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  • WPF: Animating TranslateTransform from code

    - by ghostskunks
    I have a WPF canvas on which I'm dynamically creating objects from code. These objects are being transformed by setting the RenderTransform property, and an animation needs to be applied one of those transforms. Currently, I can't get properties of any transform to animate (although no exception gets raised and the animation appears to run - the completed event gets raised). In addition, if the animation system is stressed, sometimes the Storyboard.Completed event is never raised. All the examples I've come accross animate the transforms from XAML. MSDN documentation suggests that the x:Name property of a transform must be set for it to be animatable, but I haven't found a working way to set it from code. Any ideas? Here's the full code listing that reproduces the problem: using System; using System.Diagnostics; using System.Windows; using System.Windows.Controls; using System.Windows.Input; using System.Windows.Media; using System.Windows.Media.Animation; using System.Windows.Shapes; namespace AnimationCompletedTest { /// <summary> /// Interaction logic for MainWindow.xaml /// </summary> public partial class MainWindow : Window { Canvas panel; public MainWindow() { InitializeComponent(); MouseDown += DoDynamicAnimation; Content = panel = new Canvas(); } void DoDynamicAnimation(object sender, MouseButtonEventArgs args) { for (int i = 0; i < 12; ++i) { var e = new Ellipse { Width = 16, Height = 16, Fill = SystemColors.HighlightBrush }; Canvas.SetLeft(e, Mouse.GetPosition(this).X); Canvas.SetTop(e, Mouse.GetPosition(this).Y); var tg = new TransformGroup(); var translation = new TranslateTransform(30, 0); tg.Children.Add(translation); tg.Children.Add(new RotateTransform(i * 30)); e.RenderTransform = tg; panel.Children.Add(e); var s = new Storyboard(); Storyboard.SetTarget(s, translation); Storyboard.SetTargetProperty(s, new PropertyPath(TranslateTransform.XProperty)); s.Children.Add( new DoubleAnimation(3, 100, new Duration(new TimeSpan(0, 0, 0, 1, 0))) { EasingFunction = new PowerEase {EasingMode = EasingMode.EaseOut} }); s.Completed += (sndr, evtArgs) => { Debug.WriteLine("Animation {0} completed {1}", s.GetHashCode(), Stopwatch.GetTimestamp()); panel.Children.Remove(e); }; Debug.WriteLine("Animation {0} started {1}", s.GetHashCode(), Stopwatch.GetTimestamp()); s.Begin(); } } [STAThread] public static void Main() { var app = new Application(); app.Run(new MainWindow()); } } }

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  • Animate View gone

    - by MrSnowflake
    I want to make an Animation for when a View gets it's visibility set to GONE. Instead of just dissapearing, the View should 'collapse'. I tried this with a ScaleAnimation but then the View is collapse, but the layout will only resize it's space after (or before) the Animation stops (or starts). How can I make the Animation so that, while animating, the lower Views will move up?

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  • Animating sprites in Cocos2d

    - by Christian Budtz
    How do I avoid unneccesary deallocation? I'm running this code: CCSpriteFrameCache * cache = [CCSpriteFrameCache sharedSpriteFrameCache]; [cache addSpriteFramesWithFile:@"boosttexture.plist"]; CCAnimation * animation = [[CCAnimation alloc] initWithName:@"boosting" delay:1/24.0f]; [animation addFrame:[cache spriteFrameByName:@"ship.png"]]; [animation addFrame:[cache spriteFrameByName:@"ship_boost_l_r.png"]]; id action = [CCRepeatForever actionWithAction:[CCAnimate actionWithAnimation:animation]]; [spaceShipSprite runAction:action]; When the animaton is running (granted - its an ugly one), I get this in the console: 2010-04-14 13:40:16.311 Booster2K10Beta[521:20b] cocos2d: deallocing CCSpriteFrame = 00EBA620 | TextureName=4, Rect = (1.00,32.00,32.00,32.00) 2010-04-14 13:40:16.411 Booster2K10Beta[521:20b] cocos2d: deallocing CCSpriteFrame = 00EBA620 | TextureName=4, Rect = (1.00,32.00,32.00,32.00) 2010-04-14 13:40:16.496 Booster2K10Beta[521:20b] cocos2d: deallocing CCSpriteFrame = 00EBA620 | TextureName=4, Rect = (1.00,32.00,32.00,32.00) It seems unneccesary that the same SpriteFrame gets dealloc'ed 24 times per second - how do I avoid that?

