Re: animated gif bug?

2010-10-19 Thread J. Landman Gay

On 10/19/10 11:55 AM, Jeff Massung wrote:

No, I want it to animate. On my stack it doesn't. That's fine. Thanks for
the test. I'll keep trying to figure out what's wrong.


Just to chime in here, I have an animated gif in a group and it's 
working okay too, whether editing or not.


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Re: animated gif bug?

2010-10-19 Thread Jeff Massung
No, I want it to animate. On my stack it doesn't. That's fine. Thanks for
the test. I'll keep trying to figure out what's wrong.

Thanks!

Jeff M.

On Tue, Oct 19, 2010 at 1:04 AM, Bantymom  wrote:

>
> I did as you asked. The animated gif I imported into a group I was editing
> animated just fine while I was in the editing mode. It did not stop
> animating after I stopped editing. Did you want it to stop animating? I
> have
> an entire card of animated gifs that just sit there animating the entire
> time whether I am editing their group or not. Are they not supposed to?
>
> Cheers,
> Bantymom
> --
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Re: animated gif bug?

2010-10-18 Thread Bantymom

I did as you asked. The animated gif I imported into a group I was editing
animated just fine while I was in the editing mode. It did not stop
animating after I stopped editing. Did you want it to stop animating? I have
an entire card of animated gifs that just sit there animating the entire
time whether I am editing their group or not. Are they not supposed to?

Cheers,
Bantymom
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animated gif bug?

2010-10-18 Thread Jeff Massung
Can someone duplicate this and see if it's just me or a bug?

- import an animated gif into your stack
- ensure that it does animate just fine in the stack

- create a simple group
- edit the group
- import the animated gif into the group
- ensure that it does animate _while editing the group_
- stop editing the group
- confirm that the gif stops animating :-(

Jeff M.
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Re: Animated GIF

2010-09-12 Thread J. Landman Gay

On 9/11/10 8:22 PM, edward cawley wrote:

II have an application which uses several animated Gif's that was
running with no problems. I had a button which went to a test card. I
modified the stack to drop the test button. The gif on that card had an
icon for the button. I used pixen to erase the icon image from Gif. The
edited Animated Gif run fine in Quicktime as does the original Animated
Gif. If I replace the original gif with the edited gif, using the same
file name the Gif image shows up but does not animate. If I replace it
with the original one it works fine. Any ideas whats wrong?


I've forgotten what they call the technique, but some gif editors only 
change the parts of each frame that are different from surrounding 
frames. Rev can't show those. Each frame has to be a complete image. If 
the editor you used saved the gif as partial images, then it won't work.


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Animated GIF

2010-09-11 Thread edward cawley
II have an application which uses several animated Gif's that was  
running with no problems. I had a button which went to a test card. I  
modified the stack to drop the test button. The gif on that card had  
an icon for the button. I used pixen to erase the icon image from Gif.  
The edited Animated Gif run fine in Quicktime as does the original  
Animated Gif. If I replace the original gif with the edited gif, using  
the same file name the Gif image shows up but does not animate. If I  
replace it with the original one it works fine. Any ideas whats wrong?

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Re: Animated GIF not playing

2010-06-24 Thread Scott Rossi
Recently, Simon Lord wrote:

> Nothing unusual Scott.  The default 0.7 sec per frame in PS.

PS = Photoshop, yes?

I just tried importing my animation into PS (CS4), setting 0.7 frame delay
and rexporting as GIF.  Brought it into Rev and it seems to work fine.

That was a simple dumb test (admittedly I haven't really used PS to create
animated GIFs), so the only thing I can think of is perhaps there's some odd
transparency changes between frames that prevent the GIF from rendering
properly in Rev.  You might try setting the constantMask of the image to
true just to see what happens but from what you've described, it may not
make much difference.

Regards,

Scott Rossi
Creative Director
Tactile Media, UX Design


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Re: Animated GIF not playing

2010-06-24 Thread Simon Lord
Nothing unusual Scott.  The default 0.7 sec per frame in PS.



