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Search found 774 results on 31 pages for 'animations'.

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  • Ubuntu Screenshot Window Class

    - by Weylin Schreck
    I would like to know the class for the "thing" that pops up when you take a screen shot using the default screen capture utility in Ubuntu 12.04. When I do a full screen capture it lags a lot because of particular animation I use to open things like drop down menus. Therefore I’d like to disable that only. If someone could provide me with the window "class=" or however I would disable the animation there it would be greatly appreciated.

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  • Attaching new animations onto skeleton via props, a good idea?

    - by Cardin
    I'm thinking of coding a game with an idea of mine. I've coded 2D games before, but I'm new to 3D programming, so I'd like to ask if this idea of mine is feasible or out of my depth. I'm making a game where there are many different characters for the player to choose from (JRPG style). So to save time, I have an idea of creating many different varied characters using a completely naked body mesh and animation skeleton, standardised across all characters. For example, by placing different hair, boots, armor props on the character mesh, new characters can be formed. Kinda like playing dress-up with a barbie doll. I'm thinking this can be done by having a bone on the prop that I can programmically attach to the main mesh. Also, I plan to have some props add new animations to the base skeleton, so equipping some particular props would give it new attack, damage, idle animations. This is because I can't expect the character to have the same swinging animation if he had a big sword or an axe. I think this might be possible if the prop has its own instance of the animation skeleton with just only the new animations, and parenting the base body mesh to this new skeleton. So all the base body mesh has are just the basic animations, other animations come from the props. My concerns are, 1) the props might not attach to the mesh properly and jitter a lot, 2) since prop and body are animated differently, the props and base mesh will cause visual artefacts, like the naked thighs showing through the pants when the character walks, 3) a custom pipeline have to be developed to export skeletons without mesh, and also to attach the base body mesh to a new skeleton during runtime in the game. So my question: are these features considered 'easy' to code? Or am I trying to do something few have ever succeeded with on their own? It feels like all these can be done given enough time and I know I definitely have to do a bit of bone matrix calculations, but I really don't want to drag out the development timeline unnecessarily from coding mathematically intense things or analyzing how to parse 3D export formats. I'm currently only at the Game Design stage, so if these features aren't a good idea, I can simply change the design of the game. (Unrelated to question) I could always, as last resort, have the characters have predetermined outfit and weapon selections so as to animate everything manually.

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  • Easy GWT Animations

    - by brad
    I've started looking at some external GWT libraries for animations, but they all seemd a bit overkill for what i want. I'm trying to mimic JQuery Tools scrollabel plugin in GWT for a scrolling navigation (think iphone). User clicks an item, page scrolls to the child panel of that item, which may also have children that can be clicked. All I need to do is slide a div, x number of pixels backwards and forwards over some fixed rate of time The only real tutorial i've found on writing animations in GWT is 2 years old and seems a bit verbose, (managing individual frames etc...) Is there no simpler solution for easily moving a div from one position to another without requiring all the extra cruft? Forgive me but I'm coming from jQuery coding that has this built in simply and easily.

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  • Chaining jQuery animations using recursion crashes browser

    - by Rob Sobers
    Here's the basic idea of what I'm trying to do: Set the innerHTML of a DIV to some value X Animate the DIV When the animation finishes, change the value of X and repeat N times If I do this in a loop, what ends up happening is, because the animations occur asynchronously, the loop finishes and the DIV is set to its final value before the animations have had a chance to run for each value of X. As this question notes, the best way to solve this problem is to make a recursive call to the function in the callback handler for the animation. This way the value of the DIV doesn't change until the animation of the previous value is complete. This works perfectly...to a point. If I animate a bunch of these DIVs at the same time, my browser gets overwhelmed and crashes. Too much recursion. Can anyone think of a way to do this without using recursion?

