Thanks Scott et al, I should have been more detailed in my original post; my animation is more like a simple video (rendered out from a 3d model) so not susceptible to these techniques.

Ben

On 15/12/2015 17:15, Scott Rossi wrote:
I don't know if OP wanted to move animation around the screen, but if you
use a multi-image display technique for animation, it's more efficient to
use a single image as a viewer.  You only need one command -- set the text
of img "display" to <xyz> -- instead of using two (hide and show).

Regards,

Scott Rossi
Creative Director
Tactile Media, UX/UI Design




On 12/15/15, 8:22 AM, "use-livecode on behalf of EED-wp Email"
<use-livecode-boun...@lists.runrev.com on behalf of
proth...@earthednet.org> wrote:

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 <harri...@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...@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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