I am trying to create some sort of map, which is actually a large image, that needs to have specific spots where you can touch to see more info. So far I've found react-native-image-mapper which seems to work for the image map but I haven't been able to figure out how to make the pan effect to drag and move around the image inside the View.
Can anyone please help me out or point me in the right direction?
Thanks in advance!
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I am using Rigify Animbox when move my Armature and start animation it move last position and when go to edit mode it show many link that connect with Armature.
this link can't set origin or can't move please help me how can fix it.
please see below video so you can better understand my problem.
Link: https://screenrec.com/share/AkR59zCZrL
thanks in advance
You probably have a keyframe in Object mode. That makes the whole armature jump to the center of the world (which is where the keyframe is recorded). Just delete all keyframes on the object level and you'll be able to move the Armature object.
I am working with MapKit on MacOS and trying to enable a draggable annotation that uses a custom image. I can successfully get the annotation to be draggable but it requires the user to be quite accurate with where they click and drag as the annotation image is larger than a conventional pin. Is there a simple way to expand the area so that any part of the image is draggable? Otherwise I imagine I will have to use some kind of NSGesture on the view to manually set the dragstate, but was hoping there might be an easier way!
Okay, I never managed to sort this to my satisfaction using Annotations. I’m not saying it can’t be done, maybe someone else can comment and leave pointers to help. But I eventually achieved what I wanted using overlays instead. So if someone stumbles on this question and has the same issue, you can make it work with a custom overlay rather than an annotation and you implement the dragging using a NSPanGestureRecognizer with translation for the movement.
When I render an image in blender it just comes out black even when I color it.
This stool is supposed to be different materials but instead this.
Please help I have tried things from at least ten different sites and none have worked.
Also using Cycles Render.
You need to add light to the scene. If this doesn't work, you can link the file here so I can help you. Good luck!
I created several objects ,applied its material with texture .But still when I render the scene all render nicely except one.It renders black both in cycles and BI.I have tried everything .I don't know whether I have missed something or not But I'm not getting the result properly.What is the solution to this 'rendering black' problem ?
Please help
Thanks in advance!
Cheers
I already have a function that can return a tile for a given position. I am trying to make it so that when I scroll around it will load new tiles on the fly. I am having trouble figuring out how to attack the problem. I am sure that someone must have done this before and I would prefer to not reinvent the wheel on this.
Can anyone point me to a tutorial or some example code?
If not, can perhaps help me figure out how to do this?
I am using Kobold2D and the map is not going to be static, it will be generated on the fly, Minecraft style.
CATiledLayer is perfect for this. However, I do not know if this will play well with Cocos2d.