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  • How to use mencoder to speed up video ?

    - by timday
    There's a webcam streaming WMV video that I can play/record with mplayer/mencoder (Debian Lenny including Debian-multimedia) just fine. I'd like to capture the video such that, when played back, it's faster (so say 100s of real time zooms past in every 1s of video). The "frameskip" filter seems like it ought to do this, but when I try e.g mencoder -o output.avi -ofps 25 -vf framestep=100 -ovc lavc -lavcopts vcodec=mpeg4:... <mms source URL> what I actually get is something which plays for the same length of time as it's allowed to capture for, but which only updates the displayed image every 4 seconds. Is there any way mencoder can be persuaded to do what I want ? (By the way, ideally I'd like to average the frames together to obtain motion-blur instead of just dropping/discarding most of them.).

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  • Utility to add visual effects to Windows

    - by Soumya92
    I have no idea how to go about looking for this utility, so I though I would ask here. I recall a small utility that would add Compiz like effects on Windows. It was relatively small, and was released a few years ago. Does anyone know what it was called, and where I can get it? EDIT: It does not add the desktop cube or window switchers. It is more like the Compiz panel, where you can check/uncheck the effects that you want. The effects are applied to windows, and is stuff like fade, blur, etc.

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  • Image manipulation filter needed: unobtrusively hide an area by blurring or smudging?

    - by index
    I would like to hide an empty area of a panorama stitched with hugin (using the GIMP). Hide in the sense of blending it in unobtrusively. I.e. fill the area with the average color of the surroundings and blur it. Or manually smudge the surroundings into the empty area. Is there a filter/plug-in that automatically smudges/blurs the edges into the area? Not looking for seam carving. Thanks.

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  • How come transparency in textures appears as white in 3ds Max?

    - by rFactor
    I have downloaded a free tree palm model that came with textures and a preview image. In the preview image the tree looks fine, but when I have deployed the textures to my scene, the leaves look green plus white, where white is the transparency area. Is there something I need to know about transparent textures? Both in the view-port and in the renderer all transparency appears as white. What could it be? Edit: The model I was talking about is implemented with two JPGs. One is textured and the other one is black-white where white represents transparency and is applied to the material in the opacity channel/map. The transparency seems to work somewhat, but there are white borders around the leaves. I think it's because the opacity channel does not properly filter out all white colors for some reason. It also seems that changing the blur affects it, but setting it to 0 does not remove it though (and makes it jaggy).

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  • How do i restore default font settings in windows Vista

    - by user45556
    Hi guys, I am here with a problem to restore the font setting of my vista. I am using Windows Vista and due to unknown reasons my font settings have been changed to ugly font. I used to get clear fonts previously but all of sudden the fonts have become blur and font name has also changed. all windows programs showing default fonts have been changed. I dun know which is the true font of windows vista and from where to restore. I tried using color and apperance but it didn't worked... so what can be done?

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  • How do i restore default font settings in windows Vista

    - by user45556
    Hi guys, I am here with a problem to restore the font setting of my vista. I am using Windows Vista and due to unknown reasons my font settings have been changed to ugly font. I used to get clear fonts previously but all of sudden the fonts have become blur and font name has also changed. all windows programs showing default fonts have been changed. I dun know which is the true font of windows vista and from where to restore. I tried using color and apperance but it didn't worked... so what can be done?

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  • Photoshop Retro Vintage Design Tutorials

    - by Aditi
    Gone are the days when designers only wanted to create high glossy web2.0 gradient rich website designs. Now a days designers are coming up with rugged, retro & vintage themes for their website designs. Colorful or subtle with that worn out look the website seems like a masterpiece. It is not hard to pick up on such Photoshop techniques to master the art of making themes that are retro & vibrant. We have complied a list of tutorials you would like to learn from..rest is in your hands & creativity. Photochrom Vintage Postcard effect Turn your high definition photos into vintage postcards and use them in your website concepts. Learn More Add Retro Look to your Images Give that 1970’s retro look to your images and web concepts. It’s a very easy process using either patterns, brushes, colors or gradients, layer modes and variable opacity. Learn More Brushed metal effect, Just like World War Airplanes texture This is one of a kind photoshop tutorial that teaches how to use  noise and blur filters to create a brushed metal effect unlike other gradient based effects, Also it covers a few layer styles to create airplane graphic. Learn More Transform a New Image into Illustration, Retro Poster Style With the help of this tutorial you can create brilliant poster style or illustrative images and concepts for your new website. This tutorial is superb example of image enhancement & creative use of blending options in photoshop. Learn More Retro Neon Style Text Tutorial Just like the old days, the rainbow neon curvy text format that can be seen on many posters etc, can now be made for your use on website. This tutorial gives you a easy step by step procedure. Learn More Retro Dotted Photo Tutorial Find how to make a dotted poster of your image, pure retro feel. Learn More

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  • Robotic Arm &ndash; Hardware

