tween | C TweenLite like tweening engine | Animation library
kandi X-RAY | tween Summary
kandi X-RAY | tween Summary
First of all, Tween::update(double t) needs to be called regularly. Normally you do it once every render loop, but you can also safely do it from another thread:.
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QUESTION
I have the Circle object that extends shape and am trying to get the value of x or position of the object in 2d plane. During animation (tween) the position does not update and remains static. How do i fix this ?
...ANSWER
Answered 2022-Apr-16 at 11:58The enemy
position x
and y
is not the position of the circle
, that is used in the tween. An easy option is, just to create a property, so that you can acess the position, from the property.
Here small example, how the access could work:
QUESTION
I'm writting a small tamagotchi app using Flutter and now I'm learning how to use flutter_bloc lib. When user tap on a pet image on a screen, it must redraw a CircularPercentIndicator widget, but it won't work. I'm trying to connect a view with a bloc using a BlocBuilder and BlocProvider classes, but it did not help. After tapping a pet widget, animation is forwarded, but the state of saturationCount and CircularPercentIndicator hasn't been updated.
Here is my BLoC for pet feeding:
...ANSWER
Answered 2022-Apr-15 at 12:27I think you have to call the emit method in you PetFeedingBloc
QUESTION
So I´m currently refactoring a website, and so I do with the rrd, which was on v5 in the previous website version. Now, that the component doesn´t exist anymore we have to work with the new component as you probably know.
I previously used framer-motion to transition in and out between the routes like so:
...ANSWER
Answered 2022-Apr-09 at 23:17I think your solution is close to working. Move the PageLayout
component and motion.div
into a layout route that uses the current path as a React key.
Example:
QUESTION
I want to randomize the shown Images, and check with a bool, that a used "card" doesnt get displayed anymore, until the whole deck got consumed.
Heres my "Card class" where i specified all my Cards in a List:
...ANSWER
Answered 2022-Apr-02 at 18:39For starters, you can save a little screen real estate by declaring that list like so.
QUESTION
not exactly sure what to call whats going on. I need to create a definition for the clients main player physics body and i can't read it or any of its properties, no matter where or how i call it, from update(). Also if this is a bit hard to understand Im a young and new JS programmer so bare with me. Im willing to change the construction of my scenes if i need to if anyone recommends something easier.
...ANSWER
Answered 2022-Mar-31 at 15:14The issue is, that the update
function is called, before a player is added (before the this.player
is set).
Since the update
function will fire more or less right after the create
function, the property player
of the scene is not set yet. So this.player
is undefined
, which is the cause for the the error.
The solution is to check, if the this.player
property is set before accessing it, in the update
function.
As soon as the this.player
property is set, the other commands in the if
- clause are called.
QUESTION
I want to implement an animation.
The animation should be a line move to another line. There will be some deformation in the process of the line moving
There is a correspondence between the points of the two lines.
How to implements it with three.js?
I try to use the tween.js.It works.
...ANSWER
Answered 2022-Mar-25 at 10:02I suggest you implement the animation of the green line with morph targets. Meaning the green line represents your default geometry whereas the blue line represents a morph target (also known as blend shape). You can then animate the transformation from green to blue by modulating the morphTargetInfluences
parameter from 0
to 1
.
Morph targets are part of the geometry data and defined in the BufferGeometry.morphAttributes property. Since multiple meshes can share the same geometry, the morphTargetInfluences property belongs to 3D objects like a mesh.
I suggest you study how the official example webgl_morphtargets is implemented. You can apply the same principles on lines.
QUESTION
ANSWER
Answered 2022-Mar-25 at 02:56Instead of custom animation, you can use AnimatedContainer()
.
Create a boolean like selected
which will tell the animated container when to close and when to open the container. And using setState
you can toggle the animation.
Align your AnimatedContainer()
with Align()
and give alignment: Alignment.bottomCenter
. And give height:0
is not selected and when selected give height the half of screen using MediaQuery.of(context)
QUESTION
So I got two pages: The first page is my HomePage from where I can access my second page via a button. The second page is where I put an animated Icon inside. I'm trying to animate the icon and so far everything works just well. The icon bounces just like I want it to be but as soon as I go back to my HomePage all of a sudden an error appears and the app doesn't function anymore (I've added a screenshot but I don't really understand what I need to change inside of my code). What can I do to prevent this from happening?
This is my code:
...ANSWER
Answered 2022-Mar-17 at 13:40We need to dispose the AnimationController
. Override the dispose method and dispose the _animationController
.
QUESTION
My goal is to make a ROBLOX like customization system for my game, where a user can choose between hundreds of pieces of clothing and accessories for their avatar. Now, I would like to use Mixamo to animate my character, but Mixamo needs a fully boned rig to download the animations. Now that's a problem: I need Blender to bone the rig, but each rig will be different since the user is creating his own character, and if I had all the rigs pre-made, there would be literally millions of combinations of characters!
The alternative, I'm thinking, is to use Tween.js, but that's a really bad way since it'll take a ton of work and time just to get a single animation, and it still won't be as good as Mixamo.
At this point, I'm sure you have no idea what I'm talking about, so here's an image to describe my issue:
I hope the diagram made my problem more clear. Below I've listed some of the possibilities that could potentially solve this problem, but then again, not sure.
- Maybe you can download an animation from Mixamo without a specified rig to it, so you can apply it to any character?
- Maybe I just animate the base rig and then apply the textures for all the body parts (so instead of downloading all the rig possibilities, I just download all of the clothing textures)?
Does anyone know how to do this?
...ANSWER
Answered 2022-Feb-22 at 19:45For anyone else who was wondering the same thing: You should first download the desired animation from Mixamo on the base model (without the customizations). Once you load the animation into three.js, you should be able to see a group, which includes the components from which the model was made. You can then manually apply as many textures as you want to the desired parts of the rig. So, your model will move normally (like the animation), while having your character exactly how you or the user wants it. That should do it!
QUESTION
ANSWER
Answered 2022-Mar-02 at 16:33I don't think your ModalRoute class has the capability to trigger a widget rebuild through the setState method. For this, you should wrap the Align widget you're returning out of the _buildOverlayContent if you want to encapsulate the checkbox state within this method, as in:
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