TikZ-Roulette: Make animation more realistic
Consider the following MWE:
documentclass[tikz]{standalone}
usetikzlibrary{backgrounds}
definecolor{filz}{RGB}{56,114,73}
%pagecolor{filz}
newcommand{roulette}[1]{
% pgfmathsetseed{3}
pgfmathsetmacrorandom{10*random(0,36)}
foreach n in {0,10,...,random}
% foreach n in {random,...,random}
{
begin{tikzpicture}
useasboundingbox (-.5,-.75) rectangle (3.5,2.75);
begin{scope}[scale=.25,shift={(-2,10)}]
foreach x in {1,...,3}
foreach y in {1,...,12}
{
pgfmathsetmacronumber{int(x+3*(y-1))}
pgfmathsetmacrotestnumber{int(mod(number,2))}
ifnumtestnumber=0
node[scale=.25,text=white,fill=red,minimum height=1.01cm,minimum width=1.01cm] at (x,-y) {Hugenumber};
else
node[scale=.25,text=white,fill,minimum height=1.01cm,minimum width=1.01cm] at (x,-y) {Hugenumber};
fi
}
node[scale=.25,text=white,fill=red,minimum height=1.01cm,minimum width=3.01cm] at (2,0) {Huge 0};
pgfmathsetmacrotesting{#1}
pgfmathsetmacrosecure{int(mod(int(testing),3))}
ifnumsecure=0
pgfmathsetmacroxpos{mod(testing,3)+3}
pgfmathsetmacroypos{-int(testing/3)}
else
pgfmathsetmacroxpos{mod(testing,3)}
pgfmathsetmacroypos{-int(testing/3)-1}
fi
ifnum#1>0
pgfmathsetmacroanothertest{int(mod(#1,2))}
ifnumanothertest=0
draw[black,thick,fill=red] (xpos,ypos) circle(.2);
else
draw[red,thick,fill=black] (xpos,ypos) circle(.2);
fi
else
draw[black,thick,fill=red] (1,0) circle(.2);
fi
end{scope}
begin{scope}[shift={(2,1)}]
foreach[count=xx] x in {0,20,...,340}
{
fill[red] (x:1) arc(x:x+10:1) -- (x+10:.75) arc(x+10:x:.75) -- cycle;
fill[rotate=10] (x:1) arc(x:x+10:1) -- (x+10:.75) arc(x+10:x:.75) -- cycle;
draw[fill=white] (x:1) arc(x:x+10:1) -- (x+10:1.25) arc(x+10:x:1.25) -- cycle;
draw[fill=white,rotate=10] (x:1) arc(x:x+10:1) -- (x+10:1.25) arc(x+10:x:1.25) -- cycle;
pgfmathsetmacronn{int(2*(xx-1))}
pgfmathsetmacronnn{int(2*xx-1)}
node[red,rotate=x,scale=.5] at (x+5:1.1) {nn};
node[scale=.5,rotate=x+15] at (x+15:1.1) {nnn};
}
fill[ball color=white] (n+5:{1-.05-(((1-2*.05)-.75)/2)}) circle(.05);
end{scope}
begin{pgfonlayer}{background}
fill[filz] (current bounding box.south west) rectangle (current bounding box.north east);
end{pgfonlayer}
end{tikzpicture}
}
}
begin{document}
roulette{0}
end{document}
Here is the output:
I know, that the numbers are not in the right order and that there is one number missing, but it's not important. My question is:
How can I achieve, that the roulette slice is rotating clockwise, while the ball is rotating counter-clockwise to the slice and that the both stop rotating, when the ball falls into a cell. The rotating should be just like in real life, i.e. the rotation is at the beginning faster than at the end.
