What is the animation layer weight in the animation controller in Unity?
What does SetLayerWeight do in the animation state controller?
Layer weight defines how much (normalized) animation from the layer will evaluate in the final output.
For example:
If you have have 2 layers "layer_1" with weight=0.25 and "layer_2" with weight=0.75. The final frame animation evaluation, will take 0.25 effect from "layer_1" and 0.75 effect from "layer_2".
For more info: https://docs.unity3d.com/Manual/AnimationLayers.html
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The positions and sizes of my Game Pieces, as set by CGPoint(..) and CGRect(..), don’t make arithmetic sense to me when looked at with respect to the width and height of the surrounding container of all Game Pieces?
Let me illustrate with just one specific example –
I call the surrounding container = “room”.
One of many specific Game Pieces = “rock”.
Here’s the math
roomWidth = Double(UIScreen.main.bounds.width)
roomHeight = Double(UIScreen.main.bounds.height)
While in Portrait mode:
roomWidth = 744.0
roomHeight = 1133.0
When rotated to Landscape mode:
roomWidth = 1133.0,
roomHeight = 744.0
So far so good .. here’s the problem:
When I look at my .sks file, the width of the “rock” and its adjacent game pieces far exceeds the roomWidth; for example,
Widths of rock + paddle + tree = 507 + 768 + 998 which obviously exceeds the room’s width for either Portrait or Landscape mode – and this math doesn’t even address the separation between Game Pieces.
The final math “craziness” looks at the swift xPos values for each Game Piece as specified in my .sks file:
Room: xPos = 40,
Rock: xPos = -390,
Paddle: xPos = -259,
Tree: xPos = 224
I cannot grasp the two high negative numbers .. to me, that means the Rock and the Paddle shouldn’t even be visible .. seriously off-screen.
One significant addition = I did set the Autoresizing Mask to center horizontally and vertically
I need a serious infusion of “smarts” here.
The default anchorPoint of an sks file (SpriteKit Scene file) is (0.5, 0.5). So the origin (0, 0) of the scene is drawn at the center of the SKView. You can change the anchor point in the Attributes inspector when editing the sks file. The default means that negative coordinates not too far from the origin will be visible in the SKView.
The scene also has a scaleMode property which determines how the scene is scaled if its size doesn't match the SKView's size. The default is .fill, which means the view scales the scene's axes independently so the scene's size exactly fills the view.
I'm struggling with this sort of
Screen disposition.
I want to position my Camera so that the world is positionned like in the image with the origin at bottom left. It's easy to set the orthographicSize of the camera as I know how many unit I want vertically. It is also easy to calculate the Y position of the camera as I just want it to be centered vertically. But I cannot find how to compute the X position of the camera to put the origin of the world in this position, no matter what the aspectRatio of the screen is.
It brings me two questions :
How can I calculate the X position of the camera so that the origin of the world is always as the same distance from the screen left and bottom borders ?
Instead of positioning the camera regarding the UI, should I use RenderMode Worldspace for the UI canvas. And if so, how could I manage responsiveness ?
I don't understand the second question, but regarding positioning the Camera on the X axis so that the lower left corner is always at world 0 you could do the following:
var lowerLeftScreen = new Vector3(0, 0, 10);
var pos = transform.position;
var lowerLeftScreenPoint = Camera.main.ScreenToWorldPoint(lowerLeftScreen).x;
if (lowerLeftScreenPoint > 0)
{
pos.x -= lowerLeftScreenPoint;
}
else
{
pos.x += Mathf.Abs(lowerLeftScreenPoint);
}
transform.position = pos;
Debug.Log(Camera.main.ScreenToWorldPoint(lowerLeftScreen));
Not the nicest code, but gets the job done.
Also the Z component in the Vector does not really matter for our orthographic camera.
In android, we have overshoot interpolator for animation using Object animator which overshoots the end value of animation and then comes back to end value. Is there any alternative for flutter like in gif below.
According to #pskink help, Similar behaviour of overshoot interpolator is Curves.elasticOut. As I wanted to control oscillation too I used ElasticOutCurve() curve. below code solved the problem.
