Search Results

Search found 2736 results on 110 pages for 'skeleton animation'.

Page 6/110 | < Previous Page | 2 3 4 5 6 7 8 9 10 11 12 13  | Next Page >

  • Issue with UITextView in an animation block

    - by collin
    I'm having an issue with a UITextView inside another UIView whose frame is manipulated in an animation block when the keyboard displays. During the animation block the UIView scales beautifully and as expected, but the UITextView jumps out of it's superview(the UIView being animated) at the start of the animation. By the end of the animation, the UITextView ends up in the right place... what gives? Can anybody explain why the UITextView is jumping out of it's container view at the start of the animation? Thanks in advance.

    Read the article

  • Cancel a UIView animation?

    - by Phil Nash
    Is it possible to cancel a UIView animation while it is in progress? Or would I have to drop to the CA level? i.e. I've done something like this (maybe setting an end animation action too): [UIView beginAnimations:nil context:NULL]; [UIView setAnimationDuration:duration]; [UIView setAnimationCurve: UIViewAnimationCurveLinear]; // other animation properties // set view properties [UIView commitAnimations]; But before the animation completes and I get the animation ended event, I want to cancel it (cut it short). Is this possible? Googling around finds a few people asking the same question with no answers - and one or two people speculating that it can't be done.

    Read the article

  • Play bitmap animation list in reverse order?

    - by Ixx
    I have a bitmap animation defined in XML, to open a door. I also need to animate closing the door, which contains the same frames but in reverse order. I don't want to create a second XML for this. The only reverse parameter I found in the documentation is related with repeating, and this doesn't apply, since I want the opening animation to finish when the door is closed and not continue to closing animation. I also found some threads about using a custom interpolator, but can I use / makes sense with a bitmap animation? How can I play the XML animation in reverse order?

    Read the article

  • how does this animation work?

    - by icicleking
    I'm working with cookies to run or not run a jQuery animation someone else built: $(function () { $('div.transitional').click(function () { $('div.intro').removeClass('hidden'); $('div.final').off('click'); }); ShowDiv($("div.transitional.hidden")[0]); }); function ShowDiv(target) { target = $(target); target.removeClass('hidden'); target.delay(500).animate({ opacity: 1.0 }, 300, 'easeInExpo', function () { ShowDiv($("div.transitional.hidden")[0]); }) } I have the cookie part working, but I'm confused about the anonymous function and the "ShowDiv" function. What is each part doing? Functionally, the animation makes visible a series of pictures, then the whole site. I want to skip the animation and just make the whole site visible(if cookies='visited'). I'd like to do this without rewriting the animation script. here's a link. What happens now is if you have the cookie the animation doesn't run and everything is hidden.

    Read the article

  • Java Slick2d Animation not working

    - by user3558075
    Hello everyone I am trying to make a simple 2d game using java and the slick2d library. this is my first time doing it and i need some help. right now I am trying to make the Animations for the character, so that when you go right he turns right and when you go left he turns left... but I keep getting an error when im drawing the character, ive try'd re-downloading slick but that didnt work. when i get rid of the player.draw(x,y); line of code it dosen't crash but the character isnt there. heres my code, can anyone help? package enteties; import input.Keyinput; import org.newdawn.slick.Animation; import org.newdawn.slick.GameContainer; import org.newdawn.slick.Graphics; import org.newdawn.slick.Image; import org.newdawn.slick.Input; import org.newdawn.slick.SlickException; import org.newdawn.slick.state.BasicGameState; import org.newdawn.slick.state.StateBasedGame; import playerinfo.Playerinfo; public class Player extends BasicGameState{ Playerinfo pi = new Playerinfo(); Keyinput ki = new Keyinput(); Animation player,up,down,left,right; public void init(GameContainer gc, StateBasedGame sbg) throws SlickException { Image[] goingUp = {new Image("res/buckysBack.png") , new Image("res/charBack.png")}; Image[] goingDown = {new Image("res/buckysFront.png") , new Image("res/charFront.png")}; Image[] goingLeft = {new Image("res/buckysLeft.png") , new Image("res/charLeft.png")}; Image[] goingRight = {new Image("res/buckysRight.png") , new Image("res/charRight.png")}; int[] duration = {200,200}; Animation up = new Animation(goingUp,duration,false); Animation down = new Animation(goingDown,duration,false); Animation left = new Animation(goingLeft,duration,false); Animation right = new Animation(goingRight,duration,false); player = up; } public void render(GameContainer gc, StateBasedGame sbg, Graphics g) throws SlickException { //error happens here, when i remove this line it dosent crash player.draw(720,450); } public void update(GameContainer gc, StateBasedGame sbg, int delta) throws SlickException { } public int getID() { return 0; } }

    Read the article

  • I'm looking to learn how to apply traditional animation techniques to my graphics engine - are there any tutorials or online-resources that can help?

