Removing color picker border

Hi,
         i am using <mx:ColorPicker /> tag for colorpicker.
colorpicker component displaying with some graycolor border .
i need to remove border of color picker component . i just need to display selected color only.
How can i do this.
Can any help me?
thanks
Raghu

Sorry for wasting your time, I already have an answer (due to double posting - again, sorry).
For anyone interested, the response can be seen at:
http://forum.java.sun.com/thread.jspa?messageID=9549034
Thank-you for looking.

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    2 com.apple.ColorSync 0x9368a460 pthreadSemaphoreWait(t_pthreadSemaphore*) + 42
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    4 Ozone 0x0124c2fd OZExecutionUnit::executeLoop() + 65
    5 Ozone 0x0124c3f3 OZExecutionUnit::executeLoopWrapper(void*) + 89
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    8 libSystem.B.dylib 0x96ac7f32 thread_start + 34
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    0 libSystem.B.dylib 0x96a9792e semaphorewait_signaltrap + 10
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    Message was edited by: Spacecadetcraig

    Yes. It looks as though i may need to do a fresh install, which i was hoping i wouldn't have to do. But was prepared for it.
    I'm sure that would fix the issue. It's kind of a bummer though that the archive and install function doesn't carry over those needed frameworks. There's probably some technical reason why it doesn't
    thanks for the reply

  • Crashing with Particle Playground: Color Picker.

    Running Mac OS X 10.6.5, MacBook Pro.
    Well, I make a Solid, I put Particle Playground, and then, I want to change a certain color of that effect, but as soon as I move my cursor on the Color Picker, After Effects crashes.
    I downloaded After Effects, running on Trial.

    Have you installed the After Effects CS5 (10.0.1) update? That update fixes a lot of problems.
    If installing that update doesn't solve the problem, then try this: Remove the Mthread plug-in before starting After Effects (e.g., by  dragging the plug-in to the desktop). The plug-in is in the following  folder: Applications/Adobe After Effects CS5/Plug-ins/Extensions

  • Who's Up for a Challenge? (or who needs a good Color Picker?)

    Greetings,
    I got lost in the muck trying to figure out how to make this color-picker code initialize with the last chosen color.... This is an open source project, and I posted my predicament on the blog for it, but it's been a few weeks and no one has responded. I've been able to integrate the code with my project no problem, it's just figuring out how to change this one behavior... the startup color seems to be hardcoded in several different places...
    Seems like there's some folks here who enjoy a good challenge, so I thought I'd see if anyone might want to give it a shot.... I'm probably making it much more complicated than it is by starting from the wrong vantage point....
    The Blog: http://www.v-vent.com/blog/?p=27
    The Code: http://www.v-vent.com/source/hue/veventhuesource.zip
    Any clues you have to offer would be greatly appreciated.... the idea seems simple enough....currently starts on yellow every time you load the view... would like it to start on the last color chosen, which is getting stored in user defaults....