    - by Szymon Kobalczyk
    This is first in series of articles about project I've been building  in my spare time since last Summer. Actually it all began when I was researching a topic of modeling human motion kinematics in order to create gesture recognition library for Kinect. This ties heavily into motion theory of robotic manipulators so I also glanced at some designs of robotic arms. Somehow I stumbled upon this cool looking open source robotic arm: It was featured on Thingiverse and published by user jjshortcut (Jan-Jaap). Since for some time I got hooked on toying with microcontrollers, robots and other electronics, I decided to give it a try and build it myself. In this post I will describe the hardware build of the arm and in later posts I will be writing about the software to control it. Another reason to build the arm myself was the cost factor. Even small commercial robotic arms are quite expensive – products from Lynxmotion and Dagu look great but both cost around USD $300 (actually there is one cheap arm available but it looks more like a toy to me). In comparison this design is quite cheap. It uses seven hobby grade servos and even the cheapest ones should work fine. The structure is build from a set of laser cut parts connected with few metal spacers (15mm and 47mm) and lots of M3 screws. Other than that you’d only need a microcontroller board to drive the servos. So in total it comes a lot cheaper to build it yourself than buy an of the shelf robotic arm. Oh, and if you don’t like this one there are few more robotic arm projects at Thingiverse (including one by oomlout). Laser cut parts Some time ago I’ve build another robot using laser cut parts so I knew the process already. You can grab the design files in both DXF and EPS format from Thingiverse, and there are also 3D models of each part in STL. Actually the design is split into a second project for the mini servo gripper (there is also a standard servo version available but it won’t fit this arm).  I wanted to make some small adjustments, layout, and add measurements to the parts before sending it for cutting. I’ve looked at some free 2D CAD programs, and finally did all this work using QCad 3 Beta with worked great for me (I also tried LibreCAD but it didn’t work that well). All parts are cut from 4 mm thick material. Because I was worried that acrylic is too fragile and might break, I also ordered another set cut from plywood. In the end I build it from plywood because it was easier to glue (I was told acrylic requires a special glue). Btw. I found a great laser cutter service in Kraków and highly recommend it (www.ebbox.com.pl). It cost me only USD $26 for both sets ($16 acrylic + $10 plywood). Metal parts I bought all the M3 screws and nuts at local hardware store. Make sure to look for nylon lock (nyloc) nuts for the gripper because otherwise it unscrews and comes apart quickly. I couldn’t find local store with metal spacers and had to order them online (you’d need 11 x 47mm and 3 x 15mm). I think I paid less than USD $10 for all metal parts. Servos This arm uses five standards size servos to drive the arm itself, and two micro servos are used on the gripper. Author of the project used Modelcraft RS-2 Servo and Modelcraft ES-05 HT Servo. I had two Futaba S3001 servos laying around, and ordered additional TowerPro SG-5010 standard size servos and TowerPro SG90 micro servos. However it turned out that the SG90 won’t fit in the gripper so I had to replace it with a slightly smaller E-Sky EK2-0508 micro servo. Later it also turned out that Futaba servos make some strange noise while working so I swapped one with TowerPro SG-5010 which has higher torque (8kg / cm). I’ve also bought three servo extension cables. All servos cost me USD $45. Assembly The build process is not difficult but you need to think carefully about order of assembling it. You can do the base and upper arm first. Because two servos in the base are close together you need to put first with one piece of lower arm already connected before you put the second servo. Then you connect the upper arm and finally put the second piece of lower arm to hold it together. Gripper and base require some gluing so think it through too. Make sure to look closely at all the photos on Thingiverse (also other people copies) and read additional posts on jjshortcust’s blog: My mini servo grippers and completed robotic arm  Multiply the robotic arm and electronics Here is also Rob’s copy cut from aluminum My assembled arm looks like this – I think it turned out really nice: Servo controller board The last piece of hardware I needed was an electronic board that would take command from PC and drive all seven servos. I could probably use Arduino for this task, and in fact there are several Arduino servo shields available (for example from Adafruit or Renbotics).  However one problem is that most support only up to six servos, and second that their accuracy is limited by Arduino’s timer frequency. So instead I looked for dedicated servo controller and found a series of Maestro boards from Pololu. I picked the Pololu Mini Maestro 12-Channel USB Servo Controller. It has many nice features including native USB connection, high resolution pulses (0.25µs) with no jitter, built-in speed and acceleration control, and even scripting capability. Another cool feature is that besides servo control, each channel can be configured as either general input or output. So far I’m using seven channels so I still have five available to connect some sensors (for example distance sensor mounted on gripper might be useful). And last but important factor was that they have SDK in .NET – what more I could wish for! The board itself is very small – half of the size of Tic-Tac box. I picked one for about USD $35 in this store. Perhaps another good alternative would be the Phidgets Advanced Servo 8-Motor – but it is significantly more expensive at USD $87.30. The Maestro Controller Driver and Software package includes Maestro Control Center program with lets you immediately configure the board. For each servo I first figured out their move range and set the min/max limits. I played with setting the speed an acceleration values as well. Big issue for me was that there are two servos that control position of lower arm (shoulder joint), and both have to be moved at the same time. This is where the scripting feature of Pololu board turned out very helpful. I wrote a script that synchronizes position of second servo with first one – so now I only need to move one servo and other will follow automatically. This turned out tricky because I couldn’t find simple offset mapping of the move range for each servo – I had to divide it into several sub-ranges and map each individually. The scripting language is bit assembler-like but gets the job done. And there is even a runtime debugging and stack view available. Altogether I’m very happy with the Pololu Mini Maestro Servo Controller, and with this final piece I completed the build and was able to move my arm from the Meastro Control program.   The total cost of my robotic arm was: $10 laser cut parts $10 metal parts $45 servos $35 servo controller ----------------------- $100 total So here you have all the information about the hardware. In next post I’ll start talking about the software that I wrote in Microsoft Robotics Developer Studio 4. Stay tuned!

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  • Reflections based on distance from plane

    - by Andrea Benedetti
    Let's consider, for example, a surface like the volleyball court, we can see that legs and shoes of the players are reflected, with a blur effect, but body and stadium don't (as each object not near to the court). I've already made a reflection effect, but it works as a specular reflection, and I need to achieve an effect like the photo above. So, I would like to make a reflection that is based on the distance between the object and the plane, in this manner a close object would reflect more than an object that is positioned far away from the plane. What is the best way to achieve this effect? My first idea was to use the depth value (taken from the reflected camera), and use that value to blend between reflection and court. But I don't know if it's a correct way. Edit: as rendering engine I use Ogre that already provides a reflections system: reflecting the camera through a plane (obviously I can select the models to draw from the reflected camera). After a render to texture pass I can blend the reflected texture with the original plane. So, if possible, I'm looking for a way that best suits my system.

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  • SyncToBlog #11 Stuff and more stuff

    - by Eric Nelson
    Just getting more stuff “down on paper” which grabbed my attention over the last couple of weeks. http://www.koodibook.com/ is live. This is a a rich desktop application built in WPF by some ex-colleagues and current friends :-) Check it out if “photo books” is your thing or you like sweet WPF UX. Study rates Microsoft .NET Framework rated top, Ruby on Rails 2nd bottom. I know a bit about both of these frameworks. Both are sweet for different reasons. .NET top. Ok – I liked that. But Ruby on Rails 2nd bottom just blows away the credibility of the survey results for me. Stylecop is going Open Source. Sweet. ”…will be taking code submissions from the open source community” VMforce for running Java in the cloud. Hmmmmm… Windows Azure Guidance Code and Docs available on patterns and practices. Download both zip files. – One is just the code and the other is 7 chapters of the guide to migration. UK Architect Insight Conference post event presentations are here including a full day track of cloud stuff. http://uxkit.cloudapp.net/ This appears to be a well-kept secret but the Silverlight Demo Kit is on-line in Windows Azure. You already knew! Ok – just me then :-) 3 day Silverlight Masterclass training in the UK from people I trust and like :-) http://silverlightmasterclass.net/ (£995) SQL Server Driver for PHP 2.0 CTP adds PHP's PDO style data access for SQL Server/SQL Azure A Domain Oriented N-Layered .NET 4.0 App Sample from Microsoft Spain. Not looked at it yet – but had it recommended to me (tx Torkil Pedersen) You might also want to check out delicious stream – a blur of azure, ruby and gaming right now http://delicious.com/ericnel :-)

