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  • Basic CSS question regarding background images for divs

    - by Mike
    I'm a programmer trying to learn some css and I've already run into a stumbling block. I have the following HTML: <div class="container"> <div class="span-24 last"> Header </div> <div class="span-4"> Left sidebar </div> <div class="span-16"> <div class="span-8"> Box1 </div> <div class="span-4"> Box2 </div> <div class="span-4 last"> Box3 </div> <div class="span-16 last"> Main content </div> </div> <div class="span-4 last"> Right sidebar </div> <div class="span-24 last"> Footer </div> </div> In my css I have the following: body { background-color:#FFFFFF; } div.container { background:url(/images/bck.jpg); } I just want to display an image for the background area for the container div but nothing shows up. If I remove the background section from the css and add background-color:#000000; then I see a black background for the container div. What am I overlooking?

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  • Overriding CSS properties for iframe width

    - by user2898989
    I'm trying to put an iframe into a webpage, but no matter what I try to put in either the iframe properties or the custom CSS section of the website builder (or how many times I try to add !important to anything from width to right-margin), I can't get the iframe to extend rightward further than the page's preset width. Here's an example of the page and iframe that I'm working with: http://fmlcapitalinvestment.com/Search_Properties.html I need that script/iframe to be wide enough to show the search area. It seems pointless to copy and paste code and attributes I've tried setting, because nothing I do seems to have any effect, but just for showing how much I have no idea what I'm doing, here's my iframe code: <iframe id="idxFrame" style="padding:0; margin:0; padding-top: 0px; overflow-x:auto; width:1000px!important; border:0px solid transparent; background-color:transparent; max-width:none!important; right-margin:-200px!important" frameborder="0" scrolling="on" src="http://www.themls.com/IDXNET/Default.aspx?wid=8MSsp7Pf9eI55yjkDuB%2blX5awn7LnnVXh5PNYhq2ImAEQL" width="1200px" height="900px"></iframe> The "Website Builder" that I'm forced to use to make these kinds of pages is infuriating, but it does have a "Custom CSS" area where I can input additional CSS information. Is there something I could generically use to set iframes to their own widths?

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  • CSS: "AND" and + operator?

    - by de.vina
    I want to put a space after all the headers using CSS. Like this: if h1 = add a space after else if h1 + h2 = add a space after also but no space in between This is my HTML code <article> <h1>Title 1</h1> ... </article> <article> <h1>Title 1</h1> <h2>Title 2</h2> ... </article> For the CSS h1, h2 { padding-bottom: 20px; } The problem is, there is a space also between h1 and h2. I tried this code below but only those articles with h1 and h2 have a space after. h1 + h2 { padding-bottom: 20px;} Is there a way to do this? Or I should just use the h1 + h2 in CSS and add < br for h1 only?

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  • CSS div and image opacity effect

    - by user1704514
    The following code shows the image in the div tag. <div class='item'> <img class='img' src="image1.png" alt="" /> </div> I am using the following css to add effects to the html image code: img{ width:50px; height:50px; opacity:0.4; filter:alpha(opacity=40); } img:hover{ opacity:1.0; filter:alpha(opacity=100); } I am using this to have opacity effects in css. With this code, the opacity effect works well when I hover over the image itself. But how do I make it so that the opacity effect on the image occurs when I hover over the div tag instead. I want to be able to hover over any part of the item div which encapsulated the image, to get the change opacity effect on the image. NB effect on just the image not the entire div. Can this be done in css? If so how?

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  • Page specific CSS or a single css file when developing a mobile (webkit) based site?