    Ok John, here are each of the three files I touched:
    // ColorPickerViewController.m
    #import "ColorPickerViewController.h"
    #import "ColorPickerView.h"
    #import "AboutScreenViewController.h"
    @implementation ColorPickerViewController
    @synthesize aboutScreenViewController;
    // --> added const decl
    NSString *const keyForHue = @"hue";
    NSString *const keyForSat = @"sat";
    NSString *const keyForBright = @"bright";
    // --> register default settings
    - (void)registerDefaults {
    NSMutableDictionary *defaultValues = [NSMutableDictionary dictionary];
    [defaultValues setObject:[NSNumber numberWithFloat:0.5] forKey:keyForHue];
    [defaultValues setObject:[NSNumber numberWithFloat:0.5] forKey:keyForSat];
    [defaultValues setObject:[NSNumber numberWithFloat:0.5] forKey:keyForBright];
    [[NSUserDefaults standardUserDefaults] registerDefaults:defaultValues];
    - (void)viewDidLoad {
    [super viewDidLoad];
    NSLog(@"CALL ME ! " );
    [self registerDefaults]; // <-- register default settings
    NSUserDefaults *saveColors = [NSUserDefaults standardUserDefaults];
    ColorPickerView *theView = (ColorPickerView*) [self view];
    // --> removed key existance test and explicit defaults from this block
    // since defaults are now registered
    [theView setCurrentHue:[saveColors floatForKey:keyForHue]];
    [theView setCurrentSaturation:[saveColors floatForKey:keyForSat]];
    [theView setCurrentBrightness:[saveColors floatForKey:keyForBright]];
    AboutScreenViewController *abouter = [[AboutScreenViewController alloc]
    initWithNibName:@"AboutScreenView" bundle:nil];
    self.aboutScreenViewController = abouter;
    [abouter release];
    [theView onViewDidLoad]; // <-- added
    - (void) viewWillDisappear :(BOOL)animated {
    NSUserDefaults *saveColors = [NSUserDefaults standardUserDefaults];
    ColorPickerView *theView = (ColorPickerView*) [self view];
    [saveColors setFloat:[theView currentHue] forKey:keyForHue];
    [saveColors setFloat:[theView currentSaturation] forKey:keyForSat];
    [saveColors setFloat:[theView currentBrightness] forKey:keyForBright];
    - (UIColor *) getSelectedColor {
    return [(ColorPickerView *) [self view] getColorShown];
    - (void)didReceiveMemoryWarning {
    [super didReceiveMemoryWarning]; // Releases the view if it doesn't have a superview
    // Release anything that's not essential, such as cached data
    - (IBAction) pressedAboutButton {
    [self.view addSubview:self.aboutScreenViewController.view];
    [self.view bringSubviewToFront:self.aboutScreenViewController.view];
    - (void)dealloc {
    [super dealloc];
    [aboutScreenViewController release];
    @end
    // ColorPickerView.h
    #import <UIKit/UIKit.h>
    @class GradientView;
    @interface ColorPickerView : UIView {
    GradientView *gradientView;
    UIImageView *matrixView; // <-- added
    // --> unused ivars
    // UIImage *backgroundImage; //Image that will sit in back on the view
    // UIImage *closeButtonImage; //Image for close button
    // UIImage *nextButtonImage; //Image for next button
    IBOutlet UIImageView *backgroundImageView;
    IBOutlet UIView *showColor;
    IBOutlet UIImageView *crossHairs;
    IBOutlet UIImageView *brightnessBar;
    IBOutlet UILabel *colorInHex;
    IBOutlet UILabel *Hcoords;
    IBOutlet UILabel *Scoords;
    IBOutlet UILabel *Lcoords;
    IBOutlet UILabel *Rcoords;
    IBOutlet UILabel *Gcoords;
    IBOutlet UILabel *Bcoords;
    //Private vars
    // --> ok, private.. but atm, the controller still needs to call getters
    // and setters for currentBrightness, currentHue, and currentSaturation
    @private
    // CGRect colorMatrixFrame; // <-- removed - using matrixView ivar instead
    CGFloat currentBrightness;
    CGFloat currentHue;
    CGFloat currentSaturation;
    UIColor *currentColor;
    // unused properties
    // @property (nonatomic,retain) UIImage *backgroundImage;
    // @property (nonatomic,retain) UIImage *closeButtonImage;
    // @property (nonatomic,retain) UIImage *nextButtonImage;
    @property (nonatomic,retain) GradientView *gradientView;// <-- added
    @property (nonatomic,retain) UIImageView *matrixView; // <-- added
    @property (readwrite) CGFloat currentBrightness;
    @property (readwrite) CGFloat currentHue;
    @property (readwrite) CGFloat currentSaturation;
    - (UIColor *) getColorShown;
    - (void) onViewDidLoad; // <-- added
    @end
    // ColorPickerView.m
    #import "ColorPickerView.h"
    #import "GradientView.h"
    #import "Constants.h"
    // --> declare private properties, methods and functions
    @interface ColorPickerView ()
    @property (nonatomic,retain) UIColor *currentColor;
    - (void) getStringForHSL : (CGFloat) hue : (CGFloat) sat : (CGFloat) bright;
    - (void) getStringForRGB :(CGColorRef) theColor;
    - (NSString *) hexStringFromColor : (CGColorRef) theColor;
    static int myRoundOff(CGFloat value);
    @end
    @implementation ColorPickerView
    // --> unused properties
    // @synthesize backgroundImage;
    // @synthesize closeButtonImage;
    // @synthesize nextButtonImage;
    @synthesize gradientView; // <-- added
    @synthesize matrixView; // <-- added
    @synthesize currentHue;
    @synthesize currentSaturation;
    @synthesize currentBrightness;
