im making a video for a website in after effects
Its a simple under construction page. The video made in after effects effectively has two parts
transitions in the text,
some minor flicker animation.
I want to keep the flicker animation going for the rest of the time (infinite loop on my page), instead of looping the whole video. How do i Do that?
You can use a video api like this one:
http://videojs.com/docs/api/
A simple event would be the solution.
var myFunc = function(){
var myPlayer = this;
if(myPlayer.currentTime == x) {
myPlayer.currentTime(y);
};
myPlayer.addEvent("eventName", myFunc);
Your best bet is some kind of script (like the one posted by Gijoey above...) You can technically export videos to be "looping" but trusting that keyframing to translate across codecs/browsers is risky. I would convert the vid to something like an FLV / F4V as well. You could wrap it in a SWF if you want to deal with flash, but that's probably unnecessary for this purpose :P
Related
I'm wondering if someone can explain to me why I can't render the same volume in a 4 panel setup (3D, X, Y, Z) just like in XTK Tutorial 13, without the .onShowtime function. I tried altering the code to do this, rather than call the .onShowtimes function:
volume = new X.volume();
volume.file = 'http://x.babymri.org/?vol.nrrd';
sliceX.add(volume);
sliceX.render();
sliceY.add(volume);
sliceY.render();
sliceZ.add(volume);
sliceZ.render();
but when I do this, I get the load bars in the 3 display panels, but after loading, only the sliceX panel will display an image, the others remain black. Do I always have to have a main renderer and make the other renderers listen to it, as the tutorial suggests?
Thanks,
Dave
It is because the first call to 'render' is going to trigger the downloading of the data.
Once it has been downloaded 1 time and rendered the first time, we add/render it in the other renderers.
When we call 'render' on the next renderers, it will not try to download the data again since it has already been downloaded once.
If we call renderer as you are doing it right now, it tries to download the volume 3 times and it can mess up the internals of the object.
So long answer short, it is to avoid some race conditions but I agree we should improve that if possible.
Thanks
I have solved it temporaly replacing onShowTime with the JavaScript function setTimeout.You render the first renderer and after that you rend the others inside that function
volume = new X.volume();
volume.file = 'http://x.babymri.org/?vol.nrrd';
slice3D.add(volume);
slice3D.render();
setTimeout(function(){
sliceX.add(volume);
sliceX.render();
sliceY.add(volume);
sliceY.render();
sliceZ.add(volume);
sliceZ.render();
},600);
it worked for me.
I am not sure how you are supposed to control a player character in Bullet. The methods that I read were to use the provided btKinematicCharacterController. I also saw methods that use btDynamicCharacterController from the demos. However, in the manual it is stated that kinematic controller has several outstanding issues. Is this still the preferred path? If so, are there any tutorials or documentations for this? All I found are snippets of code from the demo, and the usage of controllers with Ogre, which I do not use.
If this is not the path that should be tread, then someone point me to the correct solution. I am new to bullet and would like a straightforward, easy solution. What I currently have is hacked together bits of a btKinematicCharacterController.
This is the code I used to set up the controller:
playerShape = new btCapsuleShape(0.25, 1);
ghostObject= new btPairCachingGhostObject();
ghostObject->setWorldTransform(btTransform(btQuaternion(0,0,0,1),btVector3(0,20,0)));
physics.getWorld()->getPairCache()->setInternalGhostPairCallback(new btGhostPairCallback());
ghostObject->setCollisionShape(playerShape);
ghostObject->setCollisionFlags(btCollisionObject::CF_CHARACTER_OBJECT);
controller = new btKinematicCharacterController(ghostObject,playerShape,0.5);
physics.getWorld()->addCollisionObject(ghostObject,btBroadphaseProxy::CharacterFilter, btBroadphaseProxy::StaticFilter|btBroadphaseProxy::DefaultFilter);
physics.getWorld()->addAction(controller);
This is the code I use to access the controller's position:
trans = controller->getGhostObject()->getWorldTransform();
camPosition.z = trans.getOrigin().z();
camPosition.y = trans.getOrigin().y()+0.5;
camPosition.x = trans.getOrigin().x();
The way I control it is through setWalkDirection() and jump() (if canJump() is true).
