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Hi,
Does anyone know how to easily create an isometric grid in Illustrator? I need a grid so I can create isometric art for a game. I'd like to have a layer with a grid, and be able to adjust that grid: the row and column count, and the pixel width of the isometric squares. Is there a plugin in for Illustrator?
Thanks!
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There are plug ins that let you draw lines and object to form isometric drawings and you can set the angles to 30 60 in the AI preferences and then create your own you won grid using the line tool and the Effect>Distort and Transform using the copy function invoke with as many lines you need.
Once you have these lines constructing a grid you can use the View>Guides>Make to turn you grid into guides.
You can look into CAD tools by Hotdoor as well.
Rick Johnson has plug in called isometric lines.
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Since you specifically mention using pixels as a unit of measure and creating artwork for games, I'd first ask you to answer these questions:
I do alot of isometric drawing, and don't use a grid per se. In Illustrator, I set SmartGuides to 30° increments and use a few isometric Symbols (for repeatedly-needed elements), a drawing of a Unit Cube and isometric protractor (for true measures and off-axis rotations), and a couple of scripts. Using those devices, I draw directly in the isometric without need for a grid.
If you feel you need a grid, you can simply construct one with open paths and either store it on its own locked layer or convert it to pathGuides. The only drawback to that is, it doesn't span the entire pasteboard. But you can build several such grids (for example, at several scales) and just turn them on/off as needed.
If you intend to use a "cheat" grid, you might do well to take a look at Xara Xtreme. That program is inexpensive, and includes that kind of "isometric" page grid.
Corel Designer includes a proper feature set to facilitate correct axonometric (including isometric) drawing.
Inkscape includes a user-definable axonometric grid feature, and can be had for free.
So far as plug-ins, as I recall, HotDoors CAD Tools includes an isometric grid. But the plug-in is not cheap, and you'd be mostly paying for its primary focus: multi-view ortho "drafting" features.
I know of no real reason to use a cheat grid if the final artwork is going to be vector, and don't see much reason to do it if the artwork is going to be raster (unless it will be strictly aliased raster artwork).
If I were building an isometric game with Flash, I'd use entirely vector artwork and would use a true grid, not a cheat grid.
JET
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Thanks JETalmage,
I'm working on a isometric game in Flash (of course it's actually dimetric and not true isometric) We need a grid so we can build rooms and things, it helps to have a grid that matches the games grid. I'm looking for a grid that I can easily adjust, add tiles and size. I can of course make the grid in flash using code, but the designers need a grid so they can be consistent with the angles. I'm surprised that Illustrator and Flash don't have a simple grid tool where you can adjust angles and width to help build isometric art.
Wade, do you have link for the rick johnson plugin? I can't find it.
Thanks guys!
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Rick Jhonson's site for the Isometric tool.
http://rj-graffix.com/software/plugins.html#IsoLineTool
Check out his other plug ins and he does incredible drawings of trains.
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The Rick J tool is a line tool. I'm looking for a grid. Currently the artist make a grid by drawing it out, but mistakes can be made, and it's hard to increase the cells and rows (tile count), and change the width, and ratio. I'm shocked that I'm having such a hard time finding a simple grid tool. Adobe needs to make their apps more game development friendly and useful. Otherwise why use Flash at all and just use HTML5 instead.
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DJ,
Does anyone know how to easily create an isometric grid in Illustrator?
While I quite agree that all modern 2D vector drawing programs should provide at least some basic support for axonometric drawing, drawing a grid is fairly trivial. But you still have not stated the specifics of the grid you need.
of course it's actually dimetric
That is not a matter "of course." One certainly can construct dimetric drawings in either Flash or Illustrator, but assuming you are referring to the old 1:2 pixel rise:run oblique method commonly employed in old games to accommodate aliased bitmaps, that can properly be called neither isometric nor dimetric. (I realize many commonly do, but doing so is both erroneous and confusing to others interested in axonometric drawing--especially those discussing axonometric in the context of mechanically correct technical drawing).
I'd like to have a layer with a grid, and be able to adjust...the row and column count, and the pixel width.... I can of course make the grid in flash using code...
Well, if you did choose to code it in Flash, you could easily export that to Illustrator (even by copying via the clipboard), place it on its own layer, and proceed. Changing its width would be a simple matter of scaling it.
Again, assuming you are talking about the old 1:2 aspect oblique grid, it can be created in Illustrator in any of several ways. One is to use a simple Pattern Swatch. The Swatch can be scaled interactively, with or without scaling the path that is filled with the Pattern. (Pressing the Shift and Tilde keys lets you scale a Pattern Fill:
To make it snap-sensitive, expand the Fill after creating it. Put it on its own layer(s) so you can lock/unlock and show/hide it as needed.
Another method is to draw the grid with the Line tool, with verticals spaced at whatever you want for the unit cube width, and diagonals at 26.565° off horizontal duplicated vertically at 50% of that.