tikz-pgf animations fun
add a comment |
Consider the following MWE:
documentclass[tikz]{standalone}
usetikzlibrary{backgrounds}
definecolor{filz}{RGB}{56,114,73}
%pagecolor{filz}
newcommand{roulette}[1]{
% pgfmathsetseed{3}
pgfmathsetmacrorandom{10*random(0,36)}
foreach n in {0,10,...,random}
% foreach n in {random,...,random}
{
begin{tikzpicture}
useasboundingbox (-.5,-.75) rectangle (3.5,2.75);
begin{scope}[scale=.25,shift={(-2,10)}]
foreach x in {1,...,3}
foreach y in {1,...,12}
{
pgfmathsetmacronumber{int(x+3*(y-1))}
pgfmathsetmacrotestnumber{int(mod(number,2))}
ifnumtestnumber=0
node[scale=.25,text=white,fill=red,minimum height=1.01cm,minimum width=1.01cm] at (x,-y) {Hugenumber};
else
node[scale=.25,text=white,fill,minimum height=1.01cm,minimum width=1.01cm] at (x,-y) {Hugenumber};
fi
}
node[scale=.25,text=white,fill=red,minimum height=1.01cm,minimum width=3.01cm] at (2,0) {Huge 0};
pgfmathsetmacrotesting{#1}
pgfmathsetmacrosecure{int(mod(int(testing),3))}
ifnumsecure=0
pgfmathsetmacroxpos{mod(testing,3)+3}
pgfmathsetmacroypos{-int(testing/3)}
else
pgfmathsetmacroxpos{mod(testing,3)}
pgfmathsetmacroypos{-int(testing/3)-1}
fi
ifnum#1>0
pgfmathsetmacroanothertest{int(mod(#1,2))}
ifnumanothertest=0
draw[black,thick,fill=red] (xpos,ypos) circle(.2);
else
draw[red,thick,fill=black] (xpos,ypos) circle(.2);
fi
else
draw[black,thick,fill=red] (1,0) circle(.2);
fi
end{scope}
begin{scope}[shift={(2,1)}]
foreach[count=xx] x in {0,20,...,340}
{
fill[red] (x:1) arc(x:x+10:1) -- (x+10:.75) arc(x+10:x:.75) -- cycle;
fill[rotate=10] (x:1) arc(x:x+10:1) -- (x+10:.75) arc(x+10:x:.75) -- cycle;
draw[fill=white] (x:1) arc(x:x+10:1) -- (x+10:1.25) arc(x+10:x:1.25) -- cycle;
draw[fill=white,rotate=10] (x:1) arc(x:x+10:1) -- (x+10:1.25) arc(x+10:x:1.25) -- cycle;
pgfmathsetmacronn{int(2*(xx-1))}
pgfmathsetmacronnn{int(2*xx-1)}
node[red,rotate=x,scale=.5] at (x+5:1.1) {nn};
node[scale=.5,rotate=x+15] at (x+15:1.1) {nnn};
}
fill[ball color=white] (n+5:{1-.05-(((1-2*.05)-.75)/2)}) circle(.05);
end{scope}
begin{pgfonlayer}{background}
fill[filz] (current bounding box.south west) rectangle (current bounding box.north east);
end{pgfonlayer}
end{tikzpicture}
}
}
begin{document}
roulette{0}
end{document}
Here is the output:
I know, that the numbers are not in the right order and that there is one number missing, but it's not important. My question is:
How can I achieve, that the roulette slice is rotating clockwise, while the ball is rotating counter-clockwise to the slice and that the both stop rotating, when the ball falls into a cell. The rotating should be just like in real life, i.e. the rotation is at the beginning faster than at the end.
tikz-pgf animations fun
3
I guess that this is more a question on the conversion (unless you are looking for an inline animation). Here you can read how one can compile to mp4. Whether or not it is possible to automatically change the speed of an mp4, I do not know, but you could afford many slides such that the effect can be achieved, which is probably hard with gifs which become really huge.
