Re: iPad frame-by-frame animation
On Nov 4, 2010, at 7:22 PM, Leon Qiao wrote: > Dear David, > > Thanks a lot for your feedback! > I need to put the animation on the other views with alpha info. So I don't > know if I can use the movie. > And the second method, would you please tell more details? > Now I'm trying to use the last solution and see if it is acceptable. Lets say you have a robot with blinking eyes and moving arms, but the rest of the body doesn't change aside from moving from side to side. You create one image sequence each for the blinking eyes and the moving arms. You create a single image for the body. You put all this in a view hierarchy and move the whole thing from side to side. Done, and in far less memory. Obviously if your scene is more complex this will require more work, but for many animations of this nature it works well. -- David Duncan ___ Cocoa-dev mailing list (Cocoa-dev@lists.apple.com) Please do not post admin requests or moderator comments to the list. Contact the moderators at cocoa-dev-admins(at)lists.apple.com Help/Unsubscribe/Update your Subscription: http://lists.apple.com/mailman/options/cocoa-dev/archive%40mail-archive.com This email sent to arch...@mail-archive.com
Re: iPad frame-by-frame animation
Dear David, Thanks a lot for your feedback! I need to put the animation on the other views with alpha info. So I don't know if I can use the movie. And the second method, would you please tell more details? Now I'm trying to use the last solution and see if it is acceptable. Thanks again. Leon 2010/11/5 David Duncan > On Nov 2, 2010, at 8:13 PM, Leon Qiao wrote: > > > I got some problems on showing a frame-by-frame animations. I use some > png > > files in quite a big size(1024* 768). The frame rate I required is near > > 1/24. > > Consider that at the framerate you desire, this will require > 1024*768*4*24=72MB of memory per second. You will almost certainly need to > rethink your strategy. > > > Is there any way to solve this problem? > > > There are many, which one is appropriate will require a lot more > information about what your animation is. Generally: > 1) Make it a movie instead > 2) Break the animation into static and animated bits, stuff them into > views, move the views. > 3) Shrink your image sizes, scale them up for animation. 512x384 for > example cuts the memory usage by 75%. > -- > David Duncan > > -- Best regards Leon ___ Cocoa-dev mailing list (Cocoa-dev@lists.apple.com) Please do not post admin requests or moderator comments to the list. Contact the moderators at cocoa-dev-admins(at)lists.apple.com Help/Unsubscribe/Update your Subscription: http://lists.apple.com/mailman/options/cocoa-dev/archive%40mail-archive.com This email sent to arch...@mail-archive.com
Re: Subject: Re: iPad frame-by-frame animation
Hmm, I should have taken the time for a grammar check. My apologies. -GT On Thu, Nov 4, 2010 at 3:25 PM, George Toledo wrote: > On Nov 2, 2010, at 8:13 PM, Leon Qiao wrote: > > >> > I got some problems on showing a frame-by-frame animations. I use some >> png > > > files in quite a big size(1024* 768). The frame rate I required is near > > > 1/24. > > >> Consider that at the framerate you desire, this will require >> 1024*768*4*24=72MB of memory per second. You will almost certainly need to >> rethink your strategy. > > >> > Is there any way to solve this problem? > > >> >> There are many, which one is appropriate will require a lot more >> information about what your animation is. Generally: > > 1) Make it a movie instead > > 2) Break the animation into static and animated bits, stuff them into >> views, move the views. > > 3) Shrink your image sizes, scale them up for animation. 512x384 for >> example cuts the memory usage by 75%. > > -- > > David Duncan > > > This suggestion/line of thought is extremely non-standard, but can perform > within the specified framerate. > > Quartz Composer provides an image importer that *can* outputs a structure > of single frame images if one chooses to the option to extract all images. > Then, one can play through that sequence and create what amounts to a movie, > without being hobbled by Quicktime's lack of performance. > > One can do this in HD quality, and still get a high fps, it's just that > load time is "eh", and you can't load new sequences programatically. > > I'm sure David's suggestion is way more on point, and better working > method. > > Edit: Oh, iPad. Hmm, nevermind. Another reason why QC should work in iOS. > Still sending this email, as a note on the availability of this > functionality on the desktop. > > > -- > George Toledo > gtole...@gmail.com > www.georgetoledo.com > > The information contained in this E-mail and any attachments may be > confidential. > If you have received this E-mail in error, please notify us immediately by > telephone or return E-mail. > You should not use or disclose the contents of this E-mail or any of the > attachments for any purpose or to any persons. > > -- George Toledo gtole...@gmail.com www.georgetoledo.com The information contained in this E-mail and any attachments may be confidential. If you have received this E-mail in error, please notify us immediately by telephone or return E-mail. You should not use or disclose the contents of this E-mail or any of the attachments for any purpose or to any persons. ___ Cocoa-dev mailing list (Cocoa-dev@lists.apple.com) Please do not post admin requests or moderator comments to the list. Contact the moderators at cocoa-dev-admins(at)lists.apple.com Help/Unsubscribe/Update your Subscription: http://lists.apple.com/mailman/options/cocoa-dev/archive%40mail-archive.com This email sent to arch...@mail-archive.com
