Skeleton Screen or Loading Animation

I’m designing a loading screen for a website application. I’m having two options for this:

  • Skeleton Screen
  • Loading Animation

I haven’t known how to choose one of them yet due to some reasons:

  1. I can’t find any article that argue about using Skeleton Screen.
  2. There’re many things need to consider when designing loading animation: UI Copy, Animation, Brand Identity.

Therefore, I can’t decide which one is better than other yet. Hope to learn something today šŸ˜€ Thank you guys!

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by: coolraja
Created: —
Category: Video
Viewed: 118


How to move an object while the animation is going on?

I added a jump animation with the character in unity and to move the character I have some code like this:

if (Input.GetKeyDown(KeyCode.Space))     {          transform.Translate(Vector3.forward * 1 * jumpSpeed);         Anim.SetTrigger("is_jumping");     } 

But here the character first moving its position (like a glitch) and then doing the animation. How can I make them happen at the same time?

How come changing the speed of an animation isnt making the animation speed up?

I made an animation of a bow string being pulled and another animation of the string being released but my issue is that I need the string to snap back quickly. I changed the speed of the release animation which is what makes the string go back to being straight (as if you had just released it). However, changing the speed isn’t making the animation happen any faster… Any ideas why this might be happening?

Just to show u I'm not an idiot and I'm changing the speed in the right spot

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by: HieuLe
Created: —
Category: Video
Viewed: 209


I can create impressive 3d model and 3d animation for $10

Hello every one! I’m Hieu. I’m a graphic designer and video editor with over 5 years of experience. I am a creative, reputable, responsible and punctual person. I’m here to help you with 3d model designed in sketchup and 3d animation in 3ds max on high poligons. Price and delivering depend on the design. Note: Please send me a message before to ordering, we’ll discuss the order before you place it.

by: HieuLe
Created: —
Category: Art & Design
Viewed: 119


How to make an action perform only after an animation has run?

I have an actor who has some animations. Animations perform based on some actor states (animation blueprint of actor):

enter image description here

Conditions at the Event Tick (similar to while loop):

enter image description here

The actor changes perfectly from animation to animation. What I’d like to do is for it to damage an enemy as soon as the attack animation is over.

I tried some codes…

In this one, for example:

enter image description here

This variable (minionAtk) modifies the state of the actor. See the image below in the event (which is only called when the minionAtk is true) that I can successfully change the state of the actor (to the attacking state):

enter image description here

Animation Blueprint:

enter image description here

Transition:

enter image description here

But since the change from true to false is done instantly, the attack animation is not even shown.

To solve this, I put a delay and a condition so that the event could not be called again while the execution of cycle (attack animation => end attack animation) ended:

enter image description here

So when the actor is in the attacking state, the attack animation usually performs. After 5 seconds the animation stops.

It turns out that in this time interval the animation does not play only once.

I imagine there is a way to do the time calculation that the animation lasts, and based on that set the delay time.

But better than that, I wondered if there was no way to know when the animation was finished and from that, change the variable to false and perform the damage action.

Thinking about it I researched and found this:

https://answers.unrealengine.com/questions/329698/animation-damage.html

But I came across this error:

This blueprint (self) is not a BTTask_BlueprintBase, therefore ‘ Target ‘ must have a connection.

Error link:

https://answers.unrealengine.com/questions/549437/error-this-blueprint-self-is-not-a-therefore-self.html

I also saw something about sphere traces, attached to an actor socket. But in my case I don’t want to apply the damage just in case of contact of the actor’s arm (armed or unarmed) to the target, it would be something as seen in MOBA style games.

It would be like a basic attack from Garen/Yasuo/Darius.

Rotating squares animation

enter image description here

I want to generate an rotating squares animation like this, my code only workd for 3Ɨ3 squares, how can I expand to more squares ( (2n-1) Ɨ (2n-1) )?

pts = {{0, 0}, {1, 0}, {1, 1}, {0, 1}};  Manipulate[Graphics[{    EdgeForm[Gray], LightGreen,    RotationTransform[Īø + Pi/2, #]@pts & /@ pts // Polygon,     LightRed, Polygon[pts],    TranslationTransform[RotationTransform[Īø + Pi/2, #2]@# - #]@pts & @@@      Partition[pts, 2, 1, 1] // Polygon    }, PlotRange -> {{-2, 3}, {-2, 3}}], {Īø, 0, Pi}] 

enter image description here

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by: Gorgeous01
Created: —
Category: Art & Design
Viewed: 297