Search the Community

Showing results for tags 'animate'.

More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


  • HTML5 Game Coding
    • News
    • Game Showcase
    • Coding and Game Design
  • Frameworks
    • Phaser
    • Pixi.js
    • Babylon.js
    • Panda 2
    • melonJS
    • Haxe JS
    • Kiwi.js
  • General
    • General Talk
  • Business
    • Collaborations (un-paid)
    • Jobs (Hiring and Freelance)
    • Services Offered

Found 13 results

  1. Hello, I have a mesh (an airplane) which needs to be cloned 20 times - and then all 20 clones require their propeller to animate at different speeds and times. How do I identify each propeller or assign a variable (preferably a slot in a "propeller" array) to each cloned propeller to animate - once again animate separately. When I clone each airplane, how do I know the name of each child on the parent mesh, and animate it's children such as the propellers? How do I assign a unique name to each one? Once I have a unique name or variable assigned to each, then I can animate each one separately - but I don't know how to "Get" the names of cloned meshes or assign to a slot in an array upon cloning. Any ideas? DB
  2. Hey dudes So I'm continuing along with my 3d project and I've been building a prototype scene in babylon in order to test the final experience and make a few decisions. Part of my test scene involves a helicopter going around in a circle, so in blender i created a bezierCircle, parented the helicopter to it and set the parenting mode to follow path. In blender this works great when running the animation. The big problem is of course (I soon discovered) that the babylon exporter does not support beziercircles and therefore ignores the path and the helicopter model (since it is now a child object of the beziercircle). So my question is; what is the expected way to set up things like follow path animations in Blender such that the babylon exporter will support it and babylon can play the animations automatically? Cheers!
  3. GAF Player for PixiJS available !

    Hi there, Here is the first version of GAF Player for PixiJs. If you know Flump or Dragon Bones, take a look at GAF, it's so much more powerful !!! At the moment, GAF Player for PixiJS is available for Haxe-Pixi but I will deliver a pure js lib soon . Enjoy PS: I'm really interested in bug reports !
  4. Music Machines !

    Hi, I made 3 music machines (with Adobe Animate), just click on the characters so that they play the instrument. No score, levels, difficulty, just enjoying making music easily To play other machines, just click the "+" in the top left. Hope you'll enjoy ! kek
  5. EDIT: somebody has been hired, sorry for not updating this!!! I need someone to convert an existing dress up game made in Animate CC, into javascript/html5 keeping it WITHIN the .fla file. If you email me with an intro and some examples of having converted or coded something similar, I'll send you the .swf to give you an idea of the complexity, and hopefully we can work out a price? This one was made with html5 in mind, so it's graphically simple. I have some older games too that are a nightmare, but if someone's down for a challenge, there's that too.... ~OLa
  6. Hi everyone, I'm extremely excited to share my latest side project with you. I call it aape. It is my version of an Adobe Animate PixiJS exporter. Here are two demos of exported animations: How it works: The project is split into two parts. A JSFL script to export your current Animate timeline and a few JS classes to download and display the animation. Your animation is build as usual. The only difference being that you have to explicitly tell aape which part of the animation should be exported as Bitmap. This is done by selecting the MovieClip in your Animate library and changing it to a Graphics object. MovieClip labels and comments are also exported and can be used by executing the familiar gotoAndStop / gotoAndPlay methods. After building your scene you execute aape form the toolbar. The export starts with the currently open MovieClip as root element. A simple export generates three files. A PNG Atlas + JSON file containing image locations and a JSON object that describes the exported timeline (the library). The files can than be loaded and added to the aape.Timeline object. It's prototype is the PIXI.DisplayObject. So you can easily add it to your existing display list. The exporter currently doesn't parse vector graphics. The tool is not yet finished. I'm still working on the Animate user interface and export options as well as a proper documentation. I also haven't decided how I'm going to publish aape yet. What du you think? Is this workflow still relevant to you? I'd love to get your feedback. Cheers, David
  7. Sprite Sheet Issues with Flash/Animate CC?