    - by Mike
    I am working on a mobile site for webkit browsers. I have been trying to find information on using multiple style sheets versus a single css file. There is a lot of information on this topic, but it not a lot of information pertaining to mobile browsers. My site will have a bunch of pages that while have page specific css. For a non-mobile site, it seems like generally people say that a single file will be faster, but that multiple files are easier to develop. However, on a mobile site is that still the case? If you put everything in one file, that will get cached after load, but that will make the first load slower. If you had page specific files, the first page would get loaded quicker, but every other page would then take a hit while making the page specific css http request. Does anyone have any thoughts on this? It sounds like they are saying one file is better as long as its under 1 MB (which my files def will)? http://www.yuiblog.com/blog/2010/07/12/mobile-browser-cache-limits-revisited/

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  • CSS challenge: Two background images, centered column with fixed with, min-height 100%

    - by laurent
    In a nutshell I need a CSS solution for the following requirements: Layout: One centered column with fixed width and a minimum height of 100% Two vertically repeated background images behind the centered column, one aligned to the left, one aligned to the right Cross browser compatibility A little more details Today a new requirement for my current web site project came up: A background image with gradients on the left and right side. The challenge is now to specify two different background images while keeping the rest of the layout spec. Unfortunately the (simple) layout somehow doesn't go with the two backgrounds. My layout is basically one centered column with fixed width: #main_container { margin: 0 auto; min-height: 100%; width: 800px; } Furthermore it's necessary to stretch the column to a minimum height of 100%, since there are quite some pages with only little content. The following CSS styles take care of that: html { height: 100%; } body { margin: 0; height: 100%; padding: 0; } So far so good - until the two background image issue arrived... I tried the following solutions Two absolute positioned divs behind the main container One image defined with the body, one with the html CSS class One image defined with the body, the other one with a large div begind the main container With either one of them, the dynamic height solution was ruined. Either the main container didn't stretch to 100% when it was too small, or the background remained at 100% when the content was actually longer

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  • How to occupy all the space in a div when working with min-height header / footer

    - by javacoder
    I believe this is a beginner's CSS question. I am utilizing the method described in http://www.xs4all.nl/~peterned/examples/csslayout1.html to fix a header to the top and a footer to the bottom. What I'd like to achieve now is two columns inside the content div. A left one of 200px and a right one that takes up the rest of the width. Unfortunately, I can't get the left and right divs to display correctly: they just don't grow vertically, and if I make the right div "width: 100%" it positions itself underneath the left one. What is the trick to make the left and right div take up all the space within the content div? The layout1.css is the original one. I just added two entries: #left and #right layout1.css: /** * 100% height layout with header and footer * ---------------------------------------------- * Feel free to copy/use/change/improve */ html,body { margin: 0; padding: 0; height: 100%; /* needed for container min-height */ background: gray; font-family: arial, sans-serif; font-size: small; color: #666; } h1 { font: 1.5em georgia, serif; margin: 0.5em 0; } h2 { font: 1.25em georgia, serif; margin: 0 0 0.5em; } h1,h2,a { color: orange; } p { line-height: 1.5; margin: 0 0 1em; } div#container { position: relative; /* needed for footer positioning*/ margin: 0 auto; /* center, not in IE5 */ width: 750px; background: #f0f0f0; height: auto !important; /* real browsers */ height: 100%; /* IE6: treaded as min-height*/ min-height: 100%; /* real browsers */ } div#header { padding: 1em; background: #ddd url("../csslayout.gif") 98% 10px no-repeat; border-bottom: 6px double gray; } div#header p { font-style: italic; font-size: 1.1em; margin: 0; } div#content { padding: 1em 1em 5em; /* bottom padding for footer */ } div#content p { text-align: justify; padding: 0 1em; } div#footer { position: absolute; width: 100%; bottom: 0; /* stick to bottom */ background: #ddd; border-top: 6px double gray; } div#footer p { padding: 1em; margin: 0; } // added the following: div#left { border: 1px solid red; width: 200px; float: left; min-height: 100%; height: 100%; padding-left: 10px; margin-right: 10px; } div#right { border: 1px solid blue; float: left; min-height: 100%; height: 100%; padding-left: 10px; margin-right: 10px; } layout.html: <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <html xmlns="http://www.w3.org/1999/xhtml" xml:lang="en"> <head> <meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1" /> <title>CSS Layout - 100% height</title> <link rel="stylesheet" type="text/css" href="layout1.css" /> </head> <body> <div id="container"> <div id="header"> <h1>header</h1> </div> <div id="content"> <div id="left"> left column </div> <div id="right"> right column </div> </div> <div id="footer"> <p> footer </p> </div> </div> </body>