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  • CodePlex Daily Summary for Monday, May 31, 2010

    CodePlex Daily Summary for Monday, May 31, 2010New ProjectsAndrew's XNA Helpers: A collection of simple, yet useful methods and ways of accessing crucial variables such as the ContentManager or SpriteBatch from anywhere in your ...BASIC-DOS: BASIC-DOS OS Makes It Easier For People To Use DOS As It Comes With An Graphical User Interface That Loads Up During Boot Up. No Need To Type Any C...Chirpy - Visual Studio Add In For Handling Js, Css, and DotLess Files: Mashes, minifies, and validates your javascript, stylesheet, and dotless files.fprparser: Fortify XML Report parser in the form of an Excel Add-inHL7ToXmlConverter: Class library to transform HL7 Version 2.x to HL7Xml Version 2 depends on the used HL7 grammar.imdb movie downloader: basically download info from imdb and it s realy FAST ! need some development about thread pooling and webclient issues.. just try ;) for it run ...IMIfmoOptimisation: Задание по оптимизацииMarketView: MarketViewMediaStreamSources: 这是 CodePlex 上第一个可以呈现视频的 MediaStreamSource 项目。Migrate User Profile Values: A tool to move values between SharePoint 2007 User Profiles. The console application MigrateUserProfileValues.exe will export User Profile values ...Nexus6Studio Development Space: This is a working repository for development efforst of the Nexus6studio team.Project BlueLabel: BlueLabelSergioTools: SergioTools is a collection of tools and sample codes to help C# developers to improve your productivity and skills.SharePoint Property Bag Settings 2010: The Property Bag Settings can store any metadata as Key-Value pairs such as connection strings, server names, file paths, and other miscellaneous s...Silverlight Isolated Storage Cache: IsoCache is a small framework the make it easy to store dll's and xap files in the isolated storage so they can be use to speed up the startup of t...StackPivot: StackPivot is an app which can generate Microsoft Pivot "Collections" on-the-fly based on the data collected from the Stack Exchange APIs. Its d...Suspension Calculator: The Suspension Calculator aims to help people who are building race cars perform suspension related calculations. The calculations vary from motion...TFS Timesheets: A custom work item control for Team Foundation Server that allows timesheet data to be captured against a work item.Umbraco Membership infrastructure: Improvements to the Umbraco membership API implemented as a package. Includes user properties and improved membership API support.VolgaTransTelecomClient: VolgaTransTelecomClient makes it easier for clients of "Volga TransTelecom" company to get info about account. It's developed in C#.Wouter's SharePoint Demo Land: This site contains many of the SharePoint demos that I create while training or hobbying, both for the 2007 and the 2010 release. Please click the...New ReleasesAgUnit - Silverlight unit testing with ReSharper: AgUnit 0.1: Initial release of AgUnit. Copy the extracted files from AgUnit-0.1-ReSharper5.0.zip into the "Bin\Plugins\" folder of your ReSharper installatio...Andrew's XNA Helpers: Andrew's XNA Helpers v1: My first version of my Library of XNA Helpers. Includes: Variables class - A static class that can be accessed anywhere throughout your project -...Clean your Database: Database Cleaner Setup: Database Cleaner SetupClean your Database: Database Cleaner Source: Database Cleaner Source codeCommunity Forums NNTP bridge: Community Forums NNTP Bridge V16: Release of the Community Forums NNTP Bridge to access the social and anwsers MS forums with a single, open source NNTP bridge. This release has add...Community Forums NNTP bridge: Community Forums NNTP Bridge V17: Release of the Community Forums NNTP Bridge to access the social and anwsers MS forums with a single, open source NNTP bridge. This release is prim...Folder Bookmarks: Folder Bookmarks 1.5.8: The latest version of Folder Bookmarks (1.5.8), with new GUI improvements and 'Help' feature - all the instructions needed to use the software (If ...HL7ToXmlConverter: HL7ToXmlConverter Version 0.0.0.9: First distribution on codepleximdb movie downloader: 0.9 Fist Tryout of MyImdb SourceCode: Fist Tryout of MyImdb SourceCodeLightweight Fluent Workflow: Objectflow 1.0.0.2: The features of this release take advantage of .Net 3.5 featrures; Lamda support is back for Constraints and Functions can now be used in workflows...MDownloader: MDownloader-0.15.16.59384: Fixed password detector in context of .rar files. Fixed FileFactory provider implementation. Fixed detection of internet connection failures.MediaStreamSources: MediaStreamSources 1.0 Beta1: 1.0 Beta1Mongodb Management Studio: Mongodb Management Studio v1.1: MongodbManagementStudio v1.1 1.服务器管理功能 添加服务器,删除服务器 2.服务器,数据库,表,列,索引,树形显示和状态信息查看 3.查询分析器功能. 支持select,insert,Delete,update 支持自定义分页函数 $rowid(1,5) 查询...Multiplayer Quiz: Release 1_7_1_0: Latest Release. .NET 4.0 required to run server, and recommended for client. Download: http://www.microsoft.com/downloads/details.aspx?FamilyID=9cf...SCSM PowerShell Cmdlets: SCSM PowerShell Cmdlets Version 0.1.1: First release! This is a minimal build with limited funcitonallity. Should be handled as a preview of what's to come. Included Cmdlets are: New-...SharePoint Property Bag Settings 2010: PropertyBagSettings2010.wsp: The SharePoint Property Bag Settings is a reusable component that you can include in your own SharePoint applications. It can store simple types, s...Sharp Tests Ex: Sharp Tests Ex 1.0.0RTM: Project Description #TestsEx (Sharp Tests Extensions) is a set of extensible extensions. The main target is write short assertions where the Visual...Silverlight Testing Automation Tool: StatLight V1.1: FeaturesApplied some UnitDriven specific changes from justncase80/StatLight Updated to the 0.0.5 release over on rul:UnitDriven.codeplex.com Upda...SQL Server 2005 and 2008 - Backup, Integrity Check and Index Optimization: 30 May 2010: This is the latest version of my solution for Backup, Integrity Check and Index Optimization in SQL Server 2005, SQL Server 2008 and SQL Server 200...Suspension Calculator: SuspensionCalculator_V1.0.0.29: The Suspension Calculator aims to help people who are building race cars perform suspension related calculations. The calculations vary from motion...Svn2Svn: copy, sync, replay or reflect changes across SVN repositories: 1.2 (Beta): Build 1.2.8932.0. Added /incremental (/i) mode, svn2svn detects all previously synced revisions and starts at the latest revision that has not bee...VCC: Latest build, v2.1.30530.0: Automatic drop of latest buildVolgaTransTelecomClient: V.1.0.2.0: v.1.0.2.0 releaseWatchersNET.SkinObjects.ModulActionsMenu: ModulActionsMenu 01.00.01: changes CSS Fixed for the Microsoft Internet ExplorerWouter's SharePoint Demo Land: Navigation Service Basic: This sample shows how to create a simple Service Application for SharePoint 2010. You can read up on the how and why on my blog series about Serv...Most Popular ProjectsRawrWBFS ManagerAJAX Control ToolkitMicrosoft SQL Server Product Samples: DatabaseSilverlight ToolkitWindows Presentation Foundation (WPF)patterns & practices – Enterprise LibraryMicrosoft SQL Server Community & SamplesPHPExcelASP.NETMost Active ProjectsCommunity Forums NNTP bridgeAStar.netpatterns & practices – Enterprise LibraryBlogEngine.NETGMap.NET - Great Maps for Windows Forms & PresentationMirror Testing SystemIonics Isapi Rewrite FilterCustomer Portal Accelerator for Microsoft Dynamics CRMN2 CMSpatterns & practices: Windows Azure Security Guidance

