cinematic | Gorgeous desktop movie collections | Runtime Evironment library
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kandi X-RAY | cinematic Summary
🎥 Gorgeous desktop movie collections
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QUESTION
I'm building an API which has a Studio(cinematic), a Studio has movies and movies have characters and also have genres. I've already built all the models and they seem to be working as expected. Now i'm trying to build my GET (index) of all the movies in my MoviesController but i'm having a problem.
My MoviesController is as follows:
...ANSWER
Answered 2021-Apr-14 at 05:00Try this
QUESTION
I am trying to change the text in the heading with the animation. however, I tried several ways but the animation always starts at 50% the content below 50% shows blank. I don't know whether I am conveying it properly this is my first time in stack overflow. Any help would be appreciated thank you.
...ANSWER
Answered 2021-Mar-31 at 07:14Well, adding ;
at the end of every CSS rule seems to work.
QUESTION
The navigation bar contains HOME,ABOUT,WORK,CONTACT. With the help href I could navigate through the page (single page website).
ISSUE : Everything works except ABOUT
Tried: Checked if there was any typo but none. Other navs works fine, navigating to home,work and contact.
Thanks in advance :)
CODE:
...ANSWER
Answered 2021-Mar-11 at 06:46href (href="#about-page") specified by you defines only attribute id, and you forgot to set the it attribute for about-page. Do this:
QUESTION
I have a project which is almost done and almost everything is ready for shipping.
When I launch the latest packaged project, the main menu opens but the code executed by one button (the play one) does not work and the code which runs the "cinematic" in the background either. Both of those work well in PIE.
I checked the List of maps to include in packaged builds, and all of mine are there.
I think it might be an issue with my game instance but I can't pinpoint it.
Is there something I am missing?
Here are the pieces of code that do not work:
EDIT: I made a build in which errors into cast to LGameGI fails an actor spawns and this is what happened every time. Why does this cast fails in packaged versions and not into PIE?
...ANSWER
Answered 2020-Dec-09 at 03:47I found this thread and it fixed my problem. https://answers.unrealengine.com/questions/595245/casting-to-game-instance-always-fails-when-packagi.html
QUESTION
I'm using this script to stream a 30s .mp4
video file with a 2min audio track in .mp3
format:
ANSWER
Answered 2020-Nov-27 at 20:00Loop the audio too:
QUESTION
I have this dataset:
...ANSWER
Answered 2020-Sep-13 at 16:43You can use applymap():
QUESTION
My question requires quite a bit of explanation. If you want to skip to the question, look for the bold "Question:" towards the end.
It's fairly easy to create a "circle wipe" animation in iOS or Mac OS using a Core Animation and masks.
One way is to install a CAShapeLayer as a mask on a view (typically an image view), and installing a circle in the shape layer, and animating the circle from 0 size to large enough to cover the whole image (r = sqrt(height^2 + width^2
)
Another way is to use a radial CAGradientLayer as a mask, set up the center of the gradient as an opaque color, and have a sudden transition to clear just beyond the corners of the image. You then animate the "positions" values of the gradient layer to move the clear color in to the center of the image.
Both of these approaches create a sharp-edged "circle wipe" that causes the image to shrink to a point and disappear.
That effect looks like this:
The classic cinematic circle wipe animation has a feathered edge, however, rather than a sharp border. The outer edge of the circle is completely transparent. As you move in towards the center the image becomes more and more solid over a fairly short distance, and then the image is completely opaque from there into the center. As the circle shrinks, the thickness of the transition from transparent to opaque remains constant, and the circle stinks down to a point and disappears. (The mask is a circle is opaque in the middle and has a slightly blurred edge, and the radius of the circle shrinks to 0 while the thickness of the blurred edge remains constant.)
Here is an example of an old school circle wipe. This is technically an "Iris Out" where the transition is to black, but the idea is the same:
https://youtu.be/IqDhAW3TDR8?t=90
I have no idea how to achieve a circle wipe with a feathered edge using a shape layer as a mask. Shape layers are always sharp-edged. I could get fairly close by using a shape layer where the circle is stroked with 50% opacity, and the middle of the circle is filled with a color at 100% opacity, but that wouldn't get the smooth transition from transparent to opaque that I'm after.
Another approach I've tried is using a radial gradient with 3 colors in it. I set the inner colors as opaque, and the outer color as clear. I set the location of the outer color as > 1 (say 1.2), the middle location to 1, and the inner location to 0. The locations array contains [1.2, 1.0, 0]
That makes the whole part of the mask that covers the image opaque, with a feathered transition to clear that happens past the edges of the image.
I then do an animation of the locations array in 2 steps.
In the first step, I animate the locations array to [0, 0, 0.2]
. That causes a band of feathering to move in from the corners and stop at 0.2 from the center of the image.
In the 2nd step, I animate the locations array from [0, 0, 0.2]
to [0,0,0]
. That causes an inner, transparent-to-opaque center to shrink to a point and disappear.