    - by blueberryfields
    There are many traditional animation techniques - such as blurring of motion, motion along an elliptical curve rather than a straight line, counter-motion before beginning of movement - which help with creating the appearance of a realistic 3D animated character. I'm looking to incorporate tools and short cuts for some of these into my graphics engine, to make it easier for my end users to use these techniques in their animations. Is there a good resource listing the techniques and the principles behind them, especially how they might apply to a graphics engine or 3D animation?

    Read the article

  • I'm looking to learn how to apply traditional animation techniques to my graphics engine - are there any tutorials or online-resources that can help?

    - by blueberryfields
    There are many traditional animation techniques - such as blurring of motion, motion along an elliptical curve rather than a straight line, counter-motion before beginning of movement - which help with creating the appearance of a realistic 3D animated character. I'm looking to incorporate tools and short cuts for some of these into my graphics engine, to make it easier for my end users to use these techniques in their animations. Is there a good resource listing the techniques and the principles behind them, especially how they might apply to a graphics engine or 3D animation?

    Read the article

  • WPF: Animation Only Runs Once

    - by Phil Sandler
    Very basic (I think) animation question. My animation only runs the first time "MyProp" gets set to false. If it gets set a second time, the animation doesn't run. I know my data trigger is getting hit, as the sound DOES play. The effect I want is for the animation to run, then reset the target property back to what it was before the animation occurred (thus the FillBehavior=Stop). Do I need to reset the animation after it plays? <DataTrigger Binding="{Binding MyProp}" Value="False"> <DataTrigger.EnterActions> <SoundPlayerAction Source="/Resources/Sounds/Ding.wav"/> <BeginStoryboard> <Storyboard BeginTime="00:00:00" Duration="0:0:2" Storyboard.TargetProperty="(Background).(SolidColorBrush.Color)"> <ColorAnimation FillBehavior="Stop" From="Black" To="Red" Duration="0:0:0.5" AutoReverse="True"/> </Storyboard> </BeginStoryboard> </DataTrigger.EnterActions> </DataTrigger>

    Read the article

  • How to eliminate tearing from animation?

    - by MusiGenesis
    I'm running an animation in a WinForms app at 18.66666... frames per second (it's synced with music at 140 BPM, which is why the frame rate is weird). Each cel of the animation is pre-calculated, and the animation is driven by a high-resolution multimedia timer. The animation itself is smooth, but I am seeing a significant amount of "tearing", or artifacts that result from cels being caught partway through a screen refresh. When I take the set of cels rendered by my program and write them out to an AVI file, and then play the AVI file in Windows Media Player, I do not see any tearing at all. I assume that WMP plays the file smoothly because it uses DirectX (or something else) and is able to synchronize the rendering with the screen's refresh activity. It's not changing the frame rate, as the animation stays in sync with the audio. Is this why WMP is able to render the animation without tearing, or am I missing something? Is there any way I can use DirectX (or something else) in order to enable my program to be aware of where the current scan line is, and if so, is there any way I can use that information to eliminate tearing without actually using DirectX for displaying the cels? Or do I have to fully use DirectX for rendering in order to deal with this problem? Update: forgot a detail. My app renders each cell onto a PictureBox using Graphics.DrawImage. Is this significantly slower than using BitBlt, such that I might eliminate at least some of the tearing by using BitBlt?

    Read the article

  • Border image on UIView

    - by drunknbass
    I want to have a UIView subclass that has a border image, but i dont want or care about this 'new' frame/bounds around the border image itself. What i wanted to do was just use drawRect and draw outside of the rect but all drawing is clipped and i dont see a way to not clip drawing outside of this context rect. So now i have added a sublayer to the views layer, set [self clipsToBounds] on the view and override setFrame to control my sublayers frame and always keep it at the proper size (spilling over the views frame by 40px) the problem with this is that setFrame on a uiview by default has no animation but seTFrame on a calayer does. i cant just disable the animations on the calayers setFrame because if i were to call setFrame on the uiview inside a uiview animation block the calayer would still have its animation disabled. the obvious solution is to look up the current animationDuration on the uiview animation and set a matching animation on the sublayer, but i dont know if this value is available. And even if it is, im afraid that calling an animation from within another animation is wrong. Unfortunately the best solution is to not use a calayer at all and just add a uiview as a subview and draw into that just like i am drawing into my layer, and hope that with autoresizingMask set to height and width that everything will 'just work'. Just seems like unnecessary overhead for such a simple task.

