, resolved, and then moved some elements outwards.
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