Problems with frame interpolation in Poser 9 - animation

So I am making an animation in Poser 9. I am have a keyframe at the beginning of the animation and at the end of the animation for the feet. The feet literally have the same values at the end and beginning. For some reason poser decides to make the feet go all over the place and then back to normal between the start and finish even though the feet should not move. Does anyone know why?

Here is an answer from another forum that I found after much more searching.
Usually in 3D animation if this happens you have what is referred to as gimble lock. You can fix this by adding keyframes in between and tweaking them slightly. If that doesn't work, try rotating one of the axis 360, as 0 and 360, 720 etc degree rotation on an axis are all the same position.
Here is a youtube vid that demonstrates gimble lock
~John

Related

How to move all pixels down?

I drew multiple white pixels on a black canvas to get a night sky. I gave the stars random positions and now want that all pixels move down in-order to imitate the movement of the earth.
I tried Translate but that doesn't seem to work with pixels.
Is there a way to move all the Pixels in the canvas down?
arrayCopy(pixels, 0, pixels, width, (height - 1) * width);
Should solve the problem you have. For more help about arrayCopy look here: https://processing.org/reference/arrayCopy_.html
Basically, the process of creating an animation is this:
Store your state in variables, or in a buffer.
Use those variables to draw your scene every frame.
Change those variables over time to change your scene.
One approach is to draw your stars to a buffer. The createGraphics() function is your friend. Then draw that buffer to the screen using the image() function. Then move the y position of the buffer down by some amount each frame.
Another approach is to store your star positions in a set of variables, such as an ArrayList of PVector instances. Draw those positions to the screen, and move each one down a bit each frame.
The translate() function should work fine for points, and it's just another approach to the steps I outlined above. As is Tobias's answer. There are a bunch of different ways to do this. If you're still having trouble, please post a MCVE in a new question post. Good luck.
Shameless self-promotion: I wrote a tutorial on creating animations in Processing available here.

ThreeJS translate scene position

I've been working at a game which is set in space meaning that the player can move through the solar system.
The issue comes when the player travels further away, and gets Float32 precision issues.
I've been searching for a few hours to find a fix for this, but nothing helped so far.
What I also tried was to rescale all the meshes to be tiny.. about 100 times smaller than their initial scale, but that behaves the same when reaching larger coordinates.
Another solution would be to translate the world position, not the player, which will do the job.. but I honestly have no clue how to achieve this without changing each mesh position.
I've also set the renderer to use { logarithmicDepthBuffer: true} but that still wont help me.. the player model starts jumping, flickering.
I spent alot of time by trying to find a solution to help me with this issue, so I appreciate any kind of advice.
To move your scene you can use:
scene.translateX(i);
scene.translateY(i);
scene.translateZ(i);
Where i is the increment from the existing position offset. This can give you the illusion of an first person movement.
This is a common solution to very large scenes.

Drawing multiple sprites causes a huge performance issue in Unity

I have about 150 sprites in the scene and the half of them are static and share the same sprite. Now what happens here is that I get about 50 draw calls along with the gui elements and my main camera which draws those sprites cannot draw them without decreasing the performance. I get about 38 fps when I'm supposed to get at least 59 and boy, isn't it significant. The profiler indicates that Main camera has a hard time drawing "Render.TransparentGeometry" which breaks down to 3 more elements, the one with the hightest percentage says "RenderForwardAlpha.Render".
I'm guessing it's because %30 of each sprite is transparent? If that's the case how can I fix it? I mean this engine is not that weak I know there's a way to solve it.
It's probably a good idea to look at atlasses in Unity's "Sprite Packer" to help reduce draw calls: http://docs.unity3d.com/Manual/SpritePacker.html

Unity 3D Model Y Translation when Switching animations

I made an animator for my Player Character, I have 2 differents animations.
When I play only one, nothing, it's cool, the character is doing the animation.
OwnAnimator.SetBool("running", true);
But when I have multiple animation (2), in my AnimatorController, the player goes under the floor instantly at the runtime O_O.
Please someone can help me ? :)
What is your second animation? Since animations can affect the transform position it is possible that your animation changes the Y-axis of the transform.

Collision detection on diagonal lines in cocos2d

I'm working on a small iPhone/iPad game with the Cocos2d framework. Basically the idea of the game is very simple, there a ball which is moving at a certain speed. The user can draw a line so that the ball bounces in the opposite direction.
Now I've already have the ball moving and the user can draw a line also. (When he draw a line it becomes a member of an array and dissapears a few seconds later.)
But the question is how to detect a collision between the ball and a line? The line doesn't need to be horizontal or vertical, it can be diagonal also. It all depends on how the user draws this line.
I've the coordinates of the line: see the answer to my previous question: CGRect with an angle
Can you guys point in me right direction?
Thanks in advance!
You can use box2d to detect collisions. Actually, if your ball and these lines will have bodies in b2World, you will be able not to check collisions by yourself. All changes, bounces, etc. physics will done for you. You will only have to synchronize object's view position (also you can synchronize angle) according to the position of it's body in physical world.
You can use the Pixel perfect collision so when ball and line collide it is not check the rect but it check the pixel collision...
in this forum you got that you want..
http://www.cocos2d-iphone.org/forum/topic/18522/page/3

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