    @synthesize currentColor; // <-- added
    - (id)initWithCoder:(NSCoder*)coder {
    if (self = [super initWithCoder:coder]) {
    // --> changes to support gradientView, which is now a retaining property
    GradientView *gradView = [[GradientView alloc] initWithFrame:kBrightnessGradientPlacent];
    self.gradientView = gradView;
    [gradView release];
    // [gradientView setTheColor:
    // [UIColor yellowColor].CGColor]; // <-- fixed and moved to onViewDidLoad
    [self addSubview:gradientView];
    [self sendSubviewToBack:gradientView];
    // --> changes to support retaining property 'matrixView'
    // colorMatrixFrame = kHueSatFrame; // <-- removed colorMatrixFrame ivar
    UIImageView *hueSatImageView = [[UIImageView alloc] initWithFrame:kHueSatFrame];
    [hueSatImageView setImage:[UIImage imageNamed:kHueSatImage]];
    self.matrixView = hueSatImageView;
    [hueSatImageView release];
    [self addSubview:matrixView];
    [self sendSubviewToBack:matrixView];
    [self setMultipleTouchEnabled:YES]; // <-- moved to keep similar blocks together
    // currentBrightness = kInitialBrightness; // <-- removed
    // currentColor = [[UIColor alloc]init]; // <-- fixed and moved to onViewDidLoad
    return self;
    // --> several of the ivars in this class should be moved to the controller -
    // for now this method should be called at the end of the controller's viewDidLoad method
    - (void)onViewDidLoad {
    self.currentColor = [UIColor colorWithHue:currentHue
    saturation:currentSaturation
    brightness:currentBrightness
    alpha:1.0];
    [showColor setBackgroundColor:currentColor];
    [self getStringForRGB:currentColor.CGColor];
    [self getStringForHSL:currentHue :currentSaturation :currentBrightness];
    [colorInHex setText:[self hexStringFromColor:currentColor.CGColor]];
    NSLog(@"%s: hue=%1.2f sat=%1.2f bright=%1.2f",
    _func_, currentHue, currentSaturation, currentBrightness);
    - (NSString *) hexStringFromColor : (CGColorRef) theColor {
    const CGFloat *c = CGColorGetComponents(theColor);
    CGFloat r, g, b;
    r = c[0];
    g = c[1];
    b = c[2];
    // Fix range if needed
    if (r < 0.0f) r = 0.0f;
    if (g < 0.0f) g = 0.0f;
    if (b < 0.0f) b = 0.0f;
    if (r > 1.0f) r = 1.0f;
    if (g > 1.0f) g = 1.0f;
    if (b > 1.0f) b = 1.0f;
    // Convert to hex string between 0x00 and 0xFF
    return [NSString stringWithFormat:@"#%02X%02X%02X",
    // --> using myRoundOff instead of int typecast
    myRoundOff(r * 255), myRoundOff(g * 255), myRoundOff(b * 255)];
    // --> use this if needed to fudge extrema
    static int myRoundOff(CGFloat value) {
    return lround(value);
    - (void) getStringForHSL : (CGFloat) hue : (CGFloat) sat : (CGFloat) bright { // <-- CGFloat params
    // NSLog(@"%s: hue=%1.4lf sat=%1.4lf bright=%1.4lf", _func_, hue, sat, bright);
    // --> using myRoundOff instead of int typecast
    [Hcoords setText:[NSString stringWithFormat:@"%d",myRoundOff(hue*255)]];
    [Scoords setText:[NSString stringWithFormat:@"%d",myRoundOff(sat*255)]];
    [Lcoords setText:[NSString stringWithFormat:@"%d",myRoundOff(bright*255)]];
    - (void) getStringForRGB :(CGColorRef) theColor {
    const CGFloat *c = CGColorGetComponents(theColor);
    CGFloat r, g, b;
    r = c[0];
    g = c[1];
    b = c[2];
    // --> using myRoundOff instead of int typecast
    [Rcoords setText:[NSString stringWithFormat:@"%d",myRoundOff(r*255)]];
    [Gcoords setText:[NSString stringWithFormat:@"%d",myRoundOff(g*255)]];
    [Bcoords setText:[NSString stringWithFormat:@"%d",myRoundOff(b*255)]];
    - (void) updateHueSatWithMovement : (CGPoint) position {
    // --> correcting currentHue and currentSaturation calculations
    // currentHue = (position.x-kXAxisOffset)/kMatrixWidth;
    // currentSaturation = 1.0 - (position.y-kYAxisOffset)/kMatrixHeight;
    CGPoint ptInMatrix = [self convertPoint:position toView:matrixView];
    currentHue = ptInMatrix.x/(matrixView.frame.size.width-1);
    currentSaturation = 1.0 - ptInMatrix.y/(matrixView.frame.size.height-1);
    // printf("hue Of the touch is : %f
    ",currentHue);
    // printf("sat Of the touch is : %f
    ",currentSaturation);
    UIColor *forGradient = [UIColor colorWithHue:currentHue
    saturation:currentSaturation
    brightness: kInitialBrightness
    alpha:1.0];
    [gradientView setTheColor:forGradient.CGColor];
    [gradientView setupGradient];
    [gradientView setNeedsDisplay];
    self.currentColor = [UIColor colorWithHue:currentHue // --> using setter to retain color
    saturation:currentSaturation
    brightness:currentBrightness
    alpha:1.0];
    [showColor setBackgroundColor:currentColor];
    [colorInHex setText:[self hexStringFromColor:currentColor.CGColor]];
    [self getStringForRGB:currentColor.CGColor];
    [self getStringForHSL:currentHue :currentSaturation :currentBrightness];
    - (void) updateBrightnessWithMovement : (CGPoint) position {
    // --> correcting currentBrightness calculation
    // currentBrightness = 1.0-(position.x/gradientView.frame.size.width) + kBrightnessEpsilon;
    CGPoint ptInGradient = [self convertPoint:position toView:gradientView];
    currentBrightness = 1.0 - ptInGradient.x/(gradientView.frame.size.width-1);
    // printf("Brightness Of the touch is : %f
    ",currentBrightness);
    // --> setting and using currentColor ivar instead of local var
