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I mentioned in https://github.com/vueuse/motion/issues/226 that I've been working on a library to implement layout animations, and @tmg0 asked for some reproduction of what is missing in Hero Motion.
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If a css property decides capture mode, how do we resolve when it's different between old/new DOM. we generally err towards resolving such conflicts from new DOM state. But in this case it changes how…
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Is there a tentative date for the Sparse Accessor packing support for GLTF/GLB shape keys animation?
Right now this line in `GLTFLoader.js` gives an error that `bufferViews[i] is undefined`:
`desc…
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I couldn't find any mention of [Shape Keys](https://docs.blender.org/manual/en/4.2/animation/shape_keys/index.html) (or Blend Shapes) in the docs so I propose the addition of support it in EZEngine. T…
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Morphing is an image processing technique to progressively transition from one graphical object into another. This visual technique can be use to create animations where one object(image) gets transfo…
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We want to be able to specify "how hard" the cars are trying to stay at the specified position and orientation in an animation.
Some sort of smooth, squishy physics would be insane.
With this,…
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```
This format maybe could be extended to efficiently compress animations done as
morphing between vertex positions (vertex / face numbers and order must be the
same in every frame).
Base frame wo…
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```
This format maybe could be extended to efficiently compress animations done as
morphing between vertex positions (vertex / face numbers and order must be the
same in every frame).
Base frame wo…
-
```
This format maybe could be extended to efficiently compress animations done as
morphing between vertex positions (vertex / face numbers and order must be the
same in every frame).
Base frame wo…
-
```
This format maybe could be extended to efficiently compress animations done as
morphing between vertex positions (vertex / face numbers and order must be the
same in every frame).
Base frame wo…