– marmot
7 hours ago
add a comment |
Consider the following MWE:
documentclass[tikz]{standalone}
usetikzlibrary{backgrounds}
definecolor{filz}{RGB}{56,114,73}
%pagecolor{filz}
newcommand{roulette}[1]{
% pgfmathsetseed{3}
pgfmathsetmacrorandom{10*random(0,36)}
foreach n in {0,10,...,random}
% foreach n in {random,...,random}
{
begin{tikzpicture}
useasboundingbox (-.5,-.75) rectangle (3.5,2.75);
begin{scope}[scale=.25,shift={(-2,10)}]
foreach x in {1,...,3}
foreach y in {1,...,12}
{
pgfmathsetmacronumber{int(x+3*(y-1))}
pgfmathsetmacrotestnumber{int(mod(number,2))}
ifnumtestnumber=0
node[scale=.25,text=white,fill=red,minimum height=1.01cm,minimum width=1.01cm] at (x,-y) {Hugenumber};
else
node[scale=.25,text=white,fill,minimum height=1.01cm,minimum width=1.01cm] at (x,-y) {Hugenumber};
fi
}
node[scale=.25,text=white,fill=red,minimum height=1.01cm,minimum width=3.01cm] at (2,0) {Huge 0};
pgfmathsetmacrotesting{#1}
pgfmathsetmacrosecure{int(mod(int(testing),3))}
ifnumsecure=0
pgfmathsetmacroxpos{mod(testing,3)+3}
pgfmathsetmacroypos{-int(testing/3)}
else
pgfmathsetmacroxpos{mod(testing,3)}
pgfmathsetmacroypos{-int(testing/3)-1}
fi
ifnum#1>0
pgfmathsetmacroanothertest{int(mod(#1,2))}
ifnumanothertest=0
draw[black,thick,fill=red] (xpos,ypos) circle(.2);
else
draw[red,thick,fill=black] (xpos,ypos) circle(.2);
fi
else
draw[black,thick,fill=red] (1,0) circle(.2);
fi
end{scope}
begin{scope}[shift={(2,1)}]
foreach[count=xx] x in {0,20,...,340}
{
fill[red] (x:1) arc(x:x+10:1) -- (x+10:.75) arc(x+10:x:.75) -- cycle;
fill[rotate=10] (x:1) arc(x:x+10:1) -- (x+10:.75) arc(x+10:x:.75) -- cycle;
draw[fill=white] (x:1) arc(x:x+10:1) -- (x+10:1.25) arc(x+10:x:1.25) -- cycle;
draw[fill=white,rotate=10] (x:1) arc(x:x+10:1) -- (x+10:1.25) arc(x+10:x:1.25) -- cycle;
pgfmathsetmacronn{int(2*(xx-1))}
pgfmathsetmacronnn{int(2*xx-1)}
node[red,rotate=x,scale=.5] at (x+5:1.1) {nn};
node[scale=.5,rotate=x+15] at (x+15:1.1) {nnn};
}
fill[ball color=white] (n+5:{1-.05-(((1-2*.05)-.75)/2)}) circle(.05);
end{scope}
begin{pgfonlayer}{background}
fill[filz] (current bounding box.south west) rectangle (current bounding box.north east);
end{pgfonlayer}
end{tikzpicture}
}
}
begin{document}
roulette{0}
end{document}
Here is the output:
I know, that the numbers are not in the right order and that there is one number missing, but it's not important. My question is:
How can I achieve, that the roulette slice is rotating clockwise, while the ball is rotating counter-clockwise to the slice and that the both stop rotating, when the ball falls into a cell. The rotating should be just like in real life, i.e. the rotation is at the beginning faster than at the end.