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  • UIView animations on a path not linear

    - by chis54
    I have an iOS application that I want to animate a falling leaf (or several). I have my leaf image in an ImageView and I've figured out a simple animation from the documentation: [UIView animateWithDuration:4.0f delay:0 options:UIViewAnimationTransitionFlipFromLeft animations:^(void) { leaf1ImageView.frame = CGRectMake(320, 480, leaf1ImageView.frame.size.width,leaf1ImageView.frame.size.height); } completion:NULL]; This will make the leaf go from its starting position to the bottom right corner in a straight line. How would I animate this to follow a path or curve like a parabola or sinusoid and maybe even rotate the image or view? Would this be done in the animations block? Thanks in advance!

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  • iPhone SDK 3.2 UIGestureRecognizer interfering with UIView animations?

    - by Brian Cooley
    Are there known issues with gesture recognizers and the UIView class methods for animation? I am having problems with a sequence of animations on a UIImageView from UIGestureRecognizer callback. If the sequence of animations is started from a standard callback like TouchUpInside, the animation works fine. If it is started via the UILongPressGestureRecognizer, then the first animation jumps to the end and the second animation immediately begins. Here's a sample that illustrates my problem. In the .xib for the project, I have a UIImageView that is connected to the viewToMove IBOutlet. I also have a UIButton connected to the startButton IBOutlet, and I have connected its TouchUpInside action to the startButtonClicked IBAction. The TouchUpInside action works as I want it to, but the longPressGestureRecognizer skips to the end of the first animation after about half a second. When I NSLog the second animation (animateTo200) I can see that it is called twice when a long press starts the animation but only once when the button's TouchUpInside action starts the animation. - (void)viewDidLoad { [super viewDidLoad]; UILongPressGestureRecognizer *longPressRecognizer = [[UILongPressGestureRecognizer alloc] initWithTarget:self action:@selector(startButtonClicked)]; NSArray *recognizerArray = [[NSArray alloc] initWithObjects:longPressRecognizer, nil]; [startButton setGestureRecognizers:recognizerArray]; [longPressRecognizer release]; [recognizerArray release]; } -(IBAction)startButtonClicked { if (viewToMove.center.x < 150) { [self animateTo200:@"Right to left" finished:nil context:nil]; } else { [self animateTo100:@"Right to left" finished:nil context:nil]; } } -(void)animateTo100:(NSString *)animationID finished:(NSNumber *)finished context:(void *)context { [UIView beginAnimations:@"Right to left" context:nil]; [UIView setAnimationDuration:4]; [UIView setAnimationDelegate:self]; [UIView setAnimationDidStopSelector:@selector(animateTo200:finished:context:)]; viewToMove.center = CGPointMake(100.0, 100.0); [UIView commitAnimations]; } -(void)animateTo200:(NSString *)animationID finished:(NSNumber *)finished context:(void *)context { [UIView beginAnimations:@"Left to right" context:nil]; [UIView setAnimationDuration:4]; viewToMove.center = CGPointMake(200.0, 200.0); [UIView commitAnimations]; }

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  • Should I use OpenGL for chess with animations?

    - by fhucho
    At the moment I am experimenting with SurfaceView for my chess game with animations. I am getting only about 8 FPS in the emulator. I draw a chess board and 32 chess pieces and rotate everything (to see how smooth it is), I am using antialiasing. On the Droid I'm getting about 20FPS, so it's not very smooth. Is it possible to implement a game with very scarce and simple animations without having to use OpenGL? This is what I do every frame: // scale and rotate matrix.setScale(scale, scale); rotation += 3; matrix.postRotate(rotation, 152, 152); canvas = surfaceHolder.lockCanvas(); canvas.setDrawFilter(new PaintFlagsDrawFilter(0, Paint.FILTER_BITMAP_FLAG)); canvas.setMatrix(matrix); canvas.drawARGB(255, 255, 255, 255); // fill the canvas with white for (int i = 0; i < sprites.size(); i++) { sprites.get(i).draw(canvas); // draws chessboard and chess pieces }

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  • jQuery: Multiple animations with a delay on a set of divs