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  • jQuery dynamic field classes not being assigned as desired.

    - by Simon
    Hello, I'm working on a fancy login page with 4 unique states attributed through classes for each field (normal, focus, active-on, active-off). Normal is the default style. Focus is the focus style when nothing is typed. Active-on is the focus style when something has been typed. Active-off is for field that have user text in them, but are not focused right now. Here's a demo to help you understand what I'm doing: http://www.controlstack.com/login My JS is working almost correctly (thanks to some folks on this site), except in 2 cases: If I enter something in the username field, then tab over to the password field, it does not add the ".focus" class to the password field. If I blur out of the username field, then focus back on it, enter a few characters, then delete them, it does not add the ".focus" field. Here's my code: <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.1//EN" "http://www.w3.org/TR/xhtml11/DTD/xhtml11.dtd"> <html xmlns="http://www.w3.org/1999/xhtml" xml:lang="en" dir="ltr"> <head> <title>Login</title> <style> input.field {height: 39px; width: 194px; background: url(login-fields.png) no-repeat; overflow: hidden; border: none; outline: none; float: left; margin-right: 7px;} input.field#username {padding: 0 12px;} input.field#username.focus {background-position: 0 -39px;} input.field#username.active-on {background-position: 0 -78px;} input.field#username.active-off {background-position: 0 -117px;} input.field#password {background-position: -218px 0; padding: 0 12px;} input.field#password.focus {background-position: -218px -39px;} input.field#password.active-on {background-position: -218px -78px;} input.field#password.active-off {background-position: -218px -117px;} input.field#go {background-position: -436px 0; width: 88px; margin: 0; cursor: pointer;} </style> <script type="text/javascript" src="http://ajax.googleapis.com/ajax/libs/jquery/1.4.2/jquery.min.js"></script> <script type="text/javascript"> $(document).ready(function() { loginField = $('.field'); firstField = $('.field.first'); firstField.focus(); loginField.focus(function(){ loginVal1 = loginField.val(); if (!loginVal1){ $(this).removeClass('active-off').addClass('focus'); } else { $(this).removeClass('active-off').addClass('active-on'); } }); loginField.live('keydown', function(){ $(this).addClass('active-on').removeClass('active-off'); }).live('keyup', function(){ $(this).toggleClass('active-on', $(this).val() != ''); }) loginField.blur(function(){ loginVal2 = loginField.val(); if (!loginVal2){ $(this).removeClass('focus').removeClass('active-on'); $(this).val(''); } else { $(this).removeClass('focus').removeClass('active-on').addClass('active-off'); } }); }); </script> </head> <body> <h1>Login to your account</h1> <form method="post" action="/"> <fieldset> <input type="text" class="field first focus" id="username" /> <input type="text" class="field" id="password" /> <input type="submit" value="" class="field" id="go" alt="login" title="login" /> </fieldset> </form> </body> </html> Your help is much appreciated!

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  • Extjs4: editable rowbody

    - by peter
    in my first ExtJs4 project i use a editable grid with the feature rowbody to have a big textfield displayed under each row. I want it to be editable on a dblclick. I succeeded in doing so by replacing the innerHTML of the rowbody by a textarea but the special keys don't do what they are supposed to do (move the cursor). If a use the textarea in a normal field i don't have this probem. Same problem in IE7 and FF4 gridInfo = Ext.create('Ext.ux.LiveSearchGridPanel', { id: 'gridInfo', height: '100%', width: '100%', store: storeInfo, columnLines: true, selType: 'cellmodel', columns: [ {text: "Titel", flex: 1, dataIndex: 'titel', field:{xtype:'textfield'}}, {text: "Tags", id: "tags", flex: 1, dataIndex: 'tags', field:{xtype:'textfield'}}, {text: "Hits", dataIndex: 'hits'}, {text: "Last Updated", renderer: Ext.util.Format.dateRenderer('d/m/Y'), dataIndex: 'lastChange'} ], plugins: [ Ext.create('Ext.grid.plugin.CellEditing', { clicksToEdit: 1 }) ], features: [ { ftype: 'rowbody', getAdditionalData: function(data, idx, record, orig) { var headerCt = this.view.headerCt, colspan = headerCt.getColumnCount(); return { rowBody: data.desc, //the big textfieldvalue, can't use a textarea here 8< rowBodyCls: this.rowBodyCls, rowBodyColspan: colspan }; } }, {ftype: 'rowwrap'} ] }); me.on('rowbodydblclick', function(gridView, el, event, o) { ... rb = td.down('.x-grid-rowbody').dom; var value = rb.innerText?rb.innerText:rb.textContent; rb.innerHTML = ''; Ext.create('Ext.form.field.TextArea', { id: 'textarea1', value : value, renderTo: rb, border: false, enterIsSpecial: true, enableKeyEvents: true, disableKeyFilter: true, listeners: { 'blur': function(el, o) { rb.innerHTML = el.value; }, 'specialkey': function(field, e){ console.log(e.keyCode); //captured but nothing happens } } }).show(); damn, can't publish my own solution, looks like somebody else has to answer, anyway, here is the function that works function editDesc(me, gridView, el, event, o) { var width = Ext.fly(el).up('table').getWidth(); var rb = event.target; var value = rb.innerText?rb.innerText:rb.textContent; rb.innerHTML = '' var txt = Ext.create('Ext.form.field.TextArea', { value : value, renderTo: rb, border: false, width: width, height: 300, enterIsSpecial: true, disableKeyFilter: true, listeners: { 'blur': function(el, o) { var value = el.value.replace('\n','<br>') rb.innerHTML = value; }, 'specialkey': function(field, e){ e.stopPropagation(); } } }); var txtTextarea = Ext.fly(rb).down('textarea'); txtTextarea.dom.style.color = 'blue'; txtTextarea.dom.style.fontSize = '11px'; } Hi Molecule Man, as an alternative to the approach above i tried the Ext.Editor. It works but i want it inline but when i render it to the rowbody, the field blanks and i have no editor, any ideas ? gridInfo = Ext.create('Ext.grid.Panel', { id: 'gridInfo', height: '100%', width: '100%', store: storeInfo, columnLines: true, selType: 'cellmodel', viewConfig: {stripeRows: false, trackOver: true}, columns: [ {text: "Titel", flex: 1, dataIndex: 'titel', field:{xtype:'textfield'}}, ... {text: "Last Updated", renderer: Ext.util.Format.dateRenderer('d/m/Y'), dataIndex: 'lastChange'} ], plugins: [ Ext.create('Ext.grid.plugin.CellEditing', { clicksToEdit: 1 }) ], features: [ { ftype: 'rowbody', getAdditionalData: function(data, idx, record, orig) { var headerCt = this.view.headerCt, colspan = headerCt.getColumnCount(); return { rowBody: data.desc, rowBodyCls: this.rowBodyCls, rowBodyColspan: colspan }; } } ], listeners:{ rowbodyclick: function(gridView, el, event) { //werkt editDesc(this, gridView, el, event); } } }); function editDesc(me, gridView, el, event, o) { var rb = event.target; me.txt = new Ext.Editor({ field: {xtype: 'textarea'}, updateEl: true, cancelOnEsc: true, floating: true, renderTo: rb //when i do this, the field becomes empty and i don't get the editor }); me.txt.startEdit(el); }