tikz-pgf animations fun
Consider the following MWE:
documentclass[tikz]{standalone}
usetikzlibrary{backgrounds}
definecolor{filz}{RGB}{56,114,73}
%pagecolor{filz}
newcommand{roulette}[1]{
% pgfmathsetseed{3}
pgfmathsetmacrorandom{10*random(0,36)}
foreach n in {0,10,...,random}
% foreach n in {random,...,random}
{
begin{tikzpicture}
useasboundingbox (-.5,-.75) rectangle (3.5,2.75);
begin{scope}[scale=.25,shift={(-2,10)}]
foreach x in {1,...,3}
foreach y in {1,...,12}
{
pgfmathsetmacronumber{int(x+3*(y-1))}
pgfmathsetmacrotestnumber{int(mod(number,2))}
ifnumtestnumber=0
node[scale=.25,text=white,fill=red,minimum height=1.01cm,minimum width=1.01cm] at (x,-y) {Hugenumber};
else
node[scale=.25,text=white,fill,minimum height=1.01cm,minimum width=1.01cm] at (x,-y) {Hugenumber};
fi
}
node[scale=.25,text=white,fill=red,minimum height=1.01cm,minimum width=3.01cm] at (2,0) {Huge 0};
pgfmathsetmacrotesting{#1}
pgfmathsetmacrosecure{int(mod(int(testing),3))}
ifnumsecure=0
pgfmathsetmacroxpos{mod(testing,3)+3}
pgfmathsetmacroypos{-int(testing/3)}
else
pgfmathsetmacroxpos{mod(testing,3)}
pgfmathsetmacroypos{-int(testing/3)-1}
fi
ifnum#1>0
pgfmathsetmacroanothertest{int(mod(#1,2))}
ifnumanothertest=0
draw[black,thick,fill=red] (xpos,ypos) circle(.2);
else
draw[red,thick,fill=black] (xpos,ypos) circle(.2);
fi
else
draw[black,thick,fill=red] (1,0) circle(.2);
fi
end{scope}
begin{scope}[shift={(2,1)}]
foreach[count=xx] x in {0,20,...,340}
{
fill[red] (x:1) arc(x:x+10:1) -- (x+10:.75) arc(x+10:x:.75) -- cycle;
fill[rotate=10] (x:1) arc(x:x+10:1) -- (x+10:.75) arc(x+10:x:.75) -- cycle;
draw[fill=white] (x:1) arc(x:x+10:1) -- (x+10:1.25) arc(x+10:x:1.25) -- cycle;
draw[fill=white,rotate=10] (x:1) arc(x:x+10:1) -- (x+10:1.25) arc(x+10:x:1.25) -- cycle;
pgfmathsetmacronn{int(2*(xx-1))}
pgfmathsetmacronnn{int(2*xx-1)}
node[red,rotate=x,scale=.5] at (x+5:1.1) {nn};
node[scale=.5,rotate=x+15] at (x+15:1.1) {nnn};
}
fill[ball color=white] (n+5:{1-.05-(((1-2*.05)-.75)/2)}) circle(.05);
end{scope}
begin{pgfonlayer}{background}
fill[filz] (current bounding box.south west) rectangle (current bounding box.north east);
end{pgfonlayer}
end{tikzpicture}
}
}
begin{document}
roulette{0}
end{document}
Here is the output:
I know, that the numbers are not in the right order and that there is one number missing, but it's not important. My question is:
How can I achieve, that the roulette slice is rotating clockwise, while the ball is rotating counter-clockwise to the slice and that the both stop rotating, when the ball falls into a cell. The rotating should be just like in real life, i.e. the rotation is at the beginning faster than at the end.
tikz-pgf animations fun
tikz-pgf animations fun
asked 8 hours ago
current_user
3,1351435
3,1351435
3
I guess that this is more a question on the conversion (unless you are looking for an inline animation). Here you can read how one can compile to mp4. Whether or not it is possible to automatically change the speed of an mp4, I do not know, but you could afford many slides such that the effect can be achieved, which is probably hard with gifs which become really huge.
– marmot
7 hours ago
add a comment |
3
I guess that this is more a question on the conversion (unless you are looking for an inline animation). Here you can read how one can compile to mp4. Whether or not it is possible to automatically change the speed of an mp4, I do not know, but you could afford many slides such that the effect can be achieved, which is probably hard with gifs which become really huge.
– marmot
7 hours ago
3
3
I guess that this is more a question on the conversion (unless you are looking for an inline animation). Here you can read how one can compile to mp4. Whether or not it is possible to automatically change the speed of an mp4, I do not know, but you could afford many slides such that the effect can be achieved, which is probably hard with gifs which become really huge.
