Dynamic Data - Images, Pricing, Copy

I am new to the print world and we just hired a new graphic designer and she uses In-Design for creating our new print catalog.  My question (I am a developer) is - is there a way that In-Design can pull in dynamic data (images, pricing, etc) from some type of datasource (excel, XML, SQL Database, etc).  So when the datasource is updated, the data on the InDesign page would be updated as well too.
We are going to be printing a low quantity of catalogs at a time and want to make sure we are doing this the most efficient.  I would love to hear feedback on what experiences you have had.

smolinitek1 wrote:
I am new to the print world and we just hired a new graphic designer and she uses In-Design for creating our new print catalog.  My question (I am a developer) is - is there a way that In-Design can pull in dynamic data (images, pricing, etc) from some type of datasource (excel, XML, SQL Database, etc).  So when the datasource is updated, the data on the InDesign page would be updated as well too.
We are going to be printing a low quantity of catalogs at a time and want to make sure we are doing this the most efficient.  I would love to hear feedback on what experiences you have had.
Search Google for terms like "InDesign XML database publishing tutorial," and "InDesign database publishing tutorial XML," without quotes for lots of resources on this topic, including some from within this forum.
Search Amazon.com for "maivald InDesign XML" without quotes for Jim Maivald's book on XML and InDesign together.
HTH
Regards,
Peter
Peter Gold
KnowHow ProServices

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    destImage.copyPixels(newImage.image, newImage.image.rect,
    newImage.image.rect, [#maskImage:newAlphaMask, #ink:#add])
    destImage.setAlpha(iAlphaReverse)
    destImage.useAlpha = true
    member("place_Test").image = destImage
    I apologize for the messy code. I have cut and pasted from
    all over the place and am getting confused. In any case, I think I
    am making this harder then it needs to be and hope someone can
    help.
    Thank you in advance,
    Dave

    Hi, you can try using other texture layer as mask on the same
    shader. As usually you create the texture from a dynamic loaded
    image, then apply this texture to the shader on the texture list
    index 1 (textureList[1]). Next part does the job, create other
    texture from a 32 bits image with the alpha information and fill
    all pixels with white color, this is very important because the
    second texture layer will be multiply with the first texture layer.
    This texture set its render format to rgba8888. Apply the mask
    texture to the same shader at texture list index 2, verify that the
    blendFunctionList index 2 is #multiply.
    I include the code of a project that use this masking
    approach:
    property pMember
    property pEarthSphere
    property pNightSphere
    property pLastTransform
    on beginSprite me
    pMember = sprite(me.spriteNum).member
    me.setupWorld()
    end
    on setupWorld(me)
    pMember.resetWorld()
    repeat with i = pMember.light.count down to 1
    pMember.deletelight(i)
    end repeat
    vEarthModelResource = pMember.newModelResource("EARTH MODEL
    RESOURCE", #sphere)
    vEarthModelResource.radius = 50.000
    vEarthModelResource.resolution = 20
    vEarthTexture = pMember.newTexture("EARTH TEXTURE",
    #fromCastMember, member(3,1))
    vEarthShader = pMember.newShader("EARTH SHADER", #standard)
    vEarthShader.emissive = color(255,255,255)
    vEarthShader.flat = TRUE
    vEarthShader.transparent = FALSE
    vEarthShader.textureList[1] = vEarthTexture
    pEarthSphere = pMember.newModel("EARTH MODEL",
    vEarthModelResource)
    pEarthSphere.shaderList = vEarthShader
    vNightModelResource = pMember.newModelResource("NIGHT MODEL
    RESOURCE", #sphere)
    vNightModelResource.radius = 50.2000
    vNightModelResource.resolution = 20
    vNightTexture = pMember.newTexture("NIGHT TEXTURE",
    #fromCastMember, member(4,1))
    vNightTexture.quality = #lowFiltered
    vNightTexture.nearFiltering = FALSE
    vNightTexture.renderFormat = #rgba8880
    vNightShader = pMember.newShader("NIGHT SHADER", #standard)
    vNightShader.emissive = color(255,255,255)
    vNightShader.flat = TRUE
    vNightShader.transparent = TRUE
    vNightShader.textureList[1] = vNightTexture
    vMaskNightTexture = pMember.newTexture("MASK NIGHT TEXTURE",
    #fromCastMember, member(6,1))
    vMaskNightTexture.renderFormat = #rgba8888
    vNightShader.textureList[2] = vMaskNightTexture
    vNightShader.textureModeList[2] = #wrapPlanar
    pNightSphere = pMember.newModel("NIGHT MODEL",
    vNightModelResource)
    pNightSphere.shaderList[1] = vNightShader
    pNightSphere.parent = pEarthSphere
    end
    on exitFrame(me)
    pEarthSphere.rotate(0.0,0.1,0.0)
    me.moveMaskNightTexture()
    end
    on moveMaskNightTexture(me)
    vRotationVector = - pEarthSphere.transform.rotation
    pNightSphere.shaderList[1].wrapTransformList[2].rotation =
    vRotationVector
    end

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