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  • How is the presentation layer of a CALayer generated?

    - by KJ
    Hi, I'm having difficulties animating my custom layer property using Core Anmiation. My question is how the presentation of a CALayer is generated. Here is what I have now: @interface MyLayer : CALayer { NSMutableDictionary* customProperties; } @property (nonatomic, copy) NSMutableDictionary* customProperties; @end And when I try to animate the key path "customProperties.roll" using CABasicAnimation and addAnimation:forKey:, it seems that the customProperties variable doesn't get copied from the model layer to the presentation layer, and the customProperties of the presentation layer appears to be nil, failing to update the value for the key "roll". Is there a way to animate values in a dictionary correctly? What is the exact relationship between a model layer and a presentation layer while being animated? Thanks!

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  • iPhone hitTest broken after rotation

    - by Adam
    Hi all, I have a UIView that contains a number of CALayer subclasses. I am using the following code to detect which layer a touch event corresponds to: - (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { UITouch *touch = [touches anyObject]; CGPoint touchPoint = [touch locationInView:self]; NSLog(@"%@,%@",NSStringFromCGPoint(point),[self.layer hitTest:point].name); } This works fine until the device is rotated. When the device is rotated all current layers are removed from the superlayer, and new CALayers are created to fit the new orientation. The new layers are correctly inserted and viewable in the correct orientation. After the rotation the hitTest method consistently returns nil when clearly clicking on the newly created layers and registers for locations of layers which are incorrect. The coordinates of the hit test are correct, but no layers are found. Am I missing a function call or something after handling the rotation? Cheers, Adam

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  • Queueing Effect.Parallels in Scriptaculous doesn't work

    - by Matthew Robertson
    Each block of animations, grouped in an Effect.Parallel, runs simultaneously. That works fine. Then, I want each of the Effect.Parallels to trigger sequentially, with a delay. The second block doesn't wait its turn. It fires when the function is run. Why?! ///// FIRST BLOCK ///// new Effect.Parallel([ new Effect.Morph... ], { queue: 'front' }); ///// SECOND BLOCK ///// new Effect.Parallel([ Element.toggleClassName($$('#add_comment_button .glyph').first(), 'yay') ], { sync: true, queue: 'end', delay: 1 }); ///// THIRD BLOCK ///// new Effect.Parallel([ new Effect.SlideUp... ], { queue: 'end', delay: 4 });

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  • Rotate a CALayer when it reaches a certain position

    - by jbrennan
    I've got a CALayer with two CAKeyframeAnimations added to it. One is for @"transform" and the other is for @"position". I am rotating the layer and translating it with these two animations. I am wondering, is there a way I can set the keyframes to happen at the same time? I want to have a keyframe for rotation at the exact time my layer has reached a certain (x, y) position. How is this possible?

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  • Difference of 2 NSArray's for animated insert/delete in UITableView

    - by Alexander Cohen
    At some point in my Application, I have an NSArray whose contents change. Those contents are shown in a UITableView. I'm trying to find a way to find the diff between the contents of before and after of the NSArray so i can pass the correct indexPaths to insertRowsAtIndexPaths:withRowAnimation: and deleteRowsAtIndexPaths:withRowAnimation: in order to have the changes nicely animated. Any ideas? thx

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  • BounceEase and silverlight 4 BarSeries

    - by Pharabus
    Hi, I am trying to get a bar series to "bounce" when drawing, I assumed the BounceEase TransitionEasingFunction would do this but the lines just fade in, I have posted the xaml and code behind below, does anyone know where I have gone wrong or is it more complex than I though, I am fairly new to silverlight XAML <Grid x:Name="LayoutRoot" Background="White"> <chartingToolkit:Chart x:Name="MyChart"> <chartingToolkit:BarSeries Title="Sales" ItemsSource="{Binding}" IndependentValuePath="Name" DependentValuePath="Value" AnimationSequence="FirstToLast" TransitionDuration="00:00:3"> <chartingToolkit:BarSeries.TransitionEasingFunction> <BounceEase EasingMode="EaseInOut" Bounciness="5" /> </chartingToolkit:BarSeries.TransitionEasingFunction> <chartingToolkit:BarSeries.DataPointStyle> <Style TargetType="Control"> <Setter Property="Background" Value="Red"/> </Style> </chartingToolkit:BarSeries.DataPointStyle> </chartingToolkit:BarSeries> <chartingToolkit:Chart.Axes> <chartingToolkit:LinearAxis Title="Types owned" Orientation="X" Minimum="0" Maximum="300" Interval="10" ShowGridLines="True" FontStyle='Italic'/> </chartingToolkit:Chart.Axes> </chartingToolkit:Chart> </Grid> code behind public class MyClass : DependencyObject { public string Name { get; set; } public Double Value { get { return (Double)GetValue(myValueProperty); } set{SetValue(myValueProperty,value);} } public static readonly DependencyProperty myValueProperty = DependencyProperty.Register("Value", typeof(Double), typeof(MyClass), null); } public MainPage() { InitializeComponent(); //Get the data IList<MyClass> l = this.GetData(); //Get a reference to the SL Chart MyChart.DataContext = l.OrderBy(e => e.Value); //Find the highest number and round it up to the next digit DispatcherTimer myDispatcherTimer = new DispatcherTimer(); myDispatcherTimer.Interval = new TimeSpan(0, 0, 0, 5, 0); // 100 Milliseconds myDispatcherTimer.Tick += new EventHandler(Each_Tick); myDispatcherTimer.Start(); } public void Each_Tick(object o, EventArgs sender) { ((BarSeries)MyChart.Series[0]).DataContext = GetData(); } private IList<MyClass> GetData() { Random random = new Random(); return new List<MyClass>() { new MyClass() {Name="Bob Zero",Value=(random.NextDouble() * 100.0)}, new MyClass() {Name="Bob One",Value=(random.NextDouble() * 100.0)}, new MyClass() {Name="Bob Two",Value=(random.NextDouble() * 100.0)}, new MyClass() {Name="Bob Three",Value=(random.NextDouble() * 100.0)} }; }

