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Joystick 'n Sliders 1.6.6: A Review of the Best Rigging Plugin for After Effects

Joystick controllers are commonly used in 3D character rigging for facial animation. With this tool, you simply set five consecutive keyframes to represent your origin, right, left, top, and bottom extremes. With those layers selected, you can instantly create a joystick controller on the stage that will interpolate between those extremes appropriately.

Joystick ‘n Sliders 1.6.6


Sliders are similar in setup to Joysticks. While sliders may feel more technical than joysticks for controlling your animation, they can be much more powerful. Unlike joysticks, there is no limit to how many poses you can create with your layers. Additionally, you can mix them together in any way you wish. This is great for rigging hands, eyes, mouths, or even a set of poses for the entire body of a character. It can even be used for motion graphics and abstract animation.

Out of the box the Arduino Leonardo and the Arduino Micro appear to the host computer as a generic keyboard and mouse. This article discusses how the Arduino Leonardo and the Arduino Micro can also appear as one or more generic Game Controllers or Joysticks. The Arduino Joystick Library Version 2.0 can be used with Arduino IDE 1.6.6 (or above) to add one or more joysticks (or gamepads) to the list of HID devices an Arduino Leonardo or Arduino Micro (or any Arduino clone that is based on the ATmega32u4) can support. This will not work with Arduino IDE 1.6.5 (or below) or with non-32u4 based Arduino devices (e.g. Arduino UNO, Arduino MEGA, etc.).

The JoystickTest example sketch is included with the library. I recommend using this example to verify everything is working properly before beginning to write your own sketch files. Load, compile, and upload this example sketch file to an Arduino Leonardo or Micro using the Arduino IDE (version 1.6.6 or above).

Once the Arduino Leonardo or Micro has been tested using the JoystickTest example, I suggest making a simple gamepad controller. You will need five buttons to build this simple example. Each button will correspond to one of the following joystick functions: up, down, left, right, and fire.

I'm interested in adapting the Joystick library to accept the X, Y and Z axis outputs from an ADXL 345 Three Axis Accelerometer. It's output are three values, representing the force of gravity, expressed in meters per second per second. I'm looking to map those values - which are basically -10 to +10, to a value between -512 and +512, for a total range of 1024, which would mimic the output of a potentiometer in an analog joystick. I know that I can use the Arduino Map function to do the mapping, but am unsure how to modify the Arduino code or Joystick Library to send that mapped value, using the Joystick.sendState(); command. I'm using an Arduino Leonardo with a custom built aircraft yoke. My mechanical design skills are much better than my coding skills. Any suggestions would be welcome.

Hi Matthew,I am building a B737 Throttle and I need to turn on a LED Parking Brake Light when I set the parking brake switch. How would you turn on a pin for the output with your joystick program. I know diddly squat about programing.Best Regards,Dale Reitz

REMEMBER to SAVE before starting making every game, it's essential especially in the early stage because bad games have huge penalties on sales and it's really easy to go bankrupt. If the review score is not good, load the game and change the topic/genre/platform or sliders during the development.

For example, in order to get best quality based on allocation of sliders, you only need to never apply less than 20% to certain topics (3-6 per genre), never apply more than 20% to certain topics (0-3 per genre) and at least twice apply more than 40% to certain topics (3-6 per genre). However, in order to make a worst quality game, you need to invert all of that - always apply less than 20% to certain topics (3-6 per genre), always apply more than 20% to certain topics (0-3 per genre).

Therefore, if you go for best quality, you have 60% freedom (meaning 60% of 100% of the slider is okay, remaining is not) in 2 sliders, 80% freedom in 1-4 sliders, 20% freedom in 0-3 sliders and 100% freedom in remaining 0-6 sliders, and if you go for worst quality, you have 20% freedom in 3-6 sliders, 80% freedom in 0-3 sliders and 100% freedom in remaining 0-6 sliders. If you compare that, you see that you have 500%-800% (out of total 900%) freedom in the first case, and 360%-660% in the second case. Therefore, if you adhere to "best quality" rule set, you have more creative freedom than if you adhere to "worst quality" rule set.

Design sliders allow the player to control the time allocation for the various aspects of the project. The higher a slider is set to with respect to others, the more allocated time it will receive during development, which can be previewed at the bottom bar of the game development screen.

When reading the tables below, remember, it is the bottom composite bar consisting of three parts (located under the sliders) that is important, not how much percentage you assign to each slider individually. All those 40%'s and 20%'s refer to the relative size of the field's part on the bottom bar.