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  • align div right with position fixed

    - by Pradyut Bhattacharya
    Hi i want to show a div which is always visible with the user as the user scrolls the page are there any javascript solutions?? i have used the css position:fixed; Now i want to show the div at the right hand corner of the parent div i used the css .test { position: fixed; text-align: right; } but that doesn't work with position:fixed; For that i used the css but i think nothing works on the top of postilion fixed My example page here the div i want to align is "test" under the parent class "parent" Is there any solution or any other javascript solution to this... thanks Pradyut India

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  • Forcing images to not wrap

    - by Mohammad
    I can't touch the html theme but I have access to the css files. <div class="photos"> <img src="a.jpg" alt="" align="left" /> <img src="b.jpg" alt="" align="left" /> <img src="c.jpg" alt="" align="left" /> //align makes the images wrap </div> Unfortunately I can't remove align="left" from the images otherwise this CSS snippet would have done the job .photos{ white-space: nowrap; } .photos img{ display: inline; vertical-align: top; } Any ideas? Is it even possible to make these images line-up horizontally without using the force of a table and only with CSS? Many Thank in advance!

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  • Overlapping two divs and 'clearing' their parent div

    - by brady8
    My CSS-fu is letting me down here: What I'd like to do is position two child divs to be overlapping: Using position: absolute; top: 0px; left: 0px; is the only way I know how, with the parent set to position: relative. The problem with this is that the child divs are taken out of the layout as per the CSS spec, shrinking the parent div to height: 0px, so that I can't clear that div and put any content below. My amazing ASCII art below details what I'm going for... any ideas? As an aside, I need these divs to be overlapping exactly for jQuery fades, and maybe trying out some of the new Webkit transforms, a la Apple's cardflip demo: http://developer.apple.com/safari/library/samplecode/CardFlip/Introduction/Intro.html If there's another way to get them overlapped exactly in CSS, I'm all ears. Thanks! |-------------------------------------------------| | Parent div | | |-------------------------------------------| | | | | | | | DIVS 1 & 2 (overlapped) | | | | | | | |-------------------------------------------| | |-------------------------------------------------| ...more content below, after clearing the parent...

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  • The weirdest css issue I have ever seen

    - by jasondavis
    Below I have 2 css codes for a div, please note that the first one does not even have a div on the page or ANYTHING with it's name on it. I can also rename it to anything. Now where the weird part comes in. The second bit of code below has a width of 520px, the only way that the div on the page will be 520px is if I leave the css code thats above that one, the 1st one with no existing div on the page HAS to be on the page for the second css code to work, At first I thought it has to be a browser caching issue, so I clear my cache and that does nothing, I then try 2 other browsers and they all have the same result. I add the 1st bit of code into the page and the second bit works, I take the first bit away and the second bit does not work. AM i overlooking something here? .commentwrappsdfsde2{width:950px;margin:0 0;padding:0;} .commentwrapper{width:520px;margin-right:auto;margin-left:auto;} Here is the whole page code <style> <!-- css for user photos--> div.imageSub img.female { border-top: 1px solid #FF3399; } div.imageSub img.male { border-top: 1px solid #3399FF; } div.imageSub img { z-index: 1; margin: 0; display: block; } div.imageSub div { position: relative; margin: -15px 0 0; padding: 5px; height: 5px; line-height: 4px; text-align: center; overflow: hidden; font-family:Trebuchet MS,Helvetica,sans-serif; font-size:12px; font-weight: bold; } div.imageSub div.blackbg { z-index: 2; background-color: #000; -ms-filter: "progid:DXImageTransform.Microsoft.Alpha(Opacity=70)"; filter: alpha(opacity=70); opacity: 0.5; } div.imageSub div.label { z-index: 3; color: white; } <!-- end photo block--> /* Comments */ .commentwrappsdfsde2{width:950px;margin:0 0;padding:0;} .commentwrapper{width:520px;margin-right:auto;margin-left:auto;} #comments ol.commentlist li { list-style-type:none; padding:20px; background:none; } #comments ol.commentlist li.thread-even { background:#f6f6f6; border-top:1px solid #e3e3e3; border-bottom:1px solid #e3e3e3; } #comments ul.children li ul.children,#comments .commentlist{padding:0;} </style> <div class="commentwrapper"> <div id="comments"> <ol class="commentlist"> <li class="comment thread-even " > Comment 1 </li> </ol> </div> </div>