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  • Compiz slow under proprietary nvidia driver

    - by gsedej
    Hi! I am using Ubuntu 10.10 and have problem with proprietary nvidia driver for my GeForce GTS 250. I have issue with poor Compiz performance. And there is also open-source "noueau" driver. Proprietary: I tried many versions but neither works fast on desktop. This means 30 FPS without heavy effects. Currently I am using version 270.18. Even normal desktop use feels bad (moving windows) In games (and 3D benchmark) it is really good! (Unigine Heaven works good!) Open-source "nouveau": Very fast on desktop with heavy effects (blur, ...). I have 300 FPS and more, even in Expo mode. Games were good but not as good as prop. And driver causes xorg to crash even the latest (ppa:xorg-edgers/nouveau), so I switched back to proprietary. I also have computer with Ubuntu 10.04, GeForce 8600GT and drivers around 185.x and Compiz works great there. There is similar question Nvidia proprietary driver performance in 10.10 Which version of nvidia (prop) driver is fast in Compiz in Ubuntu 10.10? How do you install a specific version of nvidia driver? Is it the case that each newer driver works slower on compiz?

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  • Cocos2d v2.0 and OpenGL 2.0/1.0: where to start

    - by mm24
    I started developing my very first game 3 months ago using Cocos2d 2.0 for iPhone. I am now in the stage where I'd like to add some cool effects to the bullets and some special weapons (see my waveforms question here). I got a good answer in the cocos2d-iphone forum (see this one). Unfortunately I am a bit paralized now. I don't know if I will be overdoing by learning OpengGL 2.0 or if I should just stick ot the old 1.0. There is a good intro on various tutorial's written in Steffen Itterheims blog (see this post). I would like to add to my game: a blur effect to the bullets (here is a tutorial for OpenGL 1.0) a waveform (see above) some realistic water ripples (here is a nice sample code) So now, given that I don't want to overdo things but at the same time I want to achieve those effects, from where should I start? Should I discard the OpenGL 1.0 tutorials? OR should I use only OpenGL 1.0 code? How can I avoid confusion? I mean, it seems that the compiler recognizes both, but that there are some conflictual calls in some circumnstances, I am fairly sure this has some explanation, is there some reference to this somewhere?

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  • I can't enable extra effects in Ubuntu 10.10. Please help?

    - by jasoncruz98
    I installed Ubuntu 10.10 alongside Ubuntu 11.10 to use an older version of Compiz. On Ubuntu 11.10, Compiz was enabled by default and I didn't need to use any graphics driver to enjoy the effects. All I had to do was install CompizConfig Settings Manager and enable those extra effects. That was Compiz 0.9.6. Now, after installing Ubuntu 10.10, when I first logged in, the graphics were slow. When I dragged a window from one end of the screen to the other, the whole screen would blur up and pixelate and it would be very laggy. I tried going to System Preference Appearance and selecting Extra effects on the Visual effects tab, but all I got was "Desktop effects could not be enabled". I don't know whether I should install the Additional drivers (proprietary) because my Internet is slow and it would take a long time. Furthermore, in Ubuntu 11.10, after I installed the proprietary graphics driver, I immediately went into fallback mode and wasn't even offered an option to set my desktop session to Ubuntu 3D. I didn't need the driver to run Compiz in Ubuntu 11.10, it just ran so smoothly. But in Ubuntu 10.10, everything is so laggy. Should I install the ATI/AMD Proprietary FGLRX Graphics Driver for Ubuntu 10.10 to enable extra effects? Or is there something else wrong with my system? Here is the output of lspci -nn | grep VGA 00:02.0 VGA compatible controller [0300]: Intel Corporation Sandy Bridge Integrated Graphics Controller [8086:0116] (rev 09) 01:00.0 VGA compatible controller [0300]: ATI Technologies Inc Device [1002:6760] Here is the output of the same command, but in Ubuntu 11.10 (in this case the one which is correct, because I don't have the Sandy Bridge Integrated graphics controller) 00:02.0 VGA compatible controller [0300]: Intel Corporation 2nd Generation Core Processor Family Integrated Graphics Controller [8086:0116] (rev 09) 01:00.0 VGA compatible controller [0300]: ATI Technologies Inc NI Seymour [AMD Radeon HD 6470M] [1002:6760]

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  • How do I clip an image in OpenGL ES on Android?

