Does anyone know how to do scroll-up reveal animation like this one https://www.mi.com/global/redmi-note-9-pro with framer motion?
You can track motion values of each element using useElementScrollHook and then You can map it useTransform Hook creating new motion values for animation and then use it in an animate tag or style tag of main page Element along with motion component...you can build even better with framer motion...
Related
I have an animation in Unity, its 2D, made from Sprites.
My animation is blocked, I mean, I can't add a new sprite, click play button, or add a new Property.
In order to animate an object in Unity you have to have a valid object selected, that is to say, the object can be animated.
This is typically a game object that is selected in the hierarchy.
Without this, how does the animation window know what it can and can't animate? That is the way that properties are animated in Unity, it needs to know what it is supposed to be animating, the valid object tells it what can be animated. Without this knowledge, the animation window will lock down certain features, adding keys and playing the animation.
In your case, select the game object that you want to have animated and, if you have a valid animator controller in place, the animation window will set itself up with all the necessary bits and pieces, namely the animation clips. Then you can animate to your hearts content.
Here's the animation window reference:
https://docs.unity3d.com/Manual/animeditor-UsingAnimationEditor.html
Hopefully this answers your question.
I am using Unity 5 and I started to make a menu scene. When I made the canvas, all of values under the Rect Transform component are locked and it says "some values driven by Canvas." The only thing I can change is the z position when using the gizmo in the editor. I can't reset the position or anything. Why is this happening?
This means that the canvas's canvas component has it's render mode set to Screen space - overlay. This forces it to be the size of the screen. Change it to World Space and it will allow you to resize it and move it around.
Changing the Render mode is not an ideal solution; neither is Overlay mode the reason why this is happening at all. World Space is just a render mode that changes the way your whole UI behaves and would mean a whole different set up and a whole lot more work just to get a child UI object to move independently.
Here is the description of what World Space is for from the Unity site:
In this render mode, the Canvas will behave as any other object in the
scene. The size of the Canvas can be set manually using its Rect
Transform, and UI elements will render in front of or behind other
objects in the scene based on 3D placement. This is useful for UIs
that are meant to be a part of the world. This is also known as a
“diegetic interface”.
The Rect Transform usually gets locked because it is a child of another Canvas Object which controls its Transforms. The way to fix this is to overwrite it by adding a “Layout Element” component to it. From there you can configure it to work the way you like and it can have transforms independent of the Parent UI Object.
For full details, see this Unity support page: https://support.unity3d.com/hc/en-us/articles/115000179163-How-to-overwrite-Width-and-Height-values-that-are-driven-by-a-Layout-Group-in-runtime-
Canvas is depend on game tab in your window panel.
Adjust panel by use of close tab or resize panel or doc game panel.
It will help you make default 800 X 600 canvas.
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.
I have embedded a Video in HTML5 page over a Canvas.
I want to draw a rectangle with mouse events on the Video and rectangle should not be erased.
Please help me how to do this ..
Thanks..
You can create a new Canvas Element just on top of your Video-Canvas. and Handle your mouse events for that new canvas element. and Make sure that you do not set the background property for your new canvas, this will make it transparent and the Video-Canvas elements content will be visible. Let me know if you do not get it.
For I have a javascript version GMap.html, I can successfully display it in the WP7 WebBrowser, but I cannot make it pan or zoom in; is there a way to disable the default gesture behavior(such as fix the position the map's div; if I slide up, the map pans to north, when I double touch, it zooms) to allow the GMaps panning or zooming?
Here attached a very simple sample, when opening the emulator, you can see the map is displayed, but when we want slide up/down to pan north or south, it works like panning the web browser up or down.
http://hotfile.com/dl/135072503/ec55e86/PhoneApp1.7z.html
Thanks,
You should be able to hook the manipulation events from the Border that surrounds the ContentPresenter in the visual tree for the WebBrowser control to intercept them before they get to the PanZoomContainer, which would allow you to do whatever you need to with the content.
Colin Eberhardt has a great post about it on his blog where he basically disabled the standard manipulation events for doing HTML5 apps on Windows Phone, but the concept is still the same.