I have been able to get models from .dae (COLLADA) files with animation working in the SceneKit preview (which is the best way I know to test if an animation is compatible).
I have a freelancer who made an animation for me originally in Cinema 4D, used a plugin to help with the animation, and exported it to me in .abc. He says he thinks the animations get lost when trying .dae format.
When I import his .abc file into Blender, it plays the animation perfectly, but importing into Xcode/SceneKit (whether I try to play it as a .abc file or after converting it to .scn) won't play the file. You can at best just see the initial positioning of the 3D model and no animation will play.
Related
So I'm new to React Three Fiber and loaded a .glb file exported from blender into my React website using React Three Fiber. But, when the model is rotating and it hits the side of the plant and computer you can start seeing white, blurry lines on the borders of my objects. I have tried for multiple days to get rid of the this, but nothing seems to help. Something to note is that this doesn't seem to appear to happen in blender.
Links:
Example image of blurry borders on Plant and Computer
The public
website is www.mahitm.com.
The Github file for the model.
GLB Model download link
Thanks in advance to anyone that is able to help me! If any additional information is needed, I'm more than happy to provide you with it.
I have a GIF that I will use in a React web app I am building. I want to be able to step through the animation based on the scroll position of the site.
I.e. when I have scrolled through 50% of the page, then I want the gif to display the image at its 50% position.
The gif will be in a div, position:fixed. So it will always live in the top corner of the browser.
The web app is a react app so if it's possible that there's a react library that implements this then that would be great.
Thanks!
There appears to be at least one ready made React implementation for dealing with the interaction with/playing of the GIF that may be able to assist you in your project.
React Gif Player is a React component which creates a GIF player similar to Facebook's implementation. It also comes with a pause function (and an example), which you may be able to use to programatically pause the GIF at corresponding points based on your scroll position.
Gif Frames is a pure JavaScript tool for extracting GIF frames and saving to file. You may be able to create individual frames and correspond frames with certain points of the scroll.
I'm not aware of a gif player that implements exactly what you were hoping for, although others may be able to assist in this regard. If not, you may have to use a combination of, or do a full implementation yourself.
Hopefully this helps.
On WWDC 2015 - Session 606 - Enhancements to SceneKit there was an Fox example project which is available to download.
Can anyone say what is the correct collada file setttings when exporting model with skeletal animation from 3D tool into .dae file? For example in the demo project there is a "walk.scn".
I used 3D tool (Cheetah3D) to make a simple model with simple skeletal animation and export it in .dae, but I can't get my model to be animated on the scene.
If I use non skeletal animation in 3D tool and export it in .dae then model animation on the scene works perfect.
Maybe someone succeed with exporting model with skeletal animation using another 3D tool like Blender?
My app is too large for the 50 meg limit so I am looking at some ways to significantly reduce the file size.
If I discard a dpi what happens when it runs on that dpi? I have some HUGE backgrounds making my app very bloated, I was wondering if I can remove them all but say the HD one and it would scale or would it be simply empty? Or would I need to change the background image scaling to make it do this?
Also CN1 seems to use png, can I use jpg for selected items to save space? Backgrounds that are 2.3 meg pngs could be 35k jpgs.. Even if I wrote a script that jpeged them after I press save in the gui designer, this could work I assume?
Any any further final tips for reducing the size of cn1 apps?
A 50mb app is not only big, but prone to be slow on devices (performance wise).
To reduce your App size tremendously, do the following:
All my answers are based on old GUI Builder
For background image, use a single image (not multi-image) and style the form UIID to use the image and type IMAGE_TO_FILL.
Avoid using png image whenever possible, CN1 supports jpg perfectly.
Don't use images for basic icons, use fonticon. Thousand of icons could be made 100kb and of high quality svg image that doesn't pixelate. I will explain at the end of this list how to create your custom fonticons.
Avoid using 9-piece border image where it's not really needed, try to use solid background color if it won't ruin your design.
Delete unused images, they also take a lot of space. On your GUI Builder.
Re-use UIIDs, instead of creating multiple similar UIIDs.
Migrate your GUI Builder forms to code, I posted a sample form Class to answer another question here and also talk about similar thing here.
Delete UIIDs you're not using and in most cases, copy and paste UUID of unselected style to selected, instead of creating similar.
Be Careful with this. Keep your GUI Builder open, make sure Xml team mode is checked under File, save the GUI Builder after deleting Unused Images, without closing the GUI Builder, go to your project folder -> res -> delete theme.xml and the theme folder inside res folder (The name might be different if you've renamed your theme.res file). Now go back to your app and save again. A fresh copy of your res files would be saved in the same folder.
Minimise the amount of background images you use, Modern good looking apps are simple plain background apps. E.g, Facebook, Twitter, Uber, AirBnB, BBC News App and many others. Unless your app is actually a game or necessarily require rich images that have to be static.
Watch this video about performance tuning, It's a bit old but still contains useful information
If your app is bigger than 20 mb on iOS and 5mb on android, you should be worried about it's performance.
Creating fonticons:
Go to fontello.com and check the icons present, if there are icons you need that are not there...
Go to flaticon.com and search for it there, download it as svg and drag'n'drop the svg on fontello webpage. If the icon doesn't look as expected...
Go back to flaticon.com and download the image as black 512px png image and go to online-convert.com, convert the png to Monochrome svg file, this helps you to create a compound image that works well with fontello.
download the fonticon as zip on fontello and follow Shai's chat app example to use it. the zip contains demo html file to preview your icons and also a config.json that can be drag'n'drop on fontello.com to continue where you stopped.
I need to be able to render a silverlight storyboard animation to video. The animated content itself could be simple UIElements, Images or even two or more videos playing at the same time.
Several ideas came to mind like RenderTargetBitmap on a single frame basis, but:
1) I've never tested this against video embedded content
2) Don't know how to actually compose the video from the generated images.
Expression Encoder was also on my mind, but I don't know if it's possible to integrate it in a Silverlight/XBAP app to fulfill what's expected from it.
What's your opinion on this?
Your best bet if you just need to capture this sort of thing would be to use the Expression Encoder 4's screen recording feature, or a tool like TechSmith Camtasia.