    - by Waleed
    Hey there, I have a group of 4 divs and I'm looking to use jQuery to animate them once, then have a delay using delay(), and then run another set of animations on them, putting the divs back to their original configuration. Here's the code that I have: //only selectors called 'option1' are affected by delay, and not 'option1 img' or 'option2' $("#option1").showOption1().delay(3000).hideOption1(); //if i don't attach to #option1, delay doesn't work, but the animations that need to happen simultaneously work $(document).showOption1().delay(3000).hideOption1(); jQuery.fn.showOption1 = function(){ $("#option2, #option3, #leftColumn").fadeOut(1000); $("#option1").css("zIndex", "5"); $("#option1").animate({ left: "370px", }, 1500); $("#option1 img").animate({ width: "500px", }, 1500, function(){ $("p.optionText").text('hello'); }); return this; } jQuery.fn.hideOption1 = function(){ $("#option1 img").animate({ width: "175px", }, 1500); $("#option1").animate({ left: "743px", }, 1500); $("#option2, #option3, #leftColumn").fadeIn(2000); $("#option1").css("zIndex", "1"); return this; } I've tried two ways of running these two functions, as seen on lines 2 and 5. In the case of line 2, showOption1() will run fine, but then only $("#option1").animate({ left: "743px", }, 1500); will work from hideOption1() after the delay. The rest of hideOption1() is fired immediately after showOption1() finishes, ignoring the delay. On the other hand, if I run line 5, all the code in hideOption1() runs simultaneously as desired, but ignores the delay entirely, running immediately after showOption1() finishes. How can I have all the code in hideOption1() run simultaneously after the delay? Thanks much in advance!

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  • What's the best way to create animations when doing Android development?

    - by Adam Smith
    I'm trying to create my first Android game and I'm currently trying to figure out (with someone that will do the drawings and another programmer) what the best way to create animation is. (Animations such as a character moving, etc.) At first, the designer said that she could draw objects/characters and animate them with flash so she didn't have to draw every single frame of an action. The other programmer and I don't know Flash too much so I suggested extracting all the images from the Flash animation and making them appear one after the other when the animation is to start. He said that would end up taking too much resource on the CPU and I tend to agree, but I don't really see how we're supposed to make smooth animations without it being too hard on the hardware and, if possible, not have the designer draw every single frame on Adobe Illustrator. Can an experienced Android game developper help me balance this out so we can move on to other parts of the game as I have no idea what the best way to create animations is.

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  • Dancer.js : une API audio open source de haut niveau en JavaScript pour lier animations visuelles et musique

    Créez de belles animations visuelles sur vos musiques préférées grâce à ce framework javascript Vous avez forcément, à un moment ou à un autre, utilisé cette fonctionnalité sur votre lecteur de musique préféré. Je parle de ces animations graphiques à base de lignes colorées, de bulles qui éclatent et bien d'autres formes au rythme de votre chanson favorite. Et bien il est maintenant possible d'intégrer de telles animations dans votre site web grâce à Dancer.js ! Cette API est utilisable avec l'API Audio Data de Mozilla ainsi qu'avec l'API Web Audio de Webkit et flash fallback. Dancer.js utilise les fréquences audio en temps réel pour les lier à des effe...

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  • Merging Flash animations

    - by Radu
    If I have a Flash project in which there are multiple movie clips animating, each with its own timeline and other embedded movie clips, again, each with its own timeline, how can I merge everything so that I end up with a single timeline and a single layer? If Flash doesn't support this, maybe there's something else out there that can do this? I'm thinking that such a tool would need to calculate the intermediary tween values and somehow create keyframes with those values, then break everything apart and only animate the correct parts from the calculated keyframe values...

