I'm new to blender and I'm trying to make a simple character walk cycle but in action editor I can't flip keyframes properly
"inverted keyframes didn't get pasted properly".
Red pointed area in given image shows only 2 bones inverted motion but I need all of them to invert. I tried Ctrl+c and Ctrl+shift+v but still can't get it working.
Want to add flipped keyframes in red area:
Select ALL of the key frames for all of the bones you want. Hit shift D to move them over. Then place your timeline in the middle of they key frames and hit S -1. That should flip your pose.
Related
The question is very simple. I just want to draw a simple circle around some part of an image with mouse. Not a fancy circle. It can be not at all a complete circle. I just want to circle around some part of an image to make it stand out inside the image.
As simple as this task is, I did not find any solution on google as it always proposes me very complex tasks like how to draw a circle and the like, which are not at all what I want. The problem is that Gimp is very powerful and so non-intuitive for very simple use cases. Any help will be appreciated as it will free me of doing all these changes under windows on another computer and sending the images via email and etc.
Quickest:
Make a circle selection with the Ellipse select tool (you can constrain it to a circle by depressing the Shift key after you start dragging).
Edit > Stroke selection (use preferably "Line" mode, that will also allow you to make a dotted line).
This said, to annotate images there are better alternatives.
Im am creating a game where the character will be able to run about a prison only able to see walls and characters within its line of sight. The following screenshot is the desired effect.
Desired effect
However I have a problem where some walls are covered up due to the top corner not being visible as seen here.
Bottom right corner wall is covered
I am using the following code
checkPlayersx = x
checkPlayersy = y
if(!collision_line(checkPlayersx,checkPlayersy,obj_player.x,obj_player.y,obj_wall,1,0)
When looking at the bottom right block, the field of view is obstructed by the top and left tiles. You may have to find an other way to trigger this block.
You might encounter this issue with some other angular blocks too. What you could do is create a new object, that would have as parent the standard wall bloc, but it would take the ID of the adjacent blocks and light up if one of the adjacent blocks it lit up.
To detect the adjacent blocks during creation, it will be essential to create this block after it's neighbors. You can use the instance_nearest() function to detect them.
But the technique I would use is slightly different. I would create a cross-shaped sprite that would, when put in place of the block, cover the centers of the adjacent blocks, and use precise collision checking. At the creation of the wall, I would replace the wall sprite by the cross, and detect collisions with the adjacent walls. All adjacent walls IDs would be stored and checked every step for lighting in order to trigger the lighting of the wall. Then I would go back to the normal wall sprite, and voilĂ !
Hoping this helps.
Suppose there there is a scene as follows:
There is a scene with the same size as the frame of the device. The scene has a red ball, which is able to move throughout the 'world'. This world is defined by black and white areas, where the ball is ONLY able to move in the area that is white. Here is a picture to help explain:
Parts of the black area can be erased, as if the user is drawing with white color over the scene. This would mean that the area in which the ball can be moved is constantly changing. Now, how would one go about implementing a physicsBody for the an edge between the white and black areas?
I tried redefining the physicsBody every time it is changed, but once the shape becomes complex enough, this isn't a viable solution at all. I tried creating a two-dimensional array of 'boxes' that are invisible and specify whether most of the area within each box is white or black, and if the ball touched a box that was black, it would be pushed back. However, this required heavy rendering and iterating over the array too much. Since my original array contained boxes a little bigger than a pixel, I tried making these boxes bigger to smooth the motion a little, but this eventually caused part of the ball to be stopped by white areas and appear to be inside the black area. This was undesired, since the user could feel invisible barriers that they seemed to be hitting.
I tried searching for other methods to implement this 'destructible terrain' type scene, but the solutions that I found and tried were using other game engines. To further clarify, I am using Objective-C and Apple's SpriteKit framework; and I am not looking for a detailed class full of code, but rather some pseudo-code or implementation ideas that would lead me to a solution.
Thank you.
If your deployment target is iOS 8, this may be what you're looking for...
+ bodyWithTexture:alphaThreshold:size:
Here's a description from Apple's documentation
Creates a physics body from the contents of a texture. Only texels
that exceed a certain transparency value are included in the physics
body.
where a texel is a texture element. You will need to convert an image to the texture before creating the SKPhysicsBody.
I'm not sure if it will allow for a hole in the middle like your drawing. If not, I suspect you can connect two physics bodies, a left half and a right half, to form the hole.
I am new to Blender animation, i have simple 3d model which has bones to animate and its animating as expected, now what i want to do is reset the frames in timeline of the blender, for exampe, my animation loop is between 250 to 300 frames and want to shift the same starting from zero and reset/delete rest of the frames. - Thanks
I hope I understood your problem. Go to DopeSheet view in mode Dope Sheet or Action Editor and mark the frames you want to shift using the same keys like in other windows e.g. a for all b for box select c,... Then just g for grab.
