animation

WPF - Animations in a user control, learning, trying to understand, but feeling n00bish

我的未来我决定 提交于 2020-01-24 22:57:07
问题 OK I'm redoing this since I messed it up. :) here's the xaml. <Window xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" x:Class="ucWaitIndicator.Window1" x:Name="Window" Title="Window1" Width="640" Height="480"> <Window.Resources> <Storyboard x:Key="OnLoaded1"> <DoubleAnimationUsingKeyFrames BeginTime="00:00:00" Storyboard.TargetName="path" Storyboard.TargetProperty="(UIElement.RenderTransform).(TransformGroup.Children)[2]

Android MotionLayout motionStaggered

时光总嘲笑我的痴心妄想 提交于 2020-01-24 19:33:06
问题 I am trying to get my views to animate using MotionLayout but want certain Constraints to animate in before others. I think this was the purpose of the motion:staggered property for Transition but I don't understand how that works and there are no examples of it successfully working anywhere. With updated versions of MotionLayout it seems we should have motion:motionStagger for individual Constraints but again I cannot seem to get it to stagger as desired. Only documentation I could find was

How to dissmiss the add Annotation Animation of a MKAnnotation?

非 Y 不嫁゛ 提交于 2020-01-24 19:31:09
问题 I need to add a big number of annotations on a MKMapview and, the animation which give the impression that the pin falls on the map make that take lot of time to display all of them. Anyone can help me ? Sorry for my english ! Thanks 回答1: You can disable dropping animation with animatesDrop attribute - (MKAnnotationView *) mapView:(MKMapView *)mapView viewForAnnotation:(id <MKAnnotation>) annotation{ MKAnnotationView *annView =[[[MKAnnotationView alloc] initWithAnnotation:annotation

Bitmap Factory animation using threads or async task

一曲冷凌霜 提交于 2020-01-24 17:44:12
问题 This question is a follow up on multiple question's that I asked on this forum on why an animation that I have been trying is not working. Just a brief on the previous questions: My animation works as an individual project of 2 classes, but will not work when included in my project containing multiple classes. All activities leading up to my animation activity were closed using "finish()" class The app never closes or freezes, the animation just doesn't play, but the intent occurs and the

Adding animation at start up using an array of images

那年仲夏 提交于 2020-01-24 15:13:14
问题 I'm new to iphone app development and I'm trying to add an image to the start of my app. I've created an array of images which when iterated should create an animation. -(void)viewDidLoad { animation = [[UIImageView alloc] init]; animation.animationImages = [NSArray arrayWithObjects: [UIImage imageNamed:@"panda1.png"], [UIImage imageNamed:@"panda2.png"], [UIImage imageNamed:@"panda3.png"], nil]; animation.animationRepeatCount = 2; animation.animationDuration = 2; [animation startAnimating];

Fade animation blinks - Android

我与影子孤独终老i 提交于 2020-01-24 12:50:06
问题 I'm trying to set up 2 layouts - I want one layout to slide up, and when it's finished another layout should fade in. I've managed to get it working, but at the end of the two animation and first layout blinks once. How can I solve it? Here's the code(first layout is named titleLay and the second one is called registerLayout)- final TranslateAnimation slide = new TranslateAnimation(0, 0, 0,-100 ); slide.setDuration(500); slide.setFillAfter(true); slide.setAnimationListener(new

play animation once instead of looping three.js

久未见 提交于 2020-01-24 12:43:06
问题 I have exported blender JSON animation into THREE.js, everything works fine, but I want to play the animation only once and stop instead of looping the animation. 回答1: Old question, but in case anyone needs it the solution is to set animation.setLoop( THREE.LoopOnce ) let objLoader = new THREE.ObjectLoader() objLoader.load('./your.json', function( obj ) { scene.add( obj ) animationMixer = new THREE.AnimationMixer( obj ) animation = animationMixer.clipAction( obj.animations[ 0 ] ) animation

Why CSS animation go smooth only if i am moving mouse pointer?

混江龙づ霸主 提交于 2020-01-24 10:17:06
问题 Why, when i moving mouse pointer animation seems to be all-fluent, but if i am not, it is fluent partially (to the half of duration, precisely). Example (with mouse moving): Example without moving mouse: It seems that it waits for end of the animation, and then the picture is showed. The code which i am working on i present below: <div class="flip-container-off"> <div class="flipper"> <div class="front"> <div class="image"> <img id="login_image" src="{{ baseUrl }}public/images/login_page

NSTextField bounce truncated text instead of wrapping

徘徊边缘 提交于 2020-01-24 09:30:29
问题 I was wondering if there was a simple way to "bounce" or scroll an NSTextField with text thats too long to display. For Example: ----------------------------- <-- scroll | This is a rather large pi | ..ece of text! ----------------------------- So in this example, the text would scroll to the end, showing the rest of the message, then back to the beginning where it will rest; basically giving the user a peak at all of the text. ----------------------------- This is a ra.. | ther large piece

AnimatedVectorDrawableCompat looping animation using callback

隐身守侯 提交于 2020-01-24 08:54:27
问题 I'm trying to implement an animation in my Android app using AnimatedVectorDrawableCompat, for compatibility for API >= 21. I want the animation to loop for the duration of the Activity. I'm able to play the animation, and it will also loop fine on API >= 25. But when I run it on devices or emulators with API 21 through 24 I only see the animation once. If I set a breakpoint inside the callback method, I see that it executes the callback too, but the animation does not repeat. I find that the