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  • How to set width of parent div in css

    - by Marcin Wiankowski
    I am using vaadin in combination with navigator7 addon. In header and footer there are spacings between conponents That i would not have. I tried to remove the spacings using setSpacing(false) for header and footer component but it is not working probably becouse of the addon. So i tried to solve this using css. The sample below i a test output html that vaadin generates: <!DOCTYPE html> <html> <head> <style type="text/css"> div div .footer-label, .footer-label{ color: green; width: 100px !important; } </style> </head> <body> <div class="my-footer"> <div> <div style="color: red; height: 20px; width: 482px; overflow: hidden; float: left; padding-left: 0px; padding-top: 0px; background-color:yellow;"> <div style="float: left; margin-left: 0px;"> <button class="footer-label" style="width: 400px;">Text</button> </div> </div> </div> </div> </div> </body> </html> There is a button inside div div. I would like to make the width of root div to have exact same width as the button. I ended with this css code but it does not work. The root div stays in its 482 pixels width. div div .footer-label, .footer-label{ color: green; width: 100px !important; } Is it possible to do something like that in css and how to do it? Or how to solve this using problem using Vaadin? Vaadin Code public class MyAppLevelWindow extends HeaderFooterFixedAppLevelWindow { @Override protected Component createHeader() { ... } @Override protected Component createFooter() { HorizontalLayout myFooter = new HorizontalLayout(); akmedFooter.setSpacing(false); akmedFooter.setStyleName("my-footer"); NativeButton sendProblemButton = new NativeButton("Button"); sendProblemButton.setStyleName("footer-label"); akmedFooter.addComponent(sendProblemButton); ..... return akmedFooter; } ............. } Answer .my-footer div div{ width: auto !important; }

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  • CSS menu items flickering in IE6

    - by Quick Joe Smith
    Edit #1: I have just discovered this flicker bug affects IE8 (and therefore most likely IE7) as well. I am putting together a pure-CSS dropdown menu (mostly a learning exercise) and have hit a point in IE where the submenu items are flickering as the mouse moves around within the <li> but outside the inner <a>. Source code is as follows: The included csshover3.htc is downloadable from Peter Nederlof's page for Whatever:hover <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd"> <html xmlns="http://www.w3.org/1999/xhtml"> <head> <title>CSS Menu</title> <style type="text/css"> body { behavior: url("csshover3.htc"); } div#navbar { background-color:#333; font-size:1.4em; overflow:auto; } div#navbar ul { display:inline-block; /* ie6 float container bug */ list-style:none; margin:0px; padding:0px; } div#navbar ul.menu li { float:left; display:inline; /* ie6 double-margin bug */ } div#navbar ul.menu a { display:block; text-decoration:none; color:#fff; padding:5px 10px; } div#navbar ul li a:link, div#navbar ul li a:visited { text-decoration:none; } div#navbar ul li a:hover { color:#333; background-color:#f6c323; } div#navbar ul.menu ul { display:none; } div#navbar ul.menu li:hover ul { display:block; position:absolute; background-color:#333; } div#navbar ul.menu li:hover ul li { float:none; } div#navbar ul.menu li:hover ul ul { display:none; } div#navbar ul.menu li:hover li:hover { position:relative; } div#navbar ul.menu li:hover li:hover ul { display:block; position:absolute; left:100%; top:0; } </style> </head> <body> <h1>CSS Menu</h1> <div id="navbar"> <ul class="menu"> <li><a href="#">A</a></li> <li> <a>B</a> <ul> <li><a href="#">123</a></li> <li><a href="#">2</a></li> <li> <a>Tweee</a> <ul> <li><a href="#">Phwoar</a></li> <li><a href="#">Gr</a></li> </ul> </li> </ul> </li> <li><a href="#">C</a></li> </ul> </div> </body> </html> Live demo: http://jsfiddle.net/4q6Vw/ Any help is appreciated.

