Remove speed ease from animation in Blender 2.5 - animation

By default Blender adds speed easing to the animation. I need to remove it to get consistent rotation speed on my model. How/Where can I modify ease curve?
Thanks

You are able to edit the key frame interpolation in the graph editor. Select your object and then choose the graph editor in the selection box at the bottom left of the screen. You can then zoom out using the scroll wheel to see the curve. You are able to edit the points by clicking them with the right mouse button and moving them with the left.

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How to do zoom, rotation and pan operations programmatically using trackballcontrols in three.js?

I am trying to do some cad operations like zoom, rotate and pan. I want to provide a button for each operation and do the corresponding operation on click.
The controls should automatically allow the user to use the mouse to perform those operations. Button controls wouldn't be as smooth or freeform as the default controls, since a click has no direction or duration. For instance, a rotate button would only be able to rotate a certain number of radians at a time in one direction, while the default controls allow for any amount of rotation.
But if you do really want buttons, I'd suggest implementing them in the following ways:
Zoom: Two buttons to move the camera's position a certain amount forward or backward.
Rotate: Buttons rotate the object n radians.
Pan: Buttons shift the camera's position left or right.
You may notice that none of these solutions use Trackballcontrols. Trackballcontrols is a set of mouse controls, it's not meant to be transferred to button commands. You can achieve the same result much more simply by assigning functions to the buttons that change the object's or camera's rotation or position. I think you'll find the following list useful: https://threejs.org/docs/#api/en/core/Object3D. Look at the rotate and translate methods.

Enlarge joint anchor icon in Unity editor

When a joint (hinge joint or configurable joint) is used in Unity the anchor is represented by a brown arrow icon in the Unity Scene window.
It is way too small. I want to enlarge it to see it easier. Is this possible, how?
For positioning purposes, I've found a solution: Clicking on "Edit Joint Angular Limits" (Unity 2017.3+ I guess) displays a circle that represents the angular limit. This circle is centered on the anchor, naturally. So it helps locating and positioning the anchor.

How to setup exactly same two 3d viewport

First of all, sorry for my english
I have two 3d viewport, the first one for editing and the other for live render. The problem is i need to orbit again so they have same viewing angle. So is there any other way to do it more easily?
If you have both 3D viewports showing the camera view numpad 0 you can enable Lock Camera to View and both viewports will show the same movement. You can find the lock to view option in the View panel in the properties region N. You only need to lock the one viewport that you will be using to move around in.
As this will actually move the location of the camera, you may want to have a second camera to use for this and switch the active camera between your viewport and rendering camera in the scene properties.

Get d3 v4 zoom and drag working together - simple example

Consider this code example in d3 version 4.
There's a number of yellow circles overlaid on top of a black background.
I can drag the circles around with my mouse. I can also zoom in and out using the mousewheel, providing my mouse is not over a circle.
There's two problems that I'd like to fix:
I would like to zoom in when I hit the scroll wheel while I am moused over a circle.
Drag and drop is incorrect when I am zoomed in or out of the graph - the circles don't follow the mouse.
Solved it. Here's the link to the gist with the solution.
How I fixed each problem:
The zoom problem was fixed by making the zoom handler trigger on the underlying SVG element, not an overlaying rectangle like it was previously.
The drag problem was fixed by adjusting the drag function to take into account the current level of zooming

How to mirror flip animation curves in Unity?

I have a animation that moves my camera from left to right. Now I'd like to copy it with 'mirror' transformation so I can use it to move from right to left.
Is it possible to do it using script or purely in editor?
go to your animation clip and check the mirror box

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