i am using the human cat rig and set up a absulute layer (this is the start pose) and a local layer (this is the animation between pose1 and pose2).
now i want to create a new absolute layer from this last frame. if i do this with "new absolute layer" -> "create pose by key frames" - button (i forgot the name). it will show my complete catrig in the color of the new layer, but as soon as i move in the timeline it get lost to 0% and i didnt get this up to 100% again ???
File: http://www.blackfreeze.de/sonstiges/14%20-%20Fin%20Scene%202.max
the solution is quite simple :)
if you select the cat rig base you can save and load pose-files. so i had to save the pose with all mixed layers --> create a new absolute layer --> load the saved pose in there.
the reason why i want this: all keyframes after the new absolute layer have no effects on the other layers... so the will be safe :)
Related
So i was trying to create a location display buffer which isn't available in scene map, so for this
i created a triangle symbol and updated it so that every time location changed the graphic has to be erased and placed at new position like this
prevLocX=camera.location.X// initialized at start
prevLocY=camera.location.Y
newLocX=camera.location.X
newLocY=camera.location.Y
callCurrentLocation();
CallCurrentLocation()
{
if prevlocX!=newlocX && ...
{
go.Graphics.Clear();
Mappoint mp1=new Mappoint(newLocX,newLocY,SpatialReferences.wgs84);
--
--
go.graphics.add(msm1);
PrevlocX=newLocX;
PrevLocY=newLocY;
}
i know this seems redundant and inefficient but this was the best way i could think of please see if it can be made better
Most efficient would be to keep the overlay and graphic instances and just update the geometry on the graphic with a new point each time.
When I am trying to align two point clouds in meshlab, there is an error saying No successful arc among candidate Alignment arcs. And even though the point clouds after alignment can be seen in window, I cannot save it successfully. However I try, the ply file which I save always contains only the last layer, rather than all the layers. Dose the saving failure have something to do with the process error? How can I overcome this error? I work on Ubuntu 18.04 version.
Meshlab will only export one layer when you export to any output file format. If you have several layers that should be exported to same file you need to merge the layer with the filter Flatten visible layer.
To run this filter you can click with the right mouse button on the layer list, or find it in the menu Filter->Mesh Layer->Flatten visible layer
In codenameone, I have two container. One with the several images(source) and another with one image(destination). When i click a button i want the images from source to overlap in the image of destination. I tried using
findParentContainer().morphAndWait(findSourceContainer(), findDestinationContainer(),2000);
But it removes the destination container from its position then shows it in the destination container and make like the destination container is flying from source to destination.
I also tried by
1. adding another dummy container exactly like source container, alongside the destination container and then make that dummy container but it did not work.
2. also tried to make each individual image to morph but the image just went white after first image.
How can i make the images from source to fly over from their place to the desired contianer?
Components within the container are clipped to its bounds. To move a component from one container to another using an animation you need to create a faux layout within the layered pane and perform the animation there which is neither simple nor trivial.
There are some samples showing animations of this type specifically in the poker and solitaire demos where cards are moved to complex locations. Unfortunately at this time there is no "one size fits all" solution for animating from one Container to another.
I have an Idle animation with arms holding a weapon which I have tweaked so It would work with a weapon I had created, I also have a running animation for the same arms which I need to tweak as well to work with my weapon, Is It possible to use the first keyframe from the Idle animation to offset the running animation's key to match it?
Ok so if anybody needs this in the future, I ended up using 3ds max's merge animation, it worked perfectly.
I've edited my previous answer to clearly state how this is done.
First, you want to export your idle animation. This can be done using the ATOM exporter in Maya or a third party plugin like PAIE or Studio Library. From here you can choose to only export the first frame or all frames. Make sure to select all the relevant controllers.
Secondly, you open up your running animation and select the same controllers as before, and then create a new animation layer with that selection. Animation layers are found in Channel Box / Layer Editor as a tab called Anim.
After setting up the layer, you can import your idle animation onto the layer. Again, this can be done using ATOM or a third party plug-in. Perhaps lock the BaseAnimation layer to prevent accidentally changing it. If you only wish to merge certain parts, like the arms, make sure to only export, import and add that animation to the animation layer.
I'm making a silverlight website which includes paint-like features including freedraw. To achieve this I used the technique described on the following website: http://codeding.com/articles/freehand-drawing-in-silverlight .
The problem is, when I run the demo project it will start to lag extremely after just a few seconds of drawing. I realise that that is probably caused by the amount of shapes this techniue requires, however, and this is my main question:
How on earth does the demo on the website not lag nomatter howmuch I draw, while my local project which should have the EXACT same code lags right away?
I tried finding something about improving canvas performance overall, but the only thing I found was turning the drawing into a static image, which is not really ideal since I use undo/redo functionality.
The number of shapes added to the Canvas shouldn't be the reason for the lagging, there must be something else like converting the drawing into image for undo/redo functionality. For undo/redo, you can save the strokes-information instead of images. Creating & storing images during each undo/redo operation will consume too much memory.
A stroke is nothing but a set of points from the start (mousedown event) to end (mouseup event), and a set of strokes forms a complete drawing. You can always recreate the drawing using the saved strokes-information (just like you can recreate using images). You can use simple data-structures like List<List<Point>> to store a complete drawing, this is very memory efficient instead of creating & storing the image itself.