I have incorportated an Animate CC animation into my website. I need to pause it until the user scrolls to that section. I've tried using waypoints.js and it animated the object in but the animation has already run it's course. Is there a way to pause it until it's in the viewport?
Check this out:
https://github.com/UseAllFive/true-visibility
You could have this.stop(); at the very start of your animation and use:
var my_element = document.getElementById('my-element');
//-- Returns true/false
my_element.isVisible(my_element);
Assuming your canvas animation is called my_element, you can simply play the timeline if it returns true.
Related
How to make a container a new page by making it full screen with animation?
I have seen the animation widgets and I tried to do that with animation container but I failed.( the problem was I couldn't make it full screen and I couldn't define animation I want)
Regards
Animation showed
here in Dribbble while dragging the container up.
( Doesn't matter dragging or tapping. just I want to know which tool should be used for the animation. )
If I got you right, the animation you are looking for is combination of SlideTransition and ScaleTransition.
I have an animation for humanoid models to simulate climbing. I have been looking for a way to stimulate this animation when the model comes next to the window. I used the triggers to determine where the model is and it worked. However, when I execute the animation, the position of the model is not being updated according to the animation. I am using offmesh links and nav mesh agent and I disable nav mesh agent when the model triggers. How can I use the animation and provide the update simultaneously?
Animation Properties
Thanks in advance.
I don't think the animation should take care of the movement. You should control that somewhere else. You could make the animation climb from y = 0 to 5 but then it won't work if your ladder is at y = 3.
You'd better have a method that is called from the animation using AnimationEvent so that when you trigger the animation, it also triggers a movement of the object upwards/downwards regardless of the current position of the object. It would simply use Translate and disabled input until the animation ends.
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'm trying new unity 3d options for 2d games. I'm trying to create background that changes depending on actions i made. So if i press button one i get sprite one as background and if two i get sprite two. Since I have 32 options, I figure out the best way would be to have an Animator, that changes frame depending on button click. So i created animator and animation. But the problem is I can't set time to where to stop animation to show selected frame.
I'm trying like that:
Animator ani=background.GetComponent<Animator>();
ani.animation["field_back_anim"].time=0.5f;
ani.speed=0;
But it fails at second line with that error:
MissingComponentException: There is no 'Animation' attached to the "background" game object, but a script is trying to access it.
You probably need to add a Animation to the game object "background". Or your script needs to check if the component is attached before using it.
However if I do no code the animation just plays trough all 16 frames. So i gues there is animation after all.
On the background GameObject I have 2 components first is sprite renderer and second is animator. When I open animator in Animator view i see there green rectangle saying Any state and yellow one with "field_back_anim". I don't get what i'm doing wrong.
I will also except any other solution that does the following.
Thanks!
The animator component is used to control transition between many animation clips. If you're going to playing an animation clip on a gameobject, an animation component is proper, not the animator. Remove the animator and add an animation component to your background gameobject in the inspector. If you set animation property to field_back_anim, your gameobject will animate well. Manipulation codes should be changed like below.
Animation ani = background.GetComponent<Animation>();
ani["field_back_anim"].time = 0.5f;
ani["field_back_anim"].speed = 0;
I am using WP7 control toolkit transition animation in my app. My app's pages are all light blue in color but when the transition animation (say, turnstile) is used, during the animation, a black background shows up. How can I make this background during transition to be light blue?
I'm assuming your PhoneApplicationPage's have a Background of Blue. If that is the case, then open up App.xaml.cs and find the line that says:
RootFrame = new TransitionFrame();
Directly after that, place the following statement:
RootFrame.Background = new SolidColorBrush(Colors.Blue);
That should ensure that your app looks consistent during animations. You can see a full sample project here: http://wp7-developer.com/quick-tip/quick-tip-ensuring-the-background-color-remains-consistent-during-a-transition/