The issue right now is that the character spazzes out a little, then drops through the static floor. Clearly this is not intended. Is this due to the lack of a rigid body? How does one integrate that?
Actually, now it just falls as it should, but then slowly sinks through the floor.
I have moved this line to be right after the dynamic world is created
physics.getWorld()->getPairCache()->setInternalGhostPairCallback(new btGhostPairCallback());
It is now this:
broadphase->getOverlappingPairCache()->setInternalGhostPairCallback(new btGhostPairCallback());
I am also using a .bullet file imported from blender, if that is relevant.
The issue was with the bullet file, which has since been fixed(the collision boxes weren't working). However, I still experience jitteryness, unable to step up occasionally, instant step down from to high a height, and other issues.
My answer to this question here tells you what worked well for me and apparently also for the person who asked.
Avoid ground collision with Bullet
The character controller implementations in bullet are very "basic" unfortunately.
To get good character controller, you'll need to invest this much.
I am trying to have my slides in a specific transition. Right now, I have something called "easing" which is used within my slideshow. The problem is that I have no idea how to change that specific portion. I have modified the slideshow to a great extent to make it usable for the work project I am working on. I definitely wanna use that for work and for myself, because I find it to be such a good slideshow. But, I would love to have a simple transition like the Sudo Slider, as opposed to easing.
(once I have a basic transitition, I could change it to another sudo transitiion effect, so that will not be a problem)
Anyhow, the plugin I found - the Sudo Slider - is found on this website
http://webbies.dk/assets/files/SudoSlider/package/demos/continuous.html
<script type="text/javascript" >
$(document).ready(function(){
var sudoSlider = $("#slider").sudoSlider({
numeric: true
continuous:true
});
});
</script>
As for the slideshow (called MovingBoxes), this is one of things I have modified within the code. As for the speed, I have to put it at 1 to "remove" the effect of the easing. But I would really like to be capable of using the Sudo Slider transition effects instead (or any other non-easing transition effect). How could I achieve this?
$.movingBoxes.defaultOptions = {
// Appearance
startPanel : 1,
reducedSize : 1,
fixedHeight : false,
// Behaviour
initAnimation: false,
stopAnimation: false,
hashTags: true,
wrap: true,
buildNav: false,
navFormatter: null,
easing: 'easeInOutQuint',
// Times
speed: 1, // animation time in milliseconds - 500 is original
}
You seem to think that transition effects are just setting an option, it't not.
Each of the transition effects you see in e.g. SudoSlider are made of complex code.
You could take a look at the function "boxTemplate" in: http://webbies.dk/assets/files/SudoSlider/package/js/jquery.sudoSlider.js
The "boxTemplate" function defines the different effects involving boxes in SudoSlider.
If that could easily be moved to work with a script like MovingBoxes, I would happily do it.
But making it work with MovingBoxes would involve rewriting most of it, something that's not going to happen here on StackOverflow.
I'm in the final stages of releasing my first game, and after running Instruments:Leaks & Allocations, I see that I have a leak in my code caused by a retain cycle. I am using Cocos2d 2.0, and compiling my app with ARC, and I should mention that I started the project pre-ARC, and used the Xcode refactoring tool to convert it. My game has several animated objects per screen, each of which has a small number (1-7) of animated "variants" of that object (i.e. the barn opens to show a horse once and a zebra another time). I have a class that represents each animation, and another class for each variant. The variant creates a CCAnimation from a sequence of frames, and then creates an action which will be run whenever a touch event is received in the correct region. This action is what is causing my retain cycle. My declaration for the action ivar looks like this:
#interface AnimationVariant : NSObject
{
#private
CCAction* _action;
...
}
#property (readonly, nonatomic) CCAction* action;
...
-(void) setupActionWithMask:(int)mask
cycles:(int)cycles
hasScale:(bool)hasScale
scale:(float)scale
masterScale:(float)master_scale
animationFrames:(NSArray*) frames
duration:(float)duration
andBlock:(VoidBlock)block;
#end
In the implementation of the setupActionWithMask method, I build up an NSMutableArray of CCActions, actionList. The sequence of CCActions varies depending on args, but usually it looks something like this:
[actionList addObject:[CCScaleTo actionWithDuration:0.0f scale:scale]];
[actionList addObject: [CCAnimate actionWithAnimation:animation] ];
[actionList addObject:[CCScaleTo actionWithDuration:0.0f scale:master_scale]];
[actionList addObject: [CCCallBlock actionWithBlock:block]];
And I create the action like this:
_action = [CCSequence actionMutableArray:actionList];
The consuming class creates an AnimationVariant instance, sets its properties, calls setupActionWithMask, and passes in a block it wants executed when the action completes. When the consuming class wants to play the animation variant, it does so like this:
[self runAction: variant.action];
I tried declaring _action as:
CCAction* __unsafe_unretained _action;
which of course broke the retain cycle, but the action is destroyed, and is no longer around when it's needed (which is what you would expect, since __unsafe_unretained does not retain). I know __weak is the recommended solution, but as I am targeting iOS 4 and up, I don't think it's available to me.
I had another retain cycle in my code, exactly like this one, also caused by retaining (automatically with ARC of course) a CCSequence containing a CCCallFunc/CCCallBlock. I solved that one by just re-creating it whenever I needed it, which I could also do in this case, but these animations are triggered maybe a couple hundred times in the whole game, so I was hoping to follow the recommended Cocos2d Best Practices and retain the actions.
Thanks!
Retaining actions is not best practice. It's not even good practice. Though it comes heavily recommended by many, quite unfortunately.
Retaining actions works in many cases, but fails in others causing objects to leak. I'm guessing your case may be one of those.
Since you're targeting iOS 4 you can't use weak references. But you should probably reconsider unless you have to target the remaining few 1st and 2nd generation devices. Otherwise, google for iOS 5 adoption rate. The handful of devices that haven't been updated yet are well below a reasonable threshold, in particular if you consider that those users probably don't buy (many) apps (anymore) anyway.
Since you meantioned CCCallFunc, make sure you don't use them and replace with CCCallBlock. CCCallFunc are not safe to use with ARC, in particular whenever you have to __bridge_transfer cast a data object to void* (also bad practice).
There's always the chance that the necessary bridge cast back to the original object never occurs, and then ARC doesn't get the chance to clean up that object. With CCCallFunc this can happen when you run a call func action but the action is stopped before the callback selector is called, for example by changing scenes or stopping the action/sequence.
Cocos2D is also prone to retain cycles if you don't follow this rule:
any node should only retain another node that is one of its children or grandchildren
In all other cases (ie node retains (grand)parent or sibling node) you must make sure to nil those references in the -(void) cleanup method. Doing so in -(void) dealloc is too late because the object will never get to dealloc when there's a retain cycle.
for (int i = 0; i < Number_Of_queries; i++)
{
glBeginQueryARB(GL_SAMPLES_PASSED_ARB, queries[i]);
Box[i]
glEndQueryARB(GL_SAMPLES_PASSED_ARB);
}
I'm curious about the method suggested in GPU GEMS 1 for occlusion culling where a certain number of querys are performed. Using the method described you can't test individual boxes against each other so are you supposed to do the following?
Test Box A -> Render Box A
Test Box B -> Render Box B
Test Box C -> Render Box C
and so on...
I'm not sure if I understand you correctly, but isn't this one of the drawbacks of the naive implementation of first rendering all boxes (and not writing to depth buffer) and then using the query results to check every object? But your suggestion to use the query result of a single box immediately is an even more naive approach as this stalls the pipeline. If you read this chapter (assuming you refer to chapter 29) further, they present a simple technique to overcome the disadvantages of both naive approaches (that is, just render everything normally and use the query results of the previous frame).
I think (it would have been good to link the GPU gems article...) you are confused about somewhat asynchronous queries as described in extensions like this:
http://developer.download.nvidia.com/opengl/specs/GL_NV_conditional_render.txt
If I recall correctly there were other extensions to check for the availability of a result without blocking also.
As Christian Rau points out doing just "query, wait for result, do stuff based on result" might stall and might not be any gain because of that, depending on how much work is in "do stuff". In fact, doing the query, waiting for it to round trip just to save a single draw call is most likely not going to help at all.