On Thu, Jun 24, 2010 at 1:27 PM, Scott Rossi  wrote:
> Recently, Simon Lord wrote:
>
>> Is there a secrete sauce to animated gifs?  Possibly a frame limit,
>> compression, speed etc?  I'm trying to create a simple animated gif
>> with 80 frames but it simply doesn't budge past frame 1.
>
> This is a 40 frame animated GIF that runs fine here.
> go url "http://www.tactilemedia.com/download/giftest.rev";
>
> Did you set up any unusual timing between frames in your animation?
>
> Regards,
>
> Scott Rossi
> Creative Director
> Tactile Media, UX Design
>
>
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Re: Animated GIF not playing

2010-06-24 Thread Simon Lord
The image info seems to state 1 of 5 frames.  I got it working now
with significantly less frames, didn't have time to find out what the
sweet spot is (obvious more than 80 is not good). :P



On Thu, Jun 24, 2010 at 1:25 PM, J. Landman Gay
 wrote:
> Simon Lord wrote:
>>
>> 5 frame limit?  Eeep.
>
> I haven't heard of any limit. Did you see that info somewhere? I've run much
> bigger GIFs.
>
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> HyperActive Software           |     http://www.hyperactivesw.com
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Re: Animated GIF not playing

2010-06-24 Thread Scott Rossi
Recently, Simon Lord wrote:

> Is there a secrete sauce to animated gifs?  Possibly a frame limit,
> compression, speed etc?  I'm trying to create a simple animated gif
> with 80 frames but it simply doesn't budge past frame 1.

This is a 40 frame animated GIF that runs fine here.
go url "http://www.tactilemedia.com/download/giftest.rev";

Did you set up any unusual timing between frames in your animation?

Regards,

Scott Rossi
Creative Director
Tactile Media, UX Design


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Re: Animated GIF not playing

2010-06-24 Thread J. Landman Gay

Simon Lord wrote:

5 frame limit?  Eeep.


I haven't heard of any limit. Did you see that info somewhere? I've run 
much bigger GIFs.


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Re: Animated GIF not playing

2010-06-24 Thread Simon Lord
5 frame limit?  Eeep.




On Thu, Jun 24, 2010 at 12:33 PM, Simon Lord  wrote:
> Is there a secrete sauce to animated gifs?  Possibly a frame limit,
> compression, speed etc?  I'm trying to create a simple animated gif
> with 80 frames but it simply doesn't budge past frame 1.
>
> set the repeatcount of img "stream.gif" to 1
>
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Animated GIF not playing

2010-06-24 Thread Simon Lord
Is there a secrete sauce to animated gifs?  Possibly a frame limit,
compression, speed etc?  I'm trying to create a simple animated gif
with 80 frames but it simply doesn't budge past frame 1.

set the repeatcount of img "stream.gif" to 1
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Animated gif issue

2010-03-09 Thread Thomas McGrath III
I have a series of gif animations one after the other and while they are going 
through their sequences the user can click a button that moves on past the 
current animation and goes back to an earlier part of the animation. This seems 
to work well except that at the end of all of the sequences -- after the 'game' 
is done -- there is a build up of animations that were interrupted earlier like 
as if they were in a queue. If I click past 6 of the animations then there are 
six iterations at the end. I tried a cancel messages method along with the 
pendingMessages but it does not seem to affect this.

If this makes sense to someone can you point me in the right direction here. It 
is frustrating to say the least.


Tom McGrath III
Lazy River Software
3mcgr...@comcast.net

iTunes Library Suite - libITS
Information and download can be found on this page:
http://www.lazyriversoftware.com/RevOne.html






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Re: import animated gif

2009-01-14 Thread Thierry

Hi Richmond  and all others,


Macintosh Recipe:

One of the ways to "sort out" an animated gif so that it will
behave in Runtime Revolution is to open it as a movie using
Quicktime.

The save it as an image sequence.
The import those images into Pixen
http://opensword.org/Pixen/
and produce an animated GIF where all the frames are full-frames.


End of story with the animated clown.gif :-)

After having set the constantmask to true, it works on my Mac.

Trying the stack on Win2K, XP SP1, the appearance of the gif was wrong,
sort of greyish background mixed up in the animation..
But more, crash Revolution on XP SP3 

Then, following Jacqueline advice, import it in Graphic Converter,
export it again with the default option as an animated gif,
and everything works perfectly in the 4 boxes.


Well, find a bit bizarre that it crash on the XP SP3... ???

Thanks to all for your generous advices,

Regards,
Thierry

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Re: import animated gif

2009-01-12 Thread Thierry

Halo Klaus,
You are my Hero for the day !


