Three JS animation in Editor possible? - animation

I have been able to get almost everything I need into the editor, But cannot figure out how to get a collada model that was imported to play it's keyframes.
Since I am not doing loader.load (collada) blah blah like in the examples. I cannot figure out how to get the animations. Animations is always undefined, but I know keyframes exist. Any ideas?

as far as i know, animations in the editor are not fully implemented yet.
the corresponding code in the viewport is commented out (line564+)
i think your best shot is to modify the editor (and eventually create a PR) or go back to coding everything.
the editor in its current form only shows the basic functions but the code is quite well structured to allow implementing custom features.

A quick update that animations in the Three.js Editor are now supported. Below is a gif from the linked PR demonstrating usage.

Related

Unity Sprite Editor: Can You Preview A Background Image While Setting Pivot?

I've Googled around a lot, and I checked the Unity Asset store but I cannot seem to find what I think is a common problem (or perhaps I'm doing it wrong).
The issue is when I use the Sprite Editor I cannot see a reference image which is useful for setting the sprite pivot.
When I open the Sprite Editor on a given image file, I cannot seem to add a background reference image:
I want to be able to see a background image (of a specific character for example) that I can position and then use that to set the pivot.
Do you know of any way to do this? Asset Store references are acceptable.
I found one for Animation pivot setting but not for static images.
Any and all suggestions welcome (if you have a workflow suggestion that mitigates this issue, feel free to suggest :) )
I found a free option that works well enough:
http://gnupart.tistory.com/entry/Unity3D-Custom-Sprite-Pivot-Editor-in-SceneView

Lightbox for Flex

Ey. I've seen the other post about Lightbox gallery effect for Flex, but after having played around with it I cant seem to get it to work 100% (The image is as small as the thumb, and I cant make it bigger). And this also lacks some functionality I'd like to have.
So, one example would be, of course, this: http://lokeshdhakar.com/projects/lightbox2/
If you click any image on the image set you can swap between them with an arrow. This is what I'd like to have.
Also, it would be nice if it was possible to display the thumbnails for the other images in the same set under the bigger picture(when one image is already clicked).
I've tried to search for components like this, but I cant seem to find any other.
If any of you know of any nice components or snippets of code for this kind of effect then please let me know! =)
Kind regards,
Stian Berg Larsen
  
EDIT:
So I've searched around and tried a number of examples, but I cant seem to get any of them to work. There is always an error, and none of the examples are exactly what I want.
I simply need a way to show images like Lightbox. With a prev/next arrow and maybe a close button. Nothing more than that. How would I go about making this, or use an existing component?
Im using a TileGroup to hold all my thumbs (so that they will fill out the width of the Group with more images if there are room for it). If it's possible to generate this list of thumbnails dynamically too then that would be great, but basically what I need is to show images with a Lightbox style when I click them.
Thanks! =)
I ended up just making my own lightbox effect. :)
Created an Actionscript class (based on Group) and added image loading functionality, prev/next/close buttons and borders and such. Works like a charm :)

KineticJS shape over image

I want to draw some shapes over an image.
After the image is loaded and added to the layer, I use the moveToBottom() function, which works for shapes but doesn't seem to work with images.
I've tried to use moveToTop() on the shapes, but still no luck.
Important note: I have to keep them on the same layer, so the obvious solution to put the image in another layer is not an option.
http://jsfiddle.net/hukNL/
This concept shows that layering functions work, so the error is somewhere else in your code.
First of all, you want to be using the newest KineticJS 4.3.1, then you want to make sure that if you are dragging images that you disable putting them in the dragOnTop layer that is now featured in the newer releases. Lastly, if nothing else works, then you could manually debug your code by checking the z-index of each item by using:
.getZIndex()
Also, if you would like more help, post some code so others can help you debug it.

Sophisticated HTML5 Image Map?

I have an image of a living room, which I'm turning into a menu for a new site I'm working on. The idea is that you can click on certain items in the room, like a chair, desk, couch, etc and get taken to the desired page. I'm wondering if there is a clever way of doing this. Since the items are not simple shapes, I don't want to use a standard image map.
Thanks for you help!
I'm answering because a Google search brought me here...
Because you asked for a tool:
GIMP Has a really good Image map creation function.
Open your image in GIMP and select Filters > Web > ImageMap
From there you can create image maps by drawing on the image. Saving will generate HTML you can then tailor to your needs.
This tool looks to be a solid image mapper: http://www.image-maps.com/
I'd suggest doing this with a canvas and SVG's, it would make this quite a bit easier, and more professional.
As Korvin mentioned, doing this in SVG is probably the easiest option, because you can attach events to objects in SVG rather than having to manually specify a particular area in which to listen for events.
If you go this route, I recommend using the RaphaelJS library which has a nice syntax and the advantage of working in IE pre version 9. Here's a demo which, although it uses onmouseover instead of onclick, it might be close to what you're trying to achieve:
http://raphaeljs.com/australia.html

Canvas sprite library or tutorial

I am looking for some simple library for javascript to manage animations.
I need something realy simple, just to "parse" animation to frames. I want to handle everything by myself, i want just to know, how many frames is in animation and how to get the frame i want.
I did some digging on google, i found one which is realy nice (sprite.js) but it is too big and it will force me to rewrite my app.
Is there simple lib, or a tutorial how to work with animated images? (gif and others).
There is no straight way to get single frame from gif in JavaScript.

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