Jacob

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This is a really good example because it highlights some important problems with the spawner implementation. As a temporary workaround, you can use the fact that all boxes have the...

@Ross-Esmond since fixing three-shaking may be a bit of a problem (thank you decorators /s), maybe we could make the starry night instance injectable through the `parse` method? This would...

Yes, we have support for async signals and during rendering, we wait for any encountered Promises: https://github.com/motion-canvas/motion-canvas/blob/d5c5a1bfcd6a257f296b256ef6ad34f401829089/packages/core/src/scenes/GeneratorScene.ts#L147-L157 But I thought about passing an already awaited StarryNight, the thing that's currently...

I'm not sure how your proof of concept works, but you can access the delta time via: ```ts const dt = useProject().framesToSeconds(1); ``` which would allow you to simulate springs...

Yes, we used to have a migration section during early access: https://github.com/motion-canvas/motion-canvas/commit/804a082911b2af0a0c35a97b7976fd0660f7e052 We'll add it back when there are breaking changes to put there. I agree with the need for...

I think we could put it on a status bar. As mentioned in https://github.com/motion-canvas/motion-canvas/issues/19#issuecomment-1419484450 I'm claiming this issue for myself, though. I'd like to keep absolute control over the UI...

This issue sounds like you want to change when the seeking happens. But I'm confused by this part: > reuse that logic to seek whenever the mouse cursor is over...

We can add that but keep in mind that the time it takes to seek backward is linearly proportional to the duration of the scene. Here's an example from the...

I think confusion is something difficult to measure - your expectations may be different than mine. This is an edit animation so it feels natural to me that the newly...