The effect is ok, and if I run it with a narrow blur band and a fast duration, it looks decent, but it's not perfect.
Here is what it looks like with a blur range of 0.2, and a duration of (I think) 0.25 seconds:
If I introduce a pause between the animation steps, however, you can see the imperfections in the effect:
Question: Is there a way to animate a circle with a small blur radius (5 points or so) from the full size of a view down to 0 using Core Animation?
The same question applies to other types of wipe animations as well: Keyhole, star, side wipe, box, and many others. For those, the radial gradient trick I'm using for a feathered circle wipe wouldn't work at all. (You create those specialized wipe animations using a CAShapeLayer that's the shape you want to animate, and then adjust it's size from large to small.
It would be easy to create a static blurred circle (or other shape) by first drawing a circle and then applying a Core Image blur filter to it, but there's no way to animate that in iOS, and the CI blur filter is too slow on iOS even if you could.
Here is a link to the project I used to create the animations in this post using the 3-color radial gradient I describe: https://github.com/DuncanMC/GradientView.git.
Edit:Based On James' comment, I tried using a shape layer with a shadow on it as a mask. The effect is on the right track, but there is still a stark transition from the opaque part of the image to the mostly transparent part which is masked by the shadow layer. Even with a shadow opacity of 1.0 the shadow is still mostly transparent. Here's what it looks like:
Making the line color of the circle shape partly transparent helps some, and gives a transition between the opaque part of the image and the mostly transparent shadow. Here's the image above but stroking the shape layer at a line width of 2 points and an opacity of 0.6:
Edit #2: SOLVED!James' idea of using a shadowPath is the solution. You don't want anything in your mask layer other than a shadowPath. If you do that you can use the shadowRadius property to control the amount of blurring, and smoothly animate a shadow path from a circle that fully encloses the view down to a vanishing point all in one step.
I've updated my github project at https://github.com/DuncanMC/GradientView.git to include both the radial gradient animation and the shadowPath animation for comparison.
Here is what the finished effect looks like, first with a 5 pixel blur radius:
And then with a 30 pixel blur radius:
...ANSWER
Answered 2020-Sep-09 at 10:13You could use the shadowPath
on a CAShapeLayer
to create a circle with a blurred outline to use as the mask.
Create a shape layer with no fill or stroke (we only want to see the shadow) and add it as the layer mask to your view.
QUESTION
Would be very easy to embed the missing div container in the html ...if I only could add it. I'm limited to "jimdo's" head area to manipulate classes and id's from there. Code is already written but it seems to me the only way that works is to do that with jQuery or Javascript?
So, I have this code here:
...ANSWER
Answered 2020-Jun-20 at 03:35Absolutely possible - there are good answers here; even showcasing examples with IE support Pure javascript method to wrap content in a div
QUESTION
I have an Angular 9 SSR application - http://www.dosgamesworld.com/
In every page I have a Share Facebook button.
The issue i'm experience is that the og:image
is not recognized correctly by Facebook for most of the pages.
All the images in the application are 320px X 200px.
Also the meta
looks correct for all pages.
For this page it does work well - http://www.dosgamesworld.com/game/alleycat
...ANSWER
Answered 2020-May-25 at 19:06Ahh got it, look carefully. Open the pop image url in browser. Its name is pop.png but its actually an jpeg image
Change Meta of pop from
QUESTION
I would like to create an animated 2D sequence (in future 3D as well) using Unity. From the website, I can see that the platform also targets the Cinema industry, so Unity can apparently be used not just for games.
My requirementsI can see that Unity provides timelines and all that stuff to create animated sequences, however I would like to develop my sequences all in code (C#):
- Placing the objects in the scene procedurally.
- Moving objects in the scene procedurally.
- Creating splines and other shapes procedurally in the scene.
- Moving cameras in the scene procedurally.
- Record from different cameras and produce a final video (always in code).
For example, library manim allows you to do all this in Python. But I would like to do the same in Unity and C#.
Can this be achieved with Unity? Do you have any examples you can point me to or you can write down as an answer?
Basic exampleAs a valid answer, can you give an answer where you show a simple code which animates a rectangle and exports the video?
...ANSWER
Answered 2020-May-24 at 11:31First of all, you have tons of libraries to achieve the animation process, popular one is DOTween.
"Video Exportation" is a tricky field (at least for me) and what I really like to use is Unity Recorder free plugin. Really easy to use.
This plugins takes me to talk about timelines. The fact that you want "procedural stuffs" do not have to directly collide with timeline use. In fact timelines can be coded as you can see here.
So if we go with your desired example (and my desired answer check!), I'll take for granted that at least your using Unity Recorder for the video exportation.
- Instantiate the rectangle
You can do this by a multiple ways, if you have a prefab of how you want the rectangle you can automatically instantiate the prefab, but you can also create the rectangle from a primitive cube like:
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