    self.currentColor = [UIColor colorWithHue:currentHue
    saturation:currentSaturation
    brightness:currentBrightness
    alpha:1.0];
    [showColor setBackgroundColor:currentColor];
    [colorInHex setText:[self hexStringFromColor:currentColor.CGColor]];
    [self getStringForRGB:currentColor.CGColor];
    [self getStringForHSL:currentHue :currentSaturation :currentBrightness];
    //Touch parts :
    // Scales down the view and moves it to the new position.
    - (void)animateView:(UIImageView *)theView toPosition:(CGPoint) thePosition
    [UIView beginAnimations:nil context:NULL];
    [UIView setAnimationDuration:kAnimationDuration];
    // Set the center to the final postion
    theView.center = thePosition;
    // Set the transform back to the identity, thus undoing the previous scaling effect.
    theView.transform = CGAffineTransformIdentity;
    [UIView commitAnimations];
    -(void) dispatchTouchEvent:(CGPoint)position
    if (CGRectContainsPoint(matrixView.frame,position)) // <-- colorMatrixFrame ivar was removed
    // NSLog(@"Color!");
    // printf("X Of the touch in grad view is : %f
    ",position.x);
    // printf("Y Of the touch in grad view is : %f
    ",position.y);
    [self animateView:crossHairs toPosition: position];
    [self updateHueSatWithMovement:position];
    else if (CGRectContainsPoint(gradientView.frame, position))
    // NSLog(@"Bright!");
    CGPoint newPos = CGPointMake(position.x,kBrightBarYCenter);
    [self animateView:brightnessBar toPosition: newPos];
    [self updateBrightnessWithMovement:position];
    else
    // printf("X Of the touch in grad view is : %f
    ",position.x);
    // printf("Y Of the touch in grad view is : %f
    ",position.y);
    // Handles the start of a touch
    - (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
    for (UITouch *touch in touches) {
    [self dispatchTouchEvent:[touch locationInView:self]];
    // printf("X IS %f
    ",[touch locationInView:self].x);
    // printf("Y IS %f
    ",[touch locationInView:self].y);
    // Handles the continuation of a touch.
    - (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
    for (UITouch *touch in touches){
    [self dispatchTouchEvent:[touch locationInView:self]];
    - (void)drawRect:(CGRect)rect {
    // --> corrected calculation of crosshairs.center
    CGFloat x = currentHue * matrixView.frame.size.width;
    CGFloat y = (1 - currentSaturation) * matrixView.frame.size.height;
    CGPoint ptInMatrix = CGPointMake(x, y);
    crossHairs.center = [matrixView convertPoint:ptInMatrix toView:self];
    // --> corrected calculation of brightnessBar.center
    x = (1 - currentBrightness) * gradientView.frame.size.width;
    y = gradientView.frame.size.height/2 - 3;
    CGPoint ptInGradient = CGPointMake(x, y);
    brightnessBar.center = [gradientView convertPoint:ptInGradient toView:self];
    // NSLog(@"%s: gradientView.frame=%@", _func_, NSStringFromCGRect(gradientView.frame));
    // NSLog(@" brightnessBar.center=%@", NSStringFromCGPoint(brightnessBar.center));
    UIColor *forGradient = [UIColor colorWithHue:currentHue // added
    saturation:currentSaturation
    brightness: kInitialBrightness
    alpha:1.0];
    [gradientView setTheColor:forGradient.CGColor]; // added
    [gradientView setupGradient];
    [gradientView setNeedsDisplay];
    [colorInHex setFont:[UIFont fontWithName:@"helvetica" size:16]];
    [self sendSubviewToBack:showColor];
    - (UIColor *) getColorShown {
    // NSLog(@"Are we here ? ");
    return [UIColor colorWithHue:currentHue saturation:currentSaturation
    brightness:currentBrightness alpha:1.0];
    - (void)dealloc {
    [currentColor release]; // <-- added
    [gradientView release]; // <-- added
    [matrixView release]; // <-- added
    [super dealloc];
    @end
    Disclaimer: While the above is working, tested code, the files are not meant to be examples of good practice. The objective was to hose out most of the functional bugs while changing the old files as little as possible. This is usually the best first step in cleaning up a project, since it allows the original programmers to see the changes in the context of the existing structure. Those changes can be much more difficult to see after a complete overhaul. Improving the structure will also change the nib files, and describing those changes in the forum can be tedious.
    Thus I perpetuated the structural weaknesses instead of moving most of the ivars, along with the code that administers them, into the ColorPickerViewController class. A number of useless but harmless artifacts were also left in the files.
    Most of my tests were only for functionality on the simulator. Though I tried to take care of memory management in the code I added or changed, there's lots of memory management clean up to do. I did some brief tests on a first gen iPod Touch with iOS 3.12, and at first glance I was surprised how well things seemed to be working. I was even able to position the crosshairs in a couple corners after a few tries (e.g. at full brightness, the upper-right corner should be HSL: 255, 255, 255; RGB: 255, 0, 0). All four of these extrema are reachable on the simulator, and if you have steady hands and/or small fingers, they're probably all reachable on an iPhone as well.
    Enjoy!
    - Ray

