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The ultimate 3D software for graphic and rich media designers using Adobe Flash and Microsoft Expression Blend. Swift 3D will be the only 3D software to directly integrate with Flash with the Swift 3D File Importer and SmartLayer Technology.
OS Support Windows XP, Windows Vista, Windows 7, Windows 8
Have you ever attemptedto write a text, your reputation or your companys name, or another type in 3D and get it to spin also to whatever you wish? Ive searched the net over and over to locate a 3D text generator, and located many websites who do that, but none of these would really rise within my expectations, until I found Swift 3D.
This application it essentially the most easy to make use of 3D modeling software Ive experienced! I have never worked inside a 3D Modeling software, and I begun to make 3D texts and shapes and anything I wanted immediately! Swift 3D creates the 3D models for Adobe Flash, however you can export the files in several other formats gif, jpg, bmp, avi, swf, flv, tga 3DS. In the program gallery you already possess many objects and materials to fill your creations, so, if you need to let your imagination fly, give it a shot and build something you like! Set the lights, angles, and produce your dream room or any scene you need!
Most in the objects that you're going to work with in this particular program are definitely the primitives found along the toolbar towards the top. These consists in a very variety of shapes like cubes, spheres and pyramids etc. These include the basic blocks of most 3D objects, and they are able being re-shaped to produce the exact shape you are attempting to achieve. If you could have learned drawing you should understand that circles, squares and triangles are definitely the basic blocks on most illustrations. These elements include the main objects in Swift 3D.
I need to mention the tricky part will be the animation with the objects. But Im sure anytime you watch some tutorials you are able to animate whatever you fancy!
Once you figure out how to use the animation feature, you are able to make every mind move as you desire, after you like! And certainly, if you utilize the 3D model for flash it is possible to export it along with flash to generate it open the door once you click it, etc.
App Pros: Easy make use of; export the 3D art in lots of formats, great render, ideal for any 3D flash website; build-in web assistant for tutorials.
Conclusion: Its an ideal solution for light 3D modeling, and it is possible to learn it on the move.
The ultimate 3D software for graphic and rich media designers using Adobe Flash and Microsoft Expression Blend. Swift 3D could be the only 3D software to directly integrate with Flash throughout the Swift 3D File Importer and SmartLayer Technology and exports to Microsoft XAML. Swift 3D s toolset and interface allow you to definitely quickly create 3D content,
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OReilly is usually a leading creator and provider of project-based software training videos via DVD, Online, and through our Cloud Based On Demand Solution for Enterprise and Education.
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Get an easy seven-step overview in the 3D animation pipeline within this introduction for first time 3D artists and animators.
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Take decide on into the 3D animation pipeline. Animator and educator George Maestri compares the software and operations involved in bringing 3D characters and scenes our health, including modeling, texturing, rigging, animation, and rendering with lights and cameras. He also explores visual effects and compositing. This course is an easy, concise overview that can help new artists and animators view the full scope in the creative and technical challenges associated with 3D.
Hi, Im George Maestri, a staff author you will come to Welcome to Getting Started with 3D and Animation. This course will deliver you an overview on the software and operations involved when dealing with 3D and animation software. Well begin with an overview from the software had to work in 3D. After that, well require a look on the workflows involved when designing images in 3D. Well start out with modeling, where we create 3D objects, then begin mastering the texturing process.
Well take a review of rigging characters to create them very easy to animate. Then well bring the crooks to life through animation. Then well look into rendering where we use lights and cameras to produce final images. Finally, well focus on visual effects and compositing. I find 3D being a very rewarding strategy to create images. It combines a good deal different skills, both creative and technical. So lets start with Getting Started with 3D and Animation.
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Learn how to generate a stylish 3D animation like Taasky s open-door sidebar!
Last year, readers voted where effect from Evan Dekhayser s Top 5 iOS 7 Animations they most wanted to find out featured within a future tutorial Р‘ and also the winner? How to attain the cool 3D effect of Taasky s slide-out menu!
This tutorial is with the experienced developer; you ll be utilizing Auto Layout constraints,
view controller containment, and Core Animation. If this all sounds a lttle bit unfamiliar, then I d recommend starting with some of the other iOS tutorials before okay this one!
Note: Special on account of David Grandinetti and Mic Pringle for some on the ideas behind the sample project within this tutorial.
Take a second and employ a poke around inside project; you ll view it s a master-detail app that displays a table of images. The
in order setting the background hue of each cell. The
displays a considerable image using a similar background color since the selected cell, as shown below:
You could imagine this like a basic app for negotiating coffee breaks or after-work cocktails along with your colleagues or friends; thumbs-up in the event you re game, thumbs-down if you are able to t allow it to become and you are able to even decline because of inclement weather.:
Creating the feature within this tutorial isn t as complicated perhaps you might think. You ll construct it up slowly as follows:
First, you ll use Auto Layout in Interface Builder to convert a simple master-detail app into a horizontal scroll view, together with the master and detail views a part of containers.
Next, you ll put in a button to exhibit or hide the menu.
Then you ll implement the 3D effect to acheive the neat Taasky-like folding effect!
As your final touch, youР‘ll piggy-back for the menu animation to rotate the menu button, in sync using the act of showing or hiding the menu.
Your first task is usually to convert the menu in to a slide-out sidebar, like the SwiftSideNav sample app on the video tutorial Swift Scroll View School Part 13, in which a scroll view offers the menu and detail views side-by-side, as shown below:
The user can scroll right or left to indicate or hide the menu. The purple rectangle outlines the visible content if the menu is open, and also the green rectangle outlines the detail view, that's fully visible in the event the menu is hidden. When the menu is open, the partial detail view offers a visual cue which the menu is often a sidebar.
Note : If you re not really acquainted with scroll views then please watch Part 1 and Part 2 on the Swift Scroll View School video series to refresh your idea of how scroll views work.
SwiftSideNav, one in the samples through the Swift Scroll View School video series, establishes the Auto Layout constraints programmatically. But with this tutorial, youР‘ll assemble them in directly from the storyboard, embedding the menu and detail views in container views. It will seem like this if you re done:
Note : This section relies heavily on View Controller Containment, that has been introduced in iOS 5. If you re not used to this concept, take a look at Chapter 18, UIViewController Containment in iOS 5 by Tutorials.
