see right arm and right leg.
we really workout a perfect model, but after we add animation the gaps appear again. does anybody know why? we use coco2d-x for ios and android.
This happened to me when the bone data was a bit off. Make sure the parenting of your bones and positioning of your bones always stay the same (distance from each other. Like moving an arm doesn't cause the hand to go further away from the elbow bone). I saw this same problem when the individual bones moved a bit too far away from each other in certain frames.
There's no quick fix for it, I just made sure that every for frame there is no gap in the model. Correct parenting usually fixed this. I hope this helps.
Related
I have an interesting problem.
I was making the solar system for fun, which can be seen here:
http://jessemorgan.me/solar-system/
Everything is working fine until I add Saturn, or anything after Jupiter. When I do that, all background images disappear, however are still being loaded successfully. Then out of curiosity, I added Neptune as well and Saturn's border then wasn't visible.
After debugging, I found that if I lowered the width/height of Saturn's orbit significantly, everything became visible again. That, for obvious reasons isn't a solution though.
It's all pure css/html. I only added jquery for zooming and popups. So hopefully, the solution will be a rather easy one. I'm just not seeing it.
Saturn and Neptune have been commented out, but all of the code remains.
Does anyone know why it's going all wacky?
Just a note and I will expand later... have you run it without Javascript? One of the parameters in your JS code could be funky, which would mess with how far you're "zoomed" in, when you really aren't--essentially cutting off parts of the solar system.
Alright, so I've been pondering over this for quite awhile now; looking through documentation, examples, previously made games, ect...
Basically (for those familiar with Box2d Lights), I'm trying to create bodies on top of my walls (so there's shadow casting, and so the light will stop instead of going through the wall). I have no problem creating, positioning, and updating the bodies, but the only real problem which I can't figure out is a way to make the filled body to be invisible or transparent so it shows my tileset (or wall) while still giving a shadow effect if light was casted onto it.
Perhaps I'm thinking or going about this the wrong way. Feel free to correct me.
Here's an image to display an example of a body I created on top of my wall. The shadows are handled properly, but I cannot see my wall.
Any help is greatly appreciated. Thanks.
You have two options here:
Set the shadow-dropping bodies behind the wall and use only transparent bodies for collision detection using BitMasks
Or render your wall sprites on top of box2dLights
Ok I am developing a game using Libgdx and everything was fine until I noticed that when my character moves, its texture becomes slightly blurred at the edges, as if it is blending in with the background in the android version. There seems to be a slight graininess to the image as well which becomes more noticeable when it moves. I THINK these problems might be related to texture filtering, but wanted to come on and ask here to see if anyone had experienced this before. Any insight appreciated.
EDIT: Here is an the image, you can see it's quite grainy on the whole. When it moves the graininess seems move, it is hard to describe, but it looks as if the pixels on the eater are moving relative to each other slightly.
The way I draw it is pretty straight forward the following is called in my render method:
idleTexture = new Texture(Gdx.files.internal("images/GreenGuy.png"));
spriteBatch.draw(idleTexture, x, y*ppuY,width*ppuX,height*ppuY);
All other work I look at does what I am doing, but I am not totally happy with the results. I have tried changing between linear and nearest filtering but this did not change anything. I have also tried just using a smaller image instead of shrinking a large one, but I still get the same problem of the pixels not remaining relatively static while the character is moving.
So I'm incredibly new to AS3, and barely know my way around.
I built a simple colouring book game, essentially changing some of the graphics of a tutorial, and replacing numbers and sizes to fit what I wanted to achieve. I then built a menu screen in a seperate scene and linked the two with code snippets and buttons to go back and forth.
The colour pickers are generated when the game is ran, however an issue I seem to be facing is that when I go back to my main menu, they are still there.
Can someone point me in the right direction as to how I can fix this? I'm sure it's a rather simple fix. I can provide the code from the tutorial if needed
I think you're right you need removechild this color to remove one color from stage... Maybe you need removechildren to remove all color, whin are on stage... Try this two way
Sorry for the maybe-trivial post, but I really cannot figure it out...
Let's suppose you have some 3d glasses or something that allows you a 3d stereo vision.
What happens if you invert left and right image??? Thinking at it I cannot really figure out it. Should you see the reverse of the image? Or just some axis-shift?
Unfortunately I cannot try it out in any way, but even if possible, I'd love to try to figure out and understand the thing with my mind before trying it.
So, please, any help, any idea, any hit that can help me to understand or to deeply discuss are welcome.
For the human brain it's next to impossible to give a formal answer, because frankly, neurologists still don't fully understand how it works in detail. But so much we know:
Our brain does no absolute "measurement" on the parallax in stereo images. The whole depth perception works on parallax differences. You could say, the brain takes the derivative of the parallax to build it's mental representation of depth. Derivative of Parallax and depth are taken to be (nearly) proportional. By swapping the pictures the derivative gets negative, so at every point the brain sums up depth in the wrong direction.
However parallax is not the only source for depth perception. Of similar importance is experienced knowledge about typical object in the world. For example faces are "known" to be never inside out, so even with negative parallax the knowledge will overrule and the face being percept in the right form (however it'll clash hilariously with the surroundings).
You would see it as "inside-out" (it's a little more complex than that, but that's the basic truth).
You can experience 3D without any special hardware, thanks to stereoscopic images (side-by-side, then crossing your eyes to see the images as one unique image).
You can then switch right to left, left to right by editing the image.
Here is an example with an image I've found on the web: https://imgur.com/a/ov7U7N5
Do you feel any difference in the depth? Do you see things inside out?
I believe the sense of depth in this case is preserved. But maybe it's just me.