To be honest, Scott Rossi also mentioned this one in his post,
in smaller fontsize maybe but with nicer graphics :-D


Yep ! you are right.
I was too shy to call everyone my Hero...  :-)



by now, I've a nice smiling Clown in multi-colors :-)


Hip, Hip, Hooray :-)


Yes, it is for children for tomorrow.. they are the most
difficult customers of my life :-) So, with this shiny clown,
i'm safe for a while.



Thanks,


A votre service, monsieur!


Bitteschoen !

So, thanks to all.
Thierry

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import animated gif

2009-01-12 Thread Richmond Mathewson
Macintosh Recipe:

One of the ways to "sort out" an animated gif so that it will
behave in Runtime Revolution is to open it as a movie using
Quicktime.

The save it as an image sequence.

The import those images into Pixen

http://opensword.org/Pixen/

and produce an animated GIF where all the frames are full-frames.

sincerely, Richmond Mathewson.



A Thorn in the flesh is better than a failed Systems Development Life Cycle.




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Re: import animated gif

2009-01-12 Thread Klaus Major

Bonsoir Thierry,



Le 12 janv. 09 à 19:25, Klaus Major a écrit :


but really, i've done nothing but Import a file as an image
and nothing more. the animation is active
, but  the effect is really bad, and more
not at all the same as on a browser
Ideas ?


you can try to:
...
set the constantmask of img "your animated gif here" to true
...


Halo Klaus,

You are my Hero for the day !


To be honest, Scott Rossi also mentioned this one in his post,
in smaller fontsize maybe but with nicer graphics :-D


by now, I've a nice smiling Clown in multi-colors :-)


Hip, Hip, Hooray :-)


Thanks,


A votre service, monsieur!


Thierry


Best

Klaus Major
kl...@major-k.de
http://www.major-k.de


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Re: import animated gif

2009-01-12 Thread Thierry


Le 12 janv. 09 à 19:25, Klaus Major a écrit :


but really, i've done nothing but Import a file as an image
and nothing more. the animation is active
, but  the effect is really bad, and more
not at all the same as on a browser
Ideas ?


you can try to:
...
set the constantmask of img "your animated gif here" to true
...


Halo Klaus,

You are my Hero for the day !

by now, I've a nice smiling Clown in multi-colors :-)

Thanks,
Thierry

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Re: import animated gif

2009-01-12 Thread Thierry


Le 12 janv. 09 à 19:19, J. Landman Gay a écrit :


Thierry wrote:


But really, i've done nothing but Import a file as an image
and nothing more. the animation is active
, but  the effect is really bad, and more
not at all the same as on a browser
Ideas ?


How is it bad? Can you describe what is wrong?


Oups, sorry my english is also too bad for a good description :-)




Some gifs use a method where only the changed parts of each frame  
are stored. You may need to re-make the gif so that it stores the  
whole picture on each frame. Graphic Converter can do that.


I've opened it in theGimp! and I can see layer's name with keywords  
as (combine ) ?

So, I guess it could be what you describe
I'll have a look to graphic converter then.

Thanks,
Thierry

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Re: import animated gif

2009-01-12 Thread Klaus Major

Bonsoir Thierry,


Thierry wrote:


But really, i've done nothing but Import a file as an image
and nothing more. the animation is active
, but  the effect is really bad, and more
not at all the same as on a browser
Ideas ?


you can try to:
...
set the constantmask of img "your animated gif here" to true
...

And see if that helps. At least worth a try.

If that does not work then you may need to re-make the image as  
Jaqueline suggested, sorry.



Best

Klaus Major
kl...@major-k.de
http://www.major-k.de


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Re: import animated gif

2009-01-12 Thread Scott Rossi
Recently, Thierry wrote:

> I wanted to import
> an animated gif in Revolution,
> 
> The imported animation is ugly but nice on a web page.
> 
> I've never try this before...
> 
> Could some of you validate it should work and if yes,
> some hint to make it work ?

Thierry:

You don't really explain what's wrong with the GIF -- Appearance?  Playback
rate?  Something else?  Anyway, here are a few things to try...  Make sure
the GIF sits on the same background color in your stack as it does on the
Web page.  If the GIF doesn't seem to render properly within Rev try setting
the constantMask of the imported GIF to true.  If the speed of the GIF is
wrong in Rev, set the repeatCount of the imported GIF to 0 and using a
looping script to update the GIF's currentFrame, using "send in..." or
similar.