You ll have to have a new view controller to coordinate the present menu and detail view controllers. YouР‘ll convey a scroll view to its view, then put in a Content view for the scroll view. Then youР‘ll add two container views on the Content view and embed the present menu and detail views during these container views. To reduce errors and confusion, youР‘ll put in place the Auto Layout constraints because you go.
Note : You can zoom out your storyboard if you'll need to right-click upon an unoccupied part on the canvas and select one from the zoom options. Double-click anywhere for the empty canvas to return towards the standard zoom. You can also zoom in and out using pinch gestures using a trackpad, or while using the scroll wheel in your mouse if this has one.
Open and drag a whole new View Controller through the Object Library on top of the canvas for the left on the existing scenes. In the Identity Inspector, set ClassCustom Class to
Next, youР‘ll include a Scroll View on the view of
you can add its Auto Layout constraints.
In Interface Builder, drag a Scroll View onto
and give it time to expand to fill the room. Next uncheck Shows Horizontal Indicator and Shows Vertical Indicator inside Attributes Inspector, to change off the scroll viewР‘s scroll bars. Also uncheck Delays Content Touches so which the menu will respond immediately if your user creates a selection, in lieu of having a slight delay:
Control-drag from your scroll view to its view controller, and select delegate in-order to create
In the Pin constraints pop-up found on the bottom with the Interface Builder window uncheck Constrain to margins. Select the leading, top, trailing, and bottom constraints, ensure that they re values are all
and click Add 4 Constraints to pin the 4 edges with the scroll view to its superview:
With the scroll view still selected, what is new constraints from the Size Inspector:
Numbers like - 16 means the constraints are relative on the margin; fix these by deleting hidden constraints after which re-pin the scroll view, being certain to uncheck Constrain to Margins.
Note: When you add or modify constraints, you need to update the
of any view to reflect the brand new constraints. Select the Resolve Auto Layout Issues button on the bottom of Interface Builder and select Update Frames as required.
Now youР‘ll include a content view for the scroll view and create its Auto Layout constraints; these constraints are necessary as they help determine the scroll viewР‘s content size. In the next section, youР‘ll layout two container views inside content view to keep the menu and detail views.
Drag a whole new View on top of the scroll view; give it time to expand towards the size in the scene in Interface Builder, then set Background to Default inside the Attributes Inspector:
Open the Identity Inspector for that content view you recently added and hang DocumentLabel to Content View ; this label appears from the document outline and will allow you to keep track on the views, also it s also the name referenced in Auto Layout contraints. YouР‘ll squeeze two container views into Content View later.
Note : You ll see Auto Layout warnings after you set up Content View Р‘s constraints, but don t panic since you ll fix them prior to end from the section.
Pin a few edges of Content View to its superview, which in this particular case would be the Scroll View :
In the Size Inspector, ensure that this Trailing Space constraint s Constant is defined to 0 :
The Auto Layout warning appears considering that the storyboard requires constraints on Content View Р‘s height and width to discover the scroll viewР‘s content size. Making these constraints relative on the scroll view s superview lets the display conform to various devices and orientations.
In the document outline, control-drag from Content View to View Scroll View Р‘s superview, hold along the Shift key, and select Equal Widths and Equal Heights :
Setting the ceaseless to 80 means the Content View will probably be 80 points wider compared to the viewable area in the View in order that it can accommodate the menu. You ll begin to see the Auto Layout warnings have disappeared great work!:
The scroll view now incorporates a Content View for ones two container views. YouР‘ll embed the previous menu and detail views during these container views to build a menu sidebar you may swipe open or closed.
First, add the Menu Container View : drag a Container View onto Content View. In the Size Inspector, set Width to 80, then makes use of the Identity Inspector setting DocumentLabel to Menu Container View :
but when it doesn t always set that at the same time.
Next, add the Detail Container View : drag another Container View on the right with the menu container within Content View. Open the Size Inspector and place the following values:
When you convey a container view, Interface Builder should include a contained view controller scene automagically; but youР‘ll connect your container views to the current menu and detail view controllers. Delete the vista controllers which are currently embedded inside the container views:
Next, youР‘ll setup the Auto Layout constraints to the container views.
Pin the sides of Menu Container View its superview, and give a Width constraint which has a constant of 80. You should add 5 constraints in whole, as shown below:
Pin Detail Container View Р‘s Top, Bottom, and Trailing edges; donР‘t pin the Leading edge, mainly because it would duplicate the sibling Menu Container View Р‘s Trailing constraint:
For both groups of contraints, make certain Constrain to margins in unchecked.
In this, youР‘ll separate the menu and detail view controllers, then embed them in Menu Container View and Detail Container View.
First, make Container View Controller the Initial view controller: drag the beginning arrow which denotes the primary view controller inside storyboard on the Navigation Controller to Container View Controller :
Next, embed control-drag from Menu Container View to Navigation Controller, and select embed on the pop-up menu:
Once the navigation controller is baked into Menu Container View, each in the connected view s widths in Interface Builder automatically shrink to 80 points:
Now to create some adjustments towards the menu and detail scenes: first, customize the Width on the table view cellР‘s image view to 80 :
Next, delete the push segue relating to the menu and detail scenes. Select Detail View Controller, then select EditorEmbed InNavigation Controller on the Xcode menu:
The Detail View Controller should now be the first view controller of a different navigation controller, that will provide the black navigation bar with all the icon to be expanded the menu.
Select the navigation bar on the new navigation controller and rehearse the Attributes Inspector to line Style to Black, uncheck Translucent, and hang Bar Tint to Black Color :
This adjusts this navigation bar to check the navigation bar from the first navigation controller.
Then, put in place the new navigation controller to complement the first navigation controller. In its Attributes Inspector, ensure that View ControllerLayoutAdjust Scroll View Insets is checked:
Note : Checking Adjust Scroll View Insets causes the viewР‘s content to begin below the navigation bar, instead of underneath it.