    Read the article

  • 2D Animation for Mac

    - by Mike
    What software do you guys recommend for 2D animation, cartoon like, on the Mac. Please suggest something that do not requires a PhD in astrophysics to be able to use. If free, better. thanks

    Read the article

  • How to get UIScrollView contentOffset during an animation

    - by user249488
    I am trying to get the contentOffset property of a UIScrollView in the middle of a setContentOffset animation. Note I am not using the animated property of the method, but instead enclosing the setContentOffset operation within a UIView animation block so I can have finer control. When I try to read the value of contentOffset in the middle of the animation, it returns the final value rather than the value at that moment. I know that you can use the presentationLayer to get the current layer, but is there any way you can get the current offset in the middle of an animation?

    Read the article

  • Understanding Flash SWC's imported into Flex Builder 3 and key framed animation

    - by Hank Scorpio
    I am trying to understand what is going on in a SWC that I am importing from Flash CS4 into Flex Builder 3. Specifically I am using a SWC supplied by a Designer as the animation for a custom preloader (a subclassed DownloadProgressBar). The issue I am trying to understand is, once the FlexEvent.INIT_COMPLETE is fired, I cleanup by removing the swc by running this : removeChild(myPreloader); myPreloader = null; though even after I have removed this (which is successful, as I have checked by comparing this.numChildren before and after the call) the key framed animation still continues to run (not visibly). This has been detected by the Designer placing a trace in the time line of the animation (in Flash). Can anyone tell me why is it, that even after I have removed the animation from the subclassed DownloadProgressBar, it still keeps running ? Also, is it standard practice when importing SWCs to manage the cleanup of resources from the Flash side of things (much like releasing memory in obj-c). I find it counter intuitive that removing the child from the Flex side does not stop the animation. Any clues to this would be greatly appreciated.

    Read the article

  • WPF How to stop animation from a thread in background worker

    - by toni
    Hi! I have a task that takes a long time. I do it with a background worker thread and before start it, since Do_Work I begin an animation over a label and when task finishes, I stop it in RunWorkerCompleted but I received an error because I try to begin/stop animation in the background thread that is not the owner. How can I do this, I mean to begin/stop animation in the background worker? thanks!

    Read the article

  • Image animation over CGContextDrawPDFPage

    - by BittenApple
    I have a pdf page displayed with CGContextDrawPDFPage in QuartzDemo sample application. I want to keep this page shown and have an image slide in from top over this page, just as it can be seen in the iBooks application. It's a book, the sliding image is a bookmark that slides in when you are about to close the book. I added this code by DyingCactus (hint: im a newbie to obj c and iphone dev) as follows: In QuartzViewController.m, the animation starts to show but the view slides away before the animation is finished, in fact I think the animation goes on while the view is sliding away. -(void)viewWillDisappear:(BOOL)animated { [self.quartzView setFrame:CGRectMake(150, -200, 100, 200)]; [UIView beginAnimations:nil context:nil]; [UIView setAnimationDuration:1.0]; [self.quartzView setFrame:CGRectMake(150, 0, 100, 200)]; [UIView commitAnimations]; } How can I keep the view visible and finish the animation before view disappears?

    Read the article

  • Source of UIView Implicit Animation delay?

    - by iPhoneToucher
    I have a block of UIView animation code that looks like this: [UIView beginAnimations:@"pushView" context:nil]; [UIView setAnimationDelay:0]; [UIView setAnimationDuration:.5]; [UIView setAnimationDelegate:self]; [UIView setAnimationWillStartSelector:@selector(animationWillStart)]; view.frame = CGRectMake(0, 0, 320, 416); [UIView commitAnimations]; The code basically mimics the animation of a ModalView presentation and is tied to a button on my interface. When the button is pressed, I get a long (.5 sec) delay (on iPod Touch...twice as fast on iPhone 3GS) before the animationWillStart: actually gets called. My app has lots going on besides this, but I've timed various points of my code and the delay definitely occurs at this block. In other words, a timestamp immediately before this code block and a timestamp when animationWillStart: gets called shows a .5 sec difference. I'm not too experienced with Core Animation and I'm just trying to figure out what the cause of the delay is...Memory use is stable when the animation starts and CoreAnimation FPS seems to be fine in Instruments. The view that gets animated does have upwards of 20 total subviews, but if that were the issue wouldn't it cause choppiness after the animation starts, rather than before? Any ideas?

    Read the article

  • Basic syntax for an animation loop?

    - by Moshe
    I know that jQuery, for example, can do animation of sorts. I also know that at the very core of the animation, there must me some sort of loop doing the animation. What is an example of such a loop? A complete answer should ideally answer the following questions: What is a basic syntax for an effective animation recursion that can animate a single property of a particular object at a time? The function should be able to vary its target object and property of the object. What arguments/parameters should it take? What is a good range of reiterating the loop? In milliseconds? (Should this be a parameter/argument to the function?) REMEMBER: The answer is NOT necessarily language specific, but if you are writing in a specific language, please specify which one. Error handling is a plus. {Nothing is more irritating (for our purposes) than an animation that does something strange, like stopping halfway through.} Thanks!