If you want to create a new action you can copy the selected frames with Ctrl-C and paste them at another place even into a new action.
OK.
I'm in essense trying to make my own interpretation of the NES hardware, so I can make a game that ideally would resemble what a NES game would look like. I'm currently stuck with how to adjust how to draw the playfield to the video memory (back buffer).
BACKBUFFER
The NES had restrictions on the nametable, or backbuffer. For my example, the backbuffer is 256x240pixels big, or the size of one screen. If I drew this to the TV, it would fill up the screen perfectly. Now, if I drew this to the screen with an offset of X=5, the entire image would be shifted and would wrap around the screen.
For example.....
ORIGINAL, NO OFFSET: DRAWN WITH OFFSET OF X=5:
ABCDEFGHIJK GHIJKABCDEF
DRAWN WITH OFFSET OF X=-5:
FGHIJKABCDE
The screen is split up into squares 8x8 pixels each, totalling 32x30 rows and columns. (256x240 pixels). The offset is represented in pixels - not columns; so in theory, I could offset the screen by 5 pixels and every column would be shifted to the right by five pixels.
LEVEL DESIGN
My stages are made up of screens, containing data that is represented in 16x15 rows and columns, each by 16x16 pixels. This is to emulate how many NES games stored level data - each tile holds info about what should be in each 8x8 block.
E.g.:
AA
BC with A,B,C,D representing what 8x8 graphic should go where
Level design is represented by this as well, with each number being a different screen and - meaning nothing, null.
-----
-123-
---4-
--54-
-----
CHARACTER PLACEMENT
This is easy. I already know how I can determine which table, row, and column my characters are on based on their absolute positioning. I can also determine the relative positioning within the screen.
With this info, I can easily figure out which columns are to the left and right of the character, if any (if the character is at the left side of screen 1, thered be no more level left)
SO HERE'S THE QUESTION DUN DUN DUN
How do I draw my levels to the screen, so that they scroll from one to the next.
It would be relatively easy to draw one full screen at a time, and when the character gets to the edge just flip to another screen.
However, the problem I'm conceptually having is that I need to 'stream' the level data onto the screen. That, lets say the character moves 24 pixels to the right. The BG needs to move as well.
So, I need to adjust the scrolling of the backbuffer by 24 pixels. However, just scrolling alone will cause the screen to wrap over, diplsaying old portion of the level. So, while scrolling I need to make sure to draw new pieces of the level to the back buffer. But before I can do that, I need to figure out which tiles need to get drawn first. And if the person goes 24 pixels to the left, I need to redraw tiles onto the backbuffer and change the offset accordingly as well.
And let's not forget that if the character moves right and there's no more level data to be drawn, there should be no offset but instead the character gets closer to the side of the screen (instead of being centered in the middle of the screen via the X axis).
Basically, I just have a lot of different numbers and values stuck in my mind right now - trying to wrap my head around many concepts and they caused my brain to turn into goo. Anyone have any perspective on how I can approach this?
EDIT: Using VB.Net. C# is applicable as well ( I program in both)
The way the NES did it was with 4 name tables, each 256x240. When you scrolled one off the screen, the adjacent one would scroll on. To get "worlds" bigger than 512x480, you update the name table at the positions that are offscreen.
Generally, a cartridge would have a giant table in ROM with all of the level data, and would track the overall position with 1 or 2 RAM variables. Then when the game scrolled, it would update the RAM variables, use those to lookup the level data table and copy in the new level data into the parts of the name table that were offscreen.
So actually your back buffer should be 512x480, and you only show a 256x240 portion of it.
Have you looked at the disassembly for any NES games that have large scrolling worlds? I think a partial disassembly of Metroid is out there somewhere...
...yeah, found some docs at romhacking.net
Metroid disassembly; not real well commented but with a little effort it shouldn't be too hard to figure it out.
Another disassembly that is commented better.
EDIT: In the 2nd disassembly posted above, look in MetroidGameEnginePage.txt at the "SetupRoom" routine and the "DrawRoom" routine; also the routine at label LEB4D shows how the name table is updated in one case. Also look at the extensive comments above the "GetNameTable" routine. In general, a text search for "name table" throughout the document will get you lots more.
EDIT EDIT: Also at romhacking.net; the memory map for SMB might be useful.
I would set up a grid of image controls and load the levels from a database that stores what column and row each picture is relative to the level. Once the image that represents the game's character gets far enough to the right (you would have to store its location in some module level variables) of the screen you would load the next column of images (while shifting all of the other images one to the left and removing the first column).