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Knock Out2 User Guide

Knock Out2 User Guide

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FilenameKnockOut2-UserGuide.pdf
Size20.59 MB
Subsection Knock Out2
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KnockOut 2 User Guide The contents of this user guide and the associated KnockOut software are the property of Corel Corporation and its respective licensors, and are protected by copyright. For more complete copyright information about KnockOut, please refer to the About KnockOut section in the Help menu of the software. Copyright 1999-2003 Corel Corporation. All rights reserved. Corel, Corel PHOTO-PAINT, Corel Painter, and Painter 7 are trademarks or registered trademarks of Corel Corporation and/or its subsidiaries in Canada, the U.S. and/or other countries. Knockout is a trademark of Ultimatte Corporation. Adobe and Photoshop are registered trademarks of Adobe Systems Incorporated in the United States and/or other countries. Mac OS is a registered trademark of Apple Computer, Inc. registered in the United States and/or other countries. Windows is a registered trademark of Microsoft Corporation in the United States and/or other countries. Other product, font, and company names and logos may be trademarks or registered trademarks of their respective companies. Table of contents Welcome to KnockOut 2 . . . . 1 Cutting out areas of the foreground . . . 21 What’s new in KnockOut 2. . . . . . 1 Processing images and evaluating the results . 22 About Corel Corporation . . . . . . 2 Refining images after processing . . . . 24 Saving knocked-out images as masks . . . 25 Corel Customer Support Services . . 3 Refining transition areas . . . . 27 Getting started . . . . . . 7 Restoring foreground detail in the transition area 27 How KnockOut works . . . . . . . 7 Removing background from the transition area . 29 The KnockOut workspace . . . . . . 8 Working with images of transparent objects. . 29 Installing KnockOut . . . . . . . 10 Feathering the transition area . . . . . 31 Learning to use KnockOut . . . . . 10 Changing memory settings . . . . . 11 Capturing shadows . . . . . 33 Loading and saving images . . . . . 11 Defining shadow selections . . . . . 33 Using the toolbox . . . . . . . 12 Editing shadow selections .…

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Home Documents Game Manuals Knoll Light Factory User Manual
Knoll Light Factory User Manual

Knoll Light Factory User Manual

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FilenameKnoll_Light_Factory_User_Manual.pdf
Size6.84 MB
Subsection Knoll Light Factory User
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Knoll Light Factory from Red Giant Software www.redgiantsoftware.com Knoll Light Factory manual Table of Contents About Knoll Light Factory 4 Supported Applications & OS’s 4 System Requirements 5 GPU Support 5 Mac OS X Speed Expectations 6 Windows XP Speed Expectations 6 Product Installation 7 Installation 7 Activation 7 Demo Mode 8 New Support Page 8 Open a Support Case 8 What’s New in Version 2.7 9 CS5 Support 9 New Operations 9 New Keyboard Shortcuts 9 What’s New in Version 2.5/2.6 10 New Features 10 Application Updates 11 New Common Controls 11 Introduction to Lighting Effects 12 Knoll Light Factory Overview 13 Light Factory Plug-in 13 Light Factory EZ Plug-in 13 Light Factory Spectacular Plug-in (AE only) 14 How It Works 14 Track Intensity 15 Individual Element Plug-ins (AE only) 16 Common Parameters 17 Brightness 17 Scale 17 Light Source Location 18 Color 18 Angle 19 1 ©2010 Red Giant Software Knoll Light Factory manual Location Layer 19 Obscuration Layer 20 Obscuration Type 21 Source Size 22 Unmult 22 GPU 22 Motion Blur plug-ins 22 Lens Editor 23 Fast Drags 24 Clipboard Display Button 24 Elements List 25 Duplicating Elements 25 Deleting Elements 25 Selecting Elements 26 Adding Elements 26 Visibility Checkbox 26 Renaming Elements 26 Reordering Elements 26 Ele…

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Home Documents Game Manuals Kodak Professional DCS Photo Desk
Kodak Professional DCS Photo Desk