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  • 2D Inverse Kinematics Implementation

    - by Vic
    Hi I am trying to implement Inverse Kinematics on a 2D arm(made up of three sticks with joints). I am able to rotate the lowest arm to the desired position. Now, I have some questions: How can I make the upper arm move alongwith the third so the end point of the arm reaches the desired point. Do I need to use the rotation matrices for both and if yes can someone give me some example or an help and is there any other possibl;e way to do this without rotation matrices??? The lowest arm only moves in one direction. I tried google it, they are saying that cross product of two vectors give the direction for the arm but this is for 3D. I am using 2D and cross product of two 2D vectors give a scalar. So, how can I determine its direction??? Plz guys any help would be appreciated.... Thanks in advance Vikram

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  • How to enlarge dynamically an UILabel (label and font size)?

    - by Flocked
    Hello, Im currently working on an iPhone project. I want to enlarge dynamically an UILabel in Objective-C like this: How is this possible? I thought I have to do it with CoreAnimation, but I didn't worked. Here is the code I tried: UILabel * fooL = //[…] fooL.frame = CGRectMake(fooL.frame.origin.x, fooL.frame.origin.y, fooL.frame.size.width, fooL.frame.size.height); fooL.font = [UIFont fontWithName:@"Helvetica" size:80]; [UIView beginAnimations:nil context:nil]; [UIView setAnimationCurve:UIViewAnimationCurveEaseIn]; [UIView setAnimationDelegate:self]; [UIView setAnimationDuration:0.5]; [UIView setAnimationBeginsFromCurrentState:YES]; fooL.font = [UIFont fontWithName:@"Helvetica" size:144]; //bigger size fooL.frame = CGRectMake(20 , 44, 728, 167); //bigger frame [UIView commitAnimations]; The problem with this code is that it doesn't change the fontsize dynamically.

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  • Emulating old-school sprite flickering (theory and concept)

