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How can I make SCNNode position animation move at a uniform rate?


How can I make SCNNode position animation move at a uniform rate?

By : user2948857
Date : November 15 2020, 06:54 AM
wish helps you the default timing function is kCAMediaTimingFunctionDefault.
Setting SCNTransaction's animationTimingFunction to [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionLinear] might solve your issue.
code :


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How to make a SCNNode to be pinned at a particular position using device motion updates?

How to make a SCNNode to be pinned at a particular position using device motion updates?


By : Octavio Carrera
Date : March 29 2020, 07:55 AM
To fix the issue you can do I decided to move the camera node.
I designed my node hierarchy as follows:
code :
root node

   -- light and content code

       -- content node (root node of a SCNScene created upon a .dae file)

       -- light node

   -- camera node
func sceneSetup() {
    if motionManager == nil {
        motionManager = CMMotionManager()
    }

    if motionManager?.deviceMotionAvailable != nil {
        motionManager?.deviceMotionUpdateInterval = 1.0 / 60.0
        motionManager?.startDeviceMotionUpdatesToQueue(NSOperationQueue(), withHandler: { 
        [weak self] (data: CMDeviceMotion?, error: NSError?) in
            if self!.initialAttitude == nil {
                // capture the initial position
                self!.initialAttitude = data!.attitude
                return
            }

            // make the new position value to be comparative to initial one
            data!.attitude.multiplyByInverseOfAttitude(self!.initialAttitude!)

            let xRotationDelta = data!.attitude.pitch as! Float
            let yRotationDelta = data!.attitude.roll as! Float
            let zRotationDelta = data!.attitude.yaw as! Float

            NSOperationQueue.mainQueue().addOperationWithBlock {
                self?.rotateCamera(-yRotationDelta, y: xRotationDelta, z: zRotationDelta)
            }
        })
    }
}
func rotateCamera(x: Float, y: Float, z: Float) {
    cameraNode?.eulerAngles.x = x
    cameraNode?.eulerAngles.y = y
    cameraNode?.eulerAngles.z = z
}
SceneKit get current SCNNode position form Animated SCNNode

SceneKit get current SCNNode position form Animated SCNNode


By : Ying Chen
Date : March 29 2020, 07:55 AM
This might help you It is rare to find someone just like me still believe in Objective C rather than swift thats why i would like to offer full help.
I was having this issue for an animation exported from Blender as a Collada but have succeeded to get the actual position after few tries.
code :
NSNode * _present; 
   [_monkey enumerateChildNodesUsingBlock:^(SCNNode *child, BOOL *stop)
     {
         for(NSString *key in child.animationKeys)
         {               // for every animation key
             CAAnimation *animation = [child animationForKey:key]; // get the animation
             animation.usesSceneTimeBase = NO;                     // make it system time based
             animation.repeatCount = FLT_MAX;                      // make it repeat forever
             animation.speed = 0.2;
             [child addAnimation:animation forKey:key];            // animations are copied upon addition, so we have to replace the previous animation
         }
         _present = child.presentationNode;
     }];
- (void)renderer:(id <SCNSceneRenderer>)renderer didSimulatePhysicsAtTime:(NSTimeInterval)time
{
     NSLog(@" Location X:%f Y:%f Z:%f", _present.position.x, _present.position.y, _present.position.z);

}
Y:-2.505034 Z:4.426160
2017-10-11 04:42:19.700435+0200 monkey[547:137368]  Location X:-5.266642 Y:-2.480119 Z:4.427162
2017-10-11 04:42:19.720763+0200 monkey[547:137368]  Location X:-5.215315 Y:-2.455228 Z:4.428163
2017-10-11 04:42:19.740449+0200 monkey[547:137346]  Location X:-5.163589 Y:-2.430143 Z:4.429171
2017-10-11 04:42:19.760397+0200 monkey[547:137368]  Location X:-5.112190 Y:-2.405216 Z:4.430173
2017-10-11 04:42:19.780557+0200 monkey[547:137346]  Location X:-5.060925 Y:-2.380355 Z:4.431173
2017-10-11 04:42:19.800418+0200 monkey[547:137342]  Location X:-5.008560 Y:-2.355031 Z:4.432024
How can I reset an SCNNode's SCNPhysicsBody without resetting the SCNNode's position?

How can I reset an SCNNode's SCNPhysicsBody without resetting the SCNNode's position?


By : pa3m
Date : March 29 2020, 07:55 AM
This might help you When your physics affects node position its original position (that was assigned to node position property) stays same, presentation node position is changed. All transformations (rotation/scale/translate) works that way.
So you can do something something like this pseudocode:
code :
// 1. remember position of presentation node
var position = node.presentation.position;
// 2. do some changes on node, physics body, whatever
// 3. restore position (without losing original node position)
your_node.presentation.position = position
// ... or apply presentation position to original position
your_node.position = position
How can I make an animation on page load to move re-arrange some elements to its original position?

How can I make an animation on page load to move re-arrange some elements to its original position?


By : Z-Raycon Herrera
Date : March 29 2020, 07:55 AM
should help you out I'm not sure if I understand, but you just need an animation that moves them down on all of the elements. Such as:
code :
div {
  animation: moveDown 1s;
}

@keyframes moveDown {
  from {  margin-top: -5px  }
  to {  margin-top: 0  }
}
<div>Some text</div>
Move ImageView from its current position to fixed position using translate animation

Move ImageView from its current position to fixed position using translate animation


By : Juanjo Romero
Date : March 29 2020, 07:55 AM
it fixes the issue Translate Animation controls the position and location of a layout or button or any view on which animation is being applied. It can move an object either in x direction or y direction.
Syntax :
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