Is there any possibility to define a timewindow for an animation of KML objects? Like if i have to occurences animated (polygon 1 appears on the 1/1/2018 and polygon 2 on the 6/10/2018). Is there any way to define that the whole animation should last for f.e. 30 or 45 seconds? I only see that Google Earth always interpolates the animation time depending on the given
<TimeSpan> <begin> 2004-03 </begin> <end>2004-04</end></TimeSpan>
dates of the document.
In the current Google Earth Pro interface, there is no way to specify the duration (in playback-time) of an animation like this. As you noted, it expands the time slider to include the dates & times from all loaded KMLs, and plays across the slider at a preset speed (adjustable in the slider settings).
One way you could apply time playback with precise control is to set up a KML Tour which animates between two views (with time tags applied), over a specific number of seconds. Then you could have your user play it back using the Tour interface instead, and see the timing you want. Unfortunately KML Touring is rather complex with a long learning curve. There are simple things you can do (possibly including something like your request) using the tour recording interfaces in Earth Pro, but to really harness the full power of touring you'll need to create custom KML code, so consider yourself warned. :-)
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I have the Player move around and when he enters a new Room (via Instancing) his Sprite shows him facing in the Default direction (in my Case down). So If you enter a Room from any other direction then it looks weird, cause for a short Moment you can see the Player facing down even if you came from the right. How can I tell Godot to set the Player Sprite to a specific Frame in Code, so I can set it to the proper Frame for each Direction. I'm new to Godot and I used HeartBeast Action RPG Tutorial for my Movement. So it's using an AnimationTree and AnimationPlayer. I tried "set_frame" but Godot just says it doesn't know the Method.
If you are following the tutorial series I think you are following (Godot Action RPG)… You are using an AnimationTree with AnimationNodeBlendSpace2D (BlendSpace2D).
The BlendSpace2D picks an animation based on an input vector "blend_position". This way you can use BlendSpace2D to pick an animation based on the direction of motion or the direction the player character is looking at. For example, you can "idle_up", "idle_down", "idle_left", and "idle_right" animations, and use BlendSpace2D to pick one in runtime based on a direction vector.
Thus, you need to set the "blend_position" of the BlendSpace2D like this:
animationTree.set("parameters/NameOfTheBlendSpàce2D/blend_position", vector)
Where:
animationTree is a variable set to the AnimationTree.
"NameOfTheBlendSpàce2D" is the name of the BlendSpace2D you want to set (e.g. "Idle").
vector is a Vector2D with the direction you want (e.g. Vector2.UP).
This is shown in the episode 6 of the tutorial series (Animation in all directions with an AnimationTree).
You can find a reference project by HeartBeast at arpg-reference, where you can find a function update_animation_blend_positions that looks like this:
func update_animation_blend_positions():
animationTree.set("parameters/Idle/blend_position", input_vector)
animationTree.set("parameters/Run/blend_position", input_vector)
animationTree.set("parameters/Attack/blend_position", input_vector)
animationTree.set("parameters/Roll/blend_position", input_vector)
Here "Idle", "Run", "Attack", and "Roll" are BlendSpace2D, each configured with animations for the corresponding actions, and this function updates them in sync so that they are picking the correct animation.
As far as I can tell the code from the repository is further refactored from what is show in the tutorial series. This code from the repository is under MIT licence.
I am trying to controlling the flow of an 3D animation on unity through the sound.
Therefore, through a synthesizer sounds, get the BPM of a song, which are stored in a file. Txt, with the given time and the number of BPM in second. Then in Unity, I have a pre-defined animation, and already carry the file with the information of BPM, but now I do not know how I can make the animation speed is controlled by the information in that file.
Any idea?
You can always change AnimationState.speed to serve that purpose.
http://docs.unity3d.com/ScriptReference/AnimationState-speed.html
A few days ago I've explored geomaps and, however, it turned out to be easy to change the properties of the elements.
But I have two questions:
I'd like to add rivers and forests on the maps. So Ive considered to set a background image instead of the geomaps figure. But I can't find a way to get this one fixed. Is there a way to set a background picture for a country or region?
How can I change the shape of the "bubbles" when you select a city e.g. "London"? I'd like to change it to a square.
Thanks in advance for your help!
Unfortunately what you're looking for is not available in geocharts in their current implementation.