– marmot
7 hours ago
I guess that this is more a question on the conversion (unless you are looking for an inline animation). Here you can read how one can compile to mp4. Whether or not it is possible to automatically change the speed of an mp4, I do not know, but you could afford many slides such that the effect can be achieved, which is probably hard with gifs which become really huge.
– marmot
7 hours ago
add a comment |
2 Answers
2
active
oldest
votes
I followed a slightly different approach from @samcarter's and just assumed that the angular velocity decreases linearly from some maximal value vmax
to zero. Then I integrated the angular velocity to get an angle. Sorry, I had to shorten your code a bit to produce a gif that can be uploaded. Unfortunately, I do not know how to upload mp4 files, which can be produced as described in this other answer by @samcarter.
documentclass[tikz,border=3.14mm]{standalone}
begin{document}
pgfmathsetmacro{Frame}{0}
tikzset{declare function={tmax=100;
vmax=40;
rot(t)=(t/2)*(2-t/tmax)*vmax;}}
foreach Frame in {0,...,100}
{begin{tikzpicture}
foreach Y [evaluate=Y as X using {10*Y+rot(Frame)}] in {0,...,35}
{
ifoddY
fill (X-5:2.5) -- (X-5:2) arc(X-5:X+5:2) -- (X+5:2.5) arc(X+5:X-5:2.5);
node[rotate=X] at (X:2.75){Y};
else
fill[red] (X-5:2.5) -- (X-5:2) arc(X-5:X+5:2) -- (X+5:2.5) arc(X+5:X-5:2.5);
node[rotate=X,red] at (X:2.75){Y};
fi
draw (X-5:2.5) -- (X-5:3) arc(X-5:X+5:3)
-- (X+5:2.5) arc(X+5:X-5:2.5);
}
shade[ball color=gray] ({-rot(Frame)}:2.25) circle (1mm);
end{tikzpicture}}
end{document}
add a comment |
For the part of your question about the slowing down:
A simple solution would be to write a wrapper document that displays each page of your animation an increasing number of times.
For example if your animation creates 16 pages, the following document will show the first page one time, the second page two times etc. You could also use other functions, this linear function is just an example:
documentclass{beamer}
setbeamertemplate{navigation symbols}{}
usepackage{tikz}
definecolor{filz}{RGB}{56,114,73}
setbeamercolor{background canvas}{bg=filz}
begin{document}
foreach n in {1,...,16}{
begin{frame}[plain]
foreach x in {1,...,insertframenumber}{
includegraphics<+>[height=paperheight,page=insertframenumber]{document}}
end{frame}
}
end{document}
(sorry for the tiny image, the .gif would otherwise be too big to upload)
add a comment |
Your Answer
StackExchange.ready(function() {
var channelOptions = {
tags: "".split(" "),
id: "85"
};
initTagRenderer("".split(" "), "".split(" "), channelOptions);
StackExchange.using("externalEditor", function() {
// Have to fire editor after snippets, if snippets enabled
if (StackExchange.settings.snippets.snippetsEnabled) {
StackExchange.using("snippets", function() {
createEditor();
});
}
else {
createEditor();
}
});
function createEditor() {
StackExchange.prepareEditor({
heartbeatType: 'answer',
autoActivateHeartbeat: false,
convertImagesToLinks: false,
noModals: true,
showLowRepImageUploadWarning: true,
reputationToPostImages: null,
bindNavPrevention: true,
postfix: "",
imageUploader: {
brandingHtml: "Powered by u003ca class="icon-imgur-white" href="https://imgur.com/"u003eu003c/au003e",
contentPolicyHtml: "User contributions licensed under u003ca href="https://creativecommons.org/licenses/by-sa/3.0/"u003ecc by-sa 3.0 with attribution requiredu003c/au003e u003ca href="https://stackoverflow.com/legal/content-policy"u003e(content policy)u003c/au003e",
allowUrls: true
},
onDemand: true,
discardSelector: ".discard-answer"
,immediatelyShowMarkdownHelp:true
});
}
});
Sign up or log in
StackExchange.ready(function () {
StackExchange.helpers.onClickDraftSave('#login-link');
});
Sign up using Google
Sign up using Facebook
Sign up using Email and Password
Post as a guest
Required, but never shown
StackExchange.ready(
function () {
StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2ftex.stackexchange.com%2fquestions%2f467415%2ftikz-roulette-make-animation-more-realistic%23new-answer', 'question_page');
}
);
Post as a guest
Required, but never shown
2 Answers
2
active
oldest
votes
2 Answers
2
active
oldest
votes
active
oldest
votes
active
oldest
votes
I followed a slightly different approach from @samcarter's and just assumed that the angular velocity decreases linearly from some maximal value vmax
to zero. Then I integrated the angular velocity to get an angle. Sorry, I had to shorten your code a bit to produce a gif that can be uploaded. Unfortunately, I do not know how to upload mp4 files, which can be produced as described in this other answer by @samcarter.