    - by Jeffrey Kern
    I'm trying to develop an oldschool NES-style video game, with sprite flickering and graphical slowdown. I've been thinking of what type of logic I should use to enable such effects. I have to consider the following restrictions if I want to go old-school NES style: No more than 64 sprites on the screen at a time No more than 8 sprites per scanline, or for each line on the Y axis If there is too much action going on the screen, the system freezes the image for a frame to let the processor catch up with the action From what I've read up, if there were more than 64 sprites on the screen, the developer would only draw high-priority sprites while ignoring low-priority ones. They could also alternate, drawing each even numbered sprite on opposite frames from odd numbered ones. The scanline issue is interesting. From my testing, it is impossible to get good speed on the XBOX 360 XNA framework by drawing sprites pixel-by-pixel, like the NES did. This is why in old-school games, if there were too many sprites on a single line, some would appear if they were cut in half. For all purposes for this project, I'm making scanlines be 8 pixels tall, and grouping the sprites together per scanline by their Y positioning. So, dumbed down I need to come up with a solution that.... 64 sprites on screen at once 8 sprites per 'scanline' Can draw sprites based on priority Can alternate between sprites per frame Emulate slowdown Here is my current theory First and foremost, a fundamental idea I came up with is addressing sprite priority. Assuming values between 0-255 (0 being low), I can assign sprites priority levels, for instance: 0 to 63 being low 63 to 127 being medium 128 to 191 being high 192 to 255 being maximum Within my data files, I can assign each sprite to be a certain priority. When the parent object is created, the sprite would randomly get assigned a number between its designated range. I would then draw sprites in order from high to low, with the end goal of drawing every sprite. Now, when a sprite gets drawn in a frame, I would then randomly generate it a new priority value within its initial priority level. However, if a sprite doesn't get drawn in a frame, I could add 32 to its current priority. For example, if the system can only draw sprites down to a priority level of 135, a sprite with an initial priority of 45 could then be drawn after 3 frames of not being drawn (45+32+32+32=141) This would, in theory, allow sprites to alternate frames, allow priority levels, and limit sprites to 64 per screen. Now, the interesting question is how do I limit sprites to only 8 per scanline? I'm thinking that if I'm sorting the sprites high-priority to low-priority, iterate through the loop until I've hit 64 sprites drawn. However, I shouldn't just take the first 64 sprites in the list. Before drawing each sprite, I could check to see how many sprites were drawn in it's respective scanline via counter variables . For example: Y-values between 0 to 7 belong to Scanline 0, scanlineCount[0] = 0 Y-values between 8 to 15 belong to Scanline 1, scanlineCount[1] = 0 etc. I could reset the values per scanline for every frame drawn. While going down the sprite list, add 1 to the scanline's respective counter if a sprite gets drawn in that scanline. If it equals 8, don't draw that sprite and go to the sprite with the next lowest priority. SLOWDOWN The last thing I need to do is emulate slowdown. My initial idea was that if I'm drawing 64 sprites per frame and there's still more sprites that need to be drawn, I could pause the rendering by 16ms or so. However, in the NES games I've played, sometimes there's slowdown if there's not any sprite flickering going on whereas the game moves beautifully even if there is some sprite flickering. Perhaps give a value to each object that uses sprites on the screen (like the priority values above), and if the combined values of all objects w/ sprites surpass a threshold, introduce the sprite flickering? IN CONCLUSION... Does everything I wrote actually sound legitimate and could work, or is it a pipe dream? What improvements can you all possibly think with this game programming theory of mine?

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  • Jquery using append with effects

    - by David King
    how can I use .append with effects like show('slow') having effects on append doesnt seems to work at all. and it give results as normal show() no transitions, no animations. How Can I append one div to another. and have a slideDown or Show('slow') effect on it?

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  • Manipulating a Storyboard's target object

    - by slugster
    In the handler for the Completed event of a Storyboard, how do i get the element that the storyboard was being applied to? My Storyboard is part of an ItemTemplate: <ListBox x:Name="MyListBox" > <ListBox.ItemTemplate> <DataTemplate> <Grid x:Name="Container" Height="30" > <Grid.Resources> <Storyboard x:Name="FadeOut" BeginTime="0:0:7" Completed="FadeOut_Completed"> <DoubleAnimation From="1.0" To="0.0" Duration="0:0:3" Storyboard.TargetName="Container" Storyboard.TargetProperty="Opacity" /> </Storyboard> </Grid.Resources> [...snip...] </Grid> </DataTemplate> </ListBox.ItemTemplate> </ListBox> in the Completed event i want to grab the grid called Container so that i can do nasty things with its DataContext. Can this be done, or am i going about it the wrong way? Thanks :)

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  • CALayer flickers when drawing a path

    - by Alexey
    I am using a CALayer to display a path via drawLayer:inContext delegate method, which resides in the view controller of the view that the layer belongs to. Each time the user moves their finger on the screen the path is updated and the layer is redrawn. However, the drawing doesn't keep up with the touches: there is always a slight lag in displaying the last two points of the path. It also flickers, but only while displaying the last two-three points again. If I just do the drawing in the view's drawRect, it works fine and the drawing is definitely fast enough. Does anyone know why it behaves like this? I suspect it is something to do with the layer buffering, but I couldn't find any documentation about it.

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  • jQuery animate() - multiple selectors and variables, a unique animate() call

    - by ozke
    Hi guys, I am resizing several divs in a loop with animate() in jQuery. At the same time I am moving (left property, no resizing at all) the div where they are contained. Problem is, despite they have same duration the resize animate calls finish before the move call. They are out of sync. Is there any way of creating a list of selectors and its properties and then run a unique animate() call? Or, is there any alternative to make multiple animations happen at the same time? I've seen there's a property called step that happens every time animate loop happens but, again, each animate() call has it's own step call. Thanks in advance :)

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  • Looped jQuery slideshow with smooth cross-fades