Finally, embed Detail View Controller in Detail Container View. Control-drag from Detail Container View to Detail View Controller Р‘s navigation controller, and select embed from your pop-up menu:
Build and run. Swipe right and left to hide or show the menu. Did you notice that you may scroll beyond the right and left edges, preventing scrolling with only part in the menu showing?
To fix these complaints, modify the following attributes on the scroll view utilizing the Attributes Inspector:
Check ScrollingPaging Enabled therefore the container Р‘snapsР‘ with it s boundaries.
Uncheck BounceBounces in order to avoid scrolling beyond the perimeters.
Build and run. Check that swiping right does nothing if the menu is open, and swiping left does nothing if the menu is closed. Also make certain scrolling to part in the menu snaps it open. But what happens after you attempt to cover the menu?
It keeps snapping back open! This is often a paging issue related to this issue discussion on StackOverflow. YouР‘ll fix this in just a little, after you create an outlet to the scroll view.
But you can find other problems to mend first: the detail view is blank, and choosing the menu item doesnР‘t change anything:
This isnР‘t surprising, as you havenР‘t yet adjusted the code to make use of the container views. YouР‘ll first make detail viewР‘s navigation bar match the menu viewР‘s navigation bar.
Before doing whatever else, copy
This eliminates the hairline shadow within the navigation bar. A small detail, but it really s one of people things that gives your app polish.:
When the person selects a table cell,
will act because the mediator involving the menu as well as the content.
private var detailViewController: DetailViewController?
override func prepareForSegue segue: UIStoryboardSegue, sender: AnyObject? if DetailViewSegue let navigationController as! UINavigationController detailViewController as? DetailViewController
what segue, where? Well, embedding
inside the container produces a Storyboard Embed Segue, and also you must set its Identifier inside Attributes inspector.
property with the top on the class, whose
var menuItem: NSDictionary? didSet if let detailViewController detailViewController menuItem
There s no more a segue from your table view cell to your content view, but
must respond if your user selects something.
from Xcode s report on autosuggestions by mistake!:
MARK: UITableViewDelegate override func tableView tableView: UITableView, didSelectRowAtIndexPath indexPath: NSIndexPath indexPath, animated: true let menuItem menuItems as! NSDictionary as! ContainerViewController menuItem
property dependant on the selected row. This triggers the propertyР‘s
observer, which in-turn sets
As one last touch, add these line to
as! ContainerViewController menuItems 0 as! NSDictionary
This sets the image from the detail view once the app is first launched.
Build and run. The detail view shows the smiley image on launch, the menu view appears over the left edge from the center view, and selecting a specific thing displays its larger image within the detail view, as shown below:
The menu should dismiss in the event the user selects an item on the menu. To do this, you will need to set the scroll view contentР‘s horizontal offset to Menu Container View Р‘s width hence the scroll view shows only Detail Container View.
You ll first need references on the scroll view and Menu Container View.
in : select Scroll View inside the storyboardР‘s document outline, open the Assistant Editor, and control-drag from Scroll View into. Enter
Note : I ve used ViewAssistant EditorAssistant Editors on Bottom to use the Assistant Editor in the foot on the Xcode window, so I didn t must drag things through the storyboard canvas.
Select and control-drag from Menu Container View into, and create a local store named
MARK: ContainerViewController func hideOrShowMenu show: Bool, animated: Bool let menuOffset CGRectGetWidth show? CGPointZero: CGPoint x: menuOffset, y: 0, animated: animated
Р‘ the width of Menu Container View. If
along with the menu can be viewed. Otherwise, the cause of
to disguise the menu if the user selects a product.
Build and run. It starts using the smiley image selected and also the menu hidden. Slide your menu and select a specific thing; the detail view slides across, hides the menu and displays the brand new itemР‘s image and background color:
However, that paging issue remains. If you slide your menu and donР‘t select a specific thing, closing the menu causes it to spring back open. YouР‘ll fix this by utilizing a
class ContainerViewController: UIViewController, UIScrollViewDelegate
Next, add these scroll view delegate solution to
This disables paging once the scroll viewР‘s content offset equals the menu width; if your menu is very hidden, it stays hidden. Once the person starts to slide out your menu it re-enables paging hence the menu snaps open.
Build and run. The paging dilemma is now fixed:
Looking good! But thereР‘s still something missing. The hamburger menu button inside the detail viewР‘s navigation bar that rotates since the menu moves. Tapping it must toggle the menu open or closed.
Note : The hamburger icon gets a lots of negative press since it hides functionality from users; see Why We Banished the Hamburger Menu From Our iPhone App, for instance. However, the main Taasky app featured it, so you obtain the full hamburger meal deal within this tutorial.:
You ll need setting up the menu button being a custom view to ensure that it can rotate after you reveal the menu.
Here you build the required initializers, as both versions call through to some utility method that only creates a photo view and adds it to be a subview.
In, add this
var hamburgerView: HamburgerView?
create and add an incident of
for the navigation bar to be a left bar button, including a tap gesture recognizer:
let tapGestureRecognizer UITapGestureRecognizer target: self, action: Р‘hamburgerViewTappedР‘ hamburgerView HamburgerView frame: CGRect x: 0, y: 0, width: 20, height: 20 tapGestureRecognizer UIBarButtonItem customView: hamburgerView!
but what value should it pass as being the
to keep an eye on whether the menu is open or closed.
The menu s hidden once the app starts. Override
to cover or show the menu once the bounds change, for instance when it rotates:
override func viewDidLayoutSubviews hideOrShowMenu showingMenu, animated: false
so delete it completely from.
func hamburgerViewTapped let navigationController parentViewController as! UINavigationController let containerViewController as! ContainerViewController !, animated: true
When anyone taps the button, as well as the menu is hidden Р‘ if
to indicate the menu. Conversely, if your menu is open Р‘
Р‘ tapping the button will hide the menu. Therefore, you have to update the worth of
Build and run. Try different combinations of scrolling, selecting cells, and button-tapping to indicate and hide the menu:
ThereР‘s just one single problem. If you slide the menu open or closed instead of while using the button, you will need two taps on the button to obtain the menu to answer. Why?