Regards,

Scott Rossi
Creative Director
Tactile Media, Multimedia & Design


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Re: import animated gif

2009-01-12 Thread J. Landman Gay

Thierry wrote:



But really, i've done nothing but Import a file as an image
and nothing more. the animation is active
, but  the effect is really bad, and more
not at all the same as on a browser

Ideas ?


How is it bad? Can you describe what is wrong?

Some gifs use a method where only the changed parts of each frame are 
stored. You may need to re-make the gif so that it stores the whole 
picture on each frame. Graphic Converter can do that.


--
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HyperActive Software   | http://www.hyperactivesw.com
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Re: import animated gif

2009-01-12 Thread Thierry


Le 12 janv. 09 à 19:03, J. Landman Gay a écrit :


Thierry wrote:

Hi,
For fun and for some children, I wanted to import
an animated gif in Revolution,
The imported animation is ugly but nice on a web page.
I've never try this before...
Could some of you validate it should work and if yes,
some hint to make it work ?


It works very well and you don't need to do anything special. Just  
import the gif as a control.


If you want to control the animation, there are several commands  
that let you vary the speed, stop and start it, etc. If you do  
nothing at all, the animation will run by itself in a loop  
automatically.


Well, thanks Jacqueline,

But really, i've done nothing but Import a file as an image
and nothing more. the animation is active
, but  the effect is really bad, and more
not at all the same as on a browser

Ideas ?

Regards,
Thierry

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Re: import animated gif

2009-01-12 Thread J. Landman Gay

Thierry wrote:

Hi,

For fun and for some children, I wanted to import
an animated gif in Revolution,

The imported animation is ugly but nice on a web page.

I've never try this before...

Could some of you validate it should work and if yes,
some hint to make it work ?


It works very well and you don't need to do anything special. Just 
import the gif as a control.


If you want to control the animation, there are several commands that 
let you vary the speed, stop and start it, etc. If you do nothing at 
all, the animation will run by itself in a loop automatically.


--
Jacqueline Landman Gay | jac...@hyperactivesw.com
HyperActive Software   | http://www.hyperactivesw.com
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import animated gif

2009-01-12 Thread Thierry

Hi,

For fun and for some children, I wanted to import
an animated gif in Revolution,

The imported animation is ugly but nice on a web page.

I've never try this before...

Could some of you validate it should work and if yes,
some hint to make it work ?

Thanks
Thierry

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Re: The Ancient Art of the Animated GIF

2007-07-28 Thread viktoras didziulis

I frequently use a minimalistic unfreez (Windows):
http://www.whitsoftdev.com/unfreez/

Its free. Simply drag your images into, set or unset loop animation and 
frame delays (in cs) and save... Works like a charm :-)


Viktoras

Mike Hughes wrote:
I know Animated GIF's probably seem a little arcane to many on this 
list however for me they work brilliantly in one of my projects. 
Almost brilliantly, that is.


Quite simply, I'd like to create animated GIF's that use transparency. 
There are a few freebie apps on the Mac that do poor jobs creating 
them. Then there are tools like Fireworks and Adobe ImageReady. These 
apps allow me to create exactly the Animated GIF's I need and that 
render perfectly in a web browser.


But when I import them to Revolution, they run at hyperspeed and show 
strange areas of transparency. Can anyone point me in the direction of 
either a solution for the Fireworks/Adobe ImageReady problem or 
towards a competent GIF creator liked by Revolution (Mac or Windows)?


Thanks!

Mike

_
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Re: The Ancient Art of the Animated GIF

2007-07-28 Thread Mike Hughes

Thanks Klaus and Jacque,

Klaus, your trick worked to stop the transparency anomaly but didn't slow 
the GIF down to its programmed speed. Jacque, I'll try it out in Graphic 
Converter. Many thanks!!!


Mike



From: "J. Landman Gay" <[EMAIL PROTECTED]>
Reply-To: How to use Revolution 
To: How to use Revolution 
Subject: Re: The Ancient Art of the Animated GIF
Date: Sat, 28 Jul 2007 14:50:32 -0500

Mike Hughes wrote:
Can anyone point me in the direction of either a solution for the 
Fireworks/Adobe ImageReady problem or towards a competent GIF creator 
liked by Revolution (Mac or Windows)?


Graphic Converter. Works great and it's inexpensive. The trial is unlimited 
and free if you don't mind sitting through a delayed startup. The UI isn't 
as intuitive as it might be, but the output is compatible with Rev and 
works very well.