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  • Having a hard time having consecutive animations for an attack

    - by Kelby Styler
    So I've been trying to figure this out for about 8 hours now...It's driving me nuts because I am pretty sure that it is something dead simple that I am just not understanding. I had everything working fine when I was just cycling through the animation: Idle - Attack - Attack 1 - Attack 2. Just in an infinite loop. The problem now is that I want it to go Attack - check if x time passes if ctrl pressed before x passes move to Attack 1, if not move back to Idle - Then either Attack 1 or Idle depending on how long has passed. I've almost gotten it a few time, but something always happens where it falls apart if I press ctrl too fast or after multiple cycles of the animation. Any help would be appreciated, I'm just at my wits end on this one. I've been looking at this so long that I just don't know where to go anymore. Code is below, here is the controller using UnityEngine; using System.Collections; public class MeleeAttack : MonoBehaviour { public int damage; public bool Attack; public bool Attack1; public bool Attack2; public bool Idle; private Animator animator; private int attnum = 0; private float count = 2f; private float timeLeft; //Gives value to damage output void MAttackDmg () { if (Input.GetKeyDown (KeyCode.RightControl) || Input.GetKeyDown (KeyCode.LeftControl)) { switch (attnum) { case (0): Attack = true; damage = 2; animator.SetBool ("Attack", Attack); attnum++; Idle = false; animator.SetBool ("Idle", Idle); timeLeft = count; break; case (1): Attack1 = true; damage = 2; animator.SetBool ("Attack1", Attack1); attnum++; Idle = false; animator.SetBool ("Idle", Idle); timeLeft = count; break; case (2): Attack2 = true; damage = 2; animator.SetBool ("Attack2", Attack2); attnum = 0; Idle = false; animator.SetBool ("Idle", Idle); timeLeft = count; break; } } if (Input.GetKeyUp (KeyCode.RightControl) || Input.GetKeyUp (KeyCode.LeftControl)) { switch (attnum) { case (0): Debug.Log ("false"); damage = 0; if (timeLeft <= 0f) { Attack2 = false; animator.SetBool ("Attack2", Attack2); Debug.Log ("t1"); Idle = true; animator.SetBool ("Idle", Idle); attnum = 0; timeLeft = count; } break; case (1): Debug.Log ("false1"); damage = 0; if (timeLeft <= 0f) { Debug.Log ("t2"); Attack = false; animator.SetBool ("Attack", Attack); Idle = true; animator.SetBool ("Idle", Idle); attnum = 0; timeLeft = count; } break; case (2): Debug.Log ("false2"); damage = 0; if (timeLeft <= 0f) { Attack1 = false; animator.SetBool ("Attack1", Attack1); Debug.Log ("t3"); Idle = true; animator.SetBool ("Idle", Idle); attnum = 0; timeLeft = count; } break; } } } // Use this for initialization void Awake () { animator = GetComponent<Animator> (); } // Update is called once per frame void Update () { timeLeft -= Time.deltaTime;; MAttackDmg (); } void Start (){ timeLeft = count; } }

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  • Why are my Unity procedural animations jerky?