Swiping the menu open leaves the worth at
The first tap appears to accomplish nothing mainly because it sets the worth to
therefore the menu stays open. The second tap then hides the menu mainly because it sets the additional value to
func scrollViewDidEndDecelerating scrollView: UIScrollView let menuOffset CGRectGetWidth showingMenu ! CGPointEqualToPoint CGPoint x: menuOffset, y: 0, println Р‘didEndDecelerating showingMenu showingMenu Р‘
When the scrolling stops, this delegate method sets
if the scroll viewР‘s content offset equals the menu width Р‘ which is, the menu is hidden Р‘ otherwise it sets it to
Build and run. Swipe right and view the console to find out if using this method kicks in once you stop. It s a little hit or miss, and generally seems to depend for the scrolling speed. When I tested the app inside simulator, it only worked when I scrolled slowly, but in my iPhone, it only worked when I scrolled quickly. Go figure!:
where itР‘s a smaller amount efficient using this method is called continously because user scrolls but much more reliable:
You ll get for the button rotation in just a tad Р‘ but first, you ll take care on the 3D menu effect.
The ultra-cool animated version of the menu will want to look similar to some door rasing and lowering. As well, the menu button will rotate smoothly clockwise because menu opens, and counter-clockwise because the menu closes.
To make this happen, you ll calculate the fraction on the menu view that s visible, then make use of this to calculate the menu s angle of rotation.
In, add these private method to make the 3D transform, depending for the fraction in the menu shown:
func transformForFraction fraction: CGFloat - CATransform3D var identity CATransform3DIdentity identity.m34 - 1.01000.0 ; let angle Double 1.0 - fraction - MPI2 let xOffset CGRectGetWidth 0.5 let rotateTransform CATransform3DRotate identity, CGFloat angle, 0.0, 1.0, 0.0 let translateTransform CATransform3DMakeTranslation xOffset, 0.0, 0.0 return CATransform3DConcat rotateTransform, translateTransform
in the event the menu is totally hidden, and
if the menu is totally visible.
will be the 4 4 matrix with 1s within the diagonal and 0s everywhere else.
property may be the value in row 3, column 4, which controls how much perspective inside the transform.
to look for the amount of rotation about the y-axis: - 90 degrees renders the menu perpendicular towards the back on the view and 0 degrees renders the menu parallel using the x-y plane.
moves the menu from half its width for the correct position when rotation finishes.
so that this menu appears to be slide sideways while rotating.
is usually calculated as 1 divided using a number to display your position for the z-axis while observing the 2D x-y plane. Negative z-values indicate the viewer is at front on the plane, while positive z-values indicate the viewer is behind the plane.
Drawing lines between this viewer along with the edges of objects inside plane produces the issue of 3D perspective. As the viewer moves farther away, the perspective is less pronounced. Try changing 1000 to 500 or 2000 to discover how the menuР‘s perspective changes.
let multiplier 1.0CGRectGetWidth let offset multiplier let fraction 1.0 - offset transformForFraction fraction fraction
is between 0 and 1. When it s 0 this means the menu is entirely visible, so when it s 1 it implies the menu seemingly hidden. Think of it to be a measure on the menuР‘s hiddenness e-mail, in line with my MacР‘s lookup, hiddenness really is really a word!:
will be the visible fraction on the menu width, ranging between 0 if the menu is entirely hidden and 1 in the event the menu is entirely visible.
value to darken and lighten the menu because it closes and opens respectively.
Build and run. Swipe to to determine the 3D effect and uh oh. ThereР‘s something wrong using the menuР‘s Р‘hingeР‘, for the reason that default
from the view the point where the transform is applied is its centre.
To make menu hinge around its right edge, add the subsequent line to
move all this the method to the right-edge.
Build and run. Bask inside your glorious 3D folding animation!
Now it is possible to put the last finishing touch with your app by rotating the menu button.
When the menu is closed, you see the typical menu icon. When the menu opens, the button should rotate 90 degrees clockwise. When the menu closes, the button should rotate counter-clockwise returning to 0 degrees.
Note : Technically speaking, it s the menu button s
that you rotate. But the resulting effect is the button itself usually rotate.
Here you rotate the picture view smoothly. You use
between 0 and 90 degrees, and rotate the vista accordingly. For the curious ones,
above is scheduled in math.h, and may be the mathematical constant for pi/2.
to create the view rotate since you move the scroll view:
Build and run. Swipe and tap to find out your animations in motion, and totally in sync:
You can download a final version with the project here.
value to determine what effect it has with your transformation. If you d love to try out more 3D transforms, take a short look at Richard Turton s Visual Tool for CATransform3D.
Wikipedia s Perspective page has some good photos explaining the concepts of visual perspective.
Also, contemplate how you would use 3D animation absolutely need applications to include a little bit of life to user interactions. It s amazing what sort of subtle relation to something as simple to be a menu can definitely add on the overall buyer.
If you've any questions or comments with this tutorial, please leave them from the comments below, or inside the forums!
Audrey Tam retired with the end of 2012 from the 25-year career to be a computer science academic. Her teaching included Pascal, C/C, Java, Java web services, web app rise in php and mysql, interface design and evaluation, and iOS programming. Before moving to Australia, she handled Fortran and PL/1 simulation software at IBMs development lab in Silicon Valley. Audrey now teaches short courses in iOS app development to non-programmers, and organizes venues for Melbourne Cocoaheads monthly meetings.
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I integrated along side it menu inside my application. Now I have a issue with an alert controller. I can reproduce the condition also as part of your final version. I integrated a stern reminder controller with textfields included. On iPhone the controller is displayed as you expected but on iPad the applying crashes. The same problem occurs easily use a view controller and display it modally as form sheet or inside current context. As soon as I enter a text field and also the keyboard needs to be shown, the application form crashes.