--
Jacqueline Landman Gay | [EMAIL PROTECTED]
HyperActive Software   | http://www.hyperactivesw.com
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http://club.live.com/home.aspx?icid=club_hotmailtextlink1


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Re: The Ancient Art of the Animated GIF

2007-07-28 Thread J. Landman Gay

Mike Hughes wrote:
Can anyone point me in the direction of 
either a solution for the Fireworks/Adobe ImageReady problem or towards 
a competent GIF creator liked by Revolution (Mac or Windows)?


Graphic Converter. Works great and it's inexpensive. The trial is 
unlimited and free if you don't mind sitting through a delayed startup. 
The UI isn't as intuitive as it might be, but the output is compatible 
with Rev and works very well.


--
Jacqueline Landman Gay | [EMAIL PROTECTED]
HyperActive Software   | http://www.hyperactivesw.com
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Re: The Ancient Art of the Animated GIF

2007-07-28 Thread Klaus Major

Hi Mike,

I know Animated GIF's probably seem a little arcane to many on this  
list however for me they work brilliantly in one of my projects.  
Almost brilliantly, that is.


Quite simply, I'd like to create animated GIF's that use  
transparency. There are a few freebie apps on the Mac that do poor  
jobs creating them. Then there are tools like Fireworks and Adobe  
ImageReady. These apps allow me to create exactly the Animated  
GIF's I need and that render perfectly in a web browser.


But when I import them to Revolution, they run at hyperspeed and  
show strange areas of transparency. Can anyone point me in the  
direction of either a solution for the Fireworks/Adobe ImageReady  
problem or towards a competent GIF creator liked by Revolution (Mac  
or Windows)?


try this:
...
set the constantmask of img "you animated gif here" to true
...

That may help, but maybe not... :-)


Thanks!

Mike


Regards

Klaus Major
[EMAIL PROTECTED]
http://www.major-k.de

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The Ancient Art of the Animated GIF

2007-07-28 Thread Mike Hughes
I know Animated GIF's probably seem a little arcane to many on this list 
however for me they work brilliantly in one of my projects. Almost 
brilliantly, that is.


Quite simply, I'd like to create animated GIF's that use transparency. There 
are a few freebie apps on the Mac that do poor jobs creating them. Then 
there are tools like Fireworks and Adobe ImageReady. These apps allow me to 
create exactly the Animated GIF's I need and that render perfectly in a web 
browser.


But when I import them to Revolution, they run at hyperspeed and show 
strange areas of transparency. Can anyone point me in the direction of 
either a solution for the Fireworks/Adobe ImageReady problem or towards a 
competent GIF creator liked by Revolution (Mac or Windows)?


Thanks!

Mike

_
Don't get caught with egg on your face. Play Chicktionary!  
http://club.live.com/chicktionary.aspx?icid=chick_hotmailtextlink2


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Re: Animated GIF Problem

2006-09-08 Thread Chipp Walters

On 9/8/06, John Miller <[EMAIL PROTECTED]> wrote:

Scott,

I am using Photoshop to create a web animation.  Does ImageReady have
features beyond Photoshop?


I believe what Scott means is that Photoshop by itself cannot save a
file in the animated GIF format. That is what ImageReady does. You can
load your layers into ImageReady and create an animated gif, one frame
for each layer there. You need to check and make sure you animation
does not use temporal compression (which browsers typically prefer as
they create smaller files).
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Animated GIF Problem

2006-09-08 Thread John Miller

Scott,

I am using Photoshop to create a web animation.  Does ImageReady have  
features beyond Photoshop?


I tried your suggestion, but it really doesn'y address my issue.   
Only 1 or 2 frames of the 24 are being loaded.


If you have any other ideas, I would be interested in hearing them.

Thanks for responding.

John Miller
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Re: Animated GIF Problem

2006-09-08 Thread Scott Rossi
Recently, John Miller wrote:

> I have used Photoshop CS2 to create an animated GIF with 24 frames.
> The finished file is about 50KB.  When I import the file into
> Revolution, it only imports 1 or 2 of the frames.
> 
> I can load it in any number of web browsers and it appears and acts
> normal.
> 
> Does anybody have any ideas about what I am doing wrong?

