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  • Retractable button bar using animations

    - by AndroidDev
    I want to create a button bar that is retractable: when the user clicks on a special "handle" button, the button bar should slide out of view partially so only the handle remains visible. When the bar is in retracted state only the handle is visible. Clicking on the handle should "slide out" the button bar so it is completely visible again. Ideally, the bar would start out in retracted state. I have tried some approaches using TranslateAnimation, including using a layout animation or calling "View.startAnimation" when the handle is clicked, but no luck so far. Do you guys have any tips how to approach this? Is there any decent documentation out there regarding Android animations? The documentation I find is sketchy at best. For instance, I found examples that cause a view to slide into view automatically using TranslateAnimation and a LayoutAnimationController when calling "addView", but when I call removeView no animation seems to be triggered at all, even if I set an animation that should create the opposite motion.

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  • Stop jQuery animations stacking

    - by Chris
    I have an Options box that hovers in the top right of the webpage. It's opacity is set to 10% so as not to be obstructive to users. When they hover over (mouseenter) it I use jQuery to fade it in and slidedown the content (and the reverse on mouseout). If they do this repeatedly though the animation stacks up and you can sometimes be left in a situation where your mouse is stood still but the box is yo-yoing around. How can I get around this situation? Here is how I currently setup the animations $("#dropdown").mouseenter(function() { $(this).fadeTo('fast',1); $("#options").slideDown(); }); $("#dropdown").mouseleave(function() { $(this).fadeTo('fast',0.1); $("#options").slideUp(); }); Note I am using jQuery only and not any other plugins.

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  • UITableView animations for a "lazy" UI design?

    - by donuts
    I have a UITableViewController that allows the user to perform editing tasks. Now, once a user has committed his change, the table view doesn't directly change the model and updates the table, rather "informs" the model what the user wants to do. The model in turn updates accordingly and then posts a notification that it has been changed. As far as I've seen, I need to begin/end updates on the tableview and in between change the model to its' final form. My changes though, are asynchronous and cannot guarantee to update the model before 'tableview endupdates' is called. Currently, each time I receive a 'model did change' notificaiton, I reload the entire table. So, how can I really make cell animations (delete/insert) work? Should the model fire a notification for each little change instead of the entire table?

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  • Sequential animations in Jquery

    - by Pickels
    I see a lot people struggling with this(me included). I guess it's mostly due to not perfectly knowing how Javascript scopes work. An image slideshow is a good example of this. So lets say you have series of images, the first one fades in = waits = fades out = next image. When I first created this I was already a little lost. I think the biggest problem for creating the basics is to keep it clean. I noticed working with callbacks can get uggly pretty fast. So to make it even more complicated most slideshows have control buttons. Next, previous, go to img, pause, ... I've been trying this for a while now and this is where I got: $(InitSlideshow); function InitSlideshow() { var img = $("img").hide(); var animate = { wait: undefined, start: function() { img.fadeIn(function() { animate.middle(); }); }, middle: function() { animate.wait = setTimeout(function() { animate.end(); }, 1000); }, end: function() { img.fadeOut(function() { animate.start(); }); }, stop: function() { img.stop(); clearTimeout(animate.wait); } }; $("#btStart").click(animate.start); $("#btStop").click(animate.stop); }; This code works(I think) but I wonder how other people deal with sequentials animations in Jquery? Tips and tricks are most welcome. So are links to good resources dealing with this issue. If this has been asked before I will delete this question. I didn't find a lot of info about this right away. I hope making this community wiki is correct as there is not one correct answer to my question. Kind regards, Pickels

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  • Improving the efficiency of multiple concurrent Core Animation animations

    - by Alex
    I have a view in my app that is very similar to the month view in the built-in Calendar app. There's a subview that holds the individual cells (a custom UIView subclass that draws text into its layer), and when the user navigates to the next "month", I create the new cells and slide the view to show them. When the animation stops, I remove the old, hidden cells and set things up so it's ready to go for the next animation. This all works nicely. However, I'd like to animate the cells' text color, as in the Calendar app, so that the outgoing ones transition to a lighter color and the incoming ones transition to a darker color. The problems is that I can have as many as 70 cells, so doing individual animations is very slow -- between 5-10 fps on my iPhone 3GS. I'm trying to find a less computationally intense way of doing this. My reading of the Shark results is that the majority of the time is spent redrawing the text for each frame for each frame. This makes sense, since text rendering is hardly the cheapest operation. I've considered creating a second view -- one holding the "outgoing" state and one holding the "incoming" state and using a single opacity animation to gradually reveal the updated cells while both are sliding. I'm concerned that instead of having 70 cells, I'll have 140, which seems like a lot of views. So, is that too many views or would there be a better way of doing this?