I added these function from the DetailViewController.
let passwordPrompt UIAlertControllertitle: Enter Password,
message: Enter the existing password and a couple of times the brand new password.,
for textField in !
name: UITextFieldTextDidChangeNotification,
textField: UITextField! in
selector: handleTextFieldTextDidChangeNotification:,
name: UITextFieldTextDidChangeNotification, object: textField
textField: UITextField! in
selector: handleTextFieldTextDidChangeNotification:,
name: UITextFieldTextDidChangeNotification, object: textField
textField: UITextField! in
selector: handleTextFieldTextDidChangeNotification:,
name: UITextFieldTextDidChangeNotification, object: textField
let cancelAction UIAlertActiontitle: Cancel, action in
let saveAction UIAlertActiontitle: OK, style:, handler: action - Void in
for textField in !
presentViewControllerpasswordPrompt, animated: true, completion: nil
2015-09-02 11:23:05.713 Taasky4298:331878 Terminating app as a result of uncaught exception CALayerInvalidGeometry, reason: CALayer position contains NaN: 75.75 nan
Any ideas how I can fix the issue.
its as the alert displays while on an ipad which has a popover presentation controller, and you'll need to specify its anchor point. Here are some links I found:
thanks for your quick feedback. I tried the anchor point before. I added the next, but as being the alert is displayed using the the code isn't executed popover is nil.
sender as? UIView
So the app still crashes. The funny thing is the code works fine as long because side bar can be viewed. Any ideas?
try this, but note the iOS9 obviously, iOS9 might fix the condition
Hi! I want to work with more view controller within this project, but i are unsure how?
Can anyone assist me please?
I implemented into my project but I involve some questions, as I am relatively a new comer to Swift.
With this sort of arrangement how can I present different ViewControllers after the different MenuItem is pressed?
I cant execute a segue, as it covers the whole screen and I need to keep the Menu-Detail.
I tried Views, nonetheless it seems the wrong method to go.
I implemented into my project but I get some questions, as I am relatively new at all to Swift.
With this sort of arrangement how can I present different ViewControllers following a different MenuItem is pressed?
I cant start a segue, given it covers your entire screen and I desire to keep the Menu-Detail.
I tried Views, however it seems the wrong solution to go.
use a look for the discussion about it, on pages 2 and 3 on this forum, and perhaps follow s github accounthe seems to become making progress
marcomariella: you also! same advice
Dear Andrey, this tutorial is wonderful but as it is it suits a gallery only.
I need much like others inspired to push mupltiple view controllers on menu item click rather then just detail view controller.
Swift is definitely kinda weird if ur moving from objective c i really tried for three days with no luck.
Please provide that has a solution to the if u become more kind.
It produces a vertical tab bar that switches between two views. You would use it being a starting point, and animate the tab bar how this tutorial does.
Nice animations. It works wonderfully. In fact, if I could obtain it to work together with multiple view controllers it might be perfect. How hard can it be?
Some days Very disappointed with myself for not having the ability to crack that yet. Ive tried a few options but not yet had time to get on functional.
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With every release, Apple are already making developer tools easier plus much more productive make use of.
Now with Xcode 6 and iOS 8, Apple have created a brand new programming language called Swift which is not only better, but has a syntax that designers probably will feel a good deal more happy with compared to Objective-C.
If youve ever wished to learn enough programing to build rich prototypes and interactive or generative animations nows a great time for you to begin.
Part Two examines some more complex animations like simple transitions and animating using bezier curves.
Motion software like After Effects can be extremely powerful as well as an important part associated with a designers toolkit.
But with any motion software the best it is possible to hope for can be an simulation on the actual experience. Prototyping with developer tools like Xcode arent simulations, they can be mini apps that can bring you as close towards the final experience as you are able to possibly get. Along with testing on device, it is possible to take effect of native abilities and do fun things like utilize the the device gyroscope to programmatically alter your animations.
Theres without doubt that Xcode is sold with a steel learning curve, even so the same could possibly be said for tools youve already squeeze effort into learning Photoshop personally is still notoriously complex and learning Xcode will certainly be a skill that may continue to be worthwhile for years to come as part of your career.
Finally, when developer timelines will crunch, its often magic like animations that start for getting cut from an item. The easier you create an animation to construct, next the more likely it will probably be included. And developers will more than likely find working coming from a prototype lots easier than inspecting an After Effects file, or seeking to comprehend a specification.
To begin, create a different project while using
Create and include a colored square let coloredSquare UIView//set background color to blue //set frame position and size from the square//iOS coordinate system starts towards the top left with the screen//so this square are going to be at top left of screen, 50x50pt//CG in CGRect symbolizes Core Graphics CGRectx: 0, y: 120, width: 50, height: 50//finally, add the square on the screen coloredSquare
Next, were gonna add a fairly easy animation that moves the square on the left edge from the screen for the right.
that Apple provides us as portion of UIView class.
The animateWithDuration function takes two parameters, the duration from the animation, along with a block
that defines the end-state from the animation.
lets set the duration to a single.0 seconds//along with the animations block affect the background color//to red along with the x-position in the frame 1.0, animations: //for that x-position I entered 320-50 width of screen - width from the square//if you wish, you may just enter 270//but I prefer to go into the math being a reminder of whats happenings CGRectx: 320-50, y: 120, width: 50, height: 50
Run the project again and if your simulator launches you should understand the square move from your left edge for the right edge, and color vary from blue to red:
Notice that iOS automatically does the tweening in the animation. We just define first state, and also the end state, and also the time it will take to transition between two and iOS produces a smooth animation.
Weve animated the positioning via the frame and background color properties of our own UIView but you will discover lots more we're able to have animated.
frame : Change the views size and position compared to its superviews coordinate system.
bounds : Change the views size.
center : Change the views position.
transform : Modify this property to scale, rotate, or translate the view in accordance with its center time 2D space
alpha : Change the transparency with the view.
backgroundColor : Change the views background color.
contentStretch : Change the way in which the views contents are stretched to fill the accessible space.
