kandi X-RAY | small3d Summary
kandi X-RAY | small3d Summary
Minimalistic, open source library for making 3D games in C++, with Vulkan and OpenGL support.
Top functions reviewed by kandi - BETA
small3d Key Features
small3d Examples and Code Snippets
Trending Discussions on 3D Animation
How do I make an animation progress bar in three.js? I've been stuck on this problem for quite some time. I tried to use the html5 video player progress bar approach. But It seems it doesn't work for 3d animations....
ANSWERAnswered 2022-Feb-16 at 20:09
Maybe you'd want to create a progress bar in HTML instead, and then display it on top of that scene.
I have a truck agent that seizes a trailer resource from "trailer" resourcepoolblock (thanks to seize block). I want that both the agent both the resource make a rotation in the 3D animation. I did for the agent, while for the resource i tried: "agent.resourceUnitsOfPool(trailer).trailer1.setRotation(-PI);" But it does not work. What is the right command in order to control the 3D object of the resource? Thanks for the help....
ANSWERAnswered 2021-Dec-07 at 19:48
resourceUnitsOfPool returns a list of all resource agents seized. Assuming you're only seizing a single trailer, you could do the following.
How do I specifically check for compatibility of
@keyframes translate3d animations with the browser ?
Please Don't close this question since I've tried many stackoverflow solutions before asking this question.
I want to check whether the browser my webpage runs is compatible for running animations, since many android browsers(Old Ones) are not capable of running them, they just stop displaying output text when animation fails (In MY Case). So, I would like to either stop animations or redirect them to another copy of my same website without any animations :)
P.S I've also tried using @supports, but of no use :(
ANSWERAnswered 2021-Sep-24 at 11:09
Check with media query:
I am running a model with heavy 3D animation images for agents. At the beginning, the model was running fine, but then I added new agent types with 3D images (without creating any agent instances) and now when it runs the animation window just freezes, even when the model in the background keeps running. While ignoring the 3D window the model runs without any issue. Other than decreasing the size and complexity of the 3D images, is there something that can be done for making the model run bigger 3D instances? Thank you....
ANSWERAnswered 2021-Sep-21 at 18:29
You can play with the "draw distance" setting in the 3D-window properties, maybe that helps.
Also, try to move the 3D window into its own agent and navigate there only when the user wants it, i.e. normal model animation shows some plots and charts on
Main (or whatever your root agent is).
Apart from that: use simpler 3D models. Remember that the engine runs in a browser, it is not Unity :)
I solved the N body problem with Python. My code works perfectly but I have to write manually line animation for each body. I would like to make a loop instead but I did not succeed. Here is the code :...
ANSWERAnswered 2021-Sep-20 at 18:11
You should collect
lignes in a list and loop over them. In order to update counters within
Animate3D, you can replace
enumerate, as in the code below:
I am reading the following articles 3D animation using matplotlib. It shows the animation in 3D.
I am considering the following scenario:
- I have a x-y meshgrid, [1,2,...,20] X [1,2,...,20]
- For each point, a z-value is assigned.
- Based on 1. and 2., I plot the 3-D gradient graph as the following
Suppose I have 5 20X20 data for z values (.xlsx). Therefore, I get 5 different graphs as above.
Now, I want to plot all 5 graphs in one graph but with a slider such that when I move the slider from 1 to 5, I can get an animation (variation) of the graph but in the same meshgrid.
The code for only one graph (one data) is provided here...
ANSWERAnswered 2021-Sep-06 at 19:12
If you create an animation, the plot won't be interactive: the animation will repeat and in each frame a different surface will be shown, but you won't be able to interact with it. Since you mentioned a slider, I suppose you want an interactive plot, that will be updated after a user will change a value of a slider. This is substantially different from an animation.
Here I describe how you can set up an interactive slider.
You should create one axis for the 3D plot and another one for the slider:
I'm using an iframe:...
ANSWERAnswered 2021-Sep-04 at 11:15
But your iframe doesn't appear to be having any space for transparency
ANSWERAnswered 2021-May-24 at 10:58
I suggest you add the
mousemove event listener to
renderer.domElement instead of
document and then use this code for computing the components of
I have a WebGL scene with tens of thousands of polygons (2d on the z=0 plane). Each polygon is composed of approximately 6-12 triangles (18-36 vertices). I would like to apply a random (or random-looking) 3d animation to each shape by applying a 4x4 transformation matrix to all the vertices in each shape.
I know I could do this by assigning a 16 number matrix to each vertex (the same matrix for all 18-36 vertices in the shape). I know this is just a bit the nature of WebGL but it seems somewhat inefficient to have 18-36 identical copies of the same 4x4 matrix.
I was wondering if there are any more efficient ways to do it. For example, is there a way to use only say 20 matrices and randomly assign a matrix to each shape? I am still learning webgl, so I am not sure if that is possible....
ANSWERAnswered 2021-Apr-30 at 08:44
From the top of my head I see three routes you can go, all of them will require you to have at least one additional "index" attribute on your vertices to know what polygon they belong to(you can probably encode that as part of the position).
For when you need to control each animation individually:
- Upload a bunch of transform matrices as uniforms, and index into it via additional shape index. if you really just want to alternate between a bunch of definable matrices this is probably the most efficient way of doing so.
For when you need to control each shape individually:
- Upload a ton of matrices through a floating point RGBA texture, 4 pixels = 1 matrix, unpack the applicable matrix in the vertex shader using the shape index as an offset into the texture.
For when you don't need explicit control:
- Procedurally animate your shapes in the vertex shader, use the shape index or maybe even just the position and a noise function in conjunction with a time uniform to generate your transform (matrix) on the fly, depending on the transform you need and your vertex- vs fragment shader load this can be the fastest method.
This last approach would go something like this (vertex shader code):
I have a file I'd like to parse to json. First item looks as follows:...
ANSWERAnswered 2021-Apr-29 at 12:21
As @CharlesDuffy says, you can use
You can read the content directly from your file:
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