I am a newbie in cocos2d-x 3.13, I want draw with animation in the DrawNode like video: Art Gurus. It will draw a line the same when draw by hand. Any suggest for this solutions ? Thanks
In openFrameworks, you could do that with ofPath. AFAIK, Cocos2dx has no such class, so you would need to create your own.
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I'm trying to build an example project with custom geometry under Qt 5.15.2 (https://doc-snapshots.qt.io/qt6-dev/qtquick3d-customgeometry-example.html)
I get all qml ui elements drawn except for the mesh. In Qt 6 all works fine and mesh is rendered.
I see on the link attached above that the example refers to Qt 6 however QQuick3DGeometry class which provides us with custom geometry exists in Qt5.
Please let me know if there's a chance to use Qt 5.15 for the purpose of rendering mesh with custom geometry and whether QQuick3DGeometry can be helpful in this case. Thank you in advance.
The solution is to use setName() during initializing custom geometry. That's the way it works in Qt5. In Qt6 it is not necessary. https://bugreports.qt.io/browse/QTBUG-89420
I have been searching for a way to draw a custom image (.png) on screen.
When I started to look it up, I noticed everyone went for the UI way.
I've already asked how I could do this using one of FiveM's natives and I got the answer of drawSprite()
But now I have a new question; How can I create a custom sprite for the drawSprite() native to call upon?
And when I have this custom sprite, how do I use it in the drawSprite() native?
Thanks in advance!
I was wondering how to build/import an animation in XCode? Do I really need to use SpriteKit? Is there a simple/lightweight solution?
This is my animation (build in Flash)
https://dl.dropboxusercontent.com/u/829184/loading_gabel.swf
You don't need to use SpriteKit. You can stick with UIAnimation because all you are trying to achieve is rotating the image certain degrees at certain intervals.
I have fbx model exported from 3ds max. I have 3d coordinate that are extracted from a motion capture session. I want to animate the model using these 3d coordinates. after googling I found xna can be used for this purpose.
I found a tutorial on digitalrun that used kinectxna to capture motion and animate .fbx model using xna. but I can't build it because it wants kinect hardware elements.
I found another tutorial here. I am newbie to xna. I faced difficulties to understand that.can someone point me to right tutorial that expalins skeletal animation of .fbx model using xna?
You can start with this example to understand how animation work:
http://xbox.create.msdn.com/en-us/education/catalog/sample/skinned_model
The animation data is contained in the model itself. But you can change some code to work with your 3d coordinates.
Also...
I found a library to animation. XNAnimation Library
P.S. You can find a lot of tutorials and libraries for animation if you search "Skinned Model"
I'm developing a game using the engine cocos2d. How to use this engine to create an animation similar Fireball (when the flaming fireball bounce off the screen and leave a trail of smoke behind it.) ?
try using a particle emitter like the one at http://particledesigner.71squared.com/