Kodak Professional DCS Photo Desk

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FilenameKodak_Professional_DCS_Photo_Desk.pdf
Size0.09 MB
Subsection Kodak Professional DCS Photo Desk
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Kodak Professional DCS Photo Desk Version 4.3 © Eastman Kodak Company, 2000-2004 Table of Contents 1. Camera Support 2. Hardware System Support 3. Operating System Support 4. Functional Improvements 5. Functional Limitations 6. Functional Clarifications 7. Known Bugs 8. Third Party Solutions 9. Contacting Eastman Kodak Company 10. Additional Product Acknowledgements Camera Support Kodak Professional DCS Photo Desk supports images from the following Kodak Professional DCS products: DCS 315 DCS Pro Back DCS 330 DCS Pro Back Plus DCS 520 DCS Pro Back 645C DCS 560 DCS Pro Back 645H DCS 620 DCS Pro Back 645M DCS 620x DCS Pro 14n DCS 660 DCS Pro 14nx DCS 660M DCS Pro SLR/n DCS 720x DCS Pro SLR/c DCS 760 DCS 760M SCS 2000 Back to the Top Hardware System Support Macintosh Kodak Professional DCS Photo Desk is supported on Apple Macintosh systems that meet or exceed the following minimum requirements: PowerPC G3 or equivalent processor 256 megabytes (MB) of RAM (512 MB recommended) 200 MB of available hard-disk space Color monitor with 24-bit or greater video card 1024x768 or greater monitor resolution Windows Kodak Professional DCS Photo Desk is supported on PCs that meet or exceed the following minimum requirements: Intel Pentium II, Celeron, or equivalent processor 256 MB of RAM (512 MB recommended) 200 MB of available hard-disk space Color monitor with 24-bit or greater video card 1024x768 or greater monitor resolution It is recommended that your Windows system display setting be at the normal 96 dpi. This setting can be adjusted from Control Panel | Display | Settings | Advanced. Back to the Top Operating System Support Macintosh Mac OS X 10.2.8 or newer Windows Microsoft Windows 2000 with Service Pack 3 or newer Microsoft Windows XP or newer Back to the Top Functional Improvements The "Save as JPEG" option will create Exif V2.2 compliant JPEG images. A "Paste Special" command that will allow the pasting of selected image processing parameters to selected images. Back to the Top Functional Limitations When viewing images that have been modified in DCS Capture Studio, most of the image modifications made in DCS Capture Studio will not be applied in DCS Photo Desk. Also most o…

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Home Documents Game Manuals Kode
Kode

Kode

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FilenameKode.pdf
Size0.18 MB
Subsection Kode
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Products Business solutions Support & Learning Download Company Buy Search My Adobe Privacy My cart Sign in Home / CS2 downloads Adobe has disabled the activation server for CS2 products, including Acrobat 7, because of a technical issue. These products were released more than seven years ago, do not run on many modern operating systems, and are no longer supported. Adobe strongly advises against running unsupported and outdated software. The serial numbers below should only be used by customers who legitimately purchased CS2 or Acrobat 7 and need to maintain their current use of these products. CS2 SYSTEM REQUIREMENTS Mac OS X v.10.2.8–v.10.3.8. PowerPC® G4 or G5 processor Microsoft® Windows® 2000/Windows XP. Intel® Pentium® III or 4 processor PRODUCT PLATFORM DOWNLOADS SERIAL NUMBER Creative Suite 2 Mac CS2_install_Mac.pdf 1130-0412-8377-1896-9751-5759 CS_20_IE_NonRet_D1.dmg.bin CS_20_IE_NonRet_D2.dmg.bin CS_20_IE_NonRet_D3.dmg.bin VCS2.dmg CS_2.0_IE_Extras_1.dmg.bin Win CS2_install_Win.pdf 1130-1414-7569-4457-6613-5551 CreativeSuiteCS2Disc1.exe CreativeSuiteCS2Disc2.exe CreativeSuiteCS2Disc3.exe VCS2.zip CS_2.0_WWE_Extras_1.exe Acrobat 3D 1.0 for Windows Win AC3D_1.0_Volume_NACK_WWE.zip 1159-1414-7569-3493-5006-5653 Acrobat Standard 7.0 Win 22001904.exe 1016-1415-6379-6184-1333-2468 Acrobat Pro 7.0 Win 22020134.exe 1118-1414-8477-7606-6339-4141 After Effects Mac clamchop-x244-install.dmg 1063-0418-7724-1551-7671-3039 …

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Home Documents Game Manuals Kogyaru Media
Kogyaru Media

Kogyaru Media

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FilenameKogyaru_Media.pdf
Size7.08 MB
Subsection Kogyaru Media
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Home Documents Game Manuals Kona SD Manual 1
Kona SD Manual 1

