I have a matplotlib figure with tooltips on the point markers:
And the zoom in/out is working:
However after the zoom in/out is performed the tooltips no longer function: and even restoring the original (non-zoomed) size they do not come back.
If you use the pan-and-zoom tool (crossed arrows icon), tooltips should remain unchanged after zooming. If you use the box zoom (magnifier icon), while box zoom is active, the tooltips are turned off. The tooltips should appear again after clicking the box zoom magnify icon a second time to deactivate it.
Perhaps this UI could be clearer.
Here is scatter plot with tooltips example you can use to see this in action.
I know I can just hide the zoom buttons, but users would still be able to zoom with their mouse wheel. Maybe something along the lines of:
svgEditor.setConfig({
enableZoom: false
});
Thanks in advance for your help.
There's no built-in way to disable zoom and from what I can tell no easy way to override it with an extension so the quickest way to accomplish what you're trying to do is probably find where the zoom function is defined and return early.
So open {svg-edit folder}\svg-editor.js and find
var zoomChanged = svgCanvas.zoomChanged = function
It's on line #794 for me. After the curly brace just add "return false" and then users won't be able to zoom at all.
Also, what do you mean "users would still be able to zoom with their mouse wheel"? Mouse wheel just scrolls vertically as with any other webpage for me.
I have a scrollview that I want to have disappear as it scrolls across a certain point on the screen. So as you scroll, the elements on the scrollview will disappear instead of covering up the elements behind it. But if you scroll back down, it reappears. How can I set a point on the screen that will hide the scrollview once it hits that point? I would like to accomplish this without having it "hide" behind another object. Thanks.
Almost forgot, it's all code, no IB used.
You could set the scrollView's clipsToBounds property to true?
Or, if that's not what you're trying to do, you'll need to intercept the scrollViewDidScroll: method and use the contentOffset of the scrollView to determine a threshold at which to make it (or its contents) disappear.
It's late in the day, these things happen. All I had to do was set the scrollview to proper size and location on the screen and it works great. Setting the ScrollView to the proper x and y and width and height fixed the issue. The upper edge makes the elements disappear when they pass the edge. Thanks again for the help, I'm going to figure out the contentOffset as I'm sure it will be needed one day.
I'm quite new to blender, and I'm doing some experiments with it.
I've been searching for a way to make an object disappear from sight at a particular key-frame, without moving it out of the camera view. E.g. at frame 1, cube is there, at (0, 0, 0) and at frame 2, it's not visible anymore, but still there at position (0,0,0), at frame 3 it gets visible again.
After searching the web, I came upon this page which suggests to move the object to another layer, but since it applies to blender 2.49, it seems the software has changed since then: I'm unable to find the 'Layer' option when inserting a key-frame.
I've found some other sites but either they suggest to use a technique similar to the one linked above, or they suggest to change the alpha of the texture, which I'm not interested in.
So, what's the preferred method to make an object invisible in blender 2.59?
Additional information (not relevant for the answer I'm expecting, IMO):
I'm using blender to make models for Unity.
I'm using 2.59 because that's the one that works with the unity version that I have.
There are lots of ways to achieve this effect.
The easiest way is to keyframe the visibility of the object.
To do this, you simply go to the outliner, and click the little eyeball next to your object name, then hover over the closed eyeball and hit "i" to keyframe. The eye will then turn yellow to indicate it's keyframed. Do the same with the camera icon (so that your render behaves the same way). Then go to the point where you want the object to appear, and click the eyball and camera again to make them reappear, then hit "i" again over each to keyframe them... Isn't blender a wonderful program? I love being able to keyframe just about everything! :D
There are also these less easy, but variously useful methods, which you may also use in case you want some sort of transition in your vanishing/appearing:
My perferred way is to just move the opbejct off the screen, keyframe position, then set the animation (in the Graph Editor) curve type to "constant" (Key -> Interpolation Mode -> Constant), and move the object into place and set the keyframe where you want it to appear. It will thus instantaneously appear.
Set the material properties of the object to Transparent, and choose "Z-Transparency" and set alpha to 0. Then simply keyframe the alpha (hover mouse over Alpha value and hit "i"), then go to where you want it to appear, change the alpha value to 1, and keyframe again. This will make it fade in over time, or you can change the curve to constant in the Graph editor, as described in method 1.
