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    Feature Request: Anchor Point in Units

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    • D Offline
      Deeeds
      last edited by

      Currently it's only in percentage terms. Absolute units (of the world) very useful, too.

      As are units relative to self.

      Plus, please add the ability to adjust anchor points within code (at/during run time).

      Aidan_FireA 1 Reply Last reply Reply Quote 0
      • Aidan_FireA Offline
        Aidan_Fire @Deeeds
        last edited by

        Rotate behaviours having an anchor would be good too.

        D 1 Reply Last reply Reply Quote 1
        • D Offline
          Deeeds @Aidan_Fire
          last edited by

          @Aidan-Oxley Very good point!!!

          YES!!!

          Aidan_FireA 1 Reply Last reply Reply Quote 0
          • Aidan_FireA Offline
            Aidan_Fire @Deeeds
            last edited by Aidan_Fire

            @Deeeds And Scale behaviours. And Skew behaviours. And Move to Point.

            @administrators Why don’t we have anchor points for literally any behaviour that can take advantage of it, rather than having a Set Anchor behaviour as Deeeds suggested? This would include Transform By behaviours, Transform To behaviour and even Get Transform behaviours. I’ve had projects where getting for example the top right corner of my object would be really handy. I suppose I could still do that with trigonometry, but it would be so much nicer to do it with an anchor. Might add a bit of consistency too because some behaviours have anchors while others don’t.

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            • D Offline
              Deeeds @Aidan_Fire
              last edited by

              @Aidan-Oxley On a plus side, cocos2D is heavily anchor focused. It's (mostly) just a matter of surfacing what it already does in terms of providing anchor manipulation.

              On the culture side, every other game engine on earth (including Flash) focuses very heavily on providing the best possible manipulation of anchors because it's so inherently necessary to do anything remotely interesting with animation and transformation of objects. And that's before we consider the essential way anchors make grouping and nesting interesting for intricate, interdependent animations.

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              • D Offline
                Deeeds @Aidan_Fire
                last edited by

                @Aidan-Oxley by interdependencies, I mean the second object in a relationship looks to the first for transform information, whilst they're both children of another. And a third looks to the second. etc.

                This can be done for all aspects of transformation: scale, rotation, position and skew. The results are fantastic.

                From about 2 minutes into this video, you can see some of the results:

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