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  • 2D animations for Android, IOS, web

    - by David Phillips
    Working on Windows 7 platform, I'm interested in creating an app that could run on Android devices (phone or tablet), IOS devices (iPhone, iPad), and the web. First target would be Android. Do you remember those old Arthur Murray footstep diagrams to teach dancing? I want to do the same thing, but animate the steps, so the user can play them all, as well as step forward or backward thru them at their own pace. Perhaps one could generate an animated GIF and then play it on the platform. So there would seem to be two parts to this: 1) A good way to generate the animation images. I can, for example, see using SketchUp - something I know - for this. But is there something better it would be worth investing in? And, 2) How to play the result, including options for playback speed control, and even forward/backward stepping? Ideally a single, or easily adaptable player to the three different OS platforms.

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  • Wait for all WPF animations to stop

    - by Ray
    Given a WPF window, which may or may not have animations, I'd like to wait until they are all done before continuing processing. Is there a generic way to do this. Currently I can do something like this: void WaitForAnimation(Storyboard storyboard) { WaitUntil(() => storyboard.GetCurrentState() == ClockState.Stopped); } But this assumes I know the storyboards or have some way of finding them. Is there a way of doing that?

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  • jQuery: Remove Div after 2 combined animations done?

    - by Axel
    Hi, i have a jQuery line that execute 2 animations, what i want is to remove the #flasher DIV after sliding it up by my current code. How to add a callback in this bunch of brackets? here is my code: $("#flasher").animate({opacity: 1.0}, 6000).animate({"top": "-=30px"},"slow"); Thanks

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  • CSS Shaders : la proposition d'Adobe pour les animations 3D acceptée par le W3C, elle devient les Custom Filters

    CSS Shaders : la proposition d'Adobe pour les animations 3D a été acceptée par le W3C Elle devient les Custom Filters Il y a plusieurs mois déjà, Adobe, avec l'aide d'Opera et d'Apple, avait proposé au W3C une nouvelle technologie : CSS Shaders. Cette nouveauté qui permettrait d'intégrer des animations 3D aux feuilles de style CSS vient d'être acceptée par le World Wide Web Consortium. Ce qui signifie que les CSS Shaders vont devenir un standard du Web. Ils seront intégrés dans les spécifications effets de filtres

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  • How to chain actions/animations together and delay their execution?

    - by codinghands
    I'm trying to build a simple game with a number of screens - 'TitleScreen', 'LoadingScreen', 'PlayScreen', 'HighScoreScreen' - each of which has it's own draw & update logic methods, sprites, other useful fields, etc. This works well for me as a game dev beginner, and it runs. However, on my 'PlayScreen' I want to run some animations before the player gets control - dropping in some artwork, playing some sound effects, generally prettifying things a little. However, I'm not sure what the best way to chain animations / sound effects / other timed general events is. I could make an intermediary screen, 'PrePlayScreen', which simply has all of this hardcoded like so: Update(){ Animation anim1 = new Animation(.....); Animation anim2 = new Animation(.....); anim1.Run(); if(anim1.State == AnimationState.Complete) anim2.Run(); if(anim2.State == AnimationState.Complete) // Load 'PlayScreen' screen } But this doesn't seem so great - surely their must be a better way? I then thought, 'Hey - an AnimationManager! That'd be awesome!'. But then that creeping OOP panic set in as I thought about it some more. If I create the Animation in my Screen, then add it to the AnimationManager (which may or may not be a GameComponent hooked up to Update/Draw), how can I get 'back' to it? To signal commands like start / end / repeat? I'd still need to keep a reference to the object in my Screen so that I could still communicate with it once it's buried in the bosom of a List in my AnimationManager. This seems bad. I've also tried using events - call 'Update' on all the animations in the PlayScreen update loop, but crucially all of the animations have a bool flag ('Active') which determines whether they should begin. The first animation has this set to 'true', all others 'false'. On completion the first animation raises an event, which sets animation 2's bool flag to true (and so it then runs). Once animation 2 is complete another 'anim complete' event is raised, and the screen state changes. Considering the game I'm making is basically as simple as it gets I know I'm overthinking this... it's just the paradigm shift from web - game development is making me break out in a serious case of the stupids.

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  • Good way to make animations with cocos2d?