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  • How to programatically retarget animations from one skeleton to another?

    - by Fraser
    I'm trying to write code to transfer animations that were designed for one skeleton to look correct on another skeleton. The source animations consist only of rotations except for translations on the root (they're the mocap animations from the CMU motion capture database). Many 3D applications (eg Maya) have this facility built-in, but I'm trying to write a (very simple) version of it for my game. I've done some work on bone mapping, and because the skeletons are hierarchically similar (bipeds), I can do 1:1 bone mapping for everything but the spine (can work on that later). The problem, however, is that the base skeleton/bind poses are different, and the bones are different scales (shorter/longer), so if I just copy the rotation straight over it looks very strange: I've tried multiplying by the original bone's absolute rotation, then by the inverse of the target, and vice-versa... kind of a shot in the dark, and indeed it didn't work. (Tried relative transformations too)... I'm not sure where to go from here, so if anyone has any resources on stuff like this (papers, source code, etc), that would be really helpful. Thanks!

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  • Keeping game model and graphics/animation separate but in sync

    - by AJM
    Suppose I'm building a chess game where I want to have animations. Pieces glide to their new squares when moved. Pieces perform attack animations when capturing other pieces. I'm not sure how to effectively separate the data and logic needed for these animations and the actual game model (in the MVC sense). The pieces themselves should ideally not have to worry about their pixel coordinates or current animation frame. At the same time, many changes to the model are effectively driven by animations. A moved piece changes its position after (before?) its sprite is done gliding. A piece is removed from the board after the capturing piece is finished its attack animation. How would you suggest I manage the game model, the graphics and animations, and their relationships? For example, where would the animations "live"? How would animations be created and managed in response to player moves? How would animations drive updates to the game model, or how would the game model drive animations?

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  • How do you handle animations that are for transitioning between states?

    - by yaj786
    How does one usually handle animations that are for going between a game object's states? For example, imagine a very simple game in which a character can only crouch or stand normally. Currently, I use a custom Animation class like this: class Animation{ int numFrames; int curFrame; Bitmap spriteSheet; //... various functions for pausing, returning frame, etc. } and an example Character class class Character{ int state; Animation standAni; Animation crouchAni; //... etc, etc. } Thus, I use the state of the character to draw the necessary animation. if(state == STATE_STAND) draw(standAni.updateFrame()); else if(state == STATE_CROUCH) draw(crouchAni.updateFrame()); Now I've come to the point where I want to draw "in-between" animations, because right now the character will just jump immediately into a crouch instead of bending down. What is a good way to handle this? And if the way that I handle storing Animations in the Character class is not a good way, what is? I thought of creating states like STATE_STANDING_TO_CROUCHING but I feel like that may get messy fast.

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  • UIView animation cancels previous animation?

    - by user281300
    Hi I have an NSTIMER that counts the time, and on t = 10, it fires an animation but during that time it might happen that another animation is running. This causes the previously running animation to cut off. Any idea? i thought UIVIEW animations were ran in diff threads. I cannot use a willstop selector here since t = 10 might happen while another animation is running and might not have ended yet.

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  • MVVM with animations (should I use VisualStateManager?)

    - by kennethkryger
    I've got a View.xaml with the following set in Resources-section: <DataTemplate DataType="{x:Type ViewModels:MyFirstViewModel}"> <Views:MyFirstView Content="{Binding}" /> </DataTemplate> <DataTemplate DataType="{x:Type ViewModels:MySecondViewModel}"> <Views:MySecondView Content="{Binding}"/> </DataTemplate> In the content of the View.xaml I have: <!-- SelectedMyViewModel is either set to MyFirstViewModel or MySecondViewModel --> <ContentControl Content="{Binding SelectedMyViewModel}" /> When the SelectedMyViewModel changes I'd like to have a animation, so that the current view is faded out and the new view is faded in... Somehow I feel this should be possible via the VisualStateManager - but I can't figure out how! This is a WPF 4.0 project...

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  • jQuery animations are choppy and stutter in Firefox

    - by J.Milly
    I like think I'm not a dummy but I can't get my jQuery horizontal slideshow to animate smoothly especially in FireFox (on a Mac). Anyone have advice? Animation is being done like so: $('#lookbook').stop().animate({left: -((lookbook-1)*825)+'px'}, { duration: 800, complete: cap_fade(1)}); Example link: http://mayfourteenth.com/w/lookbook?preview=1

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  • How to play Sound and Animations in MVVM

    - by user275561
    I have read alot of blogs about the best way to play sound/Animation but if possible I would like to see a simplified example on how this is done so I understand better. So to my understanding in MVVM The View--Sound and Animation The ViewModel--If some value is true, i would like to play the Sound and Animation on the view. Now How would I go about doing this. I was told to use interfaces like ISoundService and IAnimationService. Implement in the View and then do what? If possible, a workable bare bone example will help alot.

