I will create a 30-45 second introductory text animation for $15

I will create a 30-45 second introductory text animation

I am a self-taught text animator. As a product or service provider, experimenting with videos is a sure way of delivering mobile-friendly content to your customers. 


I provide animation for ads, explainer videos and commercials. I can help you create short videos for your website, Insta feed or twitter. 

I will write your script for an additional price.

 

Please contact me to find out more details.

.

unity – How to convert linear lerp to non-linear using animation curve?

I have some code I run when I fell a tree in my game. Basically it picks a random direction and then falls. However atm it linear and doesnt look very realistic. What Id want is for it to start slow, then speed up the more it’s fallen.

I’ve been experimenting with animation curves but none of the material I can find works with my code:

public void FellTree()
{
    // pick a random point on the circle to match the up vector
    Vector2 pointOnCircle = UnityEngine.Random.insideUnitCircle * transform.localScale.y;

    // find the fall point, assuming the pivot of the object is at the bottom
    Vector3 fallPoint = transform.position +
        pointOnCircle.x * transform.right +
        pointOnCircle.y * transform.forward;

    // find the target up vector
    Vector3 updatedUpVector = Vector3.Normalize(fallPoint - transform.position);

    // Start the coroutine to tilt the up vector to the desired target
    StartCoroutine(UpdateUpVector(updatedUpVector, 1, 0.001f));
}

IEnumerator UpdateUpVector(Vector3 upVector, float speed, float threshold = 0.001f)
{
    // the target vector and up vector would get closer to each other until the threshold is hit
    while (Vector3.Distance(upVector, transform.up) > threshold)
    {
        transform.up = Vector3.Lerp(transform.up, upVector, speed * Time.deltaTime);
        yield return new WaitForEndOfFrame();
    }
}

Using animationCurve.Evaluate(float t) in the lerp should be what I need to do, but not working. How can I add an animation curve to my lerp?

html5 – Issue with sprite animation

I have been trying to get my player to animate for some time now and i’ve read multiple tutorials but i cant seem to achieve this. The tutorial i am following is at : https://www.simplifiedcoding.net/javascript-sprite-animation-tutorial-html5-canvas/

I create the player of a component class:

mySprite = new component(168, 33, "Images/Run/character.png", 0, 0, "sprite");

Then i create the component class with an update function:

function component(width, height, color, x, y,type) 
{
  this.width = width;
  this.height = height;
  this.type = type;
  if (type == "image" || type == "background" || type == "sprite" ) {
    this.image = new Image();
    this.image.src = color;
  }
  this.x = x;
  this.y = y;


  this.update = function()
  {
  ctx = myGameArea.context;
  if (this.type == "sprite") 
    { 
     var curFrame = 0;
     curFrame = ++curFrame % 8; 
     var srcX =0;       
     srcX = curFrame * this.width /8; 
     ctx.drawImage(this.image,srcX,y,this.width/8,this.height,x,y,this.width/8,this.height);
    } 

  }
  this.newPos = function() 
  {
    this.gravitySpeed += this.gravity;
    this.x += this.speedX;
    this.y += this.speedY + this.gravitySpeed;
    this.hitBottom();
    this.jumpGravity();
    if (this.type == "background") {
      if (this.x == -(this.width)) {
        this.x = 0;
      }
    } 
}
}

Then i call both update and newPos functions in the game loop:

mySprite.newPos();
mySprite.update();
I am hoping someone could advise what i am doing wrong.

animation – What’s the easiest way to animate a (non-player) mesh?

I made a coffin with some animations in Maya, exported it to Unreal, and I want to start the animation from a blueprint, but I can’t for the life of me figure out how.

I tried:

  • Play Animation
  • Get Anim Instance > Cast To AnimBlueprint > call custom event in AnimBlueprint (LiftCoffinInAir)
  • Get Anim Instance > Cast To AnimBlueprint > set boolean (which is what the event would do)
  • A blueprint interface called from here, and with an event in the animation blueprint

enter image description here

The only way I got the animation to play at all was by setting the boolean to true every blueprint update.

enter image description here

This means that my animation graph works fine, but for some reason none of the events in the event graph work.

Any ideas?