    When I export sprite sheets from Adobe Animate CC (and until today, Flash CC) they don't work. I can download other people's sprite sheets and they work fine. I also exported one from another machine's Flash CC program and *that* worked fine. Does anybody know if there's a common issue with Flash/Animate that makes sprite sheets not work? I'll attach my sprite that isn't working.
  8. Hello, I'm trying to animate clones of an object but with a delay between animation. You can find a test here : But as you can see, the delay between animation is not constant, after the first loop, all animation are not sync, how can i keep the same delay after all the loop ? Maybe it's not the right way of doing this, can someone help me with this ? In this configuration I can keep the delay between animation but some of them never end : Thanks !
  9. Hi, I'm wondering if it's possible to animate the parameters of a RetroFont and render this back to the image using it. create: font ="yellowredfont",8,7, '!"#$%&\'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`<|>~£@',35,6,7,0,0);font.multiLine=truefont.customSpacingX=8img =, 50, font);font.text = "Hello World!"update: font.customSpacingX = (font.customSpacingX+1) % 20// how to update the image with the updated font? does it all have to be destroyed and recreated?thanks j
  10. Hello to all. I created Dante in Blender. I animated it with Mixamo. Unfortunately, when I go to convert the dae file into a babylon file, I can't see the animation. Can you help me ? This is the animation done with Mixamo: This is the result in the sandbox: I attach the following files in the zip: - Dante.dae (Mixamo animation) - Dante.babylon Thanks in advance.
  11. I would like to animate my camera from current position to another pre-determined position. Mattx264 posted the following function in 2014 According to Mattx264 function, how does the script know where the end position is located? Does toAlpha, toBeta, toRadius recieve a number? If not, how does the code know where the end value of these parameters are? Can anyone demonstrate this code in the playground? I dont understand how the end position of the radius, alpha, and beta are located in the script. There is no variables declared about them. Thanks, ah BEST ANSWER mattx264, 23 April 2014 - 04:20 AM Thank you @Deltakosh. I wrote this function, may be it will help somebody. var ArcAnimation = function (toAlpha, toBeta, toRadius,position) { var animCamAlpha = new BABYLON.Animation("animCam", "alpha", 30, BABYLON.Animation.ANIMATIONTYPE_FLOAT, BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE); var keysAlpha = []; keysAlpha.push({ frame: 0, value: camera.alpha }); keysAlpha.push({ frame: 100, value: toAlpha }); var animCamBeta = new BABYLON.Animation("animCam", "beta", 30, BABYLON.Animation.ANIMATIONTYPE_FLOAT, BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE); var keysBeta = []; keysBeta.push({ frame: 0, value: camera.beta }); keysBeta.push({ frame: 100, value: toBeta }); var animCamRadius = new BABYLON.Animation("animCam", "radius", 30, BABYLON.Animation.ANIMATIONTYPE_FLOAT, BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE); var keysRadius = []; keysRadius.push({ frame: 0, value: camera.radius }); keysRadius.push({ frame: 100, value: toRadius }); animCamAlpha.setKeys(keysAlpha); animCamBeta.setKeys(keysBeta); animCamRadius.setKeys(keysRadius); camera.animations.push(animCamAlpha); camera.animations.push(animCamBeta); camera.animations.push(animCamRadius); scene.beginAnimation(camera, 0, 100, false, 1, function () { }); }GO TO THE FULL POST
  12. tilemap background animation

    helo. can i find a better solution for animate 1 tile at the background? can i add animation only for 1 tile on a layer? map = game.add.tilemap('pina');map.addTilesetImage('tile','levelPng');layer2 = map.createLayer('Tile Layer 2');var time= 100;update(){ if (time < 0 ) { time = 100 map.replace(10, 11, 0, 0, 32, 32, layer2); } else{ time--; } }