How to merge variables in ue4/ue5 - variables

I am overcomplicating an animation and need to merge 2 ue5 animation variables into one play animation block. (using blueprints btw). My question is, how do I do this? I've not been able to find anything relating to this topic so yeah.

Ah, I am a complete idiot. You can connect 2 play animation blueprints and still play both at the start. (I noticed this because of the: "starts on: (value)" modifier of the blueprint)

Related

Go to keyframe of Spritebuilder timeline

I have a timeline where I basically want the user to have the ability to tap on the screen to fast forward the animation (well, more like skip part of the animation) to a later part. Obviously, this would have to be done using code.
I've researched this quite a bit and I don't think there's an easy solution. CCBSequence and CCBSequenceProperty offer a bit of hope, but my ideas have run dry and can't see a way to do it.
Obviously I'm aware of the animation manager and using it to run timelines and stop timelines, or even call something when the timeline is completed, but my capabilities with manipulating timelines made in Spritebuilder doesn't extend too far beyond that.
I can think of a messy workaround, where basically I just duplicate the section of the timeline I want to skip to and when the screen is tapped stop the current timeline and go to that, but it seems cumbersome and messy and I'd like to avoid that if possible.
Thanks for help!
I found the easy solution after a bit more looking
So if you have a look in CCAnimationManager there is a method for this called:
- (void)jumpToSequenceNamed:(NSString*)name time:(float)time;
So with your node you can call
[node.animationManager jumpToSequenceNamed:#"MyTimeline" time:1.0]; // 1 Second
If your animations aren't extremely complicated, try to implement it via cocos2d actions http://www.cocos2d-swift.org/docs/api/index.html
Using engine API you can create animation with custom speed on every tap.

Floating bubbles like game center home screen

Tried to find everywhere a similar answer but without satisfaction. I want to make some button inside a floating bubble like the home screen on the notification center. I guess apple uses UIKitDynamic to make some effect but can't find the right path.
Do they use Quartz Core or they use Core Animation framework?
I know probably is a silly question but in this site no one asked... (I guess)
Thanks a lot.
Ciao ciao :)
Check this Github project: WobbleBubbleButton
And these SO pages: first and second

Improve perfomance of my threejs

I have some issues about my model. Is is an easy model buy I can not make It work well...
I upload my project here: http://webgl.drapps.info
I have a car model with some pieces that change material when mouse is over them. I use threex.domevent.js library with "on" function. My model is loaded by json files.
Issue 1
when mouse is out of canvas, threejs detects that mouse is over a piece of my model, but this is not true, and that piece change its material (triggering mouseOver event).
Furthermore, I tried to get better mouseover event because even when mouse is really over a piece, that event doesn't trigger.
Issue 2
This is about TrackballControls. Is there any way to control rotation of my world? I mean: rotation only in one axis, rotation only for 180 degrees, etc... Is there any tutorial or article to learn how to rotate and translate camera?
Thanks for everything, I will so please to anybody who wants answer this... because I am a little lost
Thanks
Sorry, but you are out of luck.
Question 1. Yikes! You are using threex.js which is a third-party app that hasn't been updated in almost a year, so I can't help you with that.
You are also using an older version of three.js. Please update to the current version.
If you still have problems, post a new question with a simple demo -- not your entire project. Better yet, Google your question first.
Question 2. TrackballControls is not part of the library -- it is part of the examples -- so it is not officially supported. If you are not happy with it, you will have to hack the code yourself.
This question has come up a lot. Google it. To the best of my knowledge, there is not a good solution.
Personally, I would use OrbitControls in your case -- it keeps the scene right-side-up, and you can constrain the maximum polar angle, keeping the camera "above ground".
The best examples/tutorials are the official three.js examples, which will work with the current version of the library.
I can't help with issue 1.
Issue2:
I am also working on a project to visualize vehicles and needed to be able to rotate. I also tried Trackballcontrolls but it did not suit my needs.
What I ended up doing was creating a a master Object3d and then instead of adding objects/models to the scene, I added them to the master Object3d. That way to rotate everything in the scene, I just had to rotate the master object.
To actually do the rotation I just used the code from one of the cube examples.

What's my best option for creating animations with existing single view application code?

I already have my app finished but i want to polish it with some nice animations. Nothing to crazy, I just need to loop through some sprites to make it look like a plant is growing. For obvious reasons, I don't want to try and work this into a cocos2d framework. I found a couple animation classed on the web, but the animation look crappy and unnatural. Any ideas as to how I can best achieve this?
UIImageView animations would be the easiest. http://mobile.tutsplus.com/tutorials/iphone/uiimageview-animation/

Displaying progress indicator inside an NSSearchField

I am using a NSSearchField to run a query over the internet and display the results in a table view. Whilst the query is running I would like to display a progress indicator inside an NSSearchField? I think I have seen this done in another application before.
Is there an open source component that I could use to accomplish this?
How would I go about doing this? What is the best way? What are the pitfalls?
The easiest way is to put the progress indicator above (atop) the search field and leave them as separate views. It used to be that view z-ordering would give unpredictable results and weren't encouraged. That's not been true for several OS X versions, now, so if it looks good and behaves as expected, I say go for it.
The harder way would be to subclass NSSearchField and muck around according to the goodies found in the Control and Cell Programming Topics for Cocoa guide.
I'd go for a custom subclass of UISearchFieldCell. Find the method that draws the background and try to add your custom drawing code there. I'd rather not fiddle with nested components. I think the one used in safari is also a custom control.
This is not my solution but I came across this question and I eventually found someone that worked out a solution and it worked for me:
https://github.com/owainhunt/UAShared/blob/master/UAShared/NSSearchField%2BSpinner.m