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  • Cocos2D Director Pause/Resume Issue

    - by Aditya
    I am trying to play a .gif animation in cocos2D. For this i am using the library glgif. Now, to display the animation i am pausing the Director, adding a subview to show the animation and after the animation is done i am resuming the Director. However, I am not able to resume the state of the Director and it shows blank. So I tried this without pausing and resuming this Director and it still did not work.I also tried detaching the director before tha animation and adding it back afterwards and even that did not work. So is there a way to pause/suspend the Director in the application and properly restore is back? Thanks. Code sample: [[Director sharedDirector] pause]; [[Director sharedDirector] detach]; AppDelegate *del = [[UIApplication sharedApplication] delegate]; [del.window addSubview:del.viewController.view]; [del.window makeKeyAndVisible]; // this is code to call glgif class and start anim. //code to resume the director AppDelegate *del = [[UIApplication sharedApplication] delegate]; [[Director sharedDirector] resume]; [[Director sharedDirector] attachInView:del.window]; MScene *m = [MScene node]; [[Director sharedDirector] replaceScene:m];

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  • Problem with animating the deletion of table rows in jQuery

    - by Victor
    Hey guys, I have written some jQuery code to use the "slideUp" animation when deleting rows from a table. In order for the animation to appear smooth, I wrapped the contents of each TD in the row with DIV tags, and called the slideUp function on the DIVs, removing the actual TDs upon completion of the animation. The code for that is as follows: $("tr[id$=" + rowID + "]").children("td").each(function() { $(this).children("div").slideUp(function() { $(this).parent().remove(); }); }); So far, so good. However, I noticed that this code does not remove the actual TR, only its contents, so I added the following line to remove the TR: $("tr[id$=" + rowID + "]").remove(); The problem is that after I added the line above, the animation quit working. In other words, the row simply disappears without the nice sliding effect. Does anybody know why this is so and how to get around it? Thanks in advance for your insights! Victor

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  • XAML C# WPF Best efficient way to do an ordered sequence of animations

    - by toni
    Hi everybody! I would like to do a sequence of animations on a label, for example, first do opacity animations from values 0 to 1 and vice versa and just at the end of opacity animation and not before a foreground animation. I would like to do it in XAML code and then start and finish de animation from C# code. Which is the best and efficient way to do it? All replies are welcome! Thanks in advance.

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  • What is the behavior of a WPF 4 ControlStoryboardAction trigger?

    - by jonathan_ou
    Hi all! I have a question that's been bugging me for a while: I have a lengthy IO operation which I invoke asynchronously, and I want my UI to show a blinking text to tell the users that the data is loading. I have an IsLoading boolean property in my ViewModel, and I used a ControlStoryboardAction to kickoff the blinking animation, which is set to repeat forever. For my ControlStoryboardAction trigger, I configured a data trigger to see if IsLoading is true, and start my storyboard if true. My problem is, when my IO operation returns, and I set IsLoading back to false, the animation continues to play. I thought once the trigger condition evaluated to false, it would stop the animation? I then added a second ControlStoryboardAction to stop the animation if IsLoading evaluted to false, but this didn't have any effect. The animation continued to play after IsLoading was false. Can anyone explain to me how trigger works in ControlStoryboardAction? In normal data triggers in WPF, once the condition evaluated to false, the property would be set back to its original state. It seems triggers in WPF actions don't work the same way? Thanks in advance for your help!

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  • Character Movement Animation

    - by Kartik Kolluri
    Hi Guys! I've read a lot around everywhere, but wasn't able to make a simple character movement animation. What I have is a PNG file and an associated PLIST file with all the frames for a "walking" animation of a character that I want to run when the user touches the screen. I want to loop that animation and also at the same time, move the character to the right or left. I want to use Cocos2D in doing this. Does anyone have any code pieces or suggestions on how to do that? Thanks in advance!

