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    Bezigon Tool

    Scheduled Pinned Locked Moved Features and Ideas
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    • DanielD Offline
      Daniel @VectorStyler
      last edited by

      @VectorStyler: The one before the last patch.

      Work: Windows 11 | Intel i9 14900HS (24 Cores/32 Threads) | GeForce RTX 4070 | 64 GB RAM
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      • DanielD Offline
        Daniel @VectorStyler
        last edited by

        @VectorStyler: The rule is always simple. And you can understand this if you look at the Tangent permutation table. The handles always follow the chord of one or the other neighbouring nodes. Always.

        Work: Windows 11 | Intel i9 14900HS (24 Cores/32 Threads) | GeForce RTX 4070 | 64 GB RAM
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        • DanielD Offline
          Daniel @larsherold
          last edited by

          @larsherold: You don't need to this anymore. Thankfully. You can create a portable version of FreeHand. It is extremely simple. Install FreeHand using Sandboxie within a Sandboxed location. Now you have a copy that has zero dependency on Windows registries. You can copy the contents and use it anywhere!

          Work: Windows 11 | Intel i9 14900HS (24 Cores/32 Threads) | GeForce RTX 4070 | 64 GB RAM
          Personal: Windows 11 | Amd Ryzen 9 7950X (16 Core, 32 Threads) | GeForce RTX 3060 | 32 GB RAM

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          • DanielD Offline
            Daniel @VectorStyler
            last edited by

            @VectorStyler: I sent you both the installer and keys in DM a while ago. I also have a portable version. So I can send that if you want.

            Work: Windows 11 | Intel i9 14900HS (24 Cores/32 Threads) | GeForce RTX 4070 | 64 GB RAM
            Personal: Windows 11 | Amd Ryzen 9 7950X (16 Core, 32 Threads) | GeForce RTX 3060 | 32 GB RAM

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            • L Online
              larsherold @Daniel
              last edited by

              @Daniel said in Bezigon Tool:

              Install FreeHand using Sandboxie within a Sandboxed locatio...

              Ah, interesting. I have very little experience with sandboxing, virtualization and so on. I do have FreeHand running on an M2 Mac in Windows via Parallels, but I guess it's a different creature.
              I still find the native installation on Win is well behaved - and completely legit, as I have the original installation media and valid license card from back then...🤠

              Still many basic features in this 2005 application that work so well, Illustrator doesn't come close now 20 years later, Bezigon as a case in point!

              DanielD 1 Reply Last reply Reply Quote 1
              • DanielD Offline
                Daniel @larsherold
                last edited by

                @larsherold: Yes, FH is still to be bested. This is because FreeHand is an outgrowth of intensely vector focused software: Altsys' Fontographer. Released 30 years ago, it is what introduced Bezigon. Building FH on top of Fontographer engine gave them extraordinary power. Adobe sucks compared to it.

                Virtualisation is easier than people think. Sandboxie is a shareware. You simply need to start it, and then run the installation inside a sandbox. Now the contents inside the sandbox are completely isolated - this means that they're device independent. Hence completely portable. 🙂 There are many tutorials out there on this if you want to try. I do it this way because it means that should I change my computer in the future, and some Windows update breaks FreeHand, then I have a portable edition that I don't have to install.

                Work: Windows 11 | Intel i9 14900HS (24 Cores/32 Threads) | GeForce RTX 4070 | 64 GB RAM
                Personal: Windows 11 | Amd Ryzen 9 7950X (16 Core, 32 Threads) | GeForce RTX 3060 | 32 GB RAM

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                • DanielD Offline
                  Daniel
                  last edited by Daniel

                  @vectorstyler: We thought a bit more about this. There is actually a far more elegant solution to this problem of tangent nodes than introducing a separate node type. It is simple. All you need is a tool setting option that says: "Snap" or "Lock Handle to Chords" - that's it! Now you have a tangent node.

                  With the node tool active, you click on a node, and then toggle on "Lock Handles to Chords" - the handle of that node is now locked to the chord of adjacent nodes. Chord being the straight line between two nodes.

                  This might be far simpler than introducing a third node type. What do you think folks? @larsherold?

                  Fuck! The more I think about this, the more delightful it is - it is so, so simple!

