I am currently using ViewPropertyAnimators to scale an ImageView. However, the problem is that the image always scales outwards from the center, when I want it to scale from the leftmost edge and out towards the right. There does not seem to be a pivot method. Is there another way for me to do this?
With this trainer you can create your own shapes and unlike other animators pivot in this application does not have to do each frame one by one, but only enough to move a stick in one direction and this will move aya.
Pivot Animator is designed to be a user friendly way of creating 2D stick-man animations. The basic concept is that stick figures can be easily moved and positioned by dragging handles. An animation is made up of frames added to the time-line, which are shown at the top of the screen. This can require more time to create a smooth animation than it does in flash for example, because Pivot doesn't support frame tweening. This however makes Pivot very easy to use and gives the animator full control over figure movement.
If the Collide or Dynamic tag is applied to a layer or non-independent group, it uses the mesh associated with the nearest parent-independent group in the puppet structure. Also, when setting up a hierarchy of groups for ragdoll movement, change the Attach Style for the groups to Hinge to make each group pivot as expected. When the Dynamic tag is assigned to a group that contains Dangle handles, the group will not move rigidly but can still dangle.
The mathematical formula used for applying pivot offsets to Meshes was incorrect, and was inconsistent with how it worked for Billboard particles. To achieve the correct scale, the Pivot Offset should be multiplied by the size of the particle, so a Pivot Offset of 1 is equal to one full width of the particle.
For Meshes, the size was being multiplied twice, meaning the pivot amount was based on the squared particle size. This made it impossible to get consistent results in systems containing varying sized particles.
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