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.
Related
I am trying to do some web work and am utilizing leap motion. Does anyone know how to detect when you are touching the edge of the HTML5 canvas you are working in? And if so do you also know how to grab and store that data?
You have to create a mapping between the 3D, real-world coordinate system of the Leap and the 2D, pixel coordinate system of the web page or canvas object. You could, for example, decide that one real-world millimeter equals one pixel and that you are going to ignore the Leap's Z-axis. Then if a finger is 200mm to the right of the origin, then that could mean that the corresponding position on the HTML canvas is 200 pixels to the right of the center of the image.
See https://developer.leapmotion.com/documentation/skeletal/javascript/devguide/Leap_Coordinate_Mapping.html for more information on this topic.
As for getting the 3D finger position in the first place:
* Get a Frame object
* Get a Finger object from the Frame
* Get the tipPosition from the Finger
You will also have to decide when a finger qualifies as touching at all.
I'm developing an ipad application about 2d drawing.
I need a UIView.frame size of 4000x4000. But if I set a frame with size 4000x4000 the application
crash since i get memory warning.
Right night I'm using 1600*1000 frame size and the user can add new object (rectangle) on frame. User can also translate fram along x and y axis using pan gesture in order to see or add new object.
Have you got some suggestion? how can I tackle this problem?
thanks
Well, I would suggest what is used in video games for a long time - creating a tiled LOD mechanism, where only when you zoom in toward specific tiles, they are rendered at an increasing resolution, while when zoomed out, you only render lower resolution.
If the drawing in based on shapes (rectangles, points, lines, or anything can be represented by simple vector data) there is no reason to create a UIView for the entire size of the drawing. You just redraw the currently visible view as the user pans across the drawing using the stored vector data. There is no persistent bitmapped representation of the drawing.
If using bitmap data for drawing (i.e. a Photoshop type of app) then you'll likely need to use a mechanism that caches off-screen data into secondary storage and loads it back onto the screen as the user pans across it. In either case, the UIView only needs to be as big as the physical screen size.
Sorry I don't have any iOS code examples for any of this - take this as a high-level abstraction and work from there.
Sounds like you want to be using UIScrollView.
I have been looking for the solution on the web for a long time. Most tutorials are fairly simple about adding shadow to a UIView. I also noticed that if we add a shadow to an UIImageView. The shadow shape could perfectly fit the shape of the content image if the image itself has alpha channel in it. Say for example, if the image is an animal with transparent background, the shadow shape is also the same as that animal (not a rectangle shadow as same as UIImageView frame).
But these are not enough. What I need to do is to add some changes to the shadow so it may have some rotation angle and compressed (squeezed or shift) effect so that looks like the sunlight comes from a certain spot.
To demonstrate what I need, I upload 2 images below, which I captured from the Google Map App created by Apple. You can imagine the Annotation Pin is an image which has the Pin shape, so the shadow is also "pin shaped", but it is not simply "offset" with a CGSize, you can see the top of the shadow is shifted right about 35 degrees and slightly squeezed the height.
When we tap and hold and pin, the shadow is also animated away from the pin, so I believe that such shadow can be made programmably.
The best shadow tutorial I can found so far is http://nachbaur.com/blog/fun-shadow-effects-using-custom-calayer-shadowpaths But unfortunately, that cannot make this effect.
If anyone know the answer or know any better words to search for, please let me know. Thank you.
(Please note that the shape of the image is dynamic in the App, so using any tool like Photoshop to pre-render the shadow is not an option.)
In order to create dynamic effects like this, you have to use Core Graphics. It's incredibly powerful once you know how to use it. Basically you need to set a skew transform on the context, set up a shadow and draw the image. You will probably have to use transparency layers as well.
It doesn't sound like you can use CALayer shadows, since that is meant to solve a specific use-case. The approach Apple takes with the pin marks on the map is to have two separate images that are created ahead of time (e.g. in Photoshop) and they position them within the map relative to a reference point.
If you really do need to do this at run-time, it should still be possible by using either Core Graphics or ImageKit. To get a blurred shadow appearance, you can use the kCICategoryBlur CIFilter. You can then convert the image to grayscale. And to get that compressed look you just need to resize and skew the image.
Once you have two separate images, you can either take the CGImageRef for the shadow image and can set that as the content of another sublayer, or you can add it as a separate view.
If you know what all the shapes are, you could just render a shadow image in Photoshop or something.
I'm trying to write a fairly simple animation using Core Animation to simulate a book cover being opened. The book cover is an image, and I'm applying the animations to its layer object.
As well as animating a rotation around the y axis (The the anchorPoint property set of the left of the screen), I need to scale the right hand edge of the image up so it appears to "get closer" to the user and create the illusion of depth. Flipboard, for example, does this scaling really well.
I can't find any way of scaling an image like this, so only one edge is scaled and the image ends up nonrectangular.
All help appreciated with this one!
CoreAnimation, by default, "flattens" its 3D hierarchy into a 2D world at z=0. This causes perspective and the like to not work properly. You need to host your layer in a CATransformLayer, which will render its sublayers as a true 3D layer hierarchy.
I've got my layer hosted workspace working so that using CATiledLayers for hundreds of images works nicely when the workspace is zoomed out substantially. All the images use lower resolution representations, and my application is much more responsive when panning and zooming large numbers of images.
However, within my application I also provide the user the ability to resize layers with a resize handle. Before I converted image layers to use CATiledLayers I was doing layer resizes by manipulating the bounds of the image layer according to the resize delta (mouse drag), and it worked well. But now with CATiledLayers in place, this is causing CATiledLayers to get confused when I mix resizing of layers through bounds manipulation and zooming/unzooming the workspace through scale transforms.
Specifically, if I resize a CATiledLayer to half the width/height size (1/4 the area), the image inside it will suddenly scale to a further 1/2 the resized frame leaving 3/4 of the frame empty. This seems to be exactly when the inner CATiledLayer logic gets invoked to provide a lower resolution image representation. It works fine if I don't touch the resize handler and just zoom/unzoom the workspace.
Is there a way to make zooming/resizing play nice together with CATiledLayers, or am I going to have to convert my layer resize logic to use scale transforms instead of bounds manipulations?
I ended up solving this by converting my layer resize logic to use scale transforms by overriding the setBounds: method for my custom image layer class to scale it's containing CATiledLayer, and repositioning accordingly. Also it is important to make sure the CATiledLayer's autoresizingMask is set to kCALayerNotSizable since we are handling resizes manually in setBounds:.
Note: be sure to call the superclass's implementation of setBounds:.