documentclass[tikz,border=3.14mm]{standalone}
begin{document}
pgfmathsetmacro{Frame}{0}
tikzset{declare function={tmax=100;
vmax=40;
rot(t)=(t/2)*(2-t/tmax)*vmax;}}
foreach Frame in {0,...,100}
{begin{tikzpicture}
foreach Y [evaluate=Y as X using {10*Y+rot(Frame)}] in {0,...,35}
{
ifoddY
fill (X-5:2.5) -- (X-5:2) arc(X-5:X+5:2) -- (X+5:2.5) arc(X+5:X-5:2.5);
node[rotate=X] at (X:2.75){Y};
else
fill[red] (X-5:2.5) -- (X-5:2) arc(X-5:X+5:2) -- (X+5:2.5) arc(X+5:X-5:2.5);
node[rotate=X,red] at (X:2.75){Y};
fi
draw (X-5:2.5) -- (X-5:3) arc(X-5:X+5:3)
-- (X+5:2.5) arc(X+5:X-5:2.5);
}
shade[ball color=gray] ({-rot(Frame)}:2.25) circle (1mm);
end{tikzpicture}}
end{document}
add a comment |
I followed a slightly different approach from @samcarter's and just assumed that the angular velocity decreases linearly from some maximal value vmax
to zero. Then I integrated the angular velocity to get an angle. Sorry, I had to shorten your code a bit to produce a gif that can be uploaded. Unfortunately, I do not know how to upload mp4 files, which can be produced as described in this other answer by @samcarter.
documentclass[tikz,border=3.14mm]{standalone}
begin{document}
pgfmathsetmacro{Frame}{0}
tikzset{declare function={tmax=100;
vmax=40;
rot(t)=(t/2)*(2-t/tmax)*vmax;}}
foreach Frame in {0,...,100}
{begin{tikzpicture}
foreach Y [evaluate=Y as X using {10*Y+rot(Frame)}] in {0,...,35}
{
ifoddY
fill (X-5:2.5) -- (X-5:2) arc(X-5:X+5:2) -- (X+5:2.5) arc(X+5:X-5:2.5);
node[rotate=X] at (X:2.75){Y};
else
fill[red] (X-5:2.5) -- (X-5:2) arc(X-5:X+5:2) -- (X+5:2.5) arc(X+5:X-5:2.5);
node[rotate=X,red] at (X:2.75){Y};
fi
draw (X-5:2.5) -- (X-5:3) arc(X-5:X+5:3)
-- (X+5:2.5) arc(X+5:X-5:2.5);
}
shade[ball color=gray] ({-rot(Frame)}:2.25) circle (1mm);
end{tikzpicture}}
end{document}
add a comment |
I followed a slightly different approach from @samcarter's and just assumed that the angular velocity decreases linearly from some maximal value vmax
to zero. Then I integrated the angular velocity to get an angle. Sorry, I had to shorten your code a bit to produce a gif that can be uploaded. Unfortunately, I do not know how to upload mp4 files, which can be produced as described in this other answer by @samcarter.