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  • jQuery .animate chains, callbacks, and .stop(true, true)

    - by JKS
    So I have a animation chain (.animate().animate().animate()), and on the last .animate(), there is a callback to do some clean-up. The animation is triggered by the hash in the address changing (#page1, #page2, etc.) -- so when the user changes the history state rapidly, if there is a currently executing animation, it needs to stop so they don't queue up. The problem is, if I add a .stop(true, true), it appears only to jump to end of the currently running animation -- and executes only its callback, if there is one. What I need is for it to jump to the end of all of the chained animations, and fire all of the callbacks (well, really just the last one). Is this possible somehow? Huge thanks.

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  • Retrieve the CAKeyframeAnimationKey's key in AnimationDidStop

    - by JacktheSparrow
    I have multiple CAKeyframeAnimation objects, each with a unique key like the following: ..... [myAnimation setValues:images]; [myAnimation setDuration:1]; .... [myLayer addAnimation:myAnimation forKey:@"unique key"]; My question is, if I have multiple animation like this and each with a unique key, how do I retrieve their keys in the method AnimationDidStop? I want to be able to do something like this: -(void)animationDidStop:(CAAnimation*)animation finished:(BOOL)flag{ if(..... ==@"uniquekey1"){ //code to handle this specific animation here: }else if(.... ==@"uiquekey2"){ //code to handle this specific animation here: } }

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  • Call method with parameters after animation completion

    - by Jean
    I want to call a method with certain parameters once an animation is done. The flow is something like this: -(void) myMethod:(int)val { [self performAnimation]; [self doSomethingElse:val]; // This should be done after animation completion } I presume the 'doSomethingElse' method needs to be called from the method defined in 'setAnimationDidStopSelector' - or is there a way to have the animation block until done? What is the best way to let the method called on 'setAnimationDidStopSelector' know about the method it needs to call and its parameter? Can this be done with selectors? Or is the only way of doing this by storing the methods and its params in class temp variables and access them when needed?

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  • Set start opacity then animate

    - by Joelbitar
    I have two ImageView's in a FrameLayout of which one (the one on top) is to be animated. I want it to fade in and continuously rotate, the animation works fine and looks like this: http://code.google.com/p/switchctrl/source/browse/trunk/android/res/anim/device_loading_fadein.xml ImageView loading = (ImageView) v.findViewById(R.id.loading_anim); Animation loading_animation = AnimationUtils.loadAnimation(getContext(), loading_animation_id); loading.startAnimation(loading_animation); I can not setAlpha on the loading image, if I do the animation does not quite work.

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  • Generate xml containing animation information from ms ppt 2003/07 file

    - by Ravisha
    I am planning to write an application which has UI from MS ppt.Here is where all the animation will be configured. My application will just read xmls containing animation configuration and run it on a target device(Cannot mention details w.r.t device right now ,apologies for that) Not necessary that i want xmls it self but if there is a way to get animation details directly from the ppt file i will be more than happy. I will be going ahead with C#.Net 3.0 with windows XP as my OS.MY office will be either 2003 or 07.Can switch to any of these versions Please give suggestions as what will be the starting point for the same.Thanks in advance Please Let me know if any more details are needed

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  • frame by frame animation not running

    - by abc
    well,i am a newbie to android..and i dont know whats wrong in my code.. this is my xml file <?xml version="1.0" encoding="utf-8"?> <animation-list xmlns:android="http://schemas.android.com/apk/res/android" id="selected" android:oneshot="false"> <item android:drawable="@drawable/w1" android:duration="50" /> <item android:drawable="@drawable/w2" android:duration="50" /> </animation-list> my java file ImageView img = (ImageView)findViewById(R.id.s); img.setBackgroundResource(R.anim.shape_animation); // Get the background, which has been compiled to an AnimationDrawable object. AnimationDrawable frameAnimation = (AnimationDrawable) img.getBackground(); // Start the animation (looped playback by default). frameAnimation.start();

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  • How do I animate View.setVisibility(GONE)

    - by MrSnowflake
    I want to make an Animation for when a View gets it's visibility set to GONE. Instead of just dissapearing, the View should 'collapse'. I tried this with a ScaleAnimation but then the View is collapse, but the layout will only resize it's space after (or before) the Animation stops (or starts). How can I make the Animation so that, while animating, the lower Views will stay directly below the content, instead of having a blank space?

