Perfect Infinite Rotation for ֍ Character

CSS Animation and Generated Content not animating

You can use this, try to apply display: inline-block it will work.

    a[title*='important']:hover::after{
display: inline-block;
animation: spin 5s infinite;
outline: #00f solid 2px;
}

How to scale i tag from the center of It's parent element?

Simply use font size:

.field {  height: 100px;  width: 100px;  border: 2px solid black;  position: absolute;  top: 50%;  left: 50%;  transform: translate(-50%, -50%);}.field i {  position: absolute;  top: 50%;  left: 50%;  transform: translate(-50%, -50%);  font-size: 70px;  transform-origin: center;}.field .fa-times {  transition: 0.5s;  color: red;}.field .fa-times:hover {  font-size:120px;}
<link href="https://cdnjs.cloudflare.com/ajax/libs/font-awesome/4.7.0/css/font-awesome.css" rel="stylesheet"/><div class="field">    <i class="fa fa-times"></i></div>

CSS endless rotation animation

Works in all modern browsers

.rotate{
animation: loading 3s linear infinite;
@keyframes loading {
0% {
transform: rotate(0);
}
100% {
transform: rotate(360deg);
}
}
}

Efficient way to rotate a list in python

A collections.deque is optimized for pulling and pushing on both ends. They even have a dedicated rotate() method.

from collections import deque
items = deque([1, 2])
items.append(3) # deque == [1, 2, 3]
items.rotate(1) # The deque is now: [3, 1, 2]
items.rotate(-1) # Returns deque to original state: [1, 2, 3]
item = items.popleft() # deque == [2, 3]

Transform translate ruins rotation axis

translate then rotate and make sure you have a square image. The one you are using is not square so you can make the container square using aspect-ratio

#arrow {
position: absolute;
left: 50%;
bottom: 0;
transform-origin: top;
transform: translateX(-50%) rotate(0deg);
animation: a 3s linear infinite;
}
@keyframes a{
to{transform: translateX(-50%) rotate(360deg)}
}

#depth {
position: relative;
display: inline-block;
aspect-ratio: 1;
border:1px solid red;
}
img {
display:block;
}
<div id="depth">

<img id="sensorImg" src="https://cdn.discordapp.com/attachments/282502094202732544/1000456309793116170/Depth_Flattened.svg" alt="depth">

<img id="arrow" src="https://cdn.discordapp.com/attachments/282502094202732544/1000670507890389062/Polygon.png">

</div>

Mixamo upper body rotation only not working

In the throwing animation the movement begins in the root hips bone, it looks like in your mask you just put the upper body when you still need to include the root hip node. It seems like you are on the right path with layers and mask to blend the two animations just keep playing around with it, just incase you don’t have it : https://docs.unity3d.com/Manual/AnimationLayers.html?_ga=2.241528322.1842043308.1588381034-1055993846.1587850410

edit: yeah you are close maybe just remove the hip from the upper body mask and start at the next node up(spine?) and keep moving up one node at a time until you get desired effect

Rotate objects around circle using CSS?

Jquery solution which works for any number of outer items.

Jquery shamelessly stolen from ThiefMaster♦ and their answer at this Q & A

var radius = 100; // adjust to move out items in and out var fields = $('.item'),  container = $('#container'),  width = container.width(),  height = container.height();var angle = 0,  step = (2 * Math.PI) / fields.length;fields.each(function() {  var x = Math.round(width / 2 + radius * Math.cos(angle) - $(this).width() / 2);  var y = Math.round(height / 2 + radius * Math.sin(angle) - $(this).height() / 2);  if (window.console) {    console.log($(this).text(), x, y);  }  $(this).css({    left: x + 'px',    top: y + 'px'  });  angle += step;});
body {  padding: 2em;}#container {  width: 200px;  height: 200px;  margin: 10px auto;  border: 1px solid #000;  position: relative;  border-radius: 50%;  animation: spin 10s linear infinite;}.item {  width: 30px;  height: 30px;  line-height: 30px;  text-align: center;  border-radius: 50%;  position: absolute;  background: #f00;  animation: spin 10s linear infinite reverse;}@keyframes spin {  100% {    transform: rotate(1turn);  }}
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script><div id="container">  <div class="item">1</div>  <div class="item">2</div>  <div class="item">3</div>  <div class="item">4</div>  <div class="item">5</div>  <div class="item">6</div></div>

Rotate object 360 degree with some tilted angle or in ellipse shape using css or js

To give the arm a 3d look you need to rotate it in the X axis - this is in addition to the Z axis rotation that you're already doing.

.scara-arm {
transform: rotateZ(0deg) rotateX(55deg);
}

Be aware, this needs to be changed in several places - all of your existing transform: rotate will need to be changed to transform: rotateZ before you add the rotateX.

Also you can improve the 3d effect by adding some perspective to the arm's container:

.circle-small {
perspective: 75em;
}

I recommend you try playing around with the numbers for perspective (CSS line #43) and rotateX (CSS lines 77 and 252-268) to improve the 3d effect.

Updated demo here

Three.js - Rotation not respecting local orientation

What is happening is that you want to add some rotation to the current orientation, and setting the variable looker.rotation.z means other thing.

At the end, to calculate the rotation matrix of the looker, there will be something like (pseudocode: the functions are not these, but you get the idea):

this.matrix.multiply( makeXRotationMatrix(this.rotation.x) )
this.matrix.multiply( makeYRotationMatrix(this.rotation.y) )
this.matrix.multiply( makeZRotationMatrix(this.rotation.z) )
DrawGeometry(this.geom, this.matrix)

and composition of rotations are not intuitive. This is why it doesn't seem to follow any axis system.

If you want to apply a rotation in some axis to the existing matrix, it can be made with the functions rotateX (angle), rotateY (angle), rotateZ (angle), and rotateOnAxis (axis, angle). axis can be a THREE.Vector3.

Changing directly looker.rotation.z works because it is the nearest rotation to the geometry, and it will not be affected by the other rotations (remember that transformation matrices apply in inverse order, e.g. T*R*G is Rotating the Geometry, and then, Translating it).

Summary

In this case I suggest not to use the line:

looker.rotation.z += 0.05;

Use

looker.rotateZ (0.05);

or

looker.rotateX (0.05);

instead. Hope this helps :)



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