documentclass[tikz,border=3.14mm]{standalone}
begin{document}
pgfmathsetmacro{Frame}{0}
tikzset{declare function={tmax=100;
vmax=40;
rot(t)=(t/2)*(2-t/tmax)*vmax;}}
foreach Frame in {0,...,100}
{begin{tikzpicture}
foreach Y [evaluate=Y as X using {10*Y+rot(Frame)}] in {0,...,35}
{
ifoddY
fill (X-5:2.5) -- (X-5:2) arc(X-5:X+5:2) -- (X+5:2.5) arc(X+5:X-5:2.5);
node[rotate=X] at (X:2.75){Y};
else
fill[red] (X-5:2.5) -- (X-5:2) arc(X-5:X+5:2) -- (X+5:2.5) arc(X+5:X-5:2.5);
node[rotate=X,red] at (X:2.75){Y};
fi
draw (X-5:2.5) -- (X-5:3) arc(X-5:X+5:3)
-- (X+5:2.5) arc(X+5:X-5:2.5);
}
shade[ball color=gray] ({-rot(Frame)}:2.25) circle (1mm);
end{tikzpicture}}
end{document}
I followed a slightly different approach from @samcarter's and just assumed that the angular velocity decreases linearly from some maximal value vmax
to zero. Then I integrated the angular velocity to get an angle. Sorry, I had to shorten your code a bit to produce a gif that can be uploaded. Unfortunately, I do not know how to upload mp4 files, which can be produced as described in this other answer by @samcarter.
documentclass[tikz,border=3.14mm]{standalone}
begin{document}
pgfmathsetmacro{Frame}{0}
tikzset{declare function={tmax=100;
vmax=40;
rot(t)=(t/2)*(2-t/tmax)*vmax;}}
foreach Frame in {0,...,100}
{begin{tikzpicture}
foreach Y [evaluate=Y as X using {10*Y+rot(Frame)}] in {0,...,35}
{
ifoddY
fill (X-5:2.5) -- (X-5:2) arc(X-5:X+5:2) -- (X+5:2.5) arc(X+5:X-5:2.5);
node[rotate=X] at (X:2.75){Y};
else
fill[red] (X-5:2.5) -- (X-5:2) arc(X-5:X+5:2) -- (X+5:2.5) arc(X+5:X-5:2.5);
node[rotate=X,red] at (X:2.75){Y};
fi
draw (X-5:2.5) -- (X-5:3) arc(X-5:X+5:3)
-- (X+5:2.5) arc(X+5:X-5:2.5);
}
shade[ball color=gray] ({-rot(Frame)}:2.25) circle (1mm);
end{tikzpicture}}
end{document}
answered 5 hours ago
marmot
86k499183
86k499183
add a comment |
add a comment |
For the part of your question about the slowing down:
A simple solution would be to write a wrapper document that displays each page of your animation an increasing number of times.
For example if your animation creates 16 pages, the following document will show the first page one time, the second page two times etc. You could also use other functions, this linear function is just an example:
documentclass{beamer}
setbeamertemplate{navigation symbols}{}
usepackage{tikz}
definecolor{filz}{RGB}{56,114,73}
setbeamercolor{background canvas}{bg=filz}
begin{document}
foreach n in {1,...,16}{
begin{frame}[plain]
foreach x in {1,...,insertframenumber}{
includegraphics<+>[height=paperheight,page=insertframenumber]{document}}
end{frame}
}
end{document}
(sorry for the tiny image, the .gif would otherwise be too big to upload)
add a comment |
For the part of your question about the slowing down:
A simple solution would be to write a wrapper document that displays each page of your animation an increasing number of times.
For example if your animation creates 16 pages, the following document will show the first page one time, the second page two times etc. You could also use other functions, this linear function is just an example:
documentclass{beamer}
setbeamertemplate{navigation symbols}{}
usepackage{tikz}
definecolor{filz}{RGB}{56,114,73}
setbeamercolor{background canvas}{bg=filz}
begin{document}
foreach n in {1,...,16}{
begin{frame}[plain]
foreach x in {1,...,insertframenumber}{
includegraphics<+>[height=paperheight,page=insertframenumber]{document}}
end{frame}
}
end{document}
(sorry for the tiny image, the .gif would otherwise be too big to upload)
add a comment |
For the part of your question about the slowing down:
A simple solution would be to write a wrapper document that displays each page of your animation an increasing number of times.