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  • iPhone Wait For Animation Ending

    - by paul simmons
    Hi, In an iPhone application, I try to catch animation endings using setAnimationDidStopSelector. I try to suspend code execution until animation ends. I have tried this; set a global BOOL variable, set it to TRUE before commiting animation and after commiting animations waited using a while loop. In the setAnimationDidStopSelector, set the BOOL variable to FALSE and hope while loop to break. But unluckily this did not work, the code did not even fall into setAnimationDidStopSelector (I check that with some trace outputs). What do you suggest?

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  • (iphone) Does it make difference to provide more images when the object is moving in a straight line?

    - by Eugene
    Hi. Among many animation scenarios, there are times when I want an object to move a straight line then change direction, move another straight line and so forth. Assuming I would use either UIImageView or CABasicAnimation with image arrays. Does it make difference to provide more images when the object is moving in a straight line? For example, point1 ---------point2 ------- point3 (all points are in a straight line) Providing an image at point2 to UIImageView or CABasicAnimation, gives any better animation result, assuming I don't need to change the animation speed along the course? If I were flashing each image myself, yes it would make the animation look smooth, but I'm giving the images to UIImageView/CABasicAnimation, and wonder what they do. Thank you

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  • Learning resource for 3d modeling

    - by Maik Klein
    I want to start learning 3d modeling. I already have experience with maya and 3dsmax but I made a long pause (2 years) Now I have free access to maya, 3dsmax and blender (I am a student). I know that all tools are very powerful so I thought I just pick the one with the best learning materials. The best site that I found is http://www.digitaltutors.com/11/index.php and it has over 7600 videos for maya. Maybe you can recommend me some other learning sites that are as good as digitaltutors?

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  • Making a full-screen animation on Android? Should I use OPENGL?

    - by Roger Travis
    Say I need to make several full-screen animation that would consist of about 500+ frames each, similar to the TalkingTom app ( https://play.google.com/store/apps/details?id=com.outfit7.talkingtom2free ). Animation should be playing at a reasonable speed - supposedly not less, then 20fps - and pictures should be of a reasonable quality, not overly compressed. What method do you think should I use? So far I tried: storing each frame as a compressed JPEG before animation starts, loading each frame into a byteArray as the animation plays, decode corresponding byteArray into a bitmap and draw it on a surface view. Problem - speed is too low, usually about 5-10 FPS. I have thought of two other options. turning all animations into one movie file... but I guess there might be problems with starting, pausing and seeking to the exactly right frame... what do you think? another option I thought about was using OPENGL ( while I never worked with it before ), to play animation frame by frame. What do you think, would opengl be able to handle it? Thanks!

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  • Dealing with "jumping" sprites: badly centered?

    - by GigaBass
    Thing is, I've used darkFunction Editor as a way to get all the spriteCoordinates off a spriteSheet for each individual sprite, and parse the .xml it generates inside my game. It all works fine, except when the sprites are all similarly sized, but when a sprite changes from a small sprite into a big one, such as here: When from walking from some direction, to attacking, it starts "jumping", appearing glitchy, because it's not staying in the same correct position, only doing so for the right attacking sprite, due to the drawing being made from the lower left part of the rectangle. I think someone experienced will immediately recognize the problem I mean, if not, when I return home soon, I will shoot a little youtube video demonstrating the issue! So the question is: what possible solutions are there? I've thought that some sort of individual frame "offset" system might be the answer, or perhaps splitting, in this case, the sprite in 2: the sword, and the character itself, and draw sword according to character's facing, but that might be overly complex. Another speculation would be that there might be some sort of method in LibGdx, the library I'm using, that allows me to change the drawing center (which I looked for and didn't find), so I could choose from where the drawing starts.