    - by Phoenix Perry
    I'm working in Unity and getting some crazy weird motion behavior. I have a plane and I'm moving it. It's ever so slightly getting about 1 pixel bigger and smaller. It looks like the it's kind of getting squeezed sideways by a pixel. I'm moving a plane by cos and sin so it will spin on the x and z axes. If the planes are moving at Time.time, everything is fine. However, if I put in slower speed multiplier, I get an amazingly weird jerk in my animation. I get it with or without the lerp. How do I fix it? I want it to move very slowly. Is there some sort of invisible grid in unity? Some sort of minimum motion per frame? I put a visual sample of the behavior here. Here's the relevant code: public void spin() { for (int i = 0; i < numPlanes; i++ ) { GameObject g = planes[i] as GameObject; //alt method //currentRotation += speed * Time.deltaTime * 100; //rotation.eulerAngles = new Vector3(0, currentRotation, 0); //g.transform.position = rotation * rotationRadius; //sine method g.GetComponent<PlaneSetup>().pos.x = g.GetComponent<PlaneSetup>().radiusX * (Mathf.Cos((Time.time*speed) + g.GetComponent<PlaneSetup>().startAngle)); g.GetComponent<PlaneSetup>().pos.z = g.GetComponent<PlaneSetup>().radius * Mathf.Sin((Time.time*speed) + g.GetComponent<PlaneSetup>().startAngle); g.GetComponent<PlaneSetup>().pos.y = g.GetComponent<Transform>().position.y; ////offset g.GetComponent<PlaneSetup>().pos.z += 20; g.GetComponent<PlaneSetup>().posLerp.x = Mathf.Lerp(g.transform.position.x,g.GetComponent<PlaneSetup>().pos.x, .5f); g.GetComponent<PlaneSetup>().posLerp.z = Mathf.Lerp(g.transform.position.z, g.GetComponent<PlaneSetup>().pos.z, .5f); g.GetComponent<PlaneSetup>().posLerp.y = g.GetComponent<Transform>().position.y; g.transform.position = g.GetComponent<PlaneSetup>().posLerp; } Invoke("spin",0.0f); } The full code is on github. There is literally nothing else going on. I've turned off all other game objects so it's only the 40 planes with a texture2D shader. I removed it from Invoke and tried it in Update -- still happens. With a set frame rate or not, the same problem occurs. Tested it in Fixed Update. Same issue. The script on the individual plane doesn't even have an update function in it. The data on it could functionally live in a struct. I'm getting between 90 and 123 fps. Going to investigate and test further. I put this in an invoke function to see if I could get around it just occurring in update. There are no physics on these shapes. It's a straight procedural animation. Limited it to 1 plane - still happens. Thoughts? Removed the shader - still happening.

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  • How to store character moves (sprite animations)?

    - by Saad
    So I'm thinking about making a small rpg, mainly to test out different design patterns I've been learning about. But the one question that I'm not too sure on how to approach is how to store an array of character moves in the best way possible. So let's say I have arrays of different sprites. This is how I'm thinking about implementing it: array attack = new array (10); array attack2 = new array(5); (loop) //blit some image attack.push(imageInstance); (end loop) Now every time I want the animation I call on attack or attack2; is there a better structure? The problem with this is let's say there are 100 different attacks, and a player can have up to 10 attacks equipped. So how do I tell which attack the user has; should I use a hash map?

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  • Common way of animating 'motion' for walk cycle animations

    - by Ben Hymers
    I've just posted this at the Blender artists' forums before realising I would probably get a better response from a more game development-specific audience, so apologies for cross-posting! It's for the right reasons :) I'm a programmer trying to animate a character walking for a game project, using Ogre. I've made a very simple walk cycle in Blender and exported it to Ogre, and it plays just fine. By fine, I mean it works, but there's terrible foot sliding. This is because I just animated the walk in-place (at the origin) in Blender, and of course I don't know what "speed of walk" that corresponds to, so when I move the character in-game the motion doesn't necessarily match up with the movement of the feet in the animation. So my question is: what's the normal approach for this kind of thing? At work we use Maya, and the animators either animate a special 'moveTrans' node that represents the "position" of the character (or have the exporter generate it for them from the movement of the root node), then the game can read this to know how fast the animation moves the character. So in the Maya file, the character will walk forward for one cycle and this extra node will follow along with them by their feet. I've not seen anything like this in open-source land, and there's certainly no provision for that in the Ogre Exporter script. What do you chaps normally do for this?