IMPORTANT NOTE: This article is for Arduino IDE version 1.6.6 (or above). To add a USB Game Controller to an Arduino Leonardo or Micro using Arduino IDE version 1.6.5 (or below) see the following Instructable: Add USB Game Controller to Arduino Leonardo/Micro.

Included in the library is a test sketch, called UsbJoystickTest.ino (or UsbJoystick2Test.ino or UsbJoystick3Test.ino). This sketch should be loaded, compiled, and uploaded to the Arduino Leonardo or Micro using the Arduino IDE (version 1.6.6 or above).

Hi Zokss. I also have an arduino pro micro.. I connect the x axis to A0 and the y axis to A1 of the board. The ground and 5V go to the board also... but since I have exactly 2/10 programming knowledge, I'd love to see if you could help me program something that I can copy/paste to the Arduino tool, compile and upload to the pro micro.. :-)I only need to be able to use the 2 axis on the mini joystick... in order for this I need the arduino pro micro to be recognized as a Game Controller by windows as a 2 axis controller. as a bonus, if you could also program the click on the thumbstick as a button, it'd be great... I really appreciate any help as I have searched all over the internet and what I have found is that when most people help, they assume you know some of the steps needed.... and i haven't been able to get this going for a couple of days now... I guess this SHOULD be a simple program, but as I told you before, I'm a newbie in this...Thanks!

Hi,I built a joystick with 16 buttons and 4 axeseverything works in the windows control panel, buttons, axis x, axis y, throttle and rudderin the game does not see axis (configuration does not associate).can you help me?[code]#include #include #define ENABLE_PULLUPS#define NUMBUTTONS 16#define NUMROWS 4#define NUMCOLS 4int X1 = A0;int Y1 = A1;int rudder = A2;int throttle = A3;byte buttons[NUMROWS][NUMCOLS] = 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15,;byte rowPins[NUMROWS] = 6, 7, 8, 9;byte colPins[NUMCOLS] = 2, 3, 4, 5;Keypad buttbx = Keypad( makeKeymap(buttons), rowPins, colPins, NUMROWS, NUMCOLS);Joystick_ Joystick(JOYSTICK_DEFAULT_REPORT_ID, JOYSTICK_TYPE_GAMEPAD, 16, 0, true, true, false, false, false, false, true, true, false, false, false);void setup() Joystick.begin(); Joystick.setXAxisRange(-512, 512); Joystick.setYAxisRange(-512, 512); Joystick.setRudderRange(0, 1023); Joystick.setThrottleRange(0, 1023);void JButtonStates() Joystick.setXAxis(analogRead(X1) - 512); Joystick.setYAxis(analogRead(Y1) - 512); Joystick.setRudder(analogRead(rudder)); Joystick.setThrottle(analogRead(throttle));void loop() JButtonStates(); delay(50); CheckAllButtons();void CheckAllButtons(void) if (buttbx.getKeys()) for (int i = 0; i if ( buttbx.key[i].stateChanged ) switch (buttbx.key[i].kstate) case PRESSED: case HOLD: Joystick.setButton(buttbx.key[i].kchar, 1); break; case RELEASED: case IDLE: Joystick.setButton(buttbx.key[i].kchar, 0); break; [/code]

Real Flight Simulator v.1.7.0 - 2022-10-25- New PALLET LOADER Ground VehicleBehold the details of the new vehicle for loading and unloading cargo from large freighter planes.- New map settingsA new menu for the game map where you will be able to enable and disable numerous options that will allow you to have a clearer and simpler map or detailed at every point- Improved interior sound effectsEnjoy the new, even more realistic sounds inside the cockpit- New camera options: FREE (one hand) + DRONE (virtual joysticks)The old free camera was restored in addition to the new drone camera for even more breathtaking footage- New option to modify waypoints altitude and speed in FMCNow it is even easier to create your flight plan. Editable directly during flight and fully customizable

Bug fixes:- Fixed flight path in fly now- Fixed free camera: camera pattern button wrong status, interaction disabled with some switches- Fixed cargo vehicle not aligned during loading on some aircraft- Fixed fan blur reflection- Fixed automatic camera with map enabled- Minor improvements to contrails during night- Fixed aircraft start from runway with engine off after import kml- Fixed virtual joystick glitch when switching cameras- Fixed Facebook unlink error 1013- Fixed ILS not aligned on Nav Display on LD/SD airports- Fixed pushback sound not stopped- Fixed pushback stop with aircraft in movement - Fixed VHHH taxi issues


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