Enemy animation to start, then trigger another animation in Flash with Actionscript 3

I am building a simple platformer on Flash using Actionscript 3. There is gonna be one enemy on the scene that I want to make him loop an animation automatically until the character comes closer.
The character I made moves by keys. The code I am trying to write on the enemy’s layer is this:

var alert:Boolean = true;
var noticed:Boolean = false;
var enemy:Object = new Object  ;

enemy1.addEventListener(Event.ENTER_FRAME, fl_enemyMove);
enemy1.addEventListener(Event.ENTER_FRAME, fl_noticed);

function fl_enemyMove(event:Event)
{
    alert = true;
    switch (Event.ENTER_FRAME)
    {
        case (noticed = true) :
            {
                alert = false;
                enemy1.gotoAndPlay("chase");
                break;

            };
        default :
            enemy1.gotoAndPlay("alert");
            break;
    }
}

function fl_noticed(event:Event)
{
    var char;
    var charPos = (x,y);
    if (char1.x == MAXx/2)
    noticed = true;
}

And of course, it does nothing. It’s not even giving me errors so I am a bit confused.
I tried replacing ‘MAXx/2’ with an actual number but still, the animation doesn’t even start.
Any ideas?

animator – Animation is delayed after few play attemps even though all transition times’ are zero

I am trying to play animation forward and backward when player press the same button again and again. I have a straight line and I want to convert it to 8 while moving it. I want to play animation backward or forward from the exact frame where I pressed the button again.

When I pressed the button, animation starts playing and moving and If I pressed the button again in the middle of animation it is played backward from the exact frame. However, after a few try my animation starts playing with a delay or it stops playing completely.

I am sending speedMultiplier parameter to make the speed -1 to play backward my animation.

This is the video of the problem

my transitions settings

private Animator eightAnimator;
private bool isLine;
private bool isMoving;
private bool becomingEight;
private bool becomingLine;

private Vector3 nextPosition;
private Vector3 startPosition;

// Start is called before the first frame update
void Start()
{
    isMoving = false;
    isLine = false;
    becomingEight = false;
    becomingLine = false;
    eightAnimator = GetComponent<Animator>();

    startPosition = this.transform.position;
}

// Update is called once per frame
void Update()
{
    if(Input.GetKeyDown(KeyCode.M))
    {
        eightAnimator.SetBool("isMoving", true);

        if (isLine)
        {
            isMoving = true;
            isLine = false;
            becomingEight = true;
            becomingLine = false;
            nextPosition = new Vector3(this.transform.position.x + 6, this.transform.position.y, this.transform.position.z);
            eightAnimator.SetFloat("speedMultiplier", 1f);

        } else
        {
            isMoving = true;
            isLine = true;
            becomingLine = true;
            becomingEight = false;
            eightAnimator.SetFloat("speedMultiplier", -1f);
        }

    } 

    if(becomingEight)
    {
        this.transform.position = Vector3.MoveTowards(this.transform.position, nextPosition, Time.deltaTime * 10);

        if (Vector3.Distance(nextPosition, this.transform.position) < 0.01f)
        {
            isMoving = false;
            becomingEight = false;
            eightAnimator.SetBool("isMoving", false);
        }
    }

    if(becomingLine)
    {
        this.transform.position = Vector3.MoveTowards(this.transform.position, startPosition, Time.deltaTime * 10);

        if (Vector3.Distance(this.transform.position, startPosition) < 0.01f)
        {
            isMoving = false;
            isLine = true;
            becomingLine = false;
            eightAnimator.SetBool("isMoving", false);
        }
    }

}

I am adding here unity package, video, screen shot and my simple code.

So how can I play my animation when I pressed the button with the exact frame and exact time without delay

This is the project unitypackage file

javascript: conditioning the start of an animation to a button (functional component of React + JS)

Hello Goodnight. I have a course to do. It is a Tinder style. One of the additional challenges is animating when you click the buttons. I've already made the animation, but I don't know how to get it started by simply clicking a certain button.
I am using React and the languages ​​I learned are just CSS and JS, ah ## Headers ## and it has to be in a functional component, because I am using Hooks.

Here is an example: https://astro-match.surge.sh/

Object to animate:


{perfil.name}, {perfil.age}

{perfil.bio}

Thank you!

c # – Does not load matrix for animation

This is the part of the code that should show the arrangement, but it does not show it, I am a beginner, I clarify !! Control has transparency, and I need to continue to maintain it. This is the part of the code that should show the arrangement, but it does not show it, I am a beginner, I clarify !! Control has transparency, and I need to continue to maintain it.
  The page won't let me load the complete code, or else I don't know how to do it !!! If someone shows me I upload the complete code !!!