    - by Johnny Oin
    Hi there, I'm making a little iphone game, and I would get some clues. Let's imagine: Two background sprites moving pretty fast from right to left, and moving up and down with accelerometer. I guess I can't use animations here, cause the movement of the background is recalculated at each frame. So I use a schedule with an interval of 0.025s and move my sprites at each clock with a : sprite.position = ccp(x, y); So here is my problem: the result is laggy, with only these two sprites. I tried both declaring sprites in the header, and getting them with CCNodes and Tags. It's quite the same. So if someone can give me a hint on what is the best way to do that, that would be so nice. I wonder if the problem can't be the fact that sprites are moving very fast, but i'm not sure. Anyway, thanks for your time. J.

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  • How to create simple animations in 3gp format?

    - by yaseemin
    I am trying to create a simple animation which includes face of a famous character. For example Santa Clause. The face and the lips of the character will act according to the given input message. For example if a string is inputed then the lips of the character will be opened and closed till the end of the string while the given input message is vocalized using a text to speech converter. Moreover if the " :) " is used the character in the animation will smile. How could I do this? I was told that I can create this type of animations using "smill". But this is not convenient for the other purposes therefore I need to use a different method. Could you give me any suggestions? Thanks in advence.

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  • My presentation layer does not match my model layer even though I have no animations

    - by Kevin McCullough
    On iPhone I have a CALayer that I animate via Core Animation. Then at some point I change view controllers. I then return to the view controller with the CALayer and in viewWillAppear: I set the frame and position properties on my layer to move it back to its starting point. Setting these properties changes the model layer but the presentation layer still has the old values and its presentation layer does not update until the next animation I play. In the CA Programming guide it says "You can query an instance of CALayer for its corresponding presentation layer while an animation transaction is in process." Which, to me, implies that the presentation layer should only be different from the model layer during an animation. But there are no animations currently running. I even used kCATransactionDisableActions to ensure that when I set the position property an implicit animation is not started. Does anyone know why my presentation and model layers are out of sync? Thanks.

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  • Flash causing jerky javascript animations

    - by Matt Brailsford
    Hi Guys, I'm developing a site which has a flash background playing a small video loop scaled to fill the whole background. Over the top I have a number of HTML elements which are animated using javascript. The problem I am having is that (predominantly in FF, but also in others to a lesser degree) the flash seems to be causing my javascript animations to run rather jerky, and in some cases missing the animation altogether and just jumping to the end state. Does anybody have any thoughts on how to make the 2 work together nicely? Many thanks Matt

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  • Trying to get simple jquery animations on a site I created in Dreamweaver

    - by JoeOzz
    Hey guys, another question. I'm trying to do some basic jQuery stuff for my final project. I'll be using it to modify my already existing site created in Dreamweaver a few months ago. However, no matter how I source the framework, it just won't take regardless of whether I host my own copy or link to someone else's like Google's. I'm including my jQuery function calls within my already existing .js file that includes some auto generated functions. I also tried creating a new .js specifically for my jQuery functions and still nothing. I realize this is vague, but any tips? Do I need another framework for jQuery to work off of to make animations like .fadeIn() or .slideDown()? Thanks guys and gals!

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  • Playing animations in sequence in objecive c

    - by Ohmnastrum
    I'm trying to play animations in sequence but i'm having issues playing them as a for loop iterates through the list of objects in an array. it will move through the array but it won't play each one it just plays the last... -(void) startGame { gramma.animationDuration = 0.5; // Repeat forever gramma.animationRepeatCount = 1; int r = arc4random() % 4; [colorChoices addObject:[NSNumber numberWithInt:r]]; int anInt = [[colorChoices objectAtIndex:0] integerValue]; NSLog(@"%d", anInt); for (int i = 0; i < colorChoices.count; i++) { [self StrikeFrog:[[colorChoices objectAtIndex:i] integerValue]]; //NSLog(@"%d", [[colorChoices objectAtIndex:i] integerValue]); sleep(1); } } it moves through the whole cycle really fast and sleep isn't doing anything to allow it to play each animation... any suggestions?

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