How to create an animation in form of svg? - animation

recently when I was looking to find some tool regarding some rf bits operation I found this, it was not a website nor a gif it's extension was .svg it is displaying moving objects and when we are hovering it is changing its animation like this
So, my question is that how we can create this type of svg animation with hover-events?

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Sprite sheet used for diffuse animation

I'm trying to use a sprite sheet in my background animation. The sprite sheet is made up of multiple objects of varying sizes and shapes. I want the sizes/shapes to be used consecutively in a "floating" type backgound animation. I have no clue how to start the code. Can't seem to find anything like this on the Stack Overflow site. Ps. I'm not trying to animate one (1) object (such as a running man). Please HELP!!
I tried using JS code for animating bubbles and just replacing with my script.png. It didn't work. The example background that I'm trying to duplicate is found at https://lusion.co - If you page down until you reach about the third page, you will find a colored background with floating objects, along with a scattered light and fog. Lusion used a sprite sheet for the objects. I have a copy of the sprite sheet. They seem to hide their code, so I can't use their site for learning.

Three.js transform controls not interactive (won't click or hover)

I'm playing about with three.js and webGL with an attempt to get html objects overlaid on a webGL model.
I intend to use three.js object loaders to render a 3D model, where I can then allow users to overlay HTML DOM objects in 3D space via a custom UI.
I've mainly been using the various different examples in the three.js docs (https://threejs.org/examples/ and https://codepen.io/AdamEDGE/pen/RRjEwz).
In order to allow the user to move the overlaid HTML objects via the UI, I've added the transform controls (https://threejs.org/examples/misc_controls_transform.html).
Things seemed to be going relatively well up to this point, but now I see that the controls are not hoverable or clickable to move the element.
I suspect I'm either missing code or an issue with the camera not aligning correctly, but I'm very new to this so I'm guessing.
I have also experimented with Jerome Etienne's blending tutorials, but on testing that caused other issues and I think may not be worth the trouble for what I'm going for (http://learningthreejs.com/blog/2013/04/30/closing-the-gap-between-html-and-webgl/index.html).
I have created an example that shows the problem (click on an object and the controls should show).
Its a simple webGL torus with two HTML images overlaid and mapped to a Mesh so I can link the controls to the HTML elements which are on a different scene.
https://jsfiddle.net/mattscotty/h5wuq86y/
control = new THREE.TransformControls(camera, glRenderer.domElement);
control.addEventListener('change', render);
The controls show on all the correct places when clicked as expected and I can use the keyboard to change the transform type (again see https://threejs.org/examples/misc_controls_transform.html for how it should work).
As I can't click or hover, I can't hook up to the relevant events.
I'm brand new to this and I'm quite sure I'm missing something obvious, so any help is appreciated.

How to make objects snap to a position in html5 canvas?

I'm looking into making a jigsaw game using html5 canvas and JavaScript. I have the images(pieces) in place, and they are draggable, but I'd like the pieces to act like they are on a grid so that when you click and hold while dragging an image it can only be placed on certain tiles within the 3x3 grid.
A similar question was asked on Stack before but the only response pointed to a drupal module and I'm not using drupal. I found one more similar solution online that uses Asp.net but I'm hoping to solve this all on the front-end, and if I have to use some server-side code I only know PHP.
The renderGrid function for canvas it seems, just draws a grid, but doesn't make it functional for snapping objects to certain places.
Does anyone have clues on how to do this?
Use divide/floor down math when setting coordinates. E.g. to space x for each 24 pixels:
var gridx = Math.floor(x/24)*24;

Add perspective to image in web

I have a squared formed image. I need to add perspective view to it and then make an animation that will restore image back to square view. This actions must work at least in all newest versions of browsers and without Flash.
I have tried to do this as follows:
Using RaphaelJS I can only clip image (create path and set fill to image url), not add perspective.
Canvas works as svg and vml in RaphaelJS... I can't add perspective with it's help.
CSS3 3D animation method rotateX adds perspective, but it is supported only by Chrome and Safary.
There is no way to add perspective to image using built in tools.
The only possible solution, I have found is using SVG add clip path to image - it doesn't add perspective view, but it's the best possible solution.
As I understand - we can use Canvas to add perspective, but you must write your own javascript algorithm to transform plain image to perspective view.

Region selection in canvas

I'm setting up an experimental html5 website using canvas.
I am drawing 3 circles all next to each other and all I want to know is how to be able to select them.
I'd like them to become links, in a way. Not tags, since everything's gonna be created using javascript.
Something like kinetic JS : http://www.kineticjs.com/, but without the extra library.
I have found some scripts that are using ghost canvas and contexts, but the examples are for dragging and stuff. I only want to be able to select my shape and execute some code.
Thank you!
I am thinking you might want to look into the IsPointInPath() method. It will help you figure out whether or not the mouse clicked on your canvas object.
See Detect mouseover of certain points within an HTML canvas?
if you are talented in xml i suggest you to use canvas + SVG (http://www.w3schools.com/svg/)
And follow this simple example.
http://jsvectoreditor.googlecode.com/svn/trunk/index.html
regarding to SVG and Canvas , the differences are obvious, as you can load bitmaps in SVG, and you can draw lines using the canvas API. However, creating the image may be easier using one technology over the other, depending on whether your graphic is mainly line-based or more image-like.

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