   public class ControlTranspa : Control
   {
       private readonly Timer refresher;
       private Image _image;
       private Timer TmrAnima = new Timer();
       private System.ComponentModel.IContainer components;
       private PictureBox Box4 = new PictureBox();
       private Image() Imagenes = new Image(16);
       private int counter = 1;
       public ControlTranspa()
       {
           SetStyle(ControlStyles.SupportsTransparentBackColor, true);
           BackColor = Color.Transparent;
           //PictureBoxSizeMode.StretchImage = true;
           refresher = new Timer();
           refresher.Tick += TimerOnTick;
           refresher.Interval = 50;
           refresher.Enabled = true;
           refresher.Start();
       }
       #region "PARA CREAR LA TRANSPARENCIA DEL CONTROL"
       protected override CreateParams CreateParams
       {
           get
           {
               CreateParams cp = base.CreateParams;
               cp.ExStyle |= 0x20;
               return cp;
           }
       }
   protected override void OnMove(EventArgs e)
   {
       RecreateHandle();
   }

   protected override void OnPaint(PaintEventArgs e)
   {
       if (_image != null)
       {
           //e.Graphics.DrawImage(_image, (Width / 4) - (_image.Width / 4), (Height / 4) - (_image.Height / 4));
           e.Graphics.DrawImage(Imagenes(counter), 0, 0, Width, Height);   //(_image.Width/ 4), (_image.Height / 4));
       }
   }
   protected override void OnPaintBackground(PaintEventArgs e)
   {
       //No pintar el fondo
   }
       #endregion
       #region "PARA MOSTRAR LAS IMAGENES DEL CONTROL"
       private void CargarImgs()
       {
           Imagenes(0) = LineasAnimadasOtrasYerbas.Properties.Resources.rot;
           Imagenes(1) = LineasAnimadasOtrasYerbas.Properties.Resources.rot1;
           Imagenes(2) = LineasAnimadasOtrasYerbas.Properties.Resources.rot2;
           Imagenes(3) = LineasAnimadasOtrasYerbas.Properties.Resources.rot3;
           Imagenes(4) = LineasAnimadasOtrasYerbas.Properties.Resources.rot4;
           Imagenes(5) = LineasAnimadasOtrasYerbas.Properties.Resources.rot5;
           Imagenes(6) = LineasAnimadasOtrasYerbas.Properties.Resources.rot6;
           Imagenes(7) = LineasAnimadasOtrasYerbas.Properties.Resources.rot7;
           Imagenes(8) = LineasAnimadasOtrasYerbas.Properties.Resources.rot8;
           Imagenes(9) = LineasAnimadasOtrasYerbas.Properties.Resources.rot9;
           Imagenes(10) = LineasAnimadasOtrasYerbas.Properties.Resources.rot10;
           Imagenes(11) = LineasAnimadasOtrasYerbas.Properties.Resources.rot11;
           Imagenes(12) = LineasAnimadasOtrasYerbas.Properties.Resources.rot12;
           Imagenes(13) = LineasAnimadasOtrasYerbas.Properties.Resources.rot13;
           Imagenes(14) = LineasAnimadasOtrasYerbas.Properties.Resources.rot14;
           Imagenes(15) = LineasAnimadasOtrasYerbas.Properties.Resources.rot15;
       }
   }

How to use reduce motion but not expose animation?

enter the image description here

In Accessibility, there is an option & # 39; Reduce motion & # 39 ;, I want to open this but not modify the exposure animation (swipe 3 fingers up), is there any way to achieve this?

Differential equations: simple pendulum animation using lagrangian, problems with graphics[]

I am trying to create some animations of classical mechanical systems in mathematics using Lagrangians. I wanted to start by making the simple pendulum which is visually just a line, and then adding more complex things like springs and movable supports. I am very new to Mathica but I have some experience with schema and C. Every time I try to put {qx(t),qy(t)} as a vector 2 (in ParametricPlot or any graphics environment) I get errors about wrong size arrays, but I tried Join them and I still have errors. Could someone tell me what is wrong with my code? Thank you.

x(t_) = Sin ((Theta)(t))
y(t_) = Cos((Theta)(t))

L = Simplify((1/2) ((D(x(t), t))^2 + (D(y(t), t))^2) - 9.81*y(t))

ELeqn = Simplify(D(L, (Theta)(t)) == D(D(L, D((Theta)(t), t)), t))

sol = NDSolve({ELeqn , (Theta)(0) == Pi/4, (Theta)'(0) == 
    0}, (Theta)(t), {t, 0, 10})

qx(t_) = (x(t) /. sol)
qy(t_) = (y(t) /. sol)
framelist = Table(
   Graphics({Line({{0, 0}, {qx(t), qy(t)}})}), {t, 0, 10, .1});
ListAnimate(framelist)