I like the success svg animation of http://t4t5.github.io/sweetalert, how can I get the code of it? click on the A success message! button you will see the nice animated svg there.
This does not use an SVG animation. It's animating regular DOM elements using CSS. Here's a search through the code that shows where the CSS animation is defined.
Related
So I am creating a Webflow website where I want to add several images that playback different audio clips when hovering.
Also, if possible to add a sliding effect displaying the remaining time left. Change the opacity to a slightly darker shade and return to normal as the slider goes from left to right like the time bar on YouTube but on the whole image.
Any suggestions, pointers, or resources that can guide me in the right direction will be much appreciated.
Add the onMouseOver attribute to trigger a certain audio file when hovering that element by using the element.play() command.
To pause the audio-file when not hovering you can use the onMouseOut attribute and combine it with the element.pause() command:
A timebar would require extensive scripting and be a second question. SO is the wrong plattform for that.
<img src="https://via.placeholder.com/200.jpg"
onMouseOver="document.getElementById('audio-1').play()"
onMouseOut="document.getElementById('audio-1').pause()">
<audio id="audio-1" src="https://file-examples-com.github.io/uploads/2017/11/file_example_MP3_700KB.mp3">
I have made this with svg. I am having problem with animating the progress. When I animate the path(the blue progress) it is very clumsy . That is it doesn't properly animate on curved path. Where did i go wrong?. And i am not using any library for that.
Github link for svg progress bar animation
I wonder if there is a way to prevent a browser from actually animating an animated gif, loaded in a <img> tag.
I just want it to display the first frame of the gif and don't play the animation.
I already fear that this isn't possible and I have to extract the first frame and render it to a canvas.
This is kinda an expensive solution, but if you reset image SRC on a very short setInterval it appears as static e.g:
setInterval(function() {
document.getElementById('img1').src = document.getElementById('img1').src
},1)
Demo: http://jsfiddle.net/MEaWP/6/
Maybe this is too simple an answer for you but you could just open the animated GIF in a image editing program of your choice, i.e. Adobe Photoshop or any other free one, and then just save out the GIF without the animation.
Then re-upload the new GIF (without the animation) to wherever you are serving your images from.
If you do use Photoshop you can simply open the file.GIF and go to Window>Animation in the Menu. This will display all the frames in the animated GIF in a new dialog box.
Just delete all the frames and Save As. Just don't overwrite the original with the animation if you will still need that later.
I have trying to achieve SVG element's animation while adding dynamic DOMs for its animation with jQuery.
I generate DOMs with JS, so HTML page does not have any elements for this animation.
When I add it dynamically, animation will not start in Chrome(16), however it works with FF(8)
The animation would perfect is I remove that dynamic doms which are generated with JS and put them static into HTML page.
I have created fiddle for it at : http://jsfiddle.net/cjP6K/7/
where I have put one svg dom static into HTML page, then I have cloned that element with jQuery on document ready,
In this scene, the one which was added later with JS will not Animate at all !!(this works with FF)
Please help...
Thanks,
Chetan.
There is a chrome bug in the animateMotion tag, it has been an issue for ages..
refer to the bug report here http://code.google.com/p/chromium/issues/detail?id=13585
There isn't much that can be done to get around it in chrome while still maintaining an svg dom..
Hope this helps..
I would like to display an animated gif on canvas with some transformations applied. To test things, I'm currently just trying to display the animated gif on the canvas, so that it is essentially equal to displaying the gif as a regular <img> tag.
I'm using Chrome and webkitRequestAnimationFrame. On each request frame, I draw the image. When the gif frame changes, this should be reflected on the canvas. This works only partially:
Just watching the canvas does not make it update. Instead, one, still frame is begin drawn.
Reselecting the tab (i.e. selecting another and selecting the canvas tab again) does update it to a new frame, but after that it freezes again.
This is a fiddle I set up: http://jsfiddle.net/eGjak/93/.
How can I draw an animated gif on canvas with it actually animating?
Answer no longer valid
It looks like the behavior described here (writing an img tag referencing an animated gif to a canvas results in different frames of the gif being written if the img is part of the DOM or visible) has changed at least in Chrome. There may or may not be documentation of what is correct behavior for this. :)
Also, webkitRequestAnimationFrame no longer has the behavior of taking one additional argument, an element X such that when X is not visible, the requested function will not run. For performance and battery life reasons, you may want many of the functions that you pass to requestAnimationFrame to check for visibility before they do anything that will require drawing.
Before:
Check out a fixed version:
http://jsfiddle.net/eGjak/96/
If you add a console.log() to the function that paints the image, you'll see that it is being called. The problem seems to be that the image itself does not animate, probably because the browser does not bother to update an animated image that is not part of the DOM.
My solution was to make the animated gif part of the DOM and size 0 and it works just fine.
You can verify that the animation is being shown on the canvas and not in the image tag by loading up http://jsfiddle.net/eGjak/96/show/ and inspecting the elements with ctrl-shift-I on Windows or Linux / alt-cmd-I.
EDIT: Here's a bonus!
webkitRequestAnimationFrame takes one more argument than the Mozilla equivalent to allow your animation to only run when the element that is being animated is visible. Check out
http://jsfiddle.net/kmKZa/8/
and open up the console. You'll see that when you hide the canvas, the animation function stops being called. When you toggle the canvas visible again, the animation function will be called again.