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  • How does one enhance Silverlight WritableBitmap quality when replacing UIElements for animations

    - by Stephen Ellis
    I'm doing an animation where I temporarily drop down the visibility of UIElements and overlay WritableBitmap versions of the original Image. The problem I have is that when I do this on element with text, it results in a noticeably blurry and darker image meaning the switch from UIElement to Image is noticeable. Has anyone experienced this and/or know how to deal with this issue?

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  • Animations and MVVM in Silverlight

    - by user275561
    OK I have looked and searched all i want to do is fire a storyboard animation from my view model onto my view. The problem is there is just simply too much boilerplate code to get a simple thing like myStoryboard.Begin(); firing. So what are the methods that you use? Currently, I am using Silverlight 3, MVVM Light.

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  • Hierarchical animations in DirectX and handling seperate animations on the same mesh?

    - by meds
    I have a hierarchical animated model in DirectX which loads and animates based on the following DirectX sample: http://msdn.microsoft.com/en-us/library/ee418677%28VS.85%29.aspx As good as the sample is it does not really go into some of the details of animation that I'd like. For example, if I have a mesh which has a running animation and a throwing animation as seperate animation sets how can I get the throwing animation to occur for bones above the hip and the walking animation to occur for bones underneath the hip? Also if I wanted to for example have the person lean left or right would I simply have to find the bone for the hip and multiplay a rotation matrix by its matrix? In this case I think the matrix is m_amxBoneOffsets?

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  • Flip clock showing time issue (animations invovled)

    - by Hwang
    I'm creating a flip clock (clock where you always see in airport), but I can't seems to get the time to show at the correct timing. After the flip, then will see the number changing. But I want it to change before it flips. Currently I'm not sure whether is the animation problem, or isit I have to do something else on the script. I've uploaded the FLA so that you could have a look on how I set up the flipping animation. http://www.mediafire.com/?nzmymjgtntz Below is the AS3 code: package { import flash.display.MovieClip; import flash.events.TimerEvent; import flash.utils.Timer; public class flipClock extends MovieClip { private var clock:clockMC=new clockMC(); //seconds private var secTop1=clock.second.top1.digit; private var secTop2=clock.second.top2.digit; private var secBot1=clock.second.bot1.digit; private var secBot2=clock.second.bot2.digit; private var seconds:Number; private var minutes:Number; private var hours:Number; private var days:Number; public function flipClock():void { decrease(); addChild(clock); } private function decrease():void { var countdownTimer:Timer=new Timer(1000); //Adding an event listener to the timer object countdownTimer.addEventListener(TimerEvent.TIMER,updateTime); //Initializing timer object countdownTimer.start(); } private function updateTime(event:TimerEvent):void { decreasTimerFunction(); updateSecond(); //updateMinute(); } private function updateSecond():void { clock.second.play(); secTop1.text=num2; secTop2.text=num1; if (num1<10) { num1="0"+num1; } if (num2<10) { num2="0"+num2; } if (num1==60) { num1=0; } if (num2==60) { num2=0; } secTop1.text=num1; secTop2.text=num2; //secBot1.text=num1; //secBot2.text=num2; } private function decreasTimerFunction():void { //Create a date object for Christmas Morning var endTime:Date=new Date(2010,4,26,0,0,0,0); //Current date object var now:Date=new Date(); // Set the difference between the two date and times in milliseconds var timeDiff:Number=endTime.getTime()-now.getTime(); seconds=Math.floor(timeDiff/1000); minutes=Math.floor(seconds/60); hours=Math.floor(minutes/60); days=Math.floor(hours/24); // Set the remainder of the division vars above hours%=24; minutes%=60; seconds%=60; } } }

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  • JQuery: Run animations on the element's contents

    - by BHare
    I have a div that has some padding, border, and style applied to it. Inside the div I have just some plain text. Something like this: <div id=test style="border: 2px solid black; background-color: blue;"> The text I would like to animate </div> Normally to animate the contents I would do something like this: $('#test > *').hide(1000); But apparently the > * only selects child elements, and not non-elements (text for example) So my current work around is: <div id=test style="border: 2px solid black; background-color: blue;"> <span>The text I would like to animate</span> </div> Making a span that is not really needed.

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  • Flash animations with Javascript?

    - by RichardBlizzard
    Hi all, How does something like this work without Flash? http://www.dirtyphonebook.com/dashboard/425-205-1921 I right-clicked on it but there's no Flash menu. I love Flash because its stable and works. But is using some sort of Javascript hack for this kind of complex behavior actually a good idea?

