skins | Create a player 's skin out of blocks | Media Player library
kandi X-RAY | skins Summary
kandi X-RAY | skins Summary
Create a player’s skin out of blocks. See more information at
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Top functions reviewed by kandi - BETA
- Smoothly smooth part of an image .
- Undoes the part of the image .
- Builds the location of an image .
- Posts a plugin to the server .
- Unzip a file .
- Builds the head of the region .
- Build a ring with the given start location .
- Roes through the start region and moves the region to the new region .
- Undoes everything in the given location .
- Undoes the corner of the move .
skins Key Features
skins Examples and Code Snippets
Community Discussions
Trending Discussions on skins
QUESTION
I have a wpf application with different skins in xaml like this:
...ANSWER
Answered 2021-Jun-12 at 12:48If you put a valid uncompiled resource dictionary as a .xaml file in the folder alongside your exe then you can merge it using the same sort of xaml you'd use with a resource dictionary which is compiled into your exe.
Here's app.xaml from the sample I mentioned.
QUESTION
I'm currently working on an Importer for the glTF into JavaFX.
Currently I'm working on the animations and hit the "Vertex Skinning". Because JavaFX already has a animation Framework I'd expect there to be a way to use Vertex skinning / a skin / a way to animate triangle meshes or similar but no matter how I search I can't find anything about that.
So is there a way to animate triangle meshes / skins in JavaFX ?
...ANSWER
Answered 2021-May-24 at 09:10JavaFX has no built-in concept to animate a triangle mesh. But nothing keeps you from manipulating the geometry of the mesh at runtime yourself. If you can compute the necessary changes of the geometry you can use an AnimationTimer to drive that process.
QUESTION
I'm new in Flutter/Dart/Git and I am stuck in one place since few weeks. I have already made some simple projects using Flutter/Android Studio on few other machines and this problem doesn't exist. It just works fine. I want to use this software on my main computer without using the remote desktop... My OS is Windows 10.
Everytime I hit any flutter command I receive the same error:
...ANSWER
Answered 2021-May-12 at 07:53You downloaded flutter using the zip link instead of git clone. At least that I suppose with that message
Try go to the folder:
QUESTION
I've tried using
...ANSWER
Answered 2021-May-16 at 19:25The tricky part here is meeting the apparent uniqueness requirements, for which the following generic filter can be used:
QUESTION
I'm making a project in C, with Allegro 5 library. I got some skins for my snake, but I want to make something better, like user-styled skin. And I think the best way will be:
- Make a white snake as that in image in post.
- Color white to another color.
And now I'm looking for Allegro function to make it fast and easy. What I got:
- al_tinted_bitmap - it's also coloring eyes and tongue
- al_get_pixel, put_pixel - but I must give x/y of white color, and that's really hard with bitmap like that (i mean... with square it will be easier)
So I think, I need a function or something like "get_pixel", but with specifying rgb(R, G, B), not X/Y. What's should I try used to make it functional like that?
...ANSWER
Answered 2021-Apr-29 at 14:23This question led to a nice discussion on the allegro forums Credits to Dizzy Egg for working out this example in full detail. I'll summarize the answer here for future reference.
A solution with al_tinted_bitmap is definitely possible, but I'd choose the get_pixel / put_pixel approach as you have a bit more control. It's not hard to replace pixels of one color with pixels of another color. Just loop over each pixel in the bitmap and do this:
QUESTION
Recently, I was playing one of my favorites games, and I came accross a problem: This game have a store, and in that store, skins to especific characters are selled, and I'm planning to buy them. There is 34 skins avaliable, and each one costs 1800 credits (the game currency). The only way of earning those credits is buying packs of it with real money.
There is 6 packs, as I show below:
Pack Amount of credits Price 1 600 19.90 2 1200 41.50 3 2670 83.50 4 4920 144.90 5 7560 207.90 6 16000 414.90My first tought was to calculate what was the best way (aka the way of spending less money) to buy any quantity of skins (1 -> 34), but buying N amount of just a single type of pack. So, I wrote this code:
...ANSWER
Answered 2021-Apr-10 at 19:17What you are trying to solve here is a variation of the Knapsack Problem. This means there is no solution in polynomial time possible.
