How to make play an animation from current frame until N seconds en Rive - rive

I have an animation and an input, I want to play my animation N seconds from current frame every time my input change his value
I was using scrub function but that only jumps between frames, that help to has controll over the animation but it seem a little laggy

Related

How to keep the animation at the end without restarting?

not loop disable/enable but to keep the animation at it's end frame.
the animation pointing is starting by default but when the state getting to the end the animation ending and not playing again. if i make it loop it will start over again when ending but i don't want it to start over again but to stay on the last frame.
The pointing animation make the player pointing with the finger on a target :
i want the animation to stay at this frame or the last frame so the hand and finger will point all the time and not starting over again.
but this way the hand when the state finish playing move back down.
I tried to enable loop and then to enable also loop pose but didn't work so i tried to change the root transform rotation , root transform position Y , root transform position x-z to bake into pose but nothing of that worked yet.
A working solution is to set the key frames of the animation to the two frames where you want to keep the animation at when playing it.
In my case it's frames 78-79 : I set the frames 78 as the Start and frame 79 as the End. Loop time and Loop pose both disabled unchecked.

Why when creating a new transition back to humanoidwalk state animation the character change position and not keep walking from where he is?

After playing the animation in the state Catwalk Walk Turn 180 Wide R 0 the transition back to the HumanoidWalk but instead of continue walking from the current position the character is kid of sliding to the starting original position he started walking the first time and continue walking from there.
Instead i want that when the animation in the state Catwalk Walk Turn 180 Wide R 0 finished play that the character will continue walking from the current position.
Screenshot of the back transition to the HumanoidWalk state :

SwiftUI: Repeat animation forever with delay at the end, without autoreverse

I want to repeat an animation forever, without it to autoreverse, and with a delay/pause between the repetitions after the animation played.
I know there is a .delay() modifier, but it delays the beginning of the animation:
let ani = Animation.easeInOut.delay(1.0).repeatForever(autoreverses: false)
In addition with the .repeatForever modifier, after the animation played it immediately jumps back to its beginning. But I want the last keyframe to remain visible on the screen for a short amount of time.
I’ve also tried it the other way around, adding a .delay() after the .repeatForever modifier, but without success (delay has no effect).
let ani = Animation.easeInOut.repeatForever(autoreverses: false).delay(1.0)
How can I add a delay after the animation played?

Starting unity animation from n time ,not from the start

I want to ask if it is possible to trigger an animation in unity not from the start ,but from n time in the animation .If the animation lets say 2 second ,is it possible to start the animation sequence after 1 second .
Thanks

How to control a Flutter/Flare animation based on timer?

I want to accomplish the following:
Based on a variable timer (hours, minutes and seconds) three goals have to be fulfilled: Received, Preparing and Ready.
Example: when the timer is about 15 seconds, the lines and the dot have to be filled with the orange color -- just in a linear way.
So far, I have accomplished this:
Where:
The first line is made with Flutter CustomPainter
The second line is made with Flare, see:https://www.2dimensions.com/a/JohanWalhout/files/flare/fill-line/embed
Now, I'm facing the follow problems:
How can I animate the Flutter CustomPainter like the Flare animation?
or:
How can I animate the Flare animation where the animation duration is the time it takes to fill the orange color?
Please, see the complete app in the following repo: https://github.com/LiveLikeCounter/Flutter-Food-Delivery
Flare and CustomPainter are two completely different things. CustomPainter is a widget that comes with the Flutter SDK and Flare is an vector animation tool by 2Dimensions. They cannot change/manipulate each other in any way.
How can I animate the Flare animation where the animation duration is
the time it takes to fill the orange color?
If you want to stick to Flare then you can separately create the fill animation and use FlareController to play the animation as and when you wish.
Just remember the name you give it e.g In this case, it is 'home-on' and 'home-off'
Refer to this blog before you start to code/design:
https://medium.com/2dimensions/building-a-responsive-house-with-flare-flutter-31af823ba805
However, it is still recommended that you use AnimationController and some variables to get full control of your widgets instead of relying on any third party animation tool.
For the custom painter you can use a basic canvas.drawLine and make sure your shouldRepaint returns true when ever the end line position changed. The end position will be relative to the timer and what you consider a line to be full.
For the Flare animation you have to create a controller that will take in the time on every timer tick you want to animate, then set your current playback time for you artboard equal to the position you want for that time. 15second = 100% in your case so your applied time should be the full animationDuration, 7.5 you'll set it to animationDuration * 0.5, so you have to figure your formula out for that.
You can use my SwipeAdvanceController from SmartFlare then call updateSwipePosition using Fake values that will represent your "swipe". The controller will advance from 0 to 100% of the animation depending on how you swipe over the animation allowing you to create sliders, etc using Flare so it should work with this by passing in fake touch positions to emulate.