    - by artlung
    I'm trying to do a simple rotating image on the home page. Under the hood I'm reading a directory and then populating urls for the images into an array. What I want to do is cross-fade the images. If it was just a matter of showing the next one, it's easy, but since I need to cross-fade, it's a bit harder. I think what I want to do is do the fades by calling animate() on the opacity value of the <img> tag, and in between swapping out the css background-image property of the enclosing <div>. But the results are not that great. I've used tools for more full featured slideshows, but I don't want the overhead of adding a plugin if I can avoid it, and a simple crossfade seems like it should be easier. Here's my JavaScript (I'm using jQuery 1.3.2): var slideshow_images = ["http:\/\/example.com\/wordpress\/wp-content\/themes\/testtheme\/sidebar-home-bg\/bg1.jpg","http:\/\/example.com\/wordpress\/wp-content\/themes\/testtheme\/sidebar-home-bg\/bg2.jpg","http:\/\/example.com\/wordpress\/wp-content\/themes\/testtheme\/sidebar-home-bg\/bg3.jpg"]; var slideshow_index = 0; var delay = 4000; var swapSlides = function() { var slideshow_count = slideshow_images.length; // initialize the background to be the current image $('#home-slideshow').css({ 'background-image': 'url(' + slideshow_images[slideshow_index] + ')', 'background-repeat:': 'no-repeat', 'width': 200, 'overflow': 'hidden' }); slideshow_index = ((slideshow_index + 1) == slideshow_count) ? 0 : slideshow_index + 1; // fade out the img $('#home-slideshow img').animate({opacity: 0}, delay); // now, the background is visible // next change the url on the img $('#home-slideshow img').attr('src', slideshow_images[slideshow_index]); // and fade it up $('#home-slideshow img').animate({opacity: 1.0}, delay); // do it again setTimeout('swapSlides()', 4000); } jQuery(document).ready(function(){ if (swapSlides) { swapSlides(); } }); And here's the markup I'm using: <div id="home-slideshow"><img src="http://example.com/wordpress/wp-content/themes/testtheme/sidebar-home-bg/bg1.jpg" alt="" /></div>

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  • Jquery UI Sortable - Get the item being sorted.

    - by Smickie
    Hi, When using Jquery UI Sortable (which is great by the way) how do you get the item that is currently being sorted. When you use $(this); it return the actual sortable list, not the current sorted item. I want to do fancy-pants things with the widget when the user is dragging it around. E.g. Animate it when dragging between two lists. So how do I get the current item being sorted? There a little code below just to explain a little more... $(function() { $("#sortable_1").sortable({ start : function(event, ui){ //get current element being sorted }, stop : function(event, ui){ //get current element being sorted } }).disableSelection(); });

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  • Jquery show function issue - not animating or showing the hidden paragraph, why

    - by dave
    Here is the html: $( document ).ready( function( ) { $( "#testing" ).click ( function( ) { $( "#testing2" ).show( "slow" ); } ); } ); Link lksjflksjdlkflskdjflksjdflkjslkjdflk lsdkflksjgliowtjlskdfjlskdfjlskgs lksjlk,.x,cmlkvjlkjlwkeoltklfnjsklkj lksjf.m,.jlkjoliwekjtlkjgkjjlkjlkjll llvalkiwujoitjlkgskjdkgjlsd,fjlsllll Here is the css: testing { width: 100px; height: 50px; border: 1px solid; font-size: 22px; display: block; text-align: center; padding: 25px 0px 0px 0px; } testing2 { display: none; width: 270px; height: 300px; background: yellow; border: 1px solid; } For some reason, when i click the link, it does not show the paragraph #testing2, why?

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  • CALayer and Quartz Transparency

    - by Brian
    I have a CALayer subclass. I have overridden the drawInContext method. I want the majority of my layer to be transparent except a few areas. I'm using the layer as a menu and I want the icons and labels on the menu to be opaque. Is it possible to have a CALayer's sublayers be opaque if the super CALayer is transparent? Is it possible to draw opaque tems in the drawInContext method of a transparent CALayer? I have tried using CGContextSetAlpha, but I assume it doesn't work since the CALayer that I am drawing for is transparent. As always, any help would be great.

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  • addSublayer vs addSubView which is more efficient?

    - by soonio
    I have 5 UIImageViews for displaying 5 images. For my app, I need swap the order of them depending on some events. I achieve this by calling: [anImageView1 removeFromSuperview]; [self.view insertSubview:anImageView1 aboveSubview:anImageView2]; Recently, I've come across a different method for doing this using 1 UIView and 5 UIImageViews. Each layer of UIImageViews are added to this UIView by calling [aView.layer addSublayer:anImageView1.layer]; [aView.layer addSublayer:anImageView2.layer]; etc. and then in order to swap the order of things by calling [anImageView1.layer removeFromSuperLayer]; [aView.layer insertSublayer:anImageView1 above: anImageView2] Both methods work fine, but can someone please point out which method is better and why? I really can't seem to be able to find much on CALayer... Please help! Thank you so much!

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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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