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  • importing animations in Blender, weird rotations/locations

    - by user975135
    This is for the Blender 2.6 API. There are two problems: 1. When I import a single animation frame from my animation file to Blender, all bones look fine. But when I import multiple (all of the frames), just the first one looks right, seems like newer frames are affected by older ones, so you get slightly off positions/rotations. This is true when both assigning PoseBone.matrix and PoseBone.matrix_basis. bone_index = 0 # for each frame: for frame_index in range(frame_count): # for each pose bone: add a key for bone_name in bone_names: # "bone_names" - a list of bone names I got earlier pose.bones[bone_name].matrix = animation_matrices[frame_index][bone_index] # "animation_matrices" - a nested list of matrices generated from reading a file # create the 'keys' for the Action from the poses pose.bones[bone_name].keyframe_insert('location', frame = frame_index+1) pose.bones[bone_name].keyframe_insert('rotation_euler', frame = frame_index+1) pose.bones[bone_name].keyframe_insert('scale', frame = frame_index+1) bone_index += 1 bone_index = 0 Again, it seems like previous frames are affecting latter ones, because if I import a single frame from the middle of the animation, it looks fine. 2. I can't assign armature-space animation matrices read from a file to a skeleton with hierarchy (parenting). In Blender 2.4 you could just assign them to PoseBone.poseMatrix and bones would deform perfectly whether the bones had a hierarchy or none at all. In Blender 2.6, there's PoseBone.matrix_basis and PoseBone.matrix. While matrix_basis is relative to parent bone, matrix isn't, the API says it's in object space. So it should have worked, but doesn't. So I guess we need to calculate a local space matrix from our armature-space animation matrices from the files. So I tried multiplying it ( PoseBone.matrix ) with PoseBone.parent.matrix.inverted() in both possible orders with no luck, still weird deformations.

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  • How to update entity states and animations in a component-based game

    - by mivic
    I'm trying to design a component-based entity system for learning purposes (and later use on some games) and I'm having some troubles when it comes to updating entity states. I don't want to have an update() method inside the Component to prevent dependencies between Components. What I currently have in mind is that components hold data and systems update components. So, if I have a simple 2D game with some entities (e.g. player, enemy1, enemy 2) that have Transform, Movement, State, Animation and Rendering components I think I should have: A MovementSystem that moves all the Movement components and updates the State components And a RenderSystem that updates the Animation components (the animation component should have one animation (i.e. a set of frames/textures) for each state and updating it means selecting the animation corresponding to the current state (e.g. jumping, moving_left, etc), and updating the frame index). Then, the RenderSystem updates the Render components with the texture corresponding to the current frame of each entity's Animation and renders everything on screen. I've seen some implementations like Artemis framework, but I don't know how to solve this situation: Let's say that my game has the following entities. Each entity have a set of states and one animation for each state: player: "idle", "moving_right", "jumping" enemy1: "moving_up", "moving_down" enemy2: "moving_left", "moving_right" What are the most accepted approaches in order to update the current state of each entity? The only thing that I can think of is having separate systems for each group of entities and separate State and Animation components so I would have PlayerState, PlayerAnimation, Enemy1State, Enemy1Animation... PlayerMovementSystem, PlayerRenderingSystem... but I think this is a bad solution and breaks the purpose of having a component-based system. As you can see, I'm quite lost here, so I'd very much appreciate any help.

