i have some problem with background rendering in blender 2d!
i have some simple animation, and i use a picture as a background
and when i try to render animation
i have an empty background. i have my animation on empty white background
please help me to solve this problem
try enabling "import image as a plane" addon in edit/ preferences.
Related
I'm using some simple buttons in canvas in a 2D game, there is no light or i don't do anything via code for brightness of button. Buttons are shows normally in scene view, but these are shining in game view like putting a lights on them. What's the reason for this? How can i solve? You can see that what i mean on image below.
https://imgur.com/g0sQujE
I checked image attributes of buttons and camera render settings but didn't found anything.
it's a text ,which i painted it's edges in texture paint mode.
After painting in texture paint mode,I cant find the save all edited button under project paint as the video tutorial i'm watching shows.
I'm doing this in blender
Tried saving it normally but all progress is lost when i exit the app.
i was getting missing uv's,materials and texture before i started painting, under slots then painting mode I selected image and choose my colour. I'm suspecting that might be the cause.
Images that are edited within blender need to be manually saved separately from the main blender data. You can find the save image options in the UV\Image editor.
I was browsing the home page of canva.com
I was surprised by the UI effect of hover blur effect on the home screen. How can we develop such a feature on our website. Is it using CSS3 or some other javascript plugin libraries.
Thanks
They use a blurred background image, a canvas and an unblurred version of the image. Moving the mouse 'draws' (a portion of) the sharp image onto an otherwise transparent canvas. This makes it look like some kind of magic, when in reality it's just selectively copying a src image onto a canvas. I imagine a second, off-screen canvas is used to allow the 'drawn' lines to have their opacity faded. This canvas is then used to blend the copied image with the blurred image. Look into "canvas blending modes"
I'm developing a 2D game in Unity (Version 5.1.2) which has an animation.
The animation is generated by flipping through the sprites in the sprite sheet.
My problem is that the animation is playing as it should in the "Scene View" but not in "Game View".
I normally create animations by using the sprite editor and then drag & drop all the sprites on the screen (Scene View).
It creates a Sprite Renderer to switch the sprites but I would like the Image Component to flip through the sprites. It seems like only sprites in the Image Component is being displayed in the "Game View".
Is there any way I can get some assistance on this please.
Its really strange that you are only seeing that in your Scene View. If the animation is your default animation? Otherwise, make sure that you are sending the right parameters to your animator. A good way to test it is opening your Animator windows, checking all transitions, and manually filling the parameters to see how it works wile the game is running. Also, check if the transitions between animations has exit times and transition durations, and disable them.
First of all I will explain my situation so you can know my problem a little better. I'm making a HTML5 app. I have a canvas, and using a color picker you can change the color of the canvas. Now i have a picture which I want to put on the canvas but that pictures color needs to be changed using a color picker. So i need to replace, lets say, black color on that picture and put it on the canvas so it dosnt screw up the background.
So that will look like this:
1st color picker- changes the color of the canvas
2nd color picker - replaces the black color on the image with the one in the color picker and puts it on the canvas
Now my problem is how to replace the color on the image without reloading the page.
My only condition is no using silverlight, flash, java or any other similar tehnology that need 3rd party software to be installed on the device.
Thanks in advance.
If you dont understand my query fully, feel free to ask.
My approach with a JS only solution could be:
Loading the image inside a canvas element. Look at the MDC canvas tutorial
Trigger the user click on the canvas and get the pixel color (see links below to know how to get the color of a pixel) and look at this answer to get the mouse position
Substitute all the colors in the canvas with the one the user pick. For some examples about pixel manipulation:
Pushing pixel with canvas at Mozilla Hacks
http://beej.us/blog/2010/02/html5s-canvas-part-ii-pixel-manipulation/
This JS at mezzoblue apply heavy filter to an image
After some canvas experiment I notice that mostly in all the browser the pixel manipulation with canvas could be very slow also with small images. So another experiment to do could be to get the pixel color and then:
pass the color information to a PHP (or another server side script) with an AJAX call
do the color manipulation with an image library like GD or imagemagik
return back your image with the Ajax response
reload your canvas with the modified version of the image