However you can do a few optimizations: In No circumstance will somebody buy pack #2. It is strictly inferior to buying 2 (or 1) pack #1, therefore we can immediately eliminate it for the algorithm so it does not have to waste time on it ;)
QUESTION
I'm trying to make my bot to return a message when the arg
isn't one of the colors
in the variable but it keeps sending this message:
There are two issues I couldn't fix
- the bot sends both messages for "red"
- the bot says "that is not a valid skin" even though I defined "black" in the colors variable
ANSWER
Answered 2021-Apr-07 at 21:01When you iterate over the colors
array and check if (args[0].includes(colors[i]))
you check if a string includes the colors[i]
string. String#includes
checks if one string (colors[i]
) is found within another string (args[0]
).
The example below shows how it works. It checks every item in colors
one by one:
QUESTION
I am trying to click on a button using selenium and python but I can not click it.
...ANSWER
Answered 2021-Apr-01 at 11:46try to click with javascript:
QUESTION
I read the Skins section in glTF's github tutorial, but failed to understand how jointMatrix
works.
In the tutorial, it's defined as
...ANSWER
Answered 2021-Mar-17 at 17:55One thing to keep in mind is that the vertex shader is executing within the context of the skinned mesh node, not the skeleton root or joints. This means that the model view matrix is potentially in a "meaningless" place: This skinned node may have been given a transformation, but it won't be affected by that as all of its vertices are controlled by joints instead. The glTF Validator will even warn if a skinned node is NOT a root node, for this reason, as transforms applied to the skin itself are no-ops.
So the steps needed for any particular vertex in the skin then are:
- Undo the skin's world-to-node transformations, if any.
- Apply the joint's world-to-joint transformations.
- Undo the "rest" position of the joint.
These three steps correspond to the three you listed from the tutorial.
Let's talk about the third one. Each joint has a "rest" position. For example an arm bone might be at rest in the left arm of the skin's original shape (bind pose), and a leg bone might be in the right leg for example. These bones don't sit at the origin, they are sprinkled all around the model. But we don't want them pulling vertices around when they are in the rest position, for example the arm bone might be above and to the left of the origin but shouldn't pull any vertices up and to the left when it's at rest.
So each joint has an "inverse bind matrix" that undoes the effects that the joint would naturally have in its own rest position. When the joint moves, it moves relative to its own rest position, and that delta (the difference between steps 2 and 3) is what gets applied to the target vertex.
If the skin itself tries to move, nothing happens. Such a transform is applied to u_modelViewMatrix
at the end of the tutorial's shader, and the inverse of that transform is applied in step 1, so they cancel out. If you wanted to move the entire skinned mesh, of course the correct way to do that is by repositioning the whole skeleton, not the skinned node. Moving the root joint would apply new transformations in step 2 for all vertices in the mesh.
QUESTION
I just updated to the latest CN1 sources, but now I get the below error for a project that compiled just before. Any idea about is causing this issue?
NB. I've activated CSS for this demo example since I'm trying debug an issue I have with that. Notice the line with "Failed loading the skin file: /iPhoneX.skin". I have reloaded the CN1 settings for this project, so the iPhoneX skin should be there as far as I understood.
Sorry in advance if I did something stupid, I'm pretty nagged this evening :-)
...ANSWER
Answered 2021-Mar-17 at 01:58If you're working from sources then the skin file for iPhoneX needs to be in the JavaSEPort/src. Normally the build script copies it but we've undergone some changes in our build process and it's possible this is no longer seamless.
Community Discussions, Code Snippets contain sources that include Stack Exchange Network
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Install skins
You can use skins like any standard Java library. Please include the the jar files in your classpath. You can also use any IDE and you can run and debug the skins component as you would do with any other Java program. Best practice is to use a build tool that supports dependency management such as Maven or Gradle. For Maven installation, please refer maven.apache.org. For Gradle installation, please refer gradle.org .
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