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  • Edge Detection on Screen

    - by user2056745
    I have a edge collision problem with a simple game that i am developing. Its about throwing a coin across the screen. I am using the code below to detect edge collisions so i can make the coin bounce from the edges of the screen. Everything works as i want except one case. When the coin hits left edge and goes to right edge the system doesnt detect the collision. The rest cases are working perfectly, like hitting the right edge first and then the left edge. Can someone suggest a solution for it? public void onMove(float dx, float dy) { coinX += dx; coinY += dy; if (coinX > rightBorder) { coinX = ((rightBorder - coinX) / 3) + rightBorder; } if (coinX < leftBorder) { coinX = -(coinX) / 3; } if (coinY > bottomBorder) { coinY = ((bottomBorder - coinY) / 3) + bottomBorder; } invalidate(); }

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  • Objective-C Moving UIView along a curved path

    - by PruitIgoe
    I'm not sure if I am approaching this the correct way. In my app, when a user touches the screen I capture the point and create an arc from a fixed point to that touch point. I then want to move a UIView along that arc. Here's my code: ViewController.m //method to "shoot" object - KIP_Projectile creates the arc, KIP_Character creates the object I want to move along the arc ... //get arc for trajectory KIP_Projectile* vThisProjectile = [[KIP_Projectile alloc] initWithFrame:CGRectMake(51.0, fatElvisCenterPoint-30.0, touchPoint.x, 60.0)]; vThisProjectile.backgroundColor = [UIColor clearColor]; [self.view addSubview:vThisProjectile]; ... KIP_Character* thisChar = [[KIP_Character alloc] initWithFrame:CGRectMake(51, objCenterPoint-5, imgThisChar.size.width, imgThisChar.size.height)]; thisChar.backgroundColor = [UIColor clearColor]; thisChar.charID = charID; thisChar.charType = 2; thisChar.strCharType = @"Projectile"; thisChar.imgMyImage = imgThisChar; thisChar.myArc = vThisProjectile; [thisChar buildImage]; [thisChar traceArc]; in KIP_Projectile I build the arc using this code: - (CGMutablePathRef) createArcPathFromBottomOfRect : (CGRect) rect : (CGFloat) arcHeight { CGRect arcRect = CGRectMake(rect.origin.x, rect.origin.y + rect.size.height - arcHeight, rect.size.width, arcHeight); CGFloat arcRadius = (arcRect.size.height/2) + (pow(arcRect.size.width, 2) / (8*arcRect.size.height)); CGPoint arcCenter = CGPointMake(arcRect.origin.x + arcRect.size.width/2, arcRect.origin.y + arcRadius); CGFloat angle = acos(arcRect.size.width / (2*arcRadius)); CGFloat startAngle = radians(180) + angle; CGFloat endAngle = radians(360) - angle; CGMutablePathRef path = CGPathCreateMutable(); CGPathAddArc(path, NULL, arcCenter.x, arcCenter.y, arcRadius, startAngle, endAngle, 0); return path; } - (void)drawRect:(CGRect)rect { CGContextRef currentContext = UIGraphicsGetCurrentContext(); _myArcPath = [self createArcPathFromBottomOfRect:self.bounds:30.0]; CGContextSetLineWidth(currentContext, 1); CGFloat red[4] = {1.0f, 0.0f, 0.0f, 1.0f}; CGContextSetStrokeColor(currentContext, red); CGContextAddPath(currentContext, _myArcPath); CGContextStrokePath(currentContext); } Works fine. The arc is displayed with a red stroke on the screen. In KIP_Character, which has been passed it's relevant arc, I am using this code but getting no results. - (void) traceArc { CGMutablePathRef myArc = _myArc.myArcPath; // Set up path movement CAKeyframeAnimation *pathAnimation = [CAKeyframeAnimation animationWithKeyPath:@"position"]; pathAnimation.calculationMode = kCAAnimationPaced; pathAnimation.fillMode = kCAFillModeForwards; pathAnimation.removedOnCompletion = NO; pathAnimation.path = myArc; CGPathRelease(myArc); [self.layer addAnimation:pathAnimation forKey:@"savingAnimation"]; } Any help here would be appreciated.

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