Export Mathematica animation with retina

At this moment I have:

animation = Table[
  ParametricPlot[
...
]]
Export["~/animation.mov", animation, "FrameRate" -> 60]

But the result is diffuse.

I tried to increase ImageSize but that only made a bigger blurry video. How can I increase the DPI?

godot – Stop the current animation and play it immediately?

When the player hits something, I am playing animation_player success animation. However, when the player hits something while the stroke animation is playing, the animation of the previous stroke is simply ignored and played.

I need to stop the animation, but I couldn't find any related information. How do I stop the animation and replay it immediately?

opengl – Parts of the 3D model disappear during animation

I think I found something, the inactive animation got some really slight movement displacements, I printed the matrices that are used in table 1 and for all the parts that don't appear on the screen, the matrices got the following pattern:

(0 0 0 a)
(0 0 0 b)
(0 0 0 c)
(0 0 0 1)

Those are glm matrices (major column).

Perhaps due to the slight difference in movement between two consecutive frames, the flotation accuracy is not sufficient and the value is set to zero?

So, all I have to do is make some larger movements for the corresponding keyframes?
I will try if that works, but I am still open to some suggestions!

html: why the animation effect disappeared

I am doing a side sidNav, I managed to animate it but the effect that the animation produces, when the animation ends, I wanted to know why this happens

My code




    Sid nav
    


    


My css

*{
    margin:0;
    padding: 0;
}
.nav{
    list-style-type: none;
    display: flex;
    flex-direction: column;
    width: 20%;
    text-align: center;
    transform: translateX(-300px);
    z-index: 1;
    animation: animaSidNav 1s 1;
    background-color: rgb(0,0,0);
    background-color: rgba(0,0,0, .4);
}
.nav li
{
    border: 1px solid #f1f1f1;
}
.nav li a{
    text-decoration: none;
    padding: 10px 20px;
    display: block;
    color: #fff;
}

@keyframes animaSidNav{
    100%{
        transform: translateX(0);
    }
}

unityscript – FBX dynamic sequence animation generation

I have a project that will generate an animation sequence that is a sign language gesture based on the user's input text. I already thought about how to use mecanim, but it will be difficult if I have to generate a lot of gesture animation.

As I am new to the unit, I want to ask if it is possible to create a dynamic generation of animation through scripts. If that is possible, are there resources or courses to learn that?

The scenario is: every time the text input field is entered, the application will generate the text-based animation

Sample entry: hello
then the output will be the gestural animation of "hello" and "there" sequentially

I already created a script to deconstruct the text entry in "hello" and "there", but I have difficulty assigning them to their associated gesture animations. All animation clips are stored in .fbx format

Thank you

Animation – Text and video on a glass / window

I am a beginner user of Unity and I am interested in high tech issues.
So I am looking to make a futuristic high tech game room in HDRP. Therefore, I am looking to have some effect on my window in the room. The plan was to do it in order to turn it on / off, show a movie and show the text changing all the time. It is not necessary to interact with the windows, but rather as an animation on a transparent surface. Is this something an n00b can do, or is it really complex?

3d animation wave

How to animate a 3D wave propagation similar to the one in the following video?

enter link description here

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animation – Blender to UE4: the custom platform has bones that end in the wrong place

I am trying to create a custom mesh and rig in stock Blender 2.8 and export them through .fbx to store UE 4.23. Unfortunately, the bones of the skeleton end completely in the wrong place.

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enter the description of the image here

enter the description of the image here

In short, bones behave strangely. As far as I can tell, the child of the root bone seems to bend at the root, dragging all his own children. The strangest part of this is that everything works perfectly in UE4. The animations work and everything else (apart from the usual scale problems), only that the added sockets end up in the wrong place. If I try to transform any of the bones in some way, the mesh goes completely crazy.

I already saw the latest Epic broadcast on this topic and tried to replicate the thing from that broadcast, but it has the same problem. I tried to change the name of the armor to "root", have a separate root bone, have no dedicated root bone at all, move the platform and the mesh, apply those movements, have different points for the set of pivot points, different combinations of all those, In addition to trying different "tricks" of the Blender-> EU pipe from previous versions of Blender, such as playing with the scale, but nothing has any effect.
From what I have gathered, changing the name of the armor or playing with the Blender scale is not a wise choice anyway, as apparently this can cause serious problems in the future.

I'm starting to run out of ideas, I hope someone can help me.

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