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  • Disable animations when ending search in iPhone

    - by camilo
    Hi. A quicky: is there a way to dismiss the keyboard and the searchDisplayController without animation? I was able to do it when the user presses "Cancel", but when the user presses the black "window thingy" above search field (only visible while the user hasn't inserted any text), the animation always occurs, even when I change the delegate functions. Is there a way to control this, or as an alternative, to disable the user to end searching by pressing the black window? Thanks in advance.

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  • Strange issues with view switcher after object animator animations

    - by Barry Irvine
    I have two LinearLayout views that contain a number of edit texts and checkboxes for entering user information (name, email address etc). When a validation fails on one of these fields a gone textview is displayed showing the validation error. I have enclosed the two layouts within a ViewSwitcher and I animate between the two views using the ObjectAnimator class. (Since the code needs to support older versions of Android I am actually using the nineoldandroids backwards compatibility library for this). The bulk of the work is performed in my switchToChild method. If I flip the views more than twice then I start to run into strange errors. Firstly although the correct child view of the view animator is displayed it seems that the other view has focus and I can click on the views beneath the current one. I resolved this issue by adding a viewSwitcher.bringChildToFront at the end of the first animation. When I do this however and perform a validation on the 2nd view the "gone" view that I have now set to visible is not displayed (as if the linearlayout is never being re-measured). Here is a subset of the XML file: <ScrollView android:layout_width="fill_parent" android:layout_height="wrap_content" android:layout_below="@+id/TitleBar" android:scrollbarAlwaysDrawVerticalTrack="true" android:scrollbarStyle="outsideOverlay" android:scrollbars="vertical" > <ViewSwitcher android:id="@+id/switcher" android:layout_width="fill_parent" android:layout_height="wrap_content" > <LinearLayout android:id="@+id/page_1" android:layout_width="fill_parent" android:layout_height="wrap_content" android:orientation="vertical" > <!-- Lots of subviews here --> <LinearLayout android:id="@+id/page_2" android:layout_width="fill_parent" android:layout_height="wrap_content" android:orientation="vertical" > And this is the main method for flipping between the views: private void switchToChild(final int child) { final ViewSwitcher viewSwitcher = (ViewSwitcher) findViewById(R.id.switcher); if (viewSwitcher.getDisplayedChild() != child) { final Interpolator accelerator = new AccelerateInterpolator(); final Interpolator decelerator = new DecelerateInterpolator(); final View visibleView; final View invisibleView; switch (child) { case 0: visibleView = findViewById(R.id.page_2); invisibleView = findViewById(R.id.page_1); findViewById(R.id.next).setVisibility(View.VISIBLE); findViewById(R.id.back).setVisibility(View.GONE); break; case 1: default: visibleView = findViewById(R.id.page_1); invisibleView = findViewById(R.id.page_2); findViewById(R.id.back).setVisibility(View.VISIBLE); findViewById(R.id.next).setVisibility(View.GONE); break; } final ObjectAnimator visToInvis = ObjectAnimator.ofFloat(visibleView, "rotationY", 0f, 90f).setDuration(250); visToInvis.setInterpolator(accelerator); final ObjectAnimator invisToVis = ObjectAnimator.ofFloat(invisibleView, "rotationY", -90f, 0f).setDuration(250); invisToVis.setInterpolator(decelerator); visToInvis.addListener(new AnimatorListenerAdapter() { @Override public void onAnimationEnd(Animator anim) { viewSwitcher.showNext(); invisToVis.start(); viewSwitcher.bringChildToFront(invisibleView); // If I don't do this the old view can have focus } }); visToInvis.start(); } } Does anyone have any ideas? This is really confusing me!

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  • Repeating animations using the Stop Selector

    - by Tiago
    I'm trying to repeat an animation until a certain condition is met. Something like this: - (void) animateUpdate { if (inUpdate) { [UIView beginAnimations:nil context:NULL]; [UIView setAnimationDuration:2.0]; [UIView setAnimationDelegate: self]; [UIView setAnimationDidStopSelector: @selector(animateUpdate)]; button.transform = CGAffineTransformMakeRotation( M_PI ); [UIView commitAnimations]; } } This will run the first time, but it won't repeat. The selector will just be called until the application crashes. How should I do this? Thanks.

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  • packaging sequences of png files in iPhone APP for animations to reduce bundle size

    - by Brad Smith
    Basically, I have an application that uses a flip-book style animation technique. I am simply cycling through around 1000 320x480 pngs at 12fps, and everything works really well. Except for the fact that 1000 images takes up a ton of disk space. Ideally I'd like to be able to compress these images as a movie file and pull out each frame as I need them, or simply play back a movie with frame by frame precision. Ideas?

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