Is there a way to use the build modifier as an animation to be exported to unity in blender? - blender

I am trying to use the build modifier as an animation to allow objects to appear to materialize
I have attempted to use shape key frames but for that to work you need all modifiers applied.
I have also attempted to use regular keyframes but it doesn't auto key I assume this is because it doesn't count modifiers as a change to the mesh
I'm not entirly sure of what else to do thank you for any help in advance
Kurtis

Related

Draggable MapKit Annotations

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.

Keyboard shortcut to move map view?

I'm trying to implement the same feature, that Maps.app has on OS X, where when selecting the map, the arrow keys on the keyboard moves the map north/south (up/down) and east/west (left/right).
I've created a sample project, added a MKMapView to the storyboard just to ensure that I've not overwritten anything in my 'real' project, but the default behavior is the same, ie. the map is not responding to the keyboad strokes.
I've searched the documentation, looking at the delegate protocols, but have been unable to finde an answer. Any ideas? (It does not matter if its Swift or Objective-C)
So, after a few days thought, I've come to this solution:
Create a function that moves the map (I've used setCenterCoordinate:), and trigger this from keyDown. There is a little regarding zooming and moving the map that need to be thought of though.
I'm leaving this here, in case someone can use it :)

Apply tint filter to object with code in Animate CC

I'm using Animate CC 2015 and publishing to Canvas.
Can anyone tell me how to apply a tint to an object on my timeline?
The object has been placed there manually and has an instance name. I simply want to change it from white to red using code that runs in the first frame.
On a related note, do you know of a good JS language reference for Animate CC? I always seem to end up on Actionscript references or the CreateJS site which doesn't cater well for stuff that is created manually on the timeline.
Cheers
Have you applied a tint already in Animate? Filters in Canvas are particularly expensive, so by default, Animate will cache items that have filters applied. You have a few options:
Every frame, cache the symbol again. This can be very expensive, but it will work.
Instead of transitioning a single filter, cross-fade between a filtered and non-filtered object. This looks very similar (especially with a tint), and has no performance concerns.
As for JavaScript reference, what exactly are you looking for? Mozilla's MDN reference tends to be the goto place for our team when it comes to raw JavaScript. https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference
Cheers.

Exclude objects from camera in Three.js

i'm wondering if it's possible to hide a list of objects from a camera (used to build a reflaction map over a plan, simulating the water).
So basicly i'd want to hide a list of objects from the water reflaction.
The Object3D.visible property will of course hide the object for the main camera too so it's useless.
Any idea?
before you update the reflection camera, hide the objects, when the reflection map is rendered, make them visible again.
without your current code i wouldnt be able to provide you with example code since there are several ways to accomplish reflection.

java3d simple way to translate object

I am making my first program using Java3D. I have setup some transformGroups that I now need to move in calculated directions. When I looked this up, I found interpolators and alpha objects and waveforms and couldn't understand a word of it. I have done this in the past in OpenGL using simple vectors and frame refreshment. Is there a similar simple way in Java3d? Thanks.
There's no reason you couldn't do it with vectors and frame refresh in Java3D as well.
A simple way would be to attach a behavior to the scenegraph with a WakeupOnElapsedFrames(0) condition, and then have it update the needed transform every frame.
As its simplest, that is was the interpolators are doing for you. Once you get that working, it will probably make more sense as to how you could do it with interpolators.