Free Video Flip And Rotate Portable Download

1 view
Skip to first unread message

Pirjo Unzicker

unread,
Jul 22, 2024, 6:44:34 AM7/22/24
to feasmewardded

I am simply looking for a way to get the text on my dimension in layout to appear on the right hand side of the dimension line rather than the left. In the attached image the dimension leader automatically sets the text on the left/inside (this is what my dimension style has it currently set to) when I would prefer it to be on the right for this particular dimension, which is currently just an exploded dimension with the text manually rotated and placed. I cannot for the life of me find a way to make this happen in the style override menu.

free video flip and rotate portable download


Download Zip 🆓 https://fancli.com/2zCza7



Hi. I dont know the answer, but I know, that you have two basic view orientation when looking at the technical drawing. First one is normal - text is above, the second one is 90 degrees rotated to the left. The intention is to reduce possible text orientation on the drawing. Its not working great when the dimension is rotated slightly to the left. Maybe there should be some kind of option for aligment of the text depending on the angle (flip orientation etc).

Hi Mary,
dimensions are aligned to viewing direction 1 until around 80 degrees (dim D, C) and than it flips the text to a correct side (A, B). I think it should flip the alignment right after 45 degrees. Then you rotate your drawing and see it from thedirection 2. So from my point of view, this is the main issue for dimensions text aligment.
That special option I mentioned could be a definition of a treshold for text alignment depending on rotation of a dim. Now its 0-80 degrees, then flip. Easier way could be an option to flip alignment of the text in properties of a current dim. Sorry for my english, hope you understand.

In the Desktop you can use the wheel in the upper left corner of the image to rotate it.
From the command line you can use the Flip operator.
image.png984500 29.3 KB
Unfortunately, it is currently not accessible from the Desktop
-390

so I'm trying to make a Sonic-type game. I'd like to make him flip left-right and rotate all around. I almost managed this by creating one sprite with the costumes, which could flip left-right and it was constantly stamping, and a second sprite was using "switch to costume (pen trails)" and it was able to spin all around. that worked well, but the result was blurry and it slowed everything down. so now I'm attempting to do a similar thing, but I've told it to adopt the frames directly from sprite1, which is still causing it to slow down, but not as much. but with this method, it's not blurry anymore but I can't flip it. my best guess is I need to use javascript to flip the image. is this simple to do, or am I wasting my time? I kind of don't want to do it the regular Scratch way, where you have frames for both left and right facing. using SA3 sprites, that's a lot of flipping to do.

I'm not quite sure I understand what you're trying to do. You can tell a sprite whether to flip left-right or rotate, or neither, with the three buttons above the scripting area, just to the right of the palette color selector and to the left of the little picture of the sprite.

If you want to change rotation style within a program, you have to use the 5.0 beta at and in the SET block, the one you use to set the value of a variable, the pulldown menu has a submenu called "my" in which "rotation style" is one of the choices. Set it to
0 - don't rotate
1 - rotate
2 - flip left-right

I want to be able to do both flip left-right and rotate at the same time, as seen in any Sonic the hedgehog game. the way I'm approaching this is having one sprite flip left and right, while another sprite is adopting it's visual properties and rotating, achieving both. this is only half-working though.

Oh, I see. Lots of ways. Probably the easiest is just to duplicate and flip all the costumes, then rotate among 1-8 or 9-16 depending on left-facing or right-facing. You'll have to do something slightly more complicated than just "next costume" but it should be straightforward.

Can confirm all that has been said.
Also, now after the 2.8 update, if I flip a building piece in place it often changes stability colour from green to yellow or red, which makes no sense at all. When I place it like this it still turns out with 100% stability. It just indicated the wrong colour.

if I flip a building piece in place it often changes stability colour from green to yellow or red, which makes no sense at all. When I place it like this it still turns out with 100% stability. It just indicated the wrong colour.

HandBrake (or at least the GUI) does not offer a way to rotate video. The HandBrake CLI does have a "rotate" option, however I found it is not a true rotation. Rather, it simply flips on an axis. The documentation is poor, but I found that a value of 1 flips on X, 2 flips on Y, and 3 flips on X and Y. So using a value of 3 is the same as doing a 180 rotation, which is useful for videos that are upside down, but not for videos that are sideways.

I just used v1.5.1 of HandBrake to rotate a .mov file and output it as an .mp4. In the Dimensions tab I just used the Rotation dropdown, in my case changing it from 0 to 270 (other options are 90 and 180).