    - by Maxim Shoustin
    My game involves "wiping off" an image by touch: After moving a finger over it, it looks like this: At the moment, I'm implementing it with Canvas, like this: 9Paint pTouch; 9int X = 100; 9int Y = 100; 9Bitmap overlay; 9Canvas c2; 9Rect dest; pTouch = new Paint(Paint.ANTI_ALIAS_FLAG); pTouch.setXfermode(new PorterDuffXfermode(Mode.SRC_OUT)); pTouch.setColor(Color.TRANSPARENT); pTouch.setMaskFilter(new BlurMaskFilter(15, Blur.NORMAL)); overlay = BitmapFactory.decodeResource(getResources(),R.drawable.wraith_spell).copy(Config.ARGB_8888, true); c2 = new Canvas(overlay); dest = new Rect(0, 0, getWidth(), getHeight()); Paint paint = new Paint();9 paint.setFilterBitmap(true); ... @Override protected void onDraw(Canvas canvas) { ... c2.drawCircle(X, Y, 80, pTouch); canvas.drawBitmap(overlay, 0, 0, null); ... } @Override 9public boolean onTouchEvent(MotionEvent event) { switch (event.getAction()) { case MotionEvent.ACTION_DOWN: case MotionEvent.ACTION_MOVE: { X = (int) event.getX(); Y = (int) event.getY();9 invalidate(); c2.drawCircle(X, Y, 80, pTouch);9 break; } } return true; ... What I'm essentially doing is drawing transparency onto the canvas, over the red ball image. Canvas and Bitmap feel old... Surely there is a way to do something similar with OpenGL ES. What is it called? How do I use it? [EDIT] I found that if I draw an image and above new image with alpha 0, it goes to be transparent, maybe that direction? Something like: gl.glColor4f(0.0f, 0.0f, 0.0f, 0.01f);

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  • jQuery - Why editable-select list plugin doesn't work with latest jQuery?

    - by Binyamin
    Why editable-select list plugin<select><option>value</option>doesn't work with latest jQuery? editable-select code: /** * Copyright (c) 2009 Anders Ekdahl (http://coffeescripter.com/) * Dual licensed under the MIT (http://www.opensource.org/licenses/mit-license.php) * and GPL (http://www.opensource.org/licenses/gpl-license.php) licenses. * * Version: 1.3.1 * * Demo and documentation: http://coffeescripter.com/code/editable-select/ */ (function($) { var instances = []; $.fn.editableSelect = function(options) { var defaults = { bg_iframe: false, onSelect: false, items_then_scroll: 10, case_sensitive: false }; var settings = $.extend(defaults, options); // Only do bg_iframe for browsers that need it if(settings.bg_iframe && !$.browser.msie) { settings.bg_iframe = false; }; var instance = false; $(this).each(function() { var i = instances.length; if(typeof $(this).data('editable-selecter') == 'undefined') { instances[i] = new EditableSelect(this, settings); $(this).data('editable-selecter', i); }; }); return $(this); }; $.fn.editableSelectInstances = function() { var ret = []; $(this).each(function() { if(typeof $(this).data('editable-selecter') != 'undefined') { ret[ret.length] = instances[$(this).data('editable-selecter')]; }; }); return ret; }; var EditableSelect = function(select, settings) { this.init(select, settings); }; EditableSelect.prototype = { settings: false, text: false, select: false, wrapper: false, list_item_height: 20, list_height: 0, list_is_visible: false, hide_on_blur_timeout: false, bg_iframe: false, current_value: '', init: function(select, settings) { this.settings = settings; this.select = $(select); this.text = $('<input type="text">'); this.text.attr('name', this.select.attr('name')); this.text.data('editable-selecter', this.select.data('editable-selecter')); // Because we don't want the value of the select when the form // is submitted this.select.attr('disabled', 'disabled'); var id = this.select.attr('id'); if(!id) { id = 'editable-select'+ instances.length; }; this.text.attr('id', id); this.text.attr('autocomplete', 'off'); this.text.addClass('editable-select'); this.select.attr('id', id +'_hidden_select'); this.initInputEvents(this.text); this.duplicateOptions(); this.positionElements(); this.setWidths(); if(this.settings.bg_iframe) { this.createBackgroundIframe(); }; }, duplicateOptions: function() { var context = this; var wrapper = $(document.createElement('div')); wrapper.addClass('editable-select-options'); var option_list = $(document.createElement('ul')); wrapper.append(option_list); var options = this.select.find('option'); options.each(function() { if($(this).attr('selected')) { context.text.val($(this).val()); context.current_value = $(this).val(); }; var li = $('<li>'+ $(this).val() +'</li>'); context.initListItemEvents(li); option_list.append(li); }); this.wrapper = wrapper; this.checkScroll(); }, checkScroll: function() { var options = this.wrapper.find('li'); if(options.length > this.settings.items_then_scroll) { this.list_height = this.list_item_height * this.settings.items_then_scroll; this.wrapper.css('height', this.list_height +'px'); this.wrapper.css('overflow', 'auto'); } else { this.wrapper.css('height', 'auto'); this.wrapper.css('overflow', 'visible'); }; }, addOption: function(value) { var li = $('<li>'+ value +'</li>'); var option = $('<option>'+ value +'</option>'); this.select.append(option); this.initListItemEvents(li); this.wrapper.find('ul').append(li); this.setWidths(); this.checkScroll(); }, initInputEvents: function(text) { var context = this; var timer = false; $(document.body).click( function() { context.clearSelectedListItem(); context.hideList(); } ); text.focus( function() { // Can't use the blur event to hide the list, because the blur event // is fired in some browsers when you scroll the list context.showList(); context.highlightSelected(); } ).click( function(e) { e.stopPropagation(); context.showList(); context.highlightSelected(); } ).keydown( // Capture key events so the user can navigate through the list function(e) { switch(e.keyCode) { // Down case 40: if(!context.listIsVisible()) { context.showList(); context.highlightSelected(); } else { e.preventDefault(); context.selectNewListItem('down'); }; break; // Up case 38: e.preventDefault(); context.selectNewListItem('up'); break; // Tab case 9: context.pickListItem(context.selectedListItem()); break; // Esc case 27: e.preventDefault(); context.hideList(); return false; break; // Enter, prevent form submission case 13: e.preventDefault(); context.pickListItem(context.selectedListItem()); return false; }; } ).keyup( function(e) { // Prevent lots of calls if it's a fast typer if(timer !== false) { clearTimeout(timer); timer = false; }; timer = setTimeout( function() { // If the user types in a value, select it if it's in the list if(context.text.val() != context.current_value) { context.current_value = context.text.val(); context.highlightSelected(); }; }, 200 ); } ).keypress( function(e) { if(e.keyCode == 13) { // Enter, prevent form submission e.preventDefault(); return false; }; } ); }, initListItemEvents: function(list_item) { var context = this; list_item.mouseover( function() { context.clearSelectedListItem(); context.selectListItem(list_item); } ).mousedown( // Needs to be mousedown and not click, since the inputs blur events // fires before the list items click event function(e) { e.stopPropagation(); context.pickListItem(context.selectedListItem()); } ); }, selectNewListItem: function(direction) { var li = this.selectedListItem(); if(!li.length) { li = this.selectFirstListItem(); }; if(direction == 'down') { var sib = li.next(); } else { var sib = li.prev(); }; if(sib.length) { this.selectListItem(sib); this.scrollToListItem(sib); this.unselectListItem(li); }; }, selectListItem: function(list_item) { this.clearSelectedListItem(); list_item.addClass('selected'); }, selectFirstListItem: function() { this.clearSelectedListItem(); var first = this.wrapper.find('li:first'); first.addClass('selected'); return first; }, unselectListItem: function(list_item) { list_item.removeClass('selected'); }, selectedListItem: function() { return this.wrapper.find('li.selected'); }, clearSelectedListItem: function() { this.wrapper.find('li.selected').removeClass('selected'); }, pickListItem: function(list_item) { if(list_item.length) { this.text.val(list_item.text()); this.current_value = this.text.val(); }; if(typeof this.settings.onSelect == 'function') { this.settings.onSelect.call(this, list_item); }; this.hideList(); }, listIsVisible: function() { return this.list_is_visible; }, showList: function() { this.wrapper.show(); this.hideOtherLists(); this.list_is_visible = true; if(this.settings.bg_iframe) { this.bg_iframe.show(); }; }, highlightSelected: function() { var context = this; var current_value = this.text.val(); if(current_value.length < 0) { if(highlight_first) { this.selectFirstListItem(); }; return; }; if(!context.settings.case_sensitive) { current_value = current_value.toLowerCase(); }; var best_candiate = false; var value_found = false; var list_items = this.wrapper.find('li'); list_items.each( function() { if(!value_found) { var text = $(this).text(); if(!context.settings.case_sensitive) { text = text.toLowerCase(); }; if(text == current_value) { value_found = true; context.clearSelectedListItem(); context.selectListItem($(this)); context.scrollToListItem($(this)); return false; } else if(text.indexOf(current_value) === 0 && !best_candiate) { // Can't do return false here, since we still need to iterate over // all list items to see if there is an exact match best_candiate = $(this); }; }; } ); if(best_candiate && !value_found) { context.clearSelectedListItem(); context.selectListItem(best_candiate); context.scrollToListItem(best_candiate); } else if(!best_candiate && !value_found) { this.selectFirstListItem(); }; }, scrollToListItem: function(list_item) { if(this.list_height) { this.wrapper.scrollTop(list_item[0].offsetTop - (this.list_height / 2)); }; }, hideList: function() { this.wrapper.hide(); this.list_is_visible = false; if(this.settings.bg_iframe) { this.bg_iframe.hide(); }; }, hideOtherLists: function() { for(var i = 0; i < instances.length; i++) { if(i != this.select.data('editable-selecter')) { instances[i].hideList(); }; }; }, positionElements: function() { var offset = this.select.offset(); offset.top += this.select[0].offsetHeight; this.select.after(this.text); this.select.hide(); this.wrapper.css({top: offset.top +'px', left: offset.left +'px'}); $(document.body).append(this.wrapper); // Need to do this in order to get the list item height this.wrapper.css('visibility', 'hidden'); this.wrapper.show(); this.list_item_height = this.wrapper.find('li')[0].offsetHeight; this.wrapper.css('visibility', 'visible'); this.wrapper.hide(); }, setWidths: function() { // The text input has a right margin because of the background arrow image // so we need to remove that from the width var width = this.select.width() + 2; var padding_right = parseInt(this.text.css('padding-right').replace(/px/, ''), 10); this.text.width(width - padding_right); this.wrapper.width(width + 2); if(this.bg_iframe) { this.bg_iframe.width(width + 4); }; }, createBackgroundIframe: function() { var bg_iframe = $('<iframe frameborder="0" class="editable-select-iframe" src="about:blank;"></iframe>'); $(document.body).append(bg_iframe); bg_iframe.width(this.select.width() + 2); bg_iframe.height(this.wrapper.height()); bg_iframe.css({top: this.wrapper.css('top'), left: this.wrapper.css('left')}); this.bg_iframe = bg_iframe; } }; })(jQuery); $(function() { $('.editable-select').editableSelect( { bg_iframe: true, onSelect: function(list_item) { alert('List item text: '+ list_item.text()); // 'this' is a reference to the instance of EditableSelect // object, so you have full access to everything there // alert('Input value: '+ this.text.val()); }, case_sensitive: false, // If set to true, the user has to type in an exact // match for the item to get highlighted items_then_scroll: 10 // If there are more than 10 items, display a scrollbar } ); var select = $('.editable-select:first'); var instances = select.editableSelectInstances(); // instances[0].addOption('Germany, value added programmatically'); });