Subject: Re: iPad frame-by-frame animation
> > On Nov 2, 2010, at 8:13 PM, Leon Qiao wrote: > > I got some problems on showing a frame-by-frame animations. I use some > png > files in quite a big size(1024* 768). The frame rate I required is near > 1/24. > Consider that at the framerate you desire, this will require > 1024*768*4*24=72MB of memory per second. You will almost certainly need to > rethink your strategy. > > Is there any way to solve this problem? > > There are many, which one is appropriate will require a lot more > information about what your animation is. Generally: 1) Make it a movie instead 2) Break the animation into static and animated bits, stuff them into views, > move the views. 3) Shrink your image sizes, scale them up for animation. 512x384 for example > cuts the memory usage by 75%. -- David Duncan This suggestion/line of thought is extremely non-standard, but can perform within the specified framerate. Quartz Composer provides an image importer that *can* outputs a structure of single frame images if one chooses to the option to extract all images. Then, one can play through that sequence and create what amounts to a movie, without being hobbled by Quicktime's lack of performance. One can do this in HD quality, and still get a high fps, it's just that load time is "eh", and you can't load new sequences programatically. I'm sure David's suggestion is way more on point, and better working method. Edit: Oh, iPad. Hmm, nevermind. Another reason why QC should work in iOS. Still sending this email, as a note on the availability of this functionality on the desktop. -- George Toledo gtole...@gmail.com www.georgetoledo.com The information contained in this E-mail and any attachments may be confidential. If you have received this E-mail in error, please notify us immediately by telephone or return E-mail. You should not use or disclose the contents of this E-mail or any of the attachments for any purpose or to any persons. ___ Cocoa-dev mailing list (Cocoa-dev@lists.apple.com) Please do not post admin requests or moderator comments to the list. Contact the moderators at cocoa-dev-admins(at)lists.apple.com Help/Unsubscribe/Update your Subscription: http://lists.apple.com/mailman/options/cocoa-dev/archive%40mail-archive.com This email sent to arch...@mail-archive.com
Re: iPad frame-by-frame animation
On Nov 2, 2010, at 8:13 PM, Leon Qiao wrote: > I got some problems on showing a frame-by-frame animations. I use some png > files in quite a big size(1024* 768). The frame rate I required is near > 1/24. Consider that at the framerate you desire, this will require 1024*768*4*24=72MB of memory per second. You will almost certainly need to rethink your strategy. > Is there any way to solve this problem? There are many, which one is appropriate will require a lot more information about what your animation is. Generally: 1) Make it a movie instead 2) Break the animation into static and animated bits, stuff them into views, move the views. 3) Shrink your image sizes, scale them up for animation. 512x384 for example cuts the memory usage by 75%. -- David Duncan ___ Cocoa-dev mailing list (Cocoa-dev@lists.apple.com) Please do not post admin requests or moderator comments to the list. Contact the moderators at cocoa-dev-admins(at)lists.apple.com Help/Unsubscribe/Update your Subscription: http://lists.apple.com/mailman/options/cocoa-dev/archive%40mail-archive.com This email sent to arch...@mail-archive.com
iPad frame-by-frame animation
Hi everyone, I got some problems on showing a frame-by-frame animations. I use some png files in quite a big size(1024* 768). The frame rate I required is near 1/24. I used to put all the images in one file, and then load a atlas texture. But the loading action still need more time when the image size grows bigger. Is there any way to solve this problem? -- Best regards Leon ___ Cocoa-dev mailing list (Cocoa-dev@lists.apple.com) Please do not post admin requests or moderator comments to the list. Contact the moderators at cocoa-dev-admins(at)lists.apple.com Help/Unsubscribe/Update your Subscription: http://lists.apple.com/mailman/options/cocoa-dev/archive%40mail-archive.com This email sent to arch...@mail-archive.com