  • Color picker component

    Hi!
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    So, what, you click on the button and then it pops up a window with a palette of colours, requiring you to select one? Why not use a JButton with an icon? put the relevant code (re. the JColorChooser and dealing with colour choice by the user) in the actionPerformed method of an ActionListener you add to the button.
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    import java.awt.Color;
    import java.awt.Dimension;
    import java.awt.Graphics;
    public class ColourButton extends JButton
        private Color colour;
        public ColourButton (Color colour)
            super ();
            this.colour = colour;
            setBackground (colour);
            setOpaque (true);
            setPreferredSize (new Dimension (30, 30));
        public void paintComponent (Graphics g)
            super.paintComponent (g);
            //Maybe manage the filling of the button's surface area with 'colour' somehow
            //      What I've done in the constructor may be enough, though.
            //Perhaps use a border as well.
    //Class to test...
    import javax.swing.*;
    import java.awt.*;
    public class TestColourButtons extends JFrame
        public TestColourButtons ()
            super ("Colour Bar");
            JPanel pane = new JPanel ();
            pane.setLayout (new GridLayout (1, 0));
            pane.add (new ColourButton (Color.BLACK));
            pane.add (new ColourButton (Color.RED));
            pane.add (new ColourButton (Color.YELLOW));
            pane.add (new ColourButton (Color.CYAN));
            pane.add (new ColourButton (Color.BLUE));
            pane.add (new ColourButton (Color.WHITE));
            getContentPane ().add (pane);
            pack ();
            setDefaultCloseOperation (JFrame.EXIT_ON_CLOSE);
            setLocationRelativeTo (null);
            setVisible (true);
        public static void main (String[] args)
            new TestColourButtons ();
    }

