I have made parallax scrolling by using Adobe Edge Animation there is a problem with scroll by mouse wheel. How can i make it smooth.
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To me it looks like your animations stall every few pixels as you're scrolling. This is simply in the fluid motion of the animation.
You'll need to redo the keyframing for the animations and it seems like you're using x and y to animate the motions. Try using motion paths instead to get a more fluid and slick feel to the effect.
I know this isn't much of an answer, but I hope I was able to help in some way! :)
Cheers!
Related
The unreal first person firing animation montage pulls the arms too far back.
Is there a way to edit the firing montage so that I can reduce the amount of distance the animation pulls the arm back?
Thanks.
No, i don't think it's possible, because the montage is playing an animation on slots, etc... But you can't change the animation. You can find some animations online and replace it with the default one.
You would have to export the animation into blender or some other 3d editing software and edit the animations to your liking and then simply reimport. There's no other way to edit the animation.
The only technique i know of and i am highly against it is simply try to change the animation blend in and out times so animation is transitioning out before it would come too far to back to the camera.
So I did an attack animation in the program Aseprite and everything was fine with the animation, but when I put in inside the animator in unity the character changes position.
Here's the images, first one is a gif with the animation running as I want, and then the before and after of the animation in Unity.
I know it's small but I hope you can see
This is because it's setting the center point at the location, and the gif is wider than the standard player image, you will need to offset to compensate.
So I just sliced the sprites again but with the pivot to the left instead of center, and then adjusted the Collider. It seems to work. Not sure if it's the perfect way though.
I have an NSScrollview with a large canvas that can be scrolled and zoomed etc. When I scroll diagonally at an angle of around 20 degrees from vertical it's really jerky (using a track pad.) This jerkiness even continues as the scrolling animates to rest.
All other angles of scroll are buttery smooth - which makes me think it's got something to do with a preference for vertical scrolling (predominant axis scrolling is disabled.)
The effect only seems to happen when I'm using layer backed views.
Anyone know what's going on here?
Thanks
Craig
Confirmed bug in OSX Yosemite (by Apple DTS)
I'm trying to make a div rotating around a circle that is already rotating on himself in css3.
I've tried to use webkit frame, but it don't work well.
Have you some examples of this ?
thanks
This is 1 great example: CSS3 Solar System
The code used is here
in my opinion the iPhone has a big advantage to other smartphones because of its intuitive, smooth and good feeling scrolling components in UIKit. I want to implement a simple game with UIKit which uses this kind of scrolling, but i can't use UIScrollView because it isn't customizable enough.
I tried to implement this scrolling myself and tried two different approaches:
I used a UIPanGestureRecognizer und moved the bounds of my custom control according to the translation the recognizer delivers me. In order to get this smooth scrolling after lifting my finger during the movement I start an animation. I use the velocity the recognizer gives me and a fixed time in order to calculate how far it should scroll after I lifted my finger. I tryed a linear movement and a ease-out movement, but both looks strange. (more later on that)
I use OnTouchMoved and OnTouchEnded to implement the scrolling. In OnTouchMove I move the bounds according to the movment of the finger. While the finger moves I calculate the difference in location and time of the current and last touch in order to calculate a velocity myself. When the finger lifts I start an animation in OnTouchEnded like in 1. but I use my self-calculated velocity instead.
Both approaches are not giving me the results I want. After lifting my finger, the scrolling is not smoothly continued. There seems to be a (sharp) bend in the celocity curve.
Has anyone an idea how apple does this smooth scrolling? My current guess is that my interpolation with two really close points is to inaccurate and doesn't take the current acceleration into account.
Thx for your thoughts!
Kie
Why don't you add a UIScrollView as handle on top of your view, without visible content. Then you can use the UIScrollViewDelegate methods to update your real view on certain actions. For example: if you capture the scrolling of the UIScrollView using scrollViewDidScroll: , you can update your visible view with the offset of the scrollview. You can use the scrollViewWillEndDragging: to start synchronizing the main view with the scrollview, and scrollViewDidEndDecelerating to stop synchronizing.
I use the same approach to scroll the background of my Animix app. It has an invisible scrollview at the bottom, to give the user the feeling he can drag the grass to the left and right to move the background.