@Darin K: I am not sure how matrix data is stored, but from my dealing with 2D arrays within CINs in the past, I remember that their structure is not really amenable to easy pointer juggling (see e.g. this example), especially in the case of rotations. Even in the case of a symmetry around the horizontal axis, I am not sure how you could handle this efficiently (I mean storing a flag with the array saying "handle this as a vertically flipped piece of data")...

Videos I take from my samsung galaxay S8 + phone and imported to my desktop computer using windows 7 are always upside down. Can I import the video into AP and is there a tool to rotate it or flip it so that it plays right side up for my presentation?

I am not following you. Please provide the exact steps I did to import a video into this canvas and exactly what I must do to rotate it. My active presenter does not look like the screenshot you provided & I do not have these buttons. I have an older version - the free version professional. Thank you

It would be very helpful if we could rotate all objects in a selection 90º while keeping them in the same spot. The same for flipping them or scaling them up. This way we could change scales and rotate layouts more efficiently, but also do a lot of other stuff.

I am trying to make it so what when my image hits the side or when it hits the top of the screen the image is going to flip along its X or Y axis, I am not exactly sure how to make it happen, but was wondering if anyone could help me out, below is a link to my code.

For decades, the common advice in the mattress industry was to rotate and flip your mattress regularly to help extend its lifespan and improve comfort. However, changes to the design of modern mattresses mean that this advice is no longer necessarily true. In the 21st century, should you flip or rotate your mattress?

Flippable beds feature designs that are double-sided. In some cases, they offer two distinct firmness levels. For example, a flippable all-foam mattress may feature one side with a 4 out of 10 firmness rating, with the other side offering a 6 out of 10 firmness rating. Other flippable mattresses have a single uniform firmness level, and are flippable to help extend their longevity.

Most mattresses can be rotated. In many cases, this will help to protect the mattress from premature damage. Rotating helps to spread out the wear-and-tear that comes with sleeping in the same position on your mattress every night.

Areas of a mattress that are exposed to heavy pressure (typically around the hips and shoulders) tend to sag prematurely. If the mattress is rotated regularly, it is better able to withstand this pressure over time. Often this means that a regularly rotated mattress will outlast a non-rotated mattress somewhat, potentially by a year or more.

However often you choose to rotate your mattress, try to keep it consistent. The idea behind rotating mattresses regularly is to switch around the areas where your body lays on the mattress, thereby spreading out the pressure points that may be subject to sagging. By rotating on a consistent schedule, you can minimize the risk of premature sagging in specific areas.

The title says pretty much all; is there a way I can have NINA automatically rotate the camera 180 after a meridian flip so I always have the same orientation before and after the flip. I use a Pegasus Falcon rotator.

The title says pretty much all; is there a way I can have NINA automatically rotate the camera 180 after a meridian flip so I always have the same orientation before and after the flip. I use a Pegasus Falcon rotator.

Reason being that I want to make sure that a guide star found in the FOV of my OAG will still be there after a meridian flip. Thanks!

Perhaps I wasn't clear enough; NINA is able to control the Falcon perfectly. I can set the frame/orientation in Framing Assistant, and NINA is able to slew to and rotate the camera to exactly how I set it. The problem is meridian flip, since the flip naturally rotates the entire frame c. 180. When I set NINA to auto-center after the flip, it will only make corrections so that the frame matches, but flipped 180. For the framing itself, this is not a problem. They will be identical before/after the flip. The problem arises with an OAG, because what the off-axis camera sees in its view will change with a 180 flip. With a longer focal length (e.g., with my EdgeHD 800 + 0.7 reducer = 1400 mm), that may mean losing a guide star from the FOV.

Pegasus Falcon is ASCOM compatible; indeed that's how I control it using NINA.

Perhaps I wasn't clear enough; NINA is able to control the Falcon perfectly. I can set the frame/orientation in Framing Assistant, and NINA is able to slew to and rotate the camera to exactly how I set it. The problem is meridian flip, since the flip naturally rotates the entire frame c. 180. When I set NINA to auto-center after the flip, it will only make corrections so that the frame matches, but flipped 180. For the framing itself, this is not a problem. They will be identical before/after the flip. The problem arises with an OAG, because what the off-axis camera sees in its view will change with a 180 flip. With a longer focal length (e.g., with my EdgeHD 800 + 0.7 reducer = 1400 mm), that may mean losing a guide star from the FOV.

760c119bf3
Reply all
Reply to author
Forward
0 new messages