Really, though, for the sake of the 1:2 oblique, you can forget drawing diagonal grid lines altogether. Just set the Ruler Grid to major increments equal to the desired width of your unit cube, with 2 subdivisions, turn on Snap To Grid, and start drawing. (For convenience, also set SmartGudes custom angles to 26.565, 153.435, and 90.) The increments of that simple grid will effectively provide your diagonal snap points.
Draw a subdivided unit cube by using the Rectangular Grid tool to draw a square grid half the desired width of your unit cube width and subdivded as desired. Rotate it 45°, scale it vertically by 50%. Lock its proportion, and set its new width to the cube width. Scale a copy of the same original grid to 50% vertically, and skew it vertically 26.565°. Reflect that for the opposite side. Record those same transformations as a set of three Actions to then be able to "project" an object of any shape to the three unit cube sides with a single click.
Adobe needs to make their apps more game development friendly and useful. Otherwise why use Flash at all
Adobe needs to do alot of things to flesh out Illustrator's archaic functionality. But if the kind of grid described above is what you are using, I'm inclined to ask why. The entire benefit of Flash is scaleable vector graphics, rasterized and antialiased on-the-fly. Why limit yourself to an antequated, out-of-proportion drawing method? Are you using a bunch of aliased bitmaps for your sprites?
You could be just as easily using proper isometric, assuming vector graphics and/or antialiased raster images.
JET
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Thanks for you attempt to help me JET, but I think you are over thinking my need. I make games, I often make isometric games, that is still how games are made, it's not the old way, I've been doing so for a decade. Isometric games or not actually isometric, they are in fact dimetric, so when someone says they are making an isometric game, they of course really mean they are making a game with a dimetric view, not an isometric view. We do not make games with isometric projection, anyone that does, doesn't know what they are doing. Isometric (dimetric) games are used for many reasons, and it's not for accuracy or inaccuracy of the perspective or drawings, it is as you pointed out due to the 2 to 1 ratio that prevents bad pixel aliasing. We of course use bitmaps and vectors, I say of course because bitmaps perform better than vectors, but vectors are usually lighter in file size, so both are used dependent on the need, and anyone that makes games, or works with flash, knows this. All I need is a simple isometric (dimetric) grid so the artist can lay out the rooms correctly in their art, so it will look the same in the game. don't need snapping, or anything, just a grid so the art matches the game. The game of course lays everything out through code and is more accurate than just drawing lines, which is what the artist has been doing.
I have found a component in Flash that does create an isometric grid, and we can easily change the properties of the grid, without having to do any of the the long methods that have been suggested to me. Just a simple component that creates a grid, that's all we needed. Simple and sweet, add it to the stage enter grid height, width, tile ratio and tile size. So to change it we just change the numbers, no copy and paste, no 5 clicks and tasks, just enter and tweak numbers. the artist is happy, I'm happy, the client is happy, because now our production process has just been made easier and more accurate.
The component is one part of a very expensive Isometric engine my client is using. I'll share the link to OpenSpace, but like I said, it aint cheap and I when I have time, I'll make a simple component that easily and dynamically creates a grid and give it away for free. But of course that component will only work in Flash. Illustrator really needs something like that.
http://www.openspace-engine.com/
again thanks for trying to help, but that method takes waaaaaaaaaaaaay too much work for something that should be very simple and built in. Hope Adobe realizes that Flash's future is in games, everything else is going to be replaced by HTML5. So CS5 or 6 needs built in tools for rapid game development.
Thanks!
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DJ,
First, understand, this is a public forum. Replies are not just for the benefit of the one posting a question.
Isometric games or not actually isometric, they are in fact dimetric
Again, if you are talking about a 1:2 aspect ratio in which to draw the unit cube, it is no more dimetric than isometric. Dimetric requires more than merely having two axes at the same angle off horizontal. The only way the diagonals of a 1:2 aspect ration could be correctly called dimetric is if the vertical scale were 86.6%, not the 50% you see in the old method. That's why things look disproportionally squat in the vertical. It is not dimetric; it is merely an oblique designed to accommodate square pixel bitmaps.
that method takes waaaaaaaaaaaaay too much work
Also again: Even if Illustrator provided a 1:2 diagonal grid, it would be no less work than simply using a 2:1 rectangluar grid with 2 units for horizontal and 1 unit for vertical, because it's geometrically the same thing. That's what the old bitmap routine was all about.
JET
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I'm sorry JET but I do not agree with you. Games commonly referred to as Isometric are in fact Dimetric. the 2 to 1 ratio is in fact Dimetric, you are mistaken, I have 12 years of experience with this.
And here are links that clearly show that the 2 to 1 ratio commonly used in games is dimetric.
http://books.google.com/books?id=QuwsOHYA0p4C&pg=PA102&lpg=PA102&dq=isometric+versus+dimetric&source=bl&ots=9a8CX-8kaZ&sig=h98etaUt-4bSSC8NMrSZBRJwAKI&hl=en&ei=pEWAS735B4HWtgP4vfH2Aw&sa=X&oi=book_result&ct=result&resnum=10&ved=0CD4Q6AEwCQ#v=onepage&q=isometric%20versus%20dimetric&f=false
http://en.wikipedia.org/wiki/Video_games_with_isometric_graphics
http://www.tpub.com/content/draftsman/14276/css/14276_326.htm
http://www.design-technology.info/graphics/page7.htm
http://www.compuphase.com/axometr.htm
And having a tool that lays out a grid by simply editing numbers is by far the best method and Illustrator and Flash both need that. I've been working with Flash for 12 years, I'm very familiar with good production methods. I should just be able to select different grid styles and edit them by tweaking numbers. And we need a dimetric grid overlay, in both Flash and Illustrator, with no hassle and with absolute consistency.
