Vue animation transitions between multiple lists - animation

I'm trying to create a Kanban board in Vue where users can click and drag items from one column to another. I'm using Vue Draggable for the click-and-drag functionality, and can successfully drag items from one array to another.
I'd like a smooth transition when adding items to one array to another. The example in the transition documentation using animation-move CSS class works fine for transitions within an array, but not between arrays.
Is there any way to get a smooth animation using the built in Vue transition API when moving items from one array to another?

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How to create clickable html elements like div-s on a picture in Laravel?

I am pretty new to Laravel and I need to make a project using that framework. In that project I need to display an image in a loaded view and on that image I need to draw/display html elements like div-s for example. These elements need to be drawn using (x,y) coordinates taken from a database and also must be clickable.
The whole purpose of the project is so that people could click on elements that are drawn on the image and they could "reserve" a place for themselves. For example, imagine a company's representative reserving a spot on the exhibition floor at a conference.
How should I do it? I am a bit lost, but was thinking about using JavaScript. Here is an example image with elements on it.

How to produce and import multiple key frame object animations into Verold

Not sure if this is a Verold or a 3ds Max problem. I have a scene to import into Verold, with objects that animate. I want the objects to complete one animation when clicked, and then start another animation (on loop) when clicked again. What is the pipeline for getting the animations in? I can see how to do it with the character animation file on the Verold tutorial, because you can import just a skelton .fbx, but for objects, you have to import the whole scene each time, no? I am not worried about how to deal with the event handler side, it is getting the animations in. Do I produce the two animations in 3ds Max one after the other in the timeline and then call on them separately somehow? Or do I produce two scenes with identical objects but with different animations and then somehow extract the animation alone? In other words, what does Verold need and how do I get there?
Both approaches will work.
First, if you have a single file in 3ds Max, with both animations in a single timeline, you will need to split the timeline into two takes (clips) inside Verold. You can do this as follows:
Click on the animation asset
In the Inspector, select the first take
Click Duplicate to duplicate the take
Adjust the start and stop times of each take
Then you can trigger the two takes independently with the Event Handler.
Alternatively, you can create two separate files, each with a different animation. When you import the files into Verold, you will end up with two animation assets. You can trigger these two animations independently with the Event Handler.
unfortunately, that's not yet possible. The event handler is for basic interactivity, and we're working on a next release with support for more advanced features.
What I might suggest for now is to use custom actions on your scene, one for each of your animations. This still wouldn't let you do sequential animations, but at least that lets you trigger both of your animations.
If you send an email to info#verold.com, I'll add you to our list, and get you in as a beta user on our timeline tool. Should be in the next few weeks.
Ross

Famo.us images carousel

How can I create simple image carousel. Let's say I have GridView with two rows and one column. I want to create image carousel in upper row. Can I do that with ScrollView. Any sugestions?
You have the right idea. You can use gridLayout just to keep your sizing in line, and using scrollView is perfectly fine.
I do not know exactly how you imagine such a carousel working, but one option to be aware of in scrollview is the 'paginated' option. This allows you to easily define target positions for scrollview to stop and snap to, similar to a scroll picker on native. Or if you want the sources definition..
* #param {Boolean} [paginated=false] A paginated scrollview will scroll through items discretely
* rather than continously.
The next thing you may want to think about is how a carousel goes round and round and never reaches an end like scrollview would. There is no option for this by default, but I found a way it can easily be done. It may be a bit trickier with smaller images, but here is an example I did for a infinite panorama.
Transforming Panoramas for Virtual Tours with famo.us, has it been done?
The trick was to use a second duplicate image trailing the scrollview and when scrollview was in the right position, we could jump it back to the beginning, with no visual evidence to the user.
Here is the live example..
http://higherorderhuman.com/examples/infinite.html
Hope this helps you get started!

Mapping user input from one DOM element to the renderer element using Three.js and TrackballControls.js

I am trying to create a small container where the user will be able to move the mouse/drag his finger in order to control the renderer DOM element, in another container. The problem is that TrackballControls.js, a controller script included with THREE.js, maps the controls to event.clientX and event.clientY, so when I drag with in the small container I created, I don't see the desired effect. I was wondering what a proper way to map the input from a small area and effect the renderer element as if the user had the entire rendering area to give input?
The reason I need to do this is because I am integrating a CSS3D view into a normal, 2D page, and the mobile experience is awful if I do not disable to touch controls on TrackballControls.js- the user will be scrolling down the page as normal, and when he hits the 3D div, the 3D controls take over and the user can no longer scroll out of that area back to the rest of the page content. So I need a little small area where the user can spin, zoom, and pan my 3D visualization but then be able to scroll on the rest of it to escape.
Thanks!

Creating a component based on Canvas in WindowsPhone

I need to create a draggable component using multiple Canvas elements, it will be used multiple times in the same panel. How to accomplish it in WindowsPhone?
You can create a separate user control containing many Canvas elements and use this Custom Control many times in the same Panel.
http://www.microsoft.com/expression/resources/BlendTraining/Day.aspx?day=3#Create

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