For example if your animation creates 16 pages, the following document will show the first page one time, the second page two times etc. You could also use other functions, this linear function is just an example:
documentclass{beamer}
setbeamertemplate{navigation symbols}{}
usepackage{tikz}
definecolor{filz}{RGB}{56,114,73}
setbeamercolor{background canvas}{bg=filz}
begin{document}
foreach n in {1,...,16}{
begin{frame}[plain]
foreach x in {1,...,insertframenumber}{
includegraphics<+>[height=paperheight,page=insertframenumber]{document}}
end{frame}
}
end{document}
(sorry for the tiny image, the .gif would otherwise be too big to upload)
For the part of your question about the slowing down:
A simple solution would be to write a wrapper document that displays each page of your animation an increasing number of times.
For example if your animation creates 16 pages, the following document will show the first page one time, the second page two times etc. You could also use other functions, this linear function is just an example:
documentclass{beamer}
setbeamertemplate{navigation symbols}{}
usepackage{tikz}
definecolor{filz}{RGB}{56,114,73}
setbeamercolor{background canvas}{bg=filz}
begin{document}
foreach n in {1,...,16}{
begin{frame}[plain]
foreach x in {1,...,insertframenumber}{
includegraphics<+>[height=paperheight,page=insertframenumber]{document}}
end{frame}
}
end{document}
(sorry for the tiny image, the .gif would otherwise be too big to upload)
edited 5 hours ago
answered 6 hours ago
samcarter
85.5k794273
85.5k794273
add a comment |
add a comment |
Thanks for contributing an answer to TeX - LaTeX Stack Exchange!
- Please be sure to answer the question. Provide details and share your research!
But avoid …
- Asking for help, clarification, or responding to other answers.
- Making statements based on opinion; back them up with references or personal experience.
To learn more, see our tips on writing great answers.
Some of your past answers have not been well-received, and you're in danger of being blocked from answering.
Please pay close attention to the following guidance:
- Please be sure to answer the question. Provide details and share your research!
But avoid …
- Asking for help, clarification, or responding to other answers.
- Making statements based on opinion; back them up with references or personal experience.
To learn more, see our tips on writing great answers.
Sign up or log in
StackExchange.ready(function () {
StackExchange.helpers.onClickDraftSave('#login-link');
});
Sign up using Google
Sign up using Facebook
Sign up using Email and Password
Post as a guest
Required, but never shown
StackExchange.ready(
function () {
StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2ftex.stackexchange.com%2fquestions%2f467415%2ftikz-roulette-make-animation-more-realistic%23new-answer', 'question_page');
}
);
Post as a guest
Required, but never shown
Sign up or log in
StackExchange.ready(function () {
StackExchange.helpers.onClickDraftSave('#login-link');
});
Sign up using Google
Sign up using Facebook
Sign up using Email and Password
Post as a guest
Required, but never shown
Sign up or log in
StackExchange.ready(function () {
StackExchange.helpers.onClickDraftSave('#login-link');
});
Sign up using Google
Sign up using Facebook
Sign up using Email and Password
Post as a guest
Required, but never shown
Sign up or log in
StackExchange.ready(function () {
StackExchange.helpers.onClickDraftSave('#login-link');
});
Sign up using Google
Sign up using Facebook
Sign up using Email and Password
Sign up using Google
Sign up using Facebook
Sign up using Email and Password
Post as a guest
Required, but never shown
Required, but never shown
Required, but never shown
Required, but never shown
Required, but never shown
Required, but never shown
Required, but never shown
Required, but never shown
Required, but never shown
3
I guess that this is more a question on the conversion (unless you are looking for an inline animation). Here you can read how one can compile to mp4. Whether or not it is possible to automatically change the speed of an mp4, I do not know, but you could afford many slides such that the effect can be achieved, which is probably hard with gifs which become really huge.
– marmot
7 hours ago