Animations on iOS
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prothero at earthednet.org
Tue Dec 15 11:22:19 EST 2015
Anything wrong with putting each animated object's image states in a group and showing/hiding each figure in some kind of sequence? Then move the group to move the character. Obviously I'm thinking of character animation. Seems this would be pretty easy. Haven't tried it.
Bill
William Prothero
http://ed.earthednet.org
> On Dec 15, 2015, at 6:16 AM, Rick Harrison <harrison at all-auctions.com> wrote:
>
> Hi Ben,
>
> If you are trying to do a background animation with a looped movie, I found
> the smoothest way was to put one image on each card and then loop through
> the cards. This eliminates the load time problem.
>
> Good Luck,
>
> Rick
>
>> On Dec 14, 2015, at 2:23 PM, Ben Rubinstein <benr_mc at cogapp.com> wrote:
>>
>> What are my options for displaying an animation in a portion of the card/screen on iOS?
>>
>> Currently I've tried:
>>
>> 1) making it into a video, in a very limited range of formats, and playing it from an external file using a native control
>>
>> Pros: works, choice of controller etc, plays from a separate file and starts up fairly quickly
>>
>> Cons: video formats not super-efficient for animation, and at least as I've managed so far, limited to certain resolutions - I'm forced to crop or squash my original animation.
>>
>> 2) making it into a GIF on the card, which works quite nicely except that there's an enormous delay going to the card, presumably as the animation is buffered.
>>
>> Pros: can be exactly the size I want; plays quite smoothly
>>
>> Cons: I've not managed to play this from an external file, and if it's embedded on the card there's an unacceptable delay.
>>
>>
>> Is there a third way? Should I be able to set the filename of an image object to an external gif file? Are there some video formats accepted on iOS which are good for animation and which will allow arbitrary dimensions?
>>
>> TIA,
>>
>> Ben
>>
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