I was wondering what is the best way to create a slide bar in a-frame since there is no such feature, at least as far as i looked at the documentation.
I would like to create something like this (taken from a unity project):
I can image that this could happen by import a line and a cylinder and play around with the position of the cylinder but i cant think of a way to count integers when moving right or left the cylinder..
P.S. It is my first day in A-Frame
It seems pretty complicated indeed, especially if it's your first day :) With a little search, I found this component on github could maybe answer your needs.
Related
This is a very broad question, and I understand if this is taken down.
Anyhow, I'm looking to animate the water in the following still SVG image, and I'm wondering what advice you may have? Kinda looking for a wiggle effect, and although I originally planned to manually animate each path, I'm wondering if there's any tools out there (that a simple google search hasn't revealed for me).
Looking forward to any creative solutions, and many thanks!
I'm working on a school project and we are developing an interactive story with the A-Frame framework. The idea is to visit your old house and to have memories about good old times. So we're using 360° images in sky entities and we're switching those images between present and past.
I'm working on the transition when switching images, but the only good transition I can develop is a simple fade to black... My idea would be to get something similar to CSS Mask Transition here : https://tympanus.net/Tutorials/CSSMaskTransition/
Is it in any way possible to get a similar result ?
If not, would you have any idea of a good and easy transition that I could do ?
Just so you know, I'm not used to web development, we only have 3 days to finish this experience and I'm completely new to the A-Frame framework (I've been working on it for 3 days now only).
Thank you very much for you time and have a nice day !
Augustin.
A transition similar to that will be pretty involved to implement, I don't think it is possible in the span of a couple days with not much graphics experience. You'll mostly likely need to write your own shader that changes the alpha value of each pixel. Or you can maybe create an alpha map GIF or video, and use that to control the alpha values of the texture.
A-Frame has an example for transitioning between 360 images. For better performance, you have one image, do a fade to black, swap out the image, and fade back out: https://github.com/aframevr/360-image-gallery-boilerplate
I've been making a game in scene kit, but the edges of objects are difficult to see, making some of the games details impossible to see. Is there a way to make a black outline around all the game objects?
you could use an SCNTechnique as mentioned in another answer (you can have a look at this article about cel shading, which has an edge-detection pass) but full-frame post-processes are quite expensive.
On OS X you can also leverage geometry shaders (see this article). But it's not available on iOS and might be harder to implement and get right.
I would go with a much easier technique, which only involves vertex and fragment shaders. You can take a look at this article, which gives an example that's easy to re-create in SceneKit using SCNProgram or shader modifiers.
There is an example of making a glowing outline for nodes that uses SCNTechnique here:
https://github.com/laanlabs/SCNTechniqueGlow
You could modify the color and blur method to achieve an stroked outline effect.
Another SCNTechnique example, as referenced here: https://www.nurfacegames.com/everything-you-wanted-to-know-about-outline-shaders/, is to render your node slightly larger behind then again in front at regular size.
Here's a playground example of that: https://github.com/mackhowell/scenekit-outline-shader-scntechnique.
Currently working on a project to read the gauges on our chiller. I'm not a programmer by trade, so I'm trying to learn as I go, but SimpleCV's documentation isn't that great (IMO...)
At the moment I'm doing a findLines on each image, and it sort of works, but will occasionaly find a "line" on the edge of the gauge itself, or return some other weird result.
What I'd like to do is paint the gauge pivot one color, and the tip of the needle another color, and measure the angle between the two. I think I have the color blob detection figured out, but I can't figure out the measuring the angle part.
Anyone have any ideas? All I need is the angle to be returned, the BMS system will accept the angle reading and do the scale conversion itself, so that isn't a problem.
one of the core simplecv developers here. Sorry the docs aren't up to snuff.
I think if you can paint the gauge it will probably make it easier, or you may not even need to.
I whipped up the example here as you can see image output along the way as well:
http://nbviewer.ipython.org/github/xamox/sandbox/blob/master/gas-gauge-angle/Gauge%20Angle.ipynb
How would you do a mesh/plane (representing a tablecloth) that falls on top of a smaller cube (representing a restaurant table), so that when the tablecloth is in place its edges would hang and fold realistically over the table. It would be cool to animate this falling with physics and gravity so it would look really neat and real. I also would like to use a tileable texture (tablecloth pattern) for the tablecloth.
I am planning to make this with Three.js, but I guess any other javascript library or tool would be fine as well. At this point even a static render of the scenario would be a great starting point.
Any tips how to approach this? Thanks.
You lucked out -- it's practically done for you. :-)
http://mrdoob.github.com/three.js/examples/webgl_animation_cloth.html