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Closed 11 years ago.
i have a menu scene and scene A, scene B. when i go to scene A, a 3D object will play some animation, and i have some button to click and make it animation also, but from menu if i go to scene B, i come back to menu then i go scene A, all the animation in scene A will not working, "animation.isPlaying" is showing true. if i disable the starting animation, and click those animate button, "animation.isPlaying" turn from false to true also. but it just wont move, just like stuck at 1st frame, any help will be appreciate...
problem fix, in case you want to know why, is because i stop the "time" at another scene, and i didn't expect that it will still remain even when the scene was killed.
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Closed last year.
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I'm using RingGeometry in my scene, at start the rings are renderer perfectly, but if I rotate the scene, artifacts appears on the rings.
I tried CircleGeometry and I have the same result.
The circle and the scene has an alpha channel because I need to variate the rings opacity.
Before rotating a ring
After rotating a ring
Before rotating a circle
After rotating a circle
Thank you #Marquizzo that was it.
I have and invisible circle at the same position (used for raycaster.intersectObjects), even if it was at opacity 0 it was causing z-fighting.
I moved this invisible circle on the z-axis and the render is perfect now.
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Closed 9 months ago.
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In ThreeJS I have some plant objects that are just double sided faces with a texture on them. The texture has transparent pixels. I have alphaTest set to 0.5. One side of the face is showing the texture and transparent pixels are really transparent. At the other side, the transparent pixels are black - and not transparent.
I have tried turning depthTest off. That does remove the black, but it introduces a lot of new and even worse problems. But it might be a clue that it has something to do with depth.
I also tried a custom depth Shader with alphaTest set to 0.5, but that does not appear do anything.
It also is not a lighting issue, I have tried to light the dark side with several types of lights, but no results there.
It was a side effect of the OutlineEffect. When I turned that off, the plants were transparent on both sides. Luckily you can switch it on or off for every material, so I do not need to remove it entirely.
I have a problem with a 2d puppet animation in Unity.
I followed the instructions in this thread:
2d puppet rigging thread
I made a crouching animation, if I click the play button of the animation, it looks good.
But I made it to the default animation in the animator and when I start the game I only see the movement of the highest parent element. The movement of the child elements (the legs) doesn't work.
I don't understand why :(
Restarting Unity doesn't fixed it.
I asked the same question at Unity Answers, but my question has not been unlocked by the mods.
Another question I asked later was unlocked.... I don't understand which criteria works there.
I would like to start off by saying that I asked this question previously but with multiple questions attached so instead I am opening a thread again but with only this.
I need to create a shader that mixes between earth in the day and earth at night (night lights in various cities). I've tried a technique that I saw on a previously answered question about this very topic but it didn't work out for me. I created the material for the shader and when I add it to the phong it changes the entire color of the earth to something green or purple (depending on where I add it).
Here is the link to my code. the area of interest is the earth.js
https://www.dropbox.com/s/6r8foqz25ont9b3/webgl-earth-master.zip?dl=0
It's difficult to tell what is being asked here. This question is ambiguous, vague, incomplete, overly broad, or rhetorical and cannot be reasonably answered in its current form. For help clarifying this question so that it can be reopened, visit the help center.
Closed 10 years ago.
How would i make a view in xcode like the spotify login window with images moving like a carousal in the background
It looks like they have many image views with both alpha and translation animations. As the images move left, the image view's alpha decreases. The translation animation is the image moving left. It also looks like there is a CATransform3D transform applied to the UIImageViews like this:
#import <Quartzcore/Quartzcore.h>
---------------------------------
UIImageView *albumCoverImageView = [[UIImageView alloc] initWithImage: [UIImage imageNamed: #"Black Eyed Peas Album"]];
CALayer *layer = albumCoverImageView.layer;
CATransform3D perspectiveTransform = CATransform3DIdentity;
perspectiveTransform.m34 = 1.0 / -1000;
perspectiveTransform = CATransform3DRotate(perspectiveTransform, 45.0f * M_PI / 180.0f, 0.0f, 1.0f, 0.0f);
layer.transform = perspectiveTransform;
In summary:
Slow translation animation going from right to left of album covers
Alpha (opacity) of images decreases as the image goes from right to left
Perspective transform using CATransform3D
Hope this helps!