Full example of how to programmatically do RotateAnimations?

Try adding setFillAfter(true) to your Animations. That will certainly keep the car in its final place and it may solve your rotation point problems too TranslateAnimation a = new TranslateAnimation( Animation.ABSOLUTE,200, Animation.ABSOLUTE,200, Animation.ABSOLUTE,200, Animation.ABSOLUTE,200); a.setDuration(1000); a.setFillAfter(true); //HERE animationSet.addAnimation(a); RotateAnimation r = new RotateAnimation(0f, -90f,200,200); // HERE r.setStartOffset(1000); r.setDuration(1000); r.setFillAfter(true); //HERE animationSet.addAnimation(r); …

Animating a mayavi points3d plot

Just change to: … for (x, y, z) in zip(xs, ys, zs): print(‘Updating scene…’) plt.mlab_source.set(x=x, y=y, z=z) yield … you don’t even need the f.scene.render(), according to documentation mlab_source.set guarantees the refresh. Also since shape of your data doesn’t change you don’t need to use mlab_source.reset. I also tested and works fine.

how to animate drawing lines on canvas

I understand that your want the lines to extend incrementally along the points in your path using animation. A Demo: http://jsfiddle.net/m1erickson/7faRQ/ You can use this function to calculate waypoints along the path: // define the path to plot var vertices=[]; vertices.push({x:0,y:0}); vertices.push({x:300,y:100}); vertices.push({x:80,y:200}); vertices.push({x:10,y:100}); vertices.push({x:0,y:0}); // calc waypoints traveling along vertices function calcWaypoints(vertices){ var waypoints=[]; … Read more

Can’t make paths draw growing slowly with D3

A common pattern when animating lines in svg is setting a stroke-dasharray of the length of the path and then animate stroke-dashoffset: var totalLength = path.node().getTotalLength(); path .attr(“stroke-dasharray”, totalLength + ” ” + totalLength) .attr(“stroke-dashoffset”, totalLength) .transition() .duration(2000) .ease(“linear”) .attr(“stroke-dashoffset”, 0); You can see a demo here: http://bl.ocks.org/4063326

how can I use animation in cocos2d?

It’s quite simple in Cocos2D: [sprite runAction:[RotateBy actionWithDuration:dur angle:360]]; to make one turn or id action = [RepeatForever actionWithAction: [RotateBy actionWithDuration:dur angle:360]]; [sprite runAction:action]; and [sprite stopAction:action]; if you need to rotate continuously. Don’t forget to make sure that sprite transformAnchor is set to center of the image. And I guess next question should arise … Read more

How to delay jquery animation?

Try this: $(“#microcharcounter”).delay(10000).show(0); or this: $(“#microcharcounter”).delay(10000).queue(function(n) { $(this).show(); n(); }); The reason for this is that .delay() will only delay items in an animation queue. So you can make .show() a short animation by adding a duration of ‘0’, or add it to the queue with .queue().

How to mimic Keyboard animation on iOS 7 to add “Done” button to numeric keyboard?

In iOS 7, the keyboard uses a new, undocumented animation curve. While some have noted that using an undocumented value for the animation option works, I prefer to use the following: [UIView beginAnimations:nil context:NULL]; [UIView setAnimationDuration:[notification.userInfo[UIKeyboardAnimationDurationUserInfoKey] doubleValue]]; [UIView setAnimationCurve:[notification.userInfo[UIKeyboardAnimationCurveUserInfoKey] unsignedIntegerValue]]; [UIView setAnimationBeginsFromCurrentState:YES]; // work [UIView commitAnimations]; While block based animations are the recommendation, the animation … Read more