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DJ,
I am well aware (as I stated) that game developers often refer to the 1:2 aspect ratio method as dimetric, just as they also inaccuately refer to it as isometric. It is neither.
Example: Your wiki link states that it is "...described as a variation of dimetric projection, since only two of the three angles between the axes are equal.." The use of "projection" emphasizes my point: that is a direct reference to orthographic projection. The link provided is even to another wiki page describing orthographic projection. As I pointed out, the mere use of two equal angles between the three axes does NOT alone make a dimetric orthographic projection. And popular frequency of error does not negate the fact that it is error.
And I have 30 years experience with this.
If a cube is tilted such that the edges of its top surface orthographically project to the picture plane at an the arctangent of 1/2, the cube is necessarily tilted 30 degrees. That means that on the same orthographic projection, its front edge necessrily projects to the picture plane with a length of cos(30°).
JET
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fair enough. I'll stick to the many books that I've read written by knowledgeable people that state the 2 to 1 ratio is in fact dimetric. And describe dimetric as having two equal angles and one that is not. I can't find anything that supports that it is not, but you've got this one diagram here so, whatever. It's not important. I just wanted an easy way to build a dimetric grid, and apparently illustrator is not capable of that, fortunately other knowledgeable and experienced individuals understand the need for such a tool and built one. If you want to work with the rest of the world then i suggest you understand that most people call it dimetric so if they ask about a grid with that view you will understand what they are talking about and not get hung up on why they want it, or that they shouldn't be using bitmaps or blah blah blah. An isometric game is called as such, or if not, than it's called dimetric, by everyone but you. Have fun being difficult and going against the grain!
I thank the other guy on this forum for his help, he understood what I needed and offered a tool.
Wish I could say thanks for the help.
Thanks!
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I'm not receiving emails for this topic anymore but feel free to share information that offers no solution to my need.
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And describe dimetric as having two equal angles and one that is not.
That is but one characteristic of dimetric projection. But another of all flavors of axonometric projection (isometric, dimetric, and trimetric) is that the relationship between the angles and the lengths of the axes is not arbitrary. It's is either correct or it isn't. It is dictated by geometry.
It's not important.
It's important for the reasons I explained:
I just wanted an easy way to build a dimetric grid, and apparently illustrator is not capable of that...
DJ asked how to draw an isometric grid in Illustrator. Simple and straightforward questions revealed that he actually wanted to draw upon a mere 1:2 aspect ratio grid. It was clearly demonstrated that one can quite easily set up a grid to facilitate that in Illusrator and most any other program with ordinary XY ruler grids, because the whole purpose of that method having been adopted by early game designers was to enable them to work with a simple 1-to-2 pixel rise-to-run aliasing of square pixels.
The grid DJ thinks so necessary for this is functionally the same thing as simply using half-measure for the verticals, as proved yet another way by this overlay of an Inkscape grid (blue) with Illustrator's (orange):
The fact that major increments are displayed as heavier than minor increments (divisions) also helps to make this simple use clear.
It is of course not as nice as having diagonal lines displayed (if you use them; remember, most grid features, including Illustrator's, let you choose dots instead of lines). But DJ asked for help with this in AI, and received explanation of how he can do it, at no cost.
I doubt that anyone familiar here would call me a defender of Illustrator's shortcomings. Indeed, I agreed at least twice in this thread that AI should provide proper axonometric support. But simply using half-measure in the vertical direction is quite trivial on any square grid. And that's really all this archaic convention is all about.
JET
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Illustrator is a digital app, the dimetric issue is due to pixels. It's irrelevant. Isometric games work great, you just don't know what you are talking about. You are the only one who made my simple question into an opportunity for you to rant and make yourself feel smart. you haven't offered anything helpful, while others have. Get over it. Everyone understands why I need a grid that can help with laying out isometric worlds. You should get off your high horse and learn to make games, there's a lot of money and work in it. The 2 to 1 ratio is dimetric, it is a type of dimetric projection, period. It is not important, I cleary explained I'm making a game, you keep talking about stuff that is not relevant.
Why am I still getting emails from this post?
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JET I just wanted to drop in a huge thank you, I've re-read this thread anytime I've started to get confused about why I'm using specific angles. Additionally, I wanted to apologize - I know a lot of DJs and none of them are as obtuse as this guy. You answered and helped way past necessary.
-
(OK I couldn't resisit making a geometry pun!)
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I have also been looking for an isometric grid for months
finally found one that actually works
http://www.digitalartsonline.co.uk/tutorials/adobe-illustrator/design-isometric-infographic/
cheers ashley
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