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  • Tips and Tools for creating Spritesheet animations

    - by Spooks
    I am looking for a tool that I can use to create sprite sheet easily. Right now I am using Illustrator, but I can never get the center of the character in the exact position, so it looks like it is moving around(even though its always in one place), while being loop through the sprite sheet. Is there any better tools that I can be using? Also what kind of tips would you give for working with a sprite sheet? Should I create each part of the character in individual layers (left arm, right arm, body, etc.) or everything at once? any other tips would also be helpful! thank you

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  • MVVM and Animations in Silverlight

    - by Aligned
    I wanted to spin an icon to show progress to my user while some content was downloading. I'm using MVVM (aren't you) and made a satisfactory Storyboard to spin the icon. However, it took longer than expected to trigger that animation from my ViewModel's property.I used a combination of the GoToState action and the DataTrigger from the Microsoft.Expression.Interactions dll as described here.Then I had problems getting it to start until I found this approach that saved the day. The DataTrigger didn't bind right away because "it doesn’t change visual state on load is because the StateTarget property of the GotoStateAction is null at the time the DataTrigger fires.". Here's my XAML, hopefully you can fill in the rest.<Image x:Name="StatusIcon" AutomationProperties.AutomationId="StatusIcon" Width="16" Height="16" Stretch="Fill" Source="inProgress.png" ToolTipService.ToolTip="{Binding StatusTooltip}"> <i:Interaction.Triggers> <utilitiesBehaviors:DataTriggerWhichFiresOnLoad Value="True" Binding="{Binding IsDownloading, Mode=OneWay, TargetNullValue=True}"> <ei:GoToStateAction StateName="Downloading" /> </utilitiesBehaviors:DataTriggerWhichFiresOnLoad> <utilitiesBehaviors:DataTriggerWhichFiresOnLoad Value="False" Binding="{Binding IsDownloading, Mode=OneWay, TargetNullValue=True}"> <ei:GoToStateAction StateName="Complete"/> </utilitiesBehaviors:DataTriggerWhichFiresOnLoad> </i:Interaction.Triggers> <Image.Projection> <PlaneProjection/> </Image.Projection> <VisualStateManager.VisualStateGroups> <VisualStateGroup x:Name="VisualStateGroup"> <VisualStateGroup.Transitions> <VisualTransition GeneratedDuration="0" To="Downloading"> <VisualTransition.GeneratedEasingFunction> <QuadraticEase EasingMode="EaseInOut"/> </VisualTransition.GeneratedEasingFunction> <Storyboard RepeatBehavior="Forever"> <DoubleAnimationUsingKeyFrames Storyboard.TargetProperty="(UIElement.Projection).(PlaneProjection.RotationZ)" Storyboard.TargetName="StatusIcon"> <EasingDoubleKeyFrame KeyTime="0:0:1.5" Value="-360"/> <EasingDoubleKeyFrame KeyTime="0:0:2" Value="-360"/> </DoubleAnimationUsingKeyFrames> </Storyboard> </VisualTransition> <VisualTransition From="Downloading" GeneratedDuration="0"/> </VisualStateGroup.Transitions> <VisualState x:Name="Downloading"/> <VisualState x:Name="Complete"/> </VisualStateGroup> </VisualStateManager.VisualStateGroups></Image>MVVMAnimations.zip

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  • CSS: Setting width/height as Percentage minus pixels

    - by Mega Matt
    Hi all, I've seen this question asked in a couple other contexts on SO, but I thought it would be worth asking again for my particular case. I'm trying to create some re-usable CSS classes for more consistency and less clutter on my site, and I'm stuck on trying to standardize one thing I use frequently. I have a container div that I don't want to set the height for (because it will vary depending on where on the site it is), and inside it is a header div, and then an unordered list of items, all with CSS applied to them. It looks a lot like this: I want the unordered list to take up the remaining room in the container div, knowing that the header div is 18px tall. I just don't know how to specify the list's height as "the result of 100% minus 18px". Does anyone have any advice in this situation? Thanks very much.

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