Category : animation

I am trying to create an animation loop through the use of timers. I want to call a different SetRenderParams(int) after approximately 5-10 seconds. I don’t know how timers work and the documentation I can find online is VERY minimal. I tried if and while statements to break the timer, but I have come to ..

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I have created a particle effect and I am attaching it using UGameplayStatics::SpawnEmitterAttached(Elecricity, gunMesh, TEXT("MuzzleFlashSocket")); but the particle effect isn’t completing. Electricity = UParticleSystem, gunMesh = USkeletalMeshComponent, TEXT("MuzzleFlashSocket") = Name of the socket. I have tried setting both KillOnComplete and KillOnDeactivate but to no avail. Thanks for any help Source: Windows Que..

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Qt 6.2.0, Ubuntu 20.04. Here the code of my PathView: PathView { id: view property int item_gap: 60 anchors.fill: parent pathItemCount: 3 preferredHighlightBegin: 0.5 preferredHighlightEnd: 0.5 highlightRangeMode: PathView.StrictlyEnforceRange highlightMoveDuration: 1000 snapMode: PathView.SnapToItem rotation: -90 model: modelContent delegate: DelegateContent { } path: Path { startX: view.width + item_gap; startY: view.height / 2 PathAttribute { name: "iconScale"; ..

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I’m not sure that I formulated this question correctly, but I need any help possible. Currently I am creating a small programm for rendering trajectory path in real time. Entry data is array of vertex positions (x, y and z coordinates) and texture coordinats. When I compile the programm it renders the whole graph, I ..

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I was reading a document about Additive Animation , which add some animation to another; The code below demonstrate the algorithm: glm::quat rotDiff = rotQuat2 * glm::inverse(sourceRot); glm::vec3 posDiff = posVec2 – sourceVec; auto rotQuat = rotQuat1* rotDiff; auto posVec = posVec1 + posDiff; rotDiff is the rotation which should be added to origin animation; ..

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