facebook – About posting GIF animations

If you base64 encode a GIF animation encoded with shareAsync () from FBInstantGameAPI v6.2, the GIF animation will be played when posting via a PC browser, and the GIF animation will not be played when posting via the Facebook app.

There is no difference in implementation between PC and smartphone.

Please let me know if anyone knows how to solve this problem.

04/18 – Missing animations – Ask Ubuntu

I have just installed Ubuntu 18.04.4 (actually a few times) and still find that all animations are missing. Ubuntu deactivated them immediately after installation or they disappear after a while. I checked optimizations, it says the animations are enabled, but they just don't show up. Anyway, I can't figure out how to turn it on. If someone could help me, I would be very happy. https://drive.google.com/open?id=1TfQM7LLuda53tB7uGSenBn-10hiLXOQQ

Animations – Can I upload a GIF larger than 480px to a Facebook post?

I'm trying to upload a GIF to a Facebook post. The original GIF is 414 x 614 pixels. After uploading it, I understand that it will be converted automatically and the resulting size is so small that the text on the GIF is unreadable. I also tried uploading the GIF to GIPHY and there I can see that the uploaded file is 324×480 (slightly larger than the Facebook post and almost readable but not as much as I need).

Is there a way to upload the GIF in its original size to a Facebook post?

Animations do not work in any browser

Hi there,
I am working on an application written in dHTML (HTML, CSS, JavaScript and Perl / CGI) that runs under Apache and mod_perl on a Windows 10 base PC. The operating system and all browsers are up to date.

I have a CSS file to load the animation. As expected, it runs in an HTML file in all browsers where I run tests (Chrome, Edge, FF, IE and Opera). It doesn't run in a Perl / CGI file at all. It places and looks right, but is not animated. I have the CGI module on an HTML skeleton, the CSS and the …

Animations do not work in any browser

dart – Flutter: The custom transition (PageRouteBuilder) disables the hero animations

I am currently trying to make a custom transition with PageRouteBuilder, However, when I use it, my hero animations stop working.

Note: It works with other transitions, including other custom transitions.


import 'package:flutter/material.dart';

class EnterExitRoute extends PageRouteBuilder {
  final Widget enterPage;
  final Widget exitPage;
  EnterExitRoute({this.exitPage, this.enterPage})
      : super(
          pageBuilder: (
            BuildContext context,
            Animation animation,
            Animation secondaryAnimation,
          ) {
            return enterPage;
          } ,
          transitionsBuilder: (
            BuildContext context,
            Animation animation,
            Animation secondaryAnimation,
            Widget child,
          ) {
              return Stack(
                children: (
                    position: new Tween(
                      begin: const Offset(0.0, 0.0),
                      end: const Offset(-1.0, 0.0),
                    child: exitPage,
                    position: new Tween(
                      begin: const Offset(1.0, 0.0),
                      end: Offset.zero,
                    child: enterPage,

I guess the hero animation can't keep up SlideTransition,

Any ideas on how to fix that?

3d – Spheres calculate 2D speeds in perspective projected animations

I created two animations that consist of spheres that move in a perspective-projected 3D space. This means that the size and speed of the spheres vary with distance: they increase when they are closer to the viewer (the camera) and decrease when they move further away from the viewer. Both animations are played on a computer 2D screen.

By doing Random motion animationthe balls move randomly in different directions (GIF 1). In my code I calculated their spherical coordinates (sphere.position.xyz) with the two angles theta and phi (see below the formulas used for the position and their derivatives).

By doing Optical flow animation, it is the camera that moves along the z-axis (camera_z – = .1) and the balls do not move (GIF 2).

As part of a neuroscientific experiment, the perception of the speed between the two animations has to be adjusted. Therefore, the 2D speed must first be calculated in both animations screen coordinates instead of the world coordinates). What are the respective speed formulas for each animation? Does the speed of each sphere in the optical flow calculation correspond to the speed of the camera?

Enter image description here

Enter image description here

Here's how I generated sphere coordinates in the random animation:

for sphere in spheres:

        sphere.position.xy = np.random.uniform(-25, 25, size=2)
        z = np.random.uniform(near_z, far_z)

        sphere.position.z = z
        sphere.position.x *= z/-50
        sphere.position.y *= z/-50

        sphere.theta_deg = np.random.rand(1) * 360
        sphere.phi_deg = np.random.rand(1) * 360

        theta_rad = sphere.theta_deg * np.pi / 180
        phi_rad = sphere.phi_deg* np.pi / 180

        sphere.dx = speed * np.sin(-phi_rad - theta_rad) / frameRate
        sphere.dy = -speed * np.cos(phi_rad + theta_rad) / frameRate
        sphere.dz = -speed * np.cos(theta_rad) / frameRate

2d – Unity: sprite sheet character with various independent animations

I want to be able to animate different parts of a character's body independently, and I can't figure out how to do that.
I have an animation for the head and one for the legs, each created by several .pngs. The head animation (blinking) is random, while the legs are only animated when the player is moving.

I created an empty GameObject (player) with 3 children: head (initial head sprite + animator component), chest (only 1 sprite since it is not animated) and legs (like head).

I tried to use the same animator controller for the head and legs, with 2 separate layers, each with different states (blinking / no blinking, walking / no walking, each with their own animations (consisting of several .png files ))). Transitions are controlled by various parameters.
There is no animation when these parameter values ​​are changed. I tried to change the weight of the different animation levels but still nothing happened. The player would move without animation.

What am I doing wrong? Is there any other way to better animate characters with sprite sheets?

Thanks a lot!

Sitemap – Site Maps: Show animations in a site map that the user has to navigate

I need to create a sitemap for a microsite.

To provide background information, the website focuses on the treatment of chronic obstructive pulmonary disease (COPD). I'm still fairly new to writing site maps.

The idea is to keep the page "simple". The user lands on the construction site and is transported to begin a patient journey. They then receive animations for 3 patients in different stages of their COPD condition. The three patient stories are presented one after the other. They are then sent to a page that contains information and links to other pages, etc. The client wants the user to be able to replay each story if the user so desires.

My question is, are there certain ways to show this or what would be the best way to present it?

At first I thought I would make a branch from the landing page, list the three profiles, and then list the information page in a second branch from the landing page. Although I think this covers the entire content, I don't think it makes it clear that the user will see the animations firstEnter image description here

Then I considered why I shouldn't start the landing page and then branch off each patient profile as shown in the image below. I think that's a little clearer in the site structure. However, it looks like you have to crawl a lot of pages to get to the content, and I wonder if this is more like a user flow than a sitemap. I could summarize the patient profiles in a box and write down the content.

Are there certain ways to show this or a good way to show it?

Enter image description here

Unity – Imported FBX animations (exported from Blender) have different, more chaotic keyframes than in the .blend file?

I imported a character into Unity 2019.2.8 that I created in Blender 8.0 and that was exported from this program in .FBX format. The animations are reproduced immediately (perceived, but the keyframes are very confusing and out of place in comparison).

What can it do? The animations in Blender and Unity are the same length (I checked them). So what happened to the keys? How can I reimport these animations so that the keys match?