Using a background image is possible in the sense that you can use CSS to make all shapes in the map transparent, and use a background image in the div to make it appear as if the little circles are being drawn on a map with forest and rivers, but you will run in to two big hurdles:
Your map will need to be identical in size/layout to the Google Maps SVG
If Google ever changes the SVG they use (or the view/projection they use) you will need to edit yours too
This isn't ideal, obviously. You could work around it by creating custom javascript to write rivers and forests on your map, but that is going to be a huge headache (especially if you are using multiple maps/views).
As for the circles, you can't change them to squares without hacking the actual SVG in the background with javascript. While this is definitely possible (if you're really good with SVG/Javascript), it again isn't using any of the fancy features of geocharts, and is more just a custom solution that will have to be updated if/when google updates their API.
Rather than doing it that way, you may want to look in to the same implementation on google maps itself. That will allow you to use custom markers, draw custom shapes, etc. with a lot more flexibility (and a much more stable API).
First of all, I know that displays lists were deprecated in OpenGL 3.0 and removed on 3.1. But I still have to use them on this university project for which OpenGL 2.1 is being used.
Every article or tutorial I read on display lists use them on some kind of object that is drawn multiple times, for instance, trees. Is there anything wrong in creating one list for a single object?
For instance, I have an object (in .obj format) for a building. This specific building is only drawn once. For basic performance analysis I have the current frames per second on the window title bar.
Doing it like this:
glmDraw(objBuilding.model, GLM_SMOOTH | GLM_TEXTURE);
I get around 260 FPS. If you don't about the GLM library, the glmDraw function basically makes a bunch of glVertex calls.
But doing it like this:
glNewList(gameDisplayLists.building, GL_COMPILE);
glmDraw(objBuilding.model, GLM_SMOOTH | GLM_TEXTURE);
glEndList();
glCallList(gameDisplayLists.building);
I get around 420 FPS. Of course, the screen refresh rate doesn't refresh that fast but like I said, it's just a simple and basic way to measure performance.
It looks much better to me.
I'm also using display lists for when I have some type of object that I repeat many times, like defense towers. Again, is there anything wrong doing this for a single object or can I keep doing this?
Using display lists for this stuff is perfectly fine and before Vertex Arrays were around they were the de-facto standard to place geometry in fast memory. Put display lists have a few interesting pitfalls. For example in OpenGL-1.0 there were no texture objects; instead placing the glTexImage call in a display list was the way to emulate this. And this behaviour still prevails, so binding a texture and calling glTexImage in a display list will effectively re-initialize the texture object with what's been done in the display list compilation, whenever the display list is called. On the other hand display lists don't work with vertex arrays.
TL;DR: If your geometry is static, you don't expect to transistion to OpenGL-3 core anytime and it gives you a huge performance increase (like it did for you), then just use them!
I'm writing a video annotation application with Qt4 in which users need to be able to seek to various points in a video, putting markers on various objects and then setting keypoints for those markers so that they stay on the objects in the video as they move around. QGraphicsItemAnimation seems like a great place to start for these markers, however they need to be able to appear and disappear at specific times, which I can't figure out how to do with the QGraphicsItemAnimation. I could set the scale at 0 to make the objects disappear, but that seems like a pretty hacky solution, and I'm guessing that the paint engine would still waste cpu cycles trying to draw those invisible objects. Does anyone have a better solution than this? I'm using Qt 4.5.3 right now, but I'm willing to upgrade to 4.6 if it makes things easier. Thanks!!
It seems like the functionality you want of showing/hiding QGraphicsItem objects is beyond the scope of the simple "tweening" that the animation class performs. It is only for one object at a time, and any appearance or disappearance you have to write yourself.
You still might get some mileage out of QGraphicsItemAnimation (although the fact that it uses its own timer instead of being locked to the frame clock of your video is a little dodgy).
Neglecting "seeking" for a moment, there is a QTimeLine::finished() signal. If you let the end of an annotation's active animation timeline represent the point where you want it to disappear, you can trigger QGraphicsItem::hide() at that point. When it comes time to turn it back on, you would construct a new QGraphicsItemAnimation (based on the next run of keyframe data for that object) and call QGraphicsItem::show().
Note that one of the headlining features of Qt 4.6 is the QtAnimation framework, which is more sophisticated but also rather complex. I've not used it yet, but looking over the examples it seems like you might be able to "animate" a visibility or opacity property.