  • It's possible to disable custom color from color picker?

    Hi guys!
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    Thanks!

    You definitely need to add the stylesheet to the Scene, not to anything else. If you take my example and change
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    This code basically says "when the color picker becomes part of a new scene, add the stylesheet to that scene".
    At this point, you're applying hack on top of hack to get the effect you need. I think if I were in this situation I would just go ahead and define my own color picker. All you really need is a MenuButton, a property to hold the selected color, and a popup with a layout of controls to choose an arbitrary color. It would be a bit of work, but shouldn't be too hard. If you take this option (which I think may be your best bet), it's more work now but it will be clear what you are doing - when you (or other programmers on your team) come back to the code later you'll understand how it works much better.
    You should also file a couple of feature requests. One for API to enable/disable the option to choose a custom color, as this seems like a reasonable piece of functionality to have. The other should be for properly internationalized text for the labels in the color picker, as these are currently just hard coded into the source code in English.

  • CF application want to insert color picker

    I have a CF spplication with Javascript. In this application
    I have a form that allows users to edit their "banner", text, and
    background colors. They are now requesting a color picker so they
    can find the hexidecimal color on their banner easily from the edit
    page. I have an .exe color picker that uses an xml page. Any
    suggestions on how to add the "button" to launch this application
    from my CFpage? Can a use a javascript to run an application?
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    Try looking at one of these:
    http://www.mattkruse.com/javascript/colorpicker/
    http://www.softcomplex.com/products/tigra_color_picker/demo1.html
    Bryan Ashcraft (remove brain to reply)
    Web Application Developer
    Wright Medical Technologies, Inc.
    =============================
    Macromedia Certified Dreamweaver Developer
    Adobe Community Expert (DW) ::
    http://www.adobe.com/communities/experts/
    "zorn01" <[email protected]> wrote in
    message
    news:e4ffb4$cr6$[email protected]..
    >I have a CF spplication with Javascript. In this
    application I have a form
    > that allows users to edit their "banner", text, and
    background colors.
    > They
    > are now requesting a color picker so they can find the
    hexidecimal color
    > on
    > their banner easily from the edit page. I have an .exe
    color picker that
    > uses
    > an xml page. Any suggestions on how to add the "button"
    to launch this
    > application from my CFpage? Can a use a javascript to
    run an application?
    >
    > I appreciate any suggestions.
    >

  • Color Picker in Component Inspector

    I want to add a parameter to a custom component which uses
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    However, there seems to be a conflict between the parameter
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    To replicate this problem:
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    Feels like this area of component parameters is on the
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    i would hope that defining a parameter as an int wouldn't
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    You're seeing a color picker because you initially defined
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    Alternatively, if you were to go through the 'replicate this
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    could fudge a solution to this problem.
    I would like to know - is this hack necessary, or is there a
    more conventional solution? I think it would make the most sense if
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  • Removing color casts, and correcting colors to match reference materials? any guides/tutorial/videos

