I have a rectangle sprite that animates when a score is reached. Starts offscreen and then move onscreen before moving off-screen again. Works fine. Problem is when I change the resolution for different devices the sprite resizes and doesn't display as intended. The text fields inside the rectangle move outside on some of the resolutions. How can i keep the sprite at the original size regardless of resolution. I have tried Preserve Aspect, Set Native Size, moving anchors but it still resizes. I also tried using a panel.Any Ideas?
I'm trying to make a slider for a simple scale where the user can see mouse movement ONLY in the horizontal axis (fixed y location on the horizontal scale).
In more detail: When the scale appears, I want the cursor to appear as a short vertical line (aka slider) in the center of the horizontal scale.
When the user moves the mouse, the slider should move accordingly on the horizontal axis (without reflecting any changes in the vertical axis, i.e. it should stay on the scale)
I'm stuck on both changing the appearance of the cursor to a vertical line slider and on limiting the cursor's movement to the horizontal axis.
Here's what I've tried:
I can successfully place the cursor with SetMouse.
I tried ShowCursor to change the appearance of the cursor, but this only has a few named options and the numbered ones are not portable across OSs ("mapping of numbers to shapes is operating system dependent"), which I need. Any other ideas on how to change the cursor to a vertical line slider?
As for limiting the movement to horizontal, I couldn't find any PTB functions that seem to do this. I did find some workarounds in Matlab to make user GUIs, but it seems these can't be used with PTB's screen. Any ideas would be great!
I'm a still very new to PTB so thank you so much for your help!
I wrote a function for exactly that called slideScale. If you want to see how it works see the test script.
The crucial thing for you is to create a loop, which runs until a click has been made and record the position of the cursor for instance with the function GetMouse(), which gives you the x- and y-coordinates of the cursor. Then, the only thing you basically need is to update the position of your vertical line using the x-coordinate you recorded with GetMouse() without changing the y-coordinates, for which you can just use a fixed value.
In wxWidgets, is it possible to have on a wxPanel, an object that contains a mouse click event which moves the objects to another location when activated? The movement should be seen as an animation, e.g. Sliding from its initial location to the next location (Using wxTimer?). Is this by any means, possible?
Basically you need to change the position of whatever you are displaying smoothly so a timer at 25 Hz and then update the position a proportion of the movement each time, e.g. if you need to move from 0,0 to 100,200 smoothly in 4 seconds then updating your position by +1,+2 each timer event should do nicely. You may find that you need to invalidate a display area that includes the position before the move and after it to force a redraw but give it a try without first.
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.
This is kinda....a two part question. The first one is much more important than the second one, both of these are in the same project, and in vb.net.
How can I constrain the bounds of a rectangle object, which is controlled by a mouse, so it cannot be drawn outside a PictureBox? It is kindof a standard lasso control, the user can click and drag and it will draw a box from the initial click point to the mouse's current location. The starting point is at (rectX,rectY), and the box is drawn to the bottom right using rectDimX and rectDimY (to set the width and height) to see how much of a change has occurred with the mouse. Basically, its what you get with a click and drag on a Windows desktop. The issue here is that the rectangle is able to be drawn outside the PictureBox it is being drawn on, and the next part of the code attempts to reference this location, and then fails with an OutOfMemory exception. This leads me to my second question:
How can I make the rectangle draw in more than the fourth quadrant, which is only positive numbers? If it goes anywhere else, it does not show the rectangle, though it does still have the correct values. I know i could code this four times based on starting location and mouse location, but that would be a huge hassle and a rewrite of the whole rectangle code.
Is there an easy solution for either of these? The first one is a much bigger hassle, as it will be very time consuming if there is no easy way.
Thanks for the help!
For the first part of your question, even if the user drags the mouse beyond the edge of your picture box, you don't have to use those coordinates for your drawing routine. Simply do something like
If (DrawingPoint.X > PictureBox.Right)
DrawingPoint.X = PictureBox.Right // Right-hand limit of picture box
End If
And similar for the Y direction.
As for the negative numbers while drawing, you want to translate screen coordinates to client area coordinates. Have a look at ScreenToClient and ClientToScreen.