Apply currently provides four block-based animation methods to work with. Weve just used the easiest one. Heres a report on all four:
duration : volume of seconds the animation will require; and
animations : a block defining changes to animate.
let duration 1.0//animation will require 1.0 seconds duration, //any changes entered on this block is going to be animated
duration : volume of seconds how the animation can take;
animations : a block defining changes to animate; and
let duration 1.0//animation will require 1.0 seconds duration, animations: //any changes entered with this block will likely be animated, completion: finished in//any code entered here is going to be applied//in the event the animation has completed
duration : variety of seconds the animation will require;
delay : the time to wait before animation starts;
options : various options we will use to change animation behavior;
animations : a block defining changes to animate; and
completion : another block this defining code to run if the animation has completed.
let duration 1.0 let delay 0.0//delay will probably be 0.0 seconds nothing let options //customize the timing curve to ease-in ease-out duration, delay: delay, options: options, animations: //any changes entered within this block will probably be animated, completion: finished in//any code entered here will probably be applied//when the animation has completed
A new addition in iOS 7, using this method allows us to produce a physics-engine based animation.
duration : amount of seconds the animation can take;
delay : the length of time to wait before animation starts;
dampingRatio : the amount oscillation 0 infinite 1none;
initialVelocity : how soon the animation starts 1 is common;
options : various options we can make use of to change animation behavior;
animations : a block defining changes to animate; and
completion : another block this blog defining code to run if your animation has completed.
let duration 1.0 let delay 0.0 let options let damping 0.5//set damping ration let velocity 1.0//set initial velocity duration, delay: delay, usingSpringWithDamping: damping, initialSpringVelocity: velocity, options: options, animations: //any changes entered with this block will probably be animated, completion: finished in//any code entered here will likely be applied//as soon as the animation has completed
Apple have provided us a few options that we could pass to the animation block methods.
Lets see what the results are when we pass inside an option of Repeat.
let options 1.0, delay: 0.0, options: options, animations: //any changes entered within this block is going to be animated CGRectx: 320-50, y: 120, width: 50, height: 50, completion: nil//Note: I didnt want to perform anything using the completion block//in this particular example so I set it up to nil
The square performs the animation, then repeats the animation again prior to the app is closed.
The square performs the requested animation, then a animations are carried out in exact reverse order. But Theres a tad of a weird glitch where if your animation completes the square automatically jumps towards the left edge with the screen and switches returning to red. Thats because this may be the last condition we left it.
Finally, lets see how you can combine multiple options by joining them together with the pipe character.
It turns into a little annoying the need to re-run the app every time we want to determine the animation - especially once the animation isnt on loop.
Lets update the app so the animation doesnt run automatically, instead only takes place when a button is manually tapped.
drag a Button object on top of the storyboard and modify the button label to Animate.
I added constraints to make a gap of 20pt for the bottom edge and both side edges.
Next, switch the assistant editor what is the best allows you to determine the storyboard and swift class file in the same time.
Holding the control key down, drag on the button right into a space right below the
This will open a popover allowing you to generate a connection. By default the text type will likely be Outlet. Change this to Action plus the name textfield enter a name to your function and press the Connect Button.
This function is connected towards the button as part of your storyboard, and it also will be called anytime the button is tapped. This is how you will create hooks between actions performed inside interface for your code
Finally, cut and paste the code from your
function in your new IBAction function so how the animation will undoubtedly perform in the event the Animate button is tapped.
IBAction func animateButtonPressedsender: AnyObject //Create and convey a colored square let coloredSquare UIView//set background color to blue //set frame position and size on the square//iOS coordinate system starts at the pinnacle left in the screen//CGRect makes a frame with x, y, width, height values//so this square are going to be at top left of screen, 50x50pt//CG in CGRectMake represents Core Graphics CGRectx:0, y:120, width:50, height:50//finally, add the square towards the screen coloredSquare//lets set the duration to just one.0 seconds//along with the animations block customize the background color//to red as well as the x-position with the frame 1.0, animations: //with the x-position I entered 320-50 width of screen - width in the square//if you wish, you might just enter 270//but I prefer to go in the math being a reminder of whats happenings CGRectx: 320-50, y: 120, width: 50, height: 50
Run the project again and trigger the animation by tapping the Animate button.
Unfortunately, after the animation ends, the square remains in the final position. This is where an animation function using a completion block is advantageous.
So now, well keep track of animation block to add a completion block. For now all well do within the completion block is take away the square.
1.0, animations: //animate color change and position CGRectx: 320-50, y: 120, width: 50, height: 50, completion: animationFinished in//when complete, take away the square from your parent view
Now if your animation completes, the square needs to be removed setting you up on your next animation.
Now that we now have our animation setup to act on the trigger we could really start checking out the benefits of creating animations programmatically: generative animations!
First off we need to complete some housekeeping to organize our code for being more reusable. In programming this is named refactoring.
let coloredSquare UIView CGRectx: 0, y: 120, width: 50, height: 50 coloredSquare
create some constants to the square let size: CGFloat 50 let yPosition: CGFloat 120//make the square with your constants//on this example Ive also used the Objective-C convention in making the CGRect//but I could used CGRectx:0, y:yPosition, width:size, height:size like weve done previously - they're equivalent let coloredSquare UIView CGRectMake0, yPosition, size, size coloredSquare
And lets refactor the our animation block so that what's more, it uses a similar square constants to define the animation. While were in internet marketing, lets create constants
put in place some constants to the animation let duration 1.0 let delay 0.0 let options //define the animation duration, delay: delay, options: options, animations: //again utilize the square constants size and yPosition CGRectMake320-size, yPosition, size, size, completion: animationFinished in
Weve not changed any behavior on the code, weve just structured it in a very different way making it easier for your next step.
So running the app again shouldnt get noticeable effect.
So. Now lets customize the constants we created for that square so that rather then being a fixed number, they're assigned from the range of random numbers.
function which returns an entire number between zero and also the number you pass to the function. For example
We can make use of this and a few simple math to produce random numbers in the useful range for that animations.
set size to get a random number between 20.0 and 60.0 let size: CGFloat CGFloat arc4randomuniform4020//set yPosition for being a random number between 20.0 and 220.0 let yPosition: CGFloat CGFloat arc4randomuniform20020
Now whenever you tap the animate button, the square will be described as a different size, and start from your different y-position.
Now we now have a reusable randomly-generated square and animation, we can make use of it too many times by putting it right into a loop.
Loops in Swift are a great deal easier than Objective-C. Heres the standard code for any loop that goes from 0 to 10.
Lets all of our own animation code then it sits from the scope on the loop.
