I want to put out something regarding documentations. What about workarounds to Inkscape limitations as part of the documentation? Some users really need some answers to the limitation of Inkscape. There's another idea I have in mind. For making tutorials shorter, we can use existing tutorials of our own and linking to them as part of advanced section of Inkscape tutorials. Advanced users should already know the program in and out to know how to apply them for advanced rendering. Some of those might need workarounds though.
My only issue with those workaround is the amount of time they require, and the tax on limited resources. Otherwise, if those weren't a issue, they would be fantastic though they're still not a replacement to what other programs has to offer. I can offer making workaround docs if anyone wants me to show how to work around Inkscape limits.
For example :
1) Gradient Stroke -
1a) Method 1 (If profile line aren't needed) - Duplicate and then adjust stroke width, and then convert to path. Every strokes must be converted to path. You copy and paste the path that is going to get removed by applying the path difference. You repeat the process, and then you get every individual stroke which can be colored as however you please.
1b) Method 2 (If profile line is needed) You apply the same thing to the above, but you are not going to use stroke width. Instead, you are going to use power stroke to emulate profile line with gradient stroke.
2) Realistic Rendering of convulated objects like a shoe.
2a) This involves series of clipping, blurring, gradient mesh and brushing. Right now, Inkscape users can only use gradient mesh for basic overall lighting, and some bit of coloring using filtering since gradient mesh is underdeveloped in Inkscape. You apply blur to brushes in order to emulate shading. Doing this a lot can give very sastifying result within Inkscape, but also drains so much of rendering speed within Inkscape even with a powerful computer. But results are literally comparable to raster programs, and in some way even better because well, it's scalable.
3) The lack of warp tool for textures workaround
3a) As of now, we do have lattice tool, and the tweak liquifying tool. Those two can be used as a workaround to the lack of warp tool. Lattice deformation tool should had the option of allowing users to tweak the tangency line though instead of the tangency line being tangent to the horizontal and vertical direction. This is not something that can have a decent workaround since it requires duplicating so many objects and then tweaking it would be a major pain. For complicated textures, it can't be done within Inkscape unless you have a infinite amount of time and resource, and as we all know that's not possible.
4) For people who have trouble with tangency snapping (I'm one of those), and no that snapping option does not help one bit.
4a) The obvious workaround involves using the show handles. You can make tangent line utilizing the result of the show handles LPE. Also, this enables users to be able to create perpendicular, and tangent spiro path.
5) The lack of ease regarding manipulating mask/clip
5a) The workaround to this is well, using the clone as the masking/clipping source while retaining the original for clipping/masking at another location. This workaround works because you can always manipulate the source object, and hide it. It is almost exactly like as if you were manipulating transparency mask within Krita or Photoshop or GIMP. After testing it, it's beautiful really when you change between layer/group.
6) PDF export limitation
6a) The obvious workaround here is well, export to png and then convert to pdf. Of course, some rasterization would be needed if one has to convert to pdf, literally at times.
I think those are the 6 issues that could be addressed via docs tutorial for those who are desperate to find a solution to those. They can always resort to Krita for those (except 6 because pdf export is not planned), but that's not a option if they have to create a vector render. If there's anything I miss regarding workarounds, lemme know. I can probably add more workarounds if I miss anything as I know the program in and out from a user perspective.
On 4/29/2017 11:54 AM, C R wrote:
I don't mean to slow anyone's roll here. But wouldn't it make more sense to put any kind of energy towards documentation into the much discussed, direly needed, user-focused, step by step manual? Rather than starting from scratch on a whole different kind of project?
Yea, this actually makes a lot of sense as a first step.
There are many books out there already, which amount to a series of tutorials. It's not a bad thing. I just think this kind of project is better suited for a single author, or maybe a small team. And I think the project needs the manual much, more more than the community needs another book of tutorials.
I agree. I think the book could be a lot of things in one. But I agree with finishing what we already have before starting something new.
As far as I understand, all that's needed is an English translation of...well can't find a link to the French version. Here's a link to whatever has been translated already: https://fr.flossmanuals.net/start-with-inkscape/introduction/
I can't help with translation, unfortunately. But I'd like to see this finished. So +1 for the suggestion.
Once we have the translation, we'll be off and running to update and finish it! By the way, is there anything those of us who can't translate, can do, to help the translators?
I volunteer to help this effort in what ways are needed.
And won't such a new book of tutorials have to be published? A big obstacle to writing any book is getting it published. You almost have to have an invitation from a publisher to be certain a book will get published. Or publish it yourself, which is not easy eitiher.
Books done in Scribus can be "published" in a variety of ways, opened in browsers, laptops, eReaders, or just printed out. We could sell printed copies along with other Inkscape stuff. Maybe copies signed by members of the project would be kinda cool. No idea what the market is for it, but the idea that we could do all of these at once is attractive, and why I recommend Scribus.
-C
Just my opinion :-)
brynn
-----Original Message----- From: Maren Hachmann Sent: Friday, April 28, 2017 4:01 PM To: Inkscape-Docs ; Inkscape Devel List Subject: Re: [Inkscape-devel] Any chance we can make some docs material? (targeting the moon)
Would it make sense to use gitlab's new subgroups feature for this?
The inkscape-docs team could be a sub-team of Inkscape, that way. There are only 4 members as of now, so changing wouldn't be so difficult as it might be later on.
Maren
Am 28.04.2017 um 16:14 schrieb Martin Owens:
On Fri, 2017-04-28 at 12:39 +0100, C R wrote:
I'd love to quit my job and just do docs. :) Unfortunately, that's what it would probably take to get docs going to the extent we'd like. It's been discussed before, but never gone anywhere because of lack of time/hands involved.
Yes, we should use Scribus to do it. In fact, it should probably be a github project to attract contributors. This way we can patch what needs to be patched when stuff changes in subsequent releases.
Sounds like you have a solid step one Chris.
Here's the inkscape-docs group on gitlab, EVERYONE should join, there should be a button to join:
https://gitlab.com/inkscape-docs
And here's the new book/manual/docs project where files can be put:
https://gitlab.com/inkscape/manuals
I recommend using the wiki attached to the project to plan the adventure slowly. Add a bit at a time and don't rush to have something "complete" but have something small produced.
Best Regards, Martin Owens
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