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  • Navigating the Unpredictable Swinging of the Financial Regulation Pendulum

    - by Sylvie MacKenzie, PMP
    Written by Guest Blogger: Maureen Clifford, Sr Product Marketing Manager, Oracle The pendulum of the regulatory clock is constantly in motion, albeit often not in any particular rhythm.  Nevertheless, given what many insurers have been through economically, any movement can send shock waves through critical innovation and operational plans.  As pointed out in Deloitte’s 2012 Global Insurance Outlook, the impact of regulatory reform can cause major uncertainty in the area of costs.  As the reality of increasing government regulations settles in, the change that comes along with it creates more challenges in compliance and ultimately on delivering the optimum return on investment.  The result of this changing environment is a proliferation of compliance projects that must be executed with an already constrained set of resources, budget and time. Insurers are confronted by the need to gain visibility into all of their compliance efforts and proactively manage them. Currently that is very difficult to do as these projects often are being managed by groups across the enterprise and they lack a way to coordinate their efforts and drive greater synergies.  With limited visibility and equally limited resources it is no surprise that reporting on project status and determining realistic completion of these projects is only a dream. As a result, compliance deadlines are missed, penalties are incurred, credibility with key stakeholders and the public is jeopardized and returns and competitive advantage go unrealized. Insurers need to ask themselves some key questions: Do I have “one stop” visibility into all of my compliance efforts?  If not, what can I do to change that? What is top priority and how does that impact my already taxed resources? How can I figure out how to best balance my resources to get these compliance projects done as well as keep key innovation and operational efforts on track? How can ensure that I have all the requisite documentation for each compliance project I undertake? Dealing with complying with regulatory efforts is a necessary evil. Don't let the regulatory pendulum sideline your efforts to generate the greatest return on investment for your key stakeholders.

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  • Unity - Mecanim & Rigidbody on Third Person Controller - Gravity bug?