_clockWiseRotationAnimation =
Tween<double>(begin: 0.0, end: 2 * pi).animate(CurvedAnimation(parent: _controller, curve: ElasticOutCurve(1.0)));
I'm trying to add perspective to a view by using CATransform3D. Currently, this is what I'm getting:
And this is what I wanna get:
I'm having a hard time doing that. I'm completely lost here. Here's my code:
CATransform3D t = CATransform3DIdentity;
t.m11 = 0.8;
t.m21 = 0.1;
t.m31 = -0.1;
t.m41 = 0.1;
[[viewWindow layer] setTransform:t];
Matrix element .m34 is responsible for perspective. It's not discussed much in the documentation, so you'll have to toy with it. This answer talks a little bit about how to use it: https://stackoverflow.com/a/7596326/1228525
To actually see the effects of that matrix you need to do two things:
1. Apply that perspective matrix to the parent view's sublayer transform
2. Rotate the child view (the one on which you want perspective) - otherwise it will remain flat and you won't be able to tell it now has a 3D perspective.
The numbers are arbitrary, make them whatever looks best:
CATransform3D t = CATransform3DIdentity;
t.m34 = .005;
parentView.layer.sublayerTransform. = t;
childview.layer.transform = CATransform3DMakeRotation(45,1,0,0);
The perspective will look different depending on where the child is in the parent view. If the child is in the center of the parent it will be like you are looking at the child view in 3D straight on. The further from the center it is, the more it will be like you are viewing from a glancing angle.
This is what I got using the above code and centering the child view: (apparently I'm not allowed to post pictures since I'm new, so you'll have to see the link) http://i.stack.imgur.com/BiYCS.png
It's very hard to tell what you're going for based on those pictures; a bit more explanation might be helpful if my answer isn't what you want. From what I can tell from the picture, the bottom one isn't perspective...
I was able to easily achieve the right CATransform3D using AGGeometryKit.
#import <AGGeometryKit/AGGeometryKit.h>
UIView *view = ...; // create a view
// setting anchorPoint to zero
view.layer.anchorPoint = CGPointZero;
view.layer.transform = CATransform3DMakeTranslation(-view.layer.bounds.size.width * .5, -view.layer.bounds.size.height * .5, 0);
// setting a trapezoid transform
AGKQuad quad = view.layer.quadrilateral;
quad.tl.x -= 10; // shift top left x-value with 10 pixels
view.layer.quadrilateral = quad; // the quad is converted to CATransform3D and applied
This is basically a simple issue, which I can't get around ...
So, I have an object of UIImageView of a certain frame over which, I implement CAAnimation with rotation and translation, and it is at new coordinates (x,y), and has been rotated by some degrees.
This animation works beautifully. But if I again do a rotation and movement from THAT state, I want the object to use the new frame and new properties from STEP 1 after its rotation and again rotate by the new angle.
As of now, when I try rotation again, it uses its standard state & frame size(during initialization) and performs rotation on it...
And by this I mean... If I have a square of frame (100, 200, 10, 10), and I rotate it by 45 degrees, the shape is now a different square, with different frame size and end points compared to the original square, and I implement a new rotation by (say) 152 degrees on it and it needs to perform a rotation on the newer square... But it turns out that it uses the same frame size as the previous one (x,y, 10, 10).
How can I continue rotating / moving the object with its updated position and state ??
Note: (if you need to see the code for animation)
This is the code for my animation, which involves simple rotation and movement ! http://pastebin.com/cR8zrKRq
You need to save the rotation step and update object rotation in animationDidStop: method. So, in your cas, you should apply:
-(void)animationDidStop:(CAAnimation *)anim finished:(BOOL)flag
{
//angle is global
CATransform3D rotationTransform = CATransform3DMakeRotation((angle%4)*M_PI_4, 0, 0, 1);
[object.layer setTransform:rotationTransform];
object.center = tempFrame; //already there
}
where angle is an integer counter of animations(steps) with values 0,1,2,3. My step is M_PI_4. There is probably a better solution to the problem, but this should do the trick