I have a requirement where in I have to move four objects on an elliptical path.
Am using Expression Blend and was able to create a motion path quite very easily and place objects over it. It was also cool creating storyboards and keyframes.
The problem came when i wanted all the objects to move at once, their starting points being different. I mean I want the sarting point of each object to be different.
I have searched for answers but could find people ending up in creating their own custom paths through code behind.
Is there a way that we could achieve this through Expression Blend?
Thanks in advance,
Sri
What are you trying to do, exactly? If you are creating a Storyboard, why not just give each object a different starting location? If you are trying to create a Carousel or something like that, check out PathListBox. If neither of these are helpful, post some more specifics.
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I'm making an isometric city builder using Monogame Extended and Tiled. I've got everything set-up and now i need to somehow access the specific tiles so i can change them at runtime as the user clicks on a tile to build an object. The problem is, i can't seem to find a "map.GetLayer("Layername").GetTile(x,y) or .SetTile(x,y) function or something similar.
Now what i can do is edit the xml(.tmx) file which has a matrix in it that represents the map and it's drawn tiles. The problem with this is that i need to build the map in the content pipeline again after editing for the changes to be displayed. I can't really build at runtime or can i?
Thanks in advance!
Something like this will get you part way there.
var tileLayer = map.GetLayer<TiledMapTileLayer>("layername");
TiledMapTile tile;
if(tileLayer.TryGetTile(x, y, out tile))
{
// do something with tile
}
However, there's only a limited amount of things you can actually do with the tile once you've got it from the map.
There's no such thing as a SetTile method because changing tile data at runtime is not currently supported. This is a limitation of the renderer, which has been optimized for rendering very large maps by building static geometry that can't be changed once it's loaded into the graphics card.
There has been some discussion about building another renderer that would handle dynamic map changes but at this stage nothing like that has been implemented in the library. You could always have a go at implementing a simple renderer yourself, a really basic one is not as hard as you might think.
An alternative approach to dealing with this kind of problem might be to pre-process the map data before giving it to the renderer. The idea would be to effectively separate the layers of the map that are static from those that are dynamic and render the dynamic tiles as normal sprites. Just a thought, I'm not sure about the details of how this might work.
I plan to eventually revisit the Tiled API in the next major version of MonoGame.Extended. Don't hold your breath, these things can take a lot of time, but I am paying attention to the feedback and kinds of problems people are experiencing with the existing API.
Since the map data is stored in a XML (or csv) file which runs through the Content Pipeline you can not change it at runtime.
Anyways, in a city builder you usually do not change existing tiles but you place object on top of existing tiles.
Does anyone know of macro or custom command I can make to quickly annotate the area of a polyline in autocad?
I'm doing a project where I need to measure the lot and house size of several city blocks. I've got a drawing going but I don't want to measure and write out the area of each site, that will take to long. I've seen custom commands in the past that quickly do this kind of thing but I don't know how to make my own.
And I'm desperately avoiding doing it by hand one at a time as most likely I will need to make adjustments to my design later on.
The best method I can think of is to utilize the MTEXT command and use a FIELD to link the Area of the Polyline to the MTEXT box.
Type FIELD at the command line, choose Object, select your Polyline and you will see the Area property.
Here is a link on the CADTutor site that covers it a bit more in depth along with a link to a forum post that has this automated via a Lisp routine.
http://www.cadtutor.net/forum/archive/index.php/t-46628.html
I am new to coding and wanted to get some hands on practice with a project I have in mind. Here it is:
Let's say you have blank page and on the side of a screen you have several items you can choose to draw on the blank page. For example the background can be mountains, the ocean, a forest etc. On top of that you can place a house, a church or another selectable element. Whatever you like.
It is like a picture editor where you can put together a picture with different pre-given elements. Or like in video games where you can create your own character.
What would I need to build a web application for that kind of thing?
This link should get you started but it won't be the complete answer to your question - http://www.webdesignerdepot.com/2013/08/how-to-use-html5s-drag-and-drop/
Essentially, you can achieve your image dragging and dropping using similar techniques. It will require a bit of Spike work from yourself, and looking into how HTML5 can handle drag and drop. I discovered this resource fairly quickly and I think the solution you want isn't as complicated as you may think, it just requires a bit of know-how regarding drag and drop operations within HTML5 :-)
Also, there may already be some JavaScript based API's that do this sort of thing easier but I'm not too aware - I suppose starting this way could be a great introduction for you and you may wish to expand once you've done some work for it :-)
Hope this helps you and your coding journey!
![enter image description here][1]please I need some help, this should apparently be something very simple and basic to do, but maybe I'm missing something.
I'm quite newbie to Unity3d, I had no much problem with creating a somewhat flashy 2.D scene (I mean 2D with different layers in Z level), scripts, etc. But I'm having trouble to create a "UI Slider" object: when I create it, it just shows nothing on screen. How can I make it visible? I just need to create a very simple, plain slider whose value can be controlled at runtime by means of a script.
thanks.
Well.. since you give nothing to go on, I suggest that you take a look at a tutorial for the UI:
https://unity3d.com/learn/tutorials/modules/beginner/live-training-archive/using-the-ui-tools
If you have troubles after this tutorial, come back with an example of your problem to make people more willing to sacrifice their time in helping you.
Hope this is somewhat useful
Take a look at the Unity3D docs here.
http://docs.unity3d.com/Manual/script-Slider.html
It should have what you are looking for.
I've got a model of a car imported into Unity. It's got multiple parts, and these have been organized into a hierarchy in the project explorer window.
I want to be able to "explode" the model - move each part outwards, so that each individual part can be seen.
Do you know how I can do this in one script? So far, I can use a translate function call to move individual parts, and I've had to make separate scripts for each part.
Any guidance on how I could do this would be great.
i dont know what you really want to do. if you want to make an car exlosion that you want to do it with a simple code you can use addForce function. it receives a paramter as a direction. you can use this code to throw parts of your car to diffrent directions and trigger the code in some event, but if you want something cinematic and controlled you should just start animating.