    - by Celtc
    I'm working on a third person controller which uses physX to interact with the other objects (using the Rigidbody component) and Mecanim to animate the character. All the animations used are baked to Y, and the movement on this axis is controlled by the gravity applied by the rigidbody component. The configuration of the falling animation: And the character components configuration: Since the falling animation doesn't have root motion on XZ, I move the character on XZ by code. Like this: // On the Ground if (IsGrounded()) { GroundedMovementMgm(); // Stores the velocity velocityPreFalling = rigidbody.velocity; } // Mid-Air else { // Continue the pre falling velocity rigidbody.velocity = new Vector3(velocityPreFalling.x, rigidbody.velocity.y, velocityPreFalling.z); } The problem is that when the chracter starts falling and hit against a wall in mid air, it gets stuck to the wall. Here are some pics which explains the problems: Hope someone can help me. Thanks and sory for my bad english! PD.: I was asked for the IsGrounded() function, so I'm adding it: void OnCollisionEnter(Collision collision) { if (!grounded) TrackGrounded(collision); } void OnCollisionStay(Collision collision) { TrackGrounded(collision); } void OnCollisionExit() { grounded = false; } public bool IsGrounded() { return grounded; } private void TrackGrounded(Collision collision) { var maxHeight = capCollider.bounds.min.y + capCollider.radius * .9f; foreach (var contact in collision.contacts) { if (contact.point.y < maxHeight && Vector3.Angle(contact.normal, Vector3.up) < maxSlopeAngle) { grounded = true; break; } } } I'll also add a LINK to download the project if someone wants it.

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  • How to Create a Cinemagraph; Still Photos with Moving Elements

    - by Jason Fitzpatrick
    Cinemagraphs, still photos with moving elements, are quite a trend in photography circles. Unlike jerky animated GIFs, they’re much more fluid and subtle. Learn how to make them with this tutorial. At Photojojo! they have a detailed tutorial outlining how to create a cinemagraph that covers the planning and execution of your image. If you’ve never heard of the process before it’s pretty neat. You take a series of photographs and then, using image editing tools, mask off only the parts of the photo you want to move (like the eyes in the photos sample seen here). Then you blend the photos together and create an animated GIF where in only the small portion of the image actually moves. This is quite different than the jerky animated GIFs that result when people try to turn full motion video into an animation. Hit up the link below to see how you can create your own cinemagraphs. How to Make Cinemagraphs — Still Photos that Move Like Movies! How To Recover After Your Email Password Is CompromisedHow to Clean Your Filthy Keyboard in the Dishwasher (Without Ruining it)Learn How to Make HDR Images in Photoshop or GIMP With a Simple Trick

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  • How to programatically retarget animations from one skeleton to another?

    - by Fraser
    I'm trying to write code to transfer animations that were designed for one skeleton to look correct on another skeleton. The source animations consist only of rotations except for translations on the root (they're the mocap animations from the CMU motion capture database). Many 3D applications (eg Maya) have this facility built-in, but I'm trying to write a (very simple) version of it for my game. I've done some work on bone mapping, and because the skeletons are hierarchically similar (bipeds), I can do 1:1 bone mapping for everything but the spine (can work on that later). The problem, however, is that the base skeleton/bind poses are different, and the bones are different scales (shorter/longer), so if I just copy the rotation straight over it looks very strange: I've tried multiplying by the original bone's absolute rotation, then by the inverse of the target, and vice-versa... kind of a shot in the dark, and indeed it didn't work. (Tried relative transformations too)... I'm not sure where to go from here, so if anyone has any resources on stuff like this (papers, source code, etc), that would be really helpful. Thanks!

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  • How to implement curved movement while tracking the appropriate angle?

    - by Vexille
    I'm currently coding a 2D top-down car game which will be turn-based. And since it's turn-based, the cars won't be controlled directly (i.e. with a simple velocity vector that adjusts its angle when the player wants to turn), but instead it's movement path has to be planned beforehand, and then the car needs to follow the path when the turn ends (think Steambirds). This question has some interesting information, but its focus is on homing-missile behaviour, which I kinda had figured out, but doesn't really apply to my case, I think, since I need to show a preview of the path when the player is planning his turn, then have the car follow that path. In that same question, there's an excellent answer by Andrew Russel which mentions Equations of Motion and Bézier's Curve. Some of his other suggestions of implementation are specific to XNA though, so they don't help much (I'm using Marmalade SDK). If I assume Bézier's Curve as the solution of choice, I'm left with one specific problem: I'll have the car's position (the first endpoint) and the target/final position (the last endpoint), but what should I use as the control point (assuming a square/quadratic curve)? And whether I use Bézier's Curve or another parametric equation, I'd still be left with another issue: the car can't just follow the curve, it must turn (i.e. adjust its angle) accordingly. So how can I figure out which way the car should be pointing to at any given point in the curve?

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  • Digital Blue Digital Movie Creator 3.0 driver

    - by hjdx
    I'm having a complete 'mare of a time trying to use my schools Digital Blue cameras. We've got the model 3 ones, but can't find the driver disc and using the Windows Hardware Installation Wizard gets me no where! Can you help me to find the driver? When I've used it at my old school it had a piece of software called the Digital Movie Creator, which I've heard you can use to make stop-motion films, which is what I want to do! This is what it looks like http://www.amazon.co.uk/Digital-Movie-Creator-1GB-Card/dp/B000LP30LA/ref=sr_1_2?ie=UTF8&s=software&qid=1265928833&sr=1-2

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  • Top Down RPG Movement w/ Correction?

    - by Corey Ogburn
    I would hope that we have all played Zelda: A Link to the Past, please correct me if I'm wrong, but I want to emulate that kind of 2D, top-down character movement with a touch of correction. It has been done in other games, but I feel this reference would be the easiest to relate to. More specifically the kind of movement and correction I'm talking about is: Floating movement not restricted to tile based movement like Pokemon and other games where one tap of the movement pad moves you one square in that cardinal direction. This floating movement should be able to achieve diagonal motion. If you're walking West and you come to a wall that is diagonal in a North East/South West fashion, you are corrected into a South West movement even if you continue holding left (West) on the controller. This should work for both diagonals correcting in both directions. If you're a few pixels off from walking squarely into a door or hallway, you are corrected into walking through the hall or down the hallway, i.e. bumping into the corner causes you to be pushed into the hall/door. I've hunted for efficient ways to achieve this and have had no luck. To be clear I'm talking about the human character's movement, not an NPC's movement. Are their resources available on this kind of movement? Equations or algorithms explained on a wiki or something? I'm using the XNA Framework, is there anything in it to help with this?

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