                  Work: Windows 11 | Intel i9 14900HS (24 Cores/32 Threads) | GeForce RTX 4070 | 64 GB RAM
                  Personal: Windows 11 | Amd Ryzen 9 7950X (16 Core, 32 Threads) | GeForce RTX 3060 | 32 GB RAM

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                  • VectorStylerV Offline
                    VectorStyler @Daniel
                    last edited by

                    @Daniel I'm confused about case (13) of the Four Nodes section of the "Bezigon - Permutations - Corner, Smooth and Cusp.pdf"

                    In this case the sequence is MC, PC, MC, PC, MC. Which should result in a smooth closing node (starts and ends with a smooth node).
                    Could it be that the sequence is wrong?

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                    • DanielD Offline
                      Daniel @VectorStyler
                      last edited by Daniel

                      @VectorStyler: No, The sequence produces the correct result. The reason is simple: The first click is modified twice. Once when it was place and the second time when when it was closed. And node 2 and node 4 are both sharp nodes, hence the top node becomes a cusp node with the handles of both pointing at the chord.

                      8a1e4344-c660-44c3-b423-ed5606adf6c3-image.png

                      If all the nodes are smooth, including the closing click, the top node still is cusp and the handles are still on the chord to node 2 and 4. This is because node 1 was modified twice, once when placed and once when closed.
                      413f53c8-b412-4287-a14a-29adf433da3a-image.png

                      Consider this: The first node is placed as a square node, but all the others are modifier clicked. It still correctly produces a cusp at the top. The segment between node 1 and 2 on the left is approximated to a circle, as it should be. The segment between 1 and 4 on the right is cusped, and the handle points at node 4, the chord to node 4.

                      3b42793a-6c01-4326-aa6d-0290bbe82d11-image.png

                      Work: Windows 11 | Intel i9 14900HS (24 Cores/32 Threads) | GeForce RTX 4070 | 64 GB RAM
                      Personal: Windows 11 | Amd Ryzen 9 7950X (16 Core, 32 Threads) | GeForce RTX 3060 | 32 GB RAM

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                      • DanielD Offline
                        Daniel
                        last edited by Daniel

                        @vectorstyler: I discussed it with Taras, my colleague. I think you should hold on the implementation of Tangent node. He agrees with me that it is just a matter of introducing a single new flag for each of the existing nodes rather than introducing a whole new node type. It is far more elegant, far simpler. Meanwhile, you can just work on getting the two main node types right. Sharp (&Cusp) and Smooth (&Symmetric).

                        Work: Windows 11 | Intel i9 14900HS (24 Cores/32 Threads) | GeForce RTX 4070 | 64 GB RAM
                        Personal: Windows 11 | Amd Ryzen 9 7950X (16 Core, 32 Threads) | GeForce RTX 3060 | 32 GB RAM

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                        • L Online
                          larsherold @Daniel
                          last edited by

                          @Daniel said in Bezigon Tool:

                          This might be far simpler than introducing a third node type. What do you think folks? @larsherold?

                          It makes sense, as I guess the FH tangent Connector point can be viewed as a special case of a Cusp or Smooth Node.

                          But the Connector Node is only useful/sensible as a tangent constraint if the neighbouring segment is straight. So when you "lock the handle of a smooth node e.g. to the chord" to enforce tangency, you will have to decide which handle to lock and staighten up the segment by retracting the handle downstream. (Or lock the downstream handle to the chord as well.)

                          Actually the FH Connector node has two handles as well. The hidden handle can be extracted by Alt-dragging from the triangular node.
                          Only, the second handle direction is locked, and seems arbitrary, like it has an undefined value when hidden.

                          The FH Connector node can be forced to expose its second handle when placing it, resulting in a sort of direction-frozen Cusp node.
                          Use the FH Bezigon tool to place 3 nodes: 1 smooth, 1 connector, 1smooth:

                          smooth-connector-smooth.png
                          The middle point is a Connector node alright, but not much tangency going on.

                          The "stray" outgoing handle can be retracted, and the Connector node behaves like a tangent node again...

                          BR/ Lars Herold

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                          • DanielD Offline
                            Daniel @larsherold
                            last edited by Daniel

                            @larsherold: Yes, all of these can be reproduced with a simple flag for each of the two types of nodes. Including the two handled connector node. Thankfully, because we have mapped out every single rule, writing it back into the simple two node scheme is easy. Thank you for confirming this!

                            Technically, and ideally, a tangent node is only every useful if it follows one direction. We can force this in the tool setting, but I'd rather not. FreeHand allows you the choice to have both handles available which you can manually collapse. I prefer that freedom.

                            Work: Windows 11 | Intel i9 14900HS (24 Cores/32 Threads) | GeForce RTX 4070 | 64 GB RAM
                            Personal: Windows 11 | Amd Ryzen 9 7950X (16 Core, 32 Threads) | GeForce RTX 3060 | 32 GB RAM

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