Kona SD Manual 1

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FilenameKonaSD_Manual-1_0.pdf
Size14.48 MB
Subsection Kona SD
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AJA Video: Kona SD Hardware Install 1 The minimum system requirements for your new Kona SD is an Apple Macintosh G4 2 The first step is to unplug the power from the back of your Macintosh. It's not 3 Connect a static wrist strap to your wrist, and the computer chassis. When you handle Dual Processor 800 Mhz, 512 MB Ram, and mandatory to unplug the power cord, the Kona SD, try not to touch the gold at least two Cheetah 10K RPM hard disks for however, it might be the only way you plated edge connector or the components. uncompressed video storage. know the power is really turned off! Your Kona SD features advanced electronics Final Cut Pro on Mac OS X requires the dual If your Mac is still asleep, and not powered that can be damaged by static discharges, processor Mac to operate effectively. Under down, you can cause damage to your Kona so a static wrist strap will eliminate this Mac OS X, performance is significantly SD and your Mac. danger. enhanced on dual processor system. 4 Remove a spare metal shield from the rear of the Mac back panel, and install the Kona 5 Now is also a good time to install the SCSI card for your disk array. You will need at 6 Remove the static wrist strap, and close your Mac. Now you can reconnect the SD into a free slot. least a Ultra 160 SCSI card from either power cord to the Mac. ATTO™ or Adaptec™ for real time The Kona SD should insert easily, and the uncompressed video. See the section on In later sections we will explain how to top of the shield will align so you can disk arrays for more information. connect the video, audio and VTR remote easily replace the screw to hold the card in cab…

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Home Documents Game Manuals Konfabulator Ref 1.5.1
Konfabulator Ref 1.5.1

Konfabulator Ref 1.5.1

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FilenameKonfabulator_Ref_1.5.1.pdf
Size0.46 MB
Subsection Konfabulator Ref 1.5.1
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Konfabulator Reference Manual Version 1.5.1 September 26, 2003 Release History First Release February 10, 2003 Second Release February 12, 2003 Third Release February 15, 2003 Fourth Release February 19, 2003 Fifth Release - Version 1.5 July 23, 2003 Sixth Release - Version 1.5.1 September 26, 2003 Thanks to all who have submitted comments and corrections. Copyright ” 2003 Arlo Rose and Perry Clarke. 2 | Konfabulator Reference The Basics Konfabulator uses XML to define Widgets and the objects that make them up. This makes a clear hierarchy for what each object is, and the order it’s drawn in as well as associating the correct attributes with each object. A very simple Widget might look like this: <widget> <debug>on</debug> <window title="Sample Konfabulator Widget"> <name>main_window</name> <width>500</width> <height>500</height> </window> <image src="Images/Sun.png" name="sun1"> <hOffset>250</hOffset> <vOffset>250</vOffset> <alignment>center</alignment> </image> <text data="Click Here" size="36" style="bold"> <name>text1</name> <hOffset>250</hOffset> <vOffset>100</vOffset> <alignment>center</alignment> <onMouseUp> sun1.opacity = (sun1.opacity / 100) * 90; </onMouseUp> </text> </widget> All it does is reduce the opacity of an image by 10% every time the user clicks on the text that says "Click Here". Obviously this isn’t terrifically useful but we’ll use this simplified example to illustrate a few points. This sample depends on Konfabulator Reference | 3 one external file, Images/Sun.png if you run it without that it will display a "missing image" placeholder. Firstly, note the structure of the Widget: XML is a symmetrical language in that each object specifier (e.g. <text>) has a corresponding terminator (</text>). Within these pairs the attributes of the objects are defined such as screen positions, alignments, etc. Also note that objects defined in XML (like sun1) can be manipulated in JavaScript (see the onMouseDown handler in the text1 object). Real Widgets can have dozens of images and text objects, multiple JavaScript sections (often in external files) and will usually create new objects at runtime using JavaScript to implement complex functionality. These are packaged together in a Mac OS X bundle which is a directory that is treated as a single unit by the operating system. A .widget bundle has the following str…

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Home Documents Game Manuals Konfabulator Ref 1.8
Konfabulator Ref 1.8