Until now our animations happen to be pretty abstract. Now well pretend that the aim this complete time is to create an animation of your school of fish swimming over the screen. So well also take away the code that animates the history color, and change our UIView object
IBAction func animateButtonPressedsender: AnyObject //loop for 10 x for loopNumber in 10 //put in place some constants to the animation let duration: NSTimeInterval 1.0 let delay: NSTimeInterval 0.0 let options //create some constants for that fish let size: CGFloat CGFloat arc4randomuniform4020 let yPosition: CGFloat CGFloat arc4randomuniform20020//produce the fish and add it on the screen let fish UIImageView UIImagenamed: CGRectMake0, yPosition, size, size fish//define the animation duration, delay: delay, options: options, animations: //move the fish CGRectMake320-size, yPosition, size, size, completion: animationFinished in//take away the fish
Now once we tap the animate button we now have 10 fish generated with each one of these a random size, possibly at a random y-position.
With every release, Apple are actually making developer tools easier plus more productive to make use of.
Now with Xcode 6 and iOS 8, Apple have created a whole new programming language called Swift which is not only stronger, but boasts a syntax that designers will most likely feel a great deal more confident with compared to Objective-C.
If youve ever planned to learn enough programing to generate rich prototypes and interactive or generative animations nows a great time for it to begin.
Part Two talks about some more complex animations like simple transitions and animating using bezier curves.
2. Animation block with completion block
3. Animation block with options completion block
4. Animation block with spring physics
Motion software like After Effects can be extremely powerful with an important part of a typical designers toolkit.
But with any motion software the best you'll be able to hope for can be an simulation in the actual experience. Prototyping with developer tools like Xcode arent simulations, they can be mini apps which will bring you as close towards the final experience as you'll be able to possibly get. Along with testing on device, you'll be able to take effect of native abilities and do fun things like utilize the device gyroscope to programmatically alter your animations.
Theres undoubtedly that Xcode is included with a steel learning curve, nevertheless the same may be said for tools youve already placed the effort into learning Photoshop personally is still notoriously complex and learning Xcode will certainly be a skill which will continue to repay for years to come as part of your career.
Finally, when developer timelines will crunch, its often magic like animations that start for getting cut from something. The easier you're making an animation to create, then your more likely it will likely be included. And developers will more than likely find working from the prototype a whole lot easier than inspecting an After Effects file, or looking to comprehend a specification.
To begin, create a whole new project while using
Create and convey a colored square let coloredSquare UIView//set background color to blue //set frame position and size with the square/iOS coordinate system starts at the pinnacle left with the screen//so this square will probably be at top left of screen, 50x50pt//CG in CGRect is short for Core Graphics CGRectx: 0, y: 120, width: 50, height: 50//finally, add the square on the screen coloredSquare
Next, were planning to add a straightforward animation that moves the square in the left edge in the screen on the right.
that Apple provides us as portion of UIView class.
The animateWithDuration function takes two parameters, the duration in the animation, plus a block
that defines the end-state with the animation.
lets set the duration to just one.0 seconds//plus the animations block affect the background color//to red plus the x-position from the frame 1.0, animations: //with the x-position I entered 320-50 width of screen - width with the square//if you need, you can just enter 270//but I prefer to go into the math as being a reminder of whats happenings CGRectx: 320-50, y: 120, width: 50, height: 50
Run the project again and if your simulator launches you should understand the square move from your left edge to your right edge, and color alter from blue to red:
Notice that iOS automatically does the tweening with the animation. We just define first state, and also the end state, and also the time it needs to take to transition between your two and iOS produces a smooth animation.
Weve animated the job via the frame and background color properties of our own UIView but you will find lots more we can easily have animated.
frame : Change the views size and position compared to its superviews coordinate system.
bounds : Change the views size.
center : Change the views position.
transform : Modify this property to scale, rotate, or translate the view compared to its center reason 2D space
alpha : Change the transparency with the view.
backgroundColor : Change the views background color.
contentStretch : Change how the views contents are stretched to fill possible space.
Apply currently provides us four block-based animation methods to utilize. Weve just used the best one. Heres a set of all four:
duration : volume of seconds which the animation will need; and
animations : a block defining changes to animate.
let duration 1.0/animation is going to take 1.0 seconds duration, //any changes entered within this block will probably be animated
duration : volume of seconds which the animation will need;
animations : a block defining changes to animate; and
let duration 1.0/animation can take 1.0 seconds duration, animations: //any changes entered in this particular block will likely be animated, completion: finished in//any code entered here are going to be applied//when the animation has completed
duration : variety of seconds how the animation will require;
delay : how much time to wait before animation starts;
options : various options we can make use of to change animation behavior;
animations : a block defining changes to animate; and
completion : another block this blog defining code to run if your animation has completed.
let duration 1.0 let delay 0.0//delay will probably be 0.0 seconds nothing let options //alter the timing curve to ease-in ease-out duration, delay: delay, options: options, animations: //any changes entered in this particular block will likely be animated, completion: finished in//any code entered here will likely be applied//after the animation has completed
A new addition in iOS 7, this technique allows us to make a physics-engine based animation.
duration : volume of seconds which the animation can take;
delay : how much time to wait before animation starts;
dampingRatio : simply how much oscillation 0 infinite 1none;
initialVelocity : how soon the animation starts 1 is typical;
options : various options we are able to use to change animation behavior;
animations : a block defining changes to animate; and
completion : another block this place defining code to run in the event the animation has completed.
let duration 1.0 let delay 0.0 let options let damping 0.5//set damping ration let velocity 1.0//set initial velocity duration, delay: delay, usingSpringWithDamping: damping, initialSpringVelocity: velocity, options: options, animations: //any changes entered with this block will likely be animated, completion: finished in//any code entered here will likely be applied//in the event the animation has completed
Apple have provided us with a couple of options that you can pass into your animation block methods.
Lets see how are you affected when we pass within an option of Repeat.
let options 1.0, delay: 0.0, options: options, animations: //any changes entered on this block will likely be animated CGRectx: 320-50, y: 120, width: 50, height: 50, completion: nil//Note: I didnt want to complete anything while using completion block//on this example so I the choice is yours to nil
The square performs the animation, then repeats the animation again before app is closed.
The square performs the requested animation, then this animations are finished in exact reverse order. But Theres a tad of a weird glitch where in the event the animation completes the square automatically jumps to your left edge with the screen and switches returning to red. Thats because this would be the last condition we left it.