    Read the article

  • Custom animation for pushing a UIViewController

    - by Heinrich
    Hi, I want to show a custom animation when pushing a view controller: I would like to achieve something like an "expand" animation, that means the new view expands from a given rectangle, lets say [100,100 220,380] during the animation to full screen. Any suggestions where to start, respectively any documents, tutorials, links? :) heinrich

    Read the article

  • Touching an object in a tweened animation?

    - by Michael
    I'm having trouble porting a simple game I developed for the iPhone over to Android. The game has an animated ball which moves from Point A to Point B. The user must touch the ball before it reaches point B or lose the game. This was easy to implement on the iPhone using Core Animation since I could locate the current position of the ball by accessing its animation layer. In Android, I attempted to recreate the game using tweened animation and represented the ball as a Drawable. My issue is that I can't determine if the user is touching the spot because the Drawable apparently bounds do not update as the ball visually moves - making the program think the ball is always in its original position. While searching these forums I saw an Android team dev. confirm that you can't get the current location in a tweened animation but offered no solution for a workaround. Can I accomplish this on the Android using my current approach? If not, what approach should I use? Best regards, Michael

    Read the article

  • Animation with Initial Velocity

    - by abustin
    I've been trying to solve this problem for a number of days now but I must be missing something. Known Variables: vi = Initial Velocity t = Animation Duration d = Distance The function I'm trying to create: D(t) = the current distance for a given time Using this information I want to be able to create a smooth animation curve with varying velocity (ease-in/ease-out). The animation must be able ease-in from an initial velocity. The animation must be exactly t seconds and must be travel exactly d units. The curve should lean towards the average velocity with acceleration occurring at the beginning and the end portions of the curve. I'm open to extra configuration variables. The best I've been able to come up with is something that doesn't factor in the initial velocity. I'm hoping someone smarter can help me out. ;) Thank you! p.s. I'm working with an ECMAScript variant

    Read the article

  • Play Animation with specefic Time [iPhone Animation]

    - by Momeks
    Hi , iam trying play animation with xcode,in specefic Time for example after 3 minutes play an animation .. i don't know how coding with NSTimer ! here is my animation codes : NSArray *myImages = [NSArray arrayWithObjects: [UIImage imageNamed:@"myImage1.png"], [UIImage imageNamed:@"myImage2.png"], [UIImage imageNamed:@"myImage3.png"], [UIImage imageNamed:@"myImage4.gif"], nil]; UIImageView *myAnimatedView = [UIImageView alloc]; [myAnimatedView initWithFrame:[self bounds]]; myAnimatedView.animationImages = myImages; myAnimatedView.animationDuration = 0.25; myAnimatedView.animationRepeatCount = 0; [myAnimatedView startAnimating]; [self addSubview:myAnimatedView]; [myAnimatedView release];

    Read the article

  • make jquery animation faster

    - by darkandcold
    Hello, while loading a page i am using a animation, wid=jQuery(window).width()+400; jQuery('#div').animate({'marginLeft' : '+='+wid+'px'},{queue:false, duration:20000 }) div, is being moved to left in 20 sec. I use this animation for loading page. when page is loaded <body onload=myfunction()> is called. when myfunction is called (page is loadad completly) i want to my animation faster. how to change an animation duration while it's animating?

    Read the article

  • Recommended way to make animation in Android

    - by Alin
    I've searched around the web to learn more about animating a character in Android but didn't fully understood it. I ask here maybe you could give me some advices or hints on how to make it in the best possible way. Scenario Imagine 5 drawn characters (let's say 5 human heads). I need to animate them. By animation I mean make eyes blink, smile, laugh etc. Right now I am working on making bitmap resources on each animation. For example for the blink animation, basically I have 3 images, one with eyes open, one with eyes half closed, one with eyes closed. I need to animate the character to use all these 3 images. This is all the animation I need, nothing more fancier. Any suggestions from where to start ?

    Read the article

  • Export Flash Animation to ActionScript

    - by user107715
    Hi I would like to make an animation using some tool (like e.g. Flash CS) and then export it for ActionScript. I thought this could be done in Flash CS but I just tried it by making an animation, converting it to a symbol and then selecting "Export for ActionScript". The problem: in the project folder there are no ActionScript classes generated. Am I doing it wrong or do I have to use a different tool to do the animation? Many many thanks for your help, Gloria

    Read the article

< Previous Page | 2 3 4 5 6 7 8 9 10 11 12 13  | Next Page >