Do you mean you created with ImageReady?  You might be using an unusual
optimization in the file.  Try setting the constantMask of the imported
image to true/false.  From the docs:

"Use the constantMask property to enable display of certain animated GIF
images."

Regards,

Scott Rossi
Creative Director
Tactile Media, Multimedia & Design
-
E: [EMAIL PROTECTED]
W: http://www.tactilemedia.com


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Animated GIF Problem

2006-09-08 Thread John Miller

Greetings All,

I have used Photoshop CS2 to create an animated GIF with 24 frames.   
The finished file is about 50KB.  When I import the file into  
Revolution, it only imports 1 or 2 of the frames.


I can load it in any number of web browsers and it appears and acts  
normal.


Does anybody have any ideas about what I am doing wrong?

Thanks!

John Miller
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Re: Can I export an animated GIF?

2006-01-31 Thread Sarah Reichelt
On 2/1/06, graham samuel <[EMAIL PROTECTED]> wrote:
> Thanks to Chipp, Klaus, Jacqueline and Richard for picking this up! I
> see there are solutions to exporting the animated GIF, although not
> one that simply parks it on the clipboard: still, it can be done.
>
> Yes, I am pursuing the problem of corruption which I'd earlier
> reported to RR support and which was mentioned by Jacqueline: at
> present I'm eliminating images in order to look for the bad one,
> while trying to make sure that the script still goes on running.
> There doesn't seem any other way of pinning down the offending
> graphic, if that indeed is the source of the problem.
>
> I assume that if I export an image to the clipboard and recreate it
> in a graphic app (say GraphicConverter on OSX), then it won't be
> corrupt any more - I wonder if this is true? I can't quite imagine
> what this corruption consists of: if we can see the image and
> manipulate it, what else is there to go wrong? I realise this just
> shows my lack of imagination.

Hi Graham,

Have you tried editing the gif in your external editor and then saving
it from there? I haven't done this with animated gifs, so I don't know
if it works, but it might be worth a try.

Sarah
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Re: Can I export an animated GIF?

2006-01-31 Thread graham samuel
Thanks to Chipp, Klaus, Jacqueline and Richard for picking this up! I  
see there are solutions to exporting the animated GIF, although not  
one that simply parks it on the clipboard: still, it can be done.


Yes, I am pursuing the problem of corruption which I'd earlier  
reported to RR support and which was mentioned by Jacqueline: at  
present I'm eliminating images in order to look for the bad one,  
while trying to make sure that the script still goes on running.  
There doesn't seem any other way of pinning down the offending  
graphic, if that indeed is the source of the problem.


I assume that if I export an image to the clipboard and recreate it  
in a graphic app (say GraphicConverter on OSX), then it won't be  
corrupt any more - I wonder if this is true? I can't quite imagine  
what this corruption consists of: if we can see the image and  
manipulate it, what else is there to go wrong? I realise this just  
shows my lack of imagination.



Chipp Walters wrote:

This seemed to work for me. It can export the GIF one frame at a time.
Then you'll need a GIF animator program to reassemble.

You might try choosing PNG instead of GIF as the intermediary  
format as

it's not subject to losslessness.

on mouseUp
   set the repeatcount of last img to 0
   ask "frame Number:" with "1"
   if it is not a number then exit mouseUp
   set the currentframe of last img to it
   ask file ""
   if it is empty then exit to top
   export last image to URL ("binfile:" & it) as GIF
   answer the result
end mouseUp



Klaus wrote

you can:

...
   put img 1 into url("binfile:filename.gif")
...

works here for animated gifs!



Back to the grindstone...

Graham



Graham Samuel / The Living Fossil Co. / UK and France


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Re: Can I export an animated GIF?

2006-01-31 Thread Klaus Major

Hi Graham,

In order to try to effect a rescue of a corrupt stack, I'm  
exporting the images from it by typing stuff like the following in  
the message box:


set the clipboardData["image"] to img "myImage" of cd "someCard" of  
stack "someStack"


and then picking up the object on the clipboard in a graphic editor  
(plain vanilla 'copy' only works on text, I find)


This works well, but a few of my images are animated GIFs, and in  
this case only one frame comes across, presumably because the  
underlying format of the clipboardData for images is PNG. Doubtless  
I can go back to the original files for these, but I am curious as  
to how I might get  RR to export an animated GIF intact. Any  
suggestions?


you can:

...
  put img 1 into url("binfile:filename.gif")
...

works here for