If you want to mask the object while it is still in place, you could make a cube around it, set the cube material transparency to "mask", and then move the cube off camera to unmask the object, rather than moving the object. This is handy for when you want to partially unmask something in the course of the animation. For example, if you are creating a text overlay for a video, where you want text to appear as if it's coming out of your hand, you can animate the masked object to follow the contour of your hand as it pulls away to reveal the text.
In Blender 2.65, you can animate the objects visibility toggle in your Outliner panel.
Next to your scene objects there will be three icons: an eye, a cursor, and a camera.
Follow these steps to animate viewport visibility:
Find the object you wish to animate in the Outliner Panel
Mouse over the eye icon and hit "i" on your keyboard to set a keyframe.
Go to the next frame and turn the eye off, then hit "i" moused over it again.
Do the same thing with the camera icon to animate render visibility. I will usually keyframe both the viewport and render visibility icons in tandem so as not to forget to have these toggled when its time to render.
In version 2.9 the eye icon cannot be used to set a keyframe. I've found the best way for me is to use the Object Properties tab and under Transform set the three scale values (X,Y,Z) to zero for invisibility. You can then click the diamond to the right to set the keyframe. To make the object re-appear return the scale values to their original and click on the diamond keyframe icon again.
Obviously you can make it a lot easier for yourself by applying scale to the objects first then just switch them between 0 and 1.
AFAIK there is no easy way to directly set an object invisible in your case. Although the visibility can be animated in Blender (in outline view mive your cursor on the eye and press i) Unity3D doesn't recognise it.
Possible workarounds:
Move it to (1000, 0, 0)
Scale it by a very small value
A more elaborated approach could be to use a driver like when turning FK/IK animation on and off dynamically via a variable.
I found out (today!) that, in Blender 2.8 (& presumably beyond), you can control visibility of objects in animations either in viewports and/or renders. Select the object and, in the Object Properties, open the Visibility section. You will see a dot beside the Viewports and Renders options. Click on the dot in either Viewports or Renders (or both). The relevant boxes should turn green. Either make the object visible or invisible by checking or clearing its box and then click 'i' to insert a keyframe. Repeat the process in other keyframes.
Another way to do this is to make a cube around it and add a boolean modifier to the object you want to disappear, set the operation to difference and select the cube as the modifier's object target. Then turn off the cube's visibility and animate the visibility of the modifier.
What's the best practice for setting zoom factor of an image within IKImageView via NSSlider?
I was able to bind a slider either to zoom in OR zoom out action of an IKImageView.
Obviously, what I'd rather see is a single slider controlling both those actions.
Best, if image is refreshed after each change of the slider (continuously, even if a mouse button is not released yet).
This demo explains a lot: ImageKitDemo
In particular, this snippet is what I was looking for:
- (IBAction) zoomSliderDidChange:(id)sender
{
[addProductPhotoImageView setZoomFactor:[sender floatValue]];
}
The Bindings way would be to bind both the Zoom Factor of the IK image view and the Value of the slider to the same property of your controller. When the slider changes the value of the property, the image view will be notified, and will go get the new value from your controller.
One advantage of this way is that you can add more ways of zooming in and out and the value in the slider won't go stale. For one example, if IKImageView adds pinch-zooming (or if it has it already—I don't have multi-touch on my Mac), the user can zoom that way and the slider will update automatically. That won't happen with the IBAction solution.
Another example would be Zoom In and Zoom Out menu commands (perhaps with ⌘+ and ⌘- keyboard shortcuts) that send action messages to your controller. Your controller would respond by increasing or decreasing the value of the property (using a setter method it implements). With Bindings, both the image view and the slider will update for free. Without Bindings, you would have to explicitly talk to both the image view and the slider, telling one to update its zoom factor and the other to update its slider.
A third example would be a “Zoom factor: X%” display in a corner of your window. With Bindings, this can update for free no matter how the user zooms the image: moving the slider thumb, pinching/unpinching the image, or pressing a menu item. Without Bindings, this would be yet another thing you have to talk to in your (at least three) change-the-zoom-value action methods.