    I have been looking for tutorials showing how to use SpeedGrade. I am now comfortable with the UI enough to use it after watching these: http://www.youtube.com/user/AdobeTV/videos?query=speedgrade
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    Some of the older 80's and 90's anime on film, the film has aged and that is where the color cast came from. There is also a loss of color information across the board. For instance in the below picture. The sky is supposed to be more blue instead of teal/sea green.
    Another thing is back in the 80s and 90s a lot of Anime worked from limited color palletes; something like maybe 16 colors total, so a lot of colors are used repeatedly. So even with only a limited amount of reference material I should be able to get the corrections close. (I dont have reference clips for every single episode, only a handful of scenes from a handful of episodes.)
    I have some reference material showing approximately what the colors should be. So my next question is if anyone knows of any tutorials/guides/videos showing how to use SpeedGrade to color correct a clip so that the colors match up with the colors used in a reference clip
    I was also wondering about auto correction based on a reference clip, although I am guessing this is still not possible.
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    There is a special grading filter called "Color match" which can assist in cross-referencing the black/white/gray levels from one playhead to another but it's not documented yet. The suggested way to set black/white/gray points in Sg is to adjust it visually, using the waveforms as a guide, but there's no chance of doing that for something as small as a character's eye. There's no "eyedropper" picker on the primary grading panel because Sg isn't a correcting tool, but a cinematic grading tool. 99% of the time the end result of an Sg grading session is a long way from what the camera pixels actually recorded.
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  • Illustrator CC - Color Picker for BLACK always shows 60C:90M:0Y:0K

    In Illustrator CC, the color picker in the tool bar when showing 100% Black Text always comes up as 60% Cyan, 90% Magenta and nothing else. The little box on the tool bar will be black. The text will be black. But if I double click on the little box and get the Color Picker Window to appear, it has 60% Cyan and 90% Magenta filled in. If I change it to 100% Black and nothing else, hit enter, it will show as black but if I open the picker again, it will still be 60C 90M.
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    When Color separated the file is comes out right with the 100% as I want it. So really, its not a problem thats ruining the file its more of a preview thing and I am just curious as to why its doing it.
    Illustrator CC 18.0.0 2014 Release.
    Mac OSX 10.9.5 Mavericks.
    In CMYK Mode. Blacks set to display accurately.

    OBB,
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    or a corruption of preferences or something similar, in which case the list (maybe especially 4) or 6)) would be called for.
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    1) Close down Illy and open again;
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    http://www.adobe.com/support/contact/cscleanertool.html
    External media: It is always recommended here to open/save from/to own hard disk, and to copy from/to networks and removable media. You may be lucky (for a while), but the chances of file corruption and other unpleasantnesses are immensely greater when you use anything but the harddisk, and it is better to be safe than sorry.
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  • Eye dropper tool not working! (color picker)

    Okay, I am fairly new to photoshop, so maybe I am doing something wrong.  My eye dropper tool is not working at all.
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    Make sure you are selecting the right tool. It's in the Draw section of tools. Please donot confuse it with Red eye removal tool.
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  • FreeHand 11 Colors picker error on launch in Snow Leopard

    I hava new 27 inch imac running Snow leopard 10.6.2. I got FreeHand 11 running great for the last two weeks. I always got an error on launch saying " Colors picker error. " Invalid color file. I click OK and it worked anyways. Today FreeHand launches and then quits when I click OK on the error. I reinstalled freeHand with no luck. Does anyone know how to fix this?

    Reinstalling FreeHand does not overwrite the Preferences or Settings files with new copies. If the problem is a corrupt file in that folder, you will have to remove it.
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    The Setting folder is here:
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    Were you using ColorSync profiles as part of your color management settings? A corrupt ICC color profile could be causing the problem. Have you created any new profiles or installed software that adds profiles? If you search your hard drive for .icc with 'System Files are included', you'll see where .icc files are stored.
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  • Trying to insert this color picker. Javascript Question.

    This is what I would like to do:
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    I am confused about what goes where. From what I have read thus far, the JS should go into the Page Properties > Metadata > HTML.
    The HTML should be inserted via Object > Insert HTML? No idea about the CSS.
    Ignorance is frustrating.

    Hi
    To answer your query.
    A. JS and CSS goes to head section of the page. Therefore, you need to add the same using :
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    2. Choose "page properties"
    3. Choose metadata
    4. Add javascript/CSS in head section as defined below :
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    </script>
    For CSS :
    <style>your css code goes here</style>
    Take a look :
    B. To define HTML on a page, you just use " insert as HTML" option and place your HTML code there. Take a look :
    I hope this helps
    Let me know if you have any further query.
    Regads

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