Konfabulator Ref 1.8

Game Manuals · PDF
FilenameKonfabulator_Ref_1.8.pdf
Size0.44 MB
Subsection Konfabulator Ref 1.8
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Konfabulator Reference Manual Version 1.8 November 8, 2004 Release History First Release February 10, 2003 Second Release February 12, 2003 Third Release February 15, 2003 Fourth Release February 19, 2003 Fifth Release - Version 1.5 July 23, 2003 Sixth Release - Version 1.5.1 September 26, 2003 Seventh Release October 8, 2003 Eighth Release – Version 1.6.2 June 6, 2004 Ninth Release – Version 1.8 November 8, 2004 Thanks to all who have submitted comments and corrections. Copyright  2003-2004 Arlo Rose, Perry Clarke and Ed Voas. 2 | Konfabulator Reference The Basics Konfabulator uses XML to define Widgets and the objects that make them up. This makes a clear hierarchy for what each object is, and the order it’s drawn in as well as associating the correct attributes with each object. A very simple Widget might look like this: <widget> <debug>on</debug> <window title="Sample Konfabulator Widget"> <name>main_window</name> <width>500</width> <height>500</height> </window> <image src="Images/Sun.png" name="sun1"> <hOffset>250</hOffset> <vOffset>250</vOffset> <alignment>center</alignment> </image> <text data="Click Here" size="36" style="bold"> <name>text1</name> <hOffset>250</hOffset> <vOffset>100</vOffset> <alignment>center</alignment> <onMouseUp> sun1.opacity = (sun1.opacity / 100) * 90; </onMouseUp> </text> </widget> All it does is reduce the opacity of an image by 10% every time the user clicks on the text that says “Click Here”. Obviously this isn’t terrifically useful but we’ll use this simplified example to illustrate a few points. This sample depends on Konfabulator Reference | 3 one external file, Images/Sun.png if you run it without that it will display a “missing image” placeholder. Firstly, note the structure of the Widget: XML is a symmetrical language in that each object specifier (e.g. <text>) has a corresponding terminator (</text>). Within these pairs the attributes of the objects are defined such as screen positions, alignments, etc. Also note that objects defined in XML (like sun1) can be manipulated in JavaScript (see the onMouseDown handler in the text1 object). Name of objects must begin with a letter and only letters, numbers and underscores are allowed. The XML for a Widget is stored in a file with the e…

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Home Documents Game Manuals Konfabulator Reference 1.5
Konfabulator Reference 1.5

Konfabulator Reference 1.5

Game Manuals · PDF
FilenameKonfabulator_Reference_1.5.pdf
Size0.44 MB
Subsection Konfabulator
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Konfabulator Reference Manual July 22, 2003 Konfabulator Reference | 1 Release History First Release February 10, 2003 Second Release February 12, 2003 Third Release February 15, 2003 Fourth Release February 19, 2003 Fifth Release - Version 1.5 July 23, 2003 Thanks to all who have submitted comments and corrections. Copyright ” 2003 Arlo Rose and Perry Clarke. 2 | Konfabulator Reference The Basics Konfabulator uses XML to define Widgets and the objects that make them up. This makes a clear hierarchy for what each object is, and the order it’s drawn in as well as associating the correct attributes with each object. A very simple Widget might look like this: <widget> <debug>on</debug> <window title="Sample Konfabulator Widget"> <name>main_window</name> <width>500</width> <height>500</height> </window> <image src="Images/Sun.png" name=”sun1”> <hOffset>250</hOffset> <vOffset>250</vOffset> <alignment>center</alignment> </image> <text data="Click Here" size="36" style="bold"> <name>text1</name> <hOffset>250</hOffset> <vOffset>100</vOffset> <alignment>center</alignment> <onMouseUp> sun1.opacity = (sun1.opacity / 100) * 90; </onMouseUp> </text> </widget> All it does is reduce the opacity of an image by 10% every time the user clicks on the text that says “Click Here”. Obviously this isn’t terrifically useful but we’ll use this simplified example to illustrate a few points. This sample depends on Konfabulator Reference | 3 one external file, Images/Sun.png if you run it without that it will display a “missing image” placeholder. Firstly, note the structure of the Widget: XML is a symmetrical language in that each object specifier (e.g. <text>) has a corresponding terminator (</text>). Within these pairs the attributes of the objects are defined such as screen positions, alignments, etc. Also note that objects defined in XML (like sun1) can be manipulated in JavaScript (see the onMouseDown handler in the text1 object). Real Widgets can have dozens of images and text objects, multiple JavaScript sections (often in external files) and will usually create new objects at runtime using JavaScript to implement complex functionality. These are packaged together in a Mac OS X bundle which is a directory that is treated as a single unit by the operating system. A .widget bundle has the following structure: myWidget.widget Contents …

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Home Documents Game Manuals Krakels ABC7 9 Danishmanual
Krakels ABC7 9 Danishmanual

Krakels ABC7 9 Danishmanual

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FilenameKrakelsABC7-9_danishmanual.pdf
Size255.99 MB
Subsection Krakels ABC7 9 Danishmanual
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