Finally, lets see how you can combine multiple options by joining them together with the pipe character.
It receives a little annoying being forced to re-run the app whenever we want to discover the animation - especially once the animation isnt on loop.
Lets update the app so that this animation doesnt run automagically, but rather only occurs when a button is manually tapped.
drag a Button object to the storyboard and customize the button label to Animate.
I added constraints to just make a gap of 20pt within the bottom edge and both side edges.
Next, switch the assistant editor on what allows you to view the storyboard and swift class file with the same time.
Holding the control key down, drag from your button right into a space right below the
This will open a popover allowing you to create a connection. By default the partnership type will probably be Outlet. Change this to Action as well as in the name textfield enter a name for ones function and press the Connect Button.
This function is connected towards the button as part of your storyboard, and yes it will be called anytime the button is tapped. This is how you will create hooks between actions performed from the interface for your code
Finally, cut and paste the code from your
function in your new IBAction function so which the animation is only going to perform once the Animate button is tapped.
IBAction func animateButtonPressedsender: AnyObject //Create and convey a colored square let coloredSquare UIView//set background color to blue //set frame position and size in the square/iOS coordinate system starts at the summit left from the screen//CGRect produces a frame with x, y, width, height values//so this square is going to be at top left of screen, 50x50pt//CG in CGRectMake means Core Graphics CGRectx:0, y:120, width:50, height:50//finally, add the square for the screen coloredSquare//lets set the duration to just one.0 seconds//plus the animations block modify the background color//to red along with the x-position on the frame 1.0, animations: //for that x-position I entered 320-50 width of screen - width from the square//if you would like, you can just enter 270//but I prefer to go in the math to be a reminder of whats happenings CGRectx: 320-50, y: 120, width: 50, height: 50
Run the project again and trigger the animation by tapping the Animate button.
Unfortunately, when the animation ends, the square remains rolling around in its final position. This is where an animation function using a completion block is effective.
So now, well remodel your animation block to add in a completion block. For now all well do inside the completion block is take off the square.
1.0, animations: //animate color change and position CGRectx: 320-50, y: 120, width: 50, height: 50, completion: animationFinished in//when complete, take off the square from your parent view
Now if the animation completes, the square really should be removed setting you up on your next animation.
Now that we have now our animation put in place to act using a trigger you can really start checking benefits of creating animations programmatically: generative animations!
First off we need to complete some housekeeping to arrange our code for being more reusable. In programming this is termed refactoring.
let coloredSquare UIView CGRectx: 0, y: 120, width: 50, height: 50 coloredSquare
put in place some constants for your square let size: CGFloat 50 let yPosition: CGFloat 120//make the square by using these constants//within this example Ive also used the Objective-C convention for producing the CGRect//but I could manipulate CGRectx:0, y:yPosition, width:size, height:size like weve done previously - they can be equivalent let coloredSquare UIView CGRectMake0, yPosition, size, size coloredSquare
And lets refactor the our animation block so that what's more, it uses precisely the same square constants to define the animation. While were in internet marketing, lets create constants
setup some constants with the animation let duration 1.0 let delay 0.0 let options //define the animation duration, delay: delay, options: options, animations: //again utilize the square constants size and yPosition CGRectMake320-size, yPosition, size, size, completion: animationFinished in
Weve not changed any behavior on the code, weve just structured it in the different way which make it easier for your next step.
So running the app again shouldnt have noticeable effect.
So. Now lets affect the constants we created for your square so that rather than being a fixed number, these are assigned coming from a range of random numbers.
function which returns an entire number between zero plus the number you pass into your function. For example
We are able to use this plus some simple math to produce random numbers within a useful range for your animations.
set size for being a random number between 20.0 and 60.0 let size: CGFloat CGFloat arc4randomuniform4020//set yPosition to get a random number between 20.0 and 220.0 let yPosition: CGFloat CGFloat arc4randomuniform20020
Now everytime you tap the animate button, the square will certainly be a different size, and start coming from a different y-position.
Now we have now a reusable randomly-generated square and animation, we can make use of it several times by putting it in to a loop.
Loops in Swift are a great deal easier than Objective-C. Heres principle code to get a loop that goes from 0 to 10.
Lets all individuals animation code then it sits in the scope in the loop.
Until now our animations have already been pretty abstract. Now well pretend that the aim this whole time is to create an animation of an school of fish swimming through the screen. So well also eliminate the code that animates the history color, and change our UIView object
IBAction func animateButtonPressedsender: AnyObject //loop for significantly for loopNumber in 10 //setup some constants for your animation let duration: NSTimeInterval 1.0 let delay: NSTimeInterval 0.0 let options //setup some constants for that fish let size: CGFloat CGFloat arc4randomuniform4020 let yPosition: CGFloat CGFloat arc4randomuniform20020//produce the fish and add it on the screen let fish UIImageView UIImagenamed: CGRectMake0, yPosition, size, size fish//define the animation duration, delay: delay, options: options, animations: //move the fish CGRectMake320-size, yPosition, size, size, completion: animationFinished in//take away the fish
Now after we tap the animate button we have now 10 fish generated with each one of these a random size, at a random y-position.
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Learn the fundamental physics and motion principles that lie behind your 2D or 3D world, and time-tested approaches for bringing your animations one's.
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Dig to the roots of animation with this course for animators, motion graphics artists, and visual effects designers of levels. Author George Maestri looks at the basic concepts of animation and why are things moveand the options youll discover in almost every animation package, including X, Y, and Z planes, keyframes, animation paths, hierarchies, pivots, and rotation. Plus, learn time-tested techniques that bring your animations your, like easing, squash and stretch, exaggeration, staging, along with the importance of timing.
music playing Hi Im George Maestri and here you are at Foundations of Animation. Now this course is simply good overview from the basic principles you'll need to know to animate anything in either 2D or 3D. Were first going to travel over some in the basic laws to move. So, you probably know how things move. And then were going to mention animation software. And were going to discuss this a little generally.
And this should sign up for both 3D and 2D. And then were going to search over some in the basic principles of animation concerning how for making your animation look better. And then were going to travel over some from the basics of timing. As well as how you can animate for weight and size as well as music. So, without further ado, lets get started doing Foundations of Animation.
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