How can I do a compositing of a blender animation in the blender compositing interface? For example, I want to remove some noise and add some glow to the animation. I know how to do it for a single frame, not for an animation.
Related
We've made an animated ad banner using Adobe Animate CC (using actionscript 10.3).
The ad agency needs us to rotate the whole thing 90 deg counter-clockwise before submitting to make it work on their platform.
Any idea how to rotate the canvas including all the animating elements?
We've thought about resizing the canvas then rotating each layer individually. However, this messes up the layout as each layer rotates around its own axis and not the canvas itself.
Is there an easier way to do this (possibly even a third party tool?)
One way that you can approach this problem is to copy your animation layers into one MovieClip. This will essentially group all your animations together so you can rotate the MovieClip as one object as opposed to rotating every animation individually.
If you go with this approach, you may have to update the size of your canvas to match the size of your newly rotated MovieClip.
I'm designing a game in Cocos2d, and at one point I have coins shooting out on a platform from a zelda-ish perspective. I'd like to display the coin's shadow sprite (a different sprite from the coin) on the platform, but mask or clip the shadow sprite on the edge of the platform. The coin can continue off the edge of the platform, but the shadow should stop at the edge. The platform also moves, so I need the shadow sprite to track with the platform's movement.
I thought it could work to use a CCClippingNode for this, but I can't add it as a child of anything in a spriteBatchNode which is how I'm making my platform. Without having the shadow as a child of the platform, I'll mess up z-order and the shadow movement won't track correctly. I also checked out Ray Wenderlich's tutorial on masking a sprite but I don't think that'll work since it looks like it masks an individual sprite texture and not an area of the view where the sprite shouldn't be displayed. Any ideas on how to solve this?
I have implemented bloom post process effect in my game for Android using render to texture and proper shaders. It works, but the performance hit is unacceptable. So I thought that I could render the scene to smaller texture and then stretch the texture to fullscreen. The trouble is that when I attach a texture that is smaller than the viewport to the off screen framebuffer, the scene is cropped. The image below illustrates the issue:
Is there any way I could "map" the attached texture to the framebuffer somehow, so the whole viewport gets rendered to it? I could probably modify the projection matrix to achieve the goal, but that would complicate my code and I would rather avoid it.
I think you can do that by simply changing the Viewport to match the texture dimensions before you do the render to texture, then set the viewport back to the dimensions of the View before you render to the framebuffer. There should be no significant performance loss because you will be calling glViewport() twice as often.
Your suggestion about scaling the projection matrix should also work.
I have a snow falling animation using the uiview particle emitter. I am able to animate the snow in various ways thanks to much research, including changing the image content of the particles. There is a circular region where I would like to change the snow image of the particles, and then change the image back when the particle leaves the region. (snow falling through lamp light)
I was thinking of cooking up a formula to switch content images based on the position of the particle in a animation loop, but I am unable to get the x, y of the particle. Is it possible to get the position of individual particles?
Or perhaps particle collision detection?
i have to animate text around a circle. The text will also scale up/down. Whats the best approach to accomplish this? (i am using Quartz 2D)
My approach is:
-- Calculate point using sin and cos methods.
-- Move Pen there and draw text with alpha and size.
-- Clear the screen
-- Calculate next point using sin and cos methods.
-- Move pen there and draw text with alpha and size.
-- clear the screen
so on...
any better way?
If you're targeting iPhone OS ≥3.2, use CATextLayer.
Otherwise, you could create a UILabel and modify its transformation value, or control a CALayer directly.
If you're constrained to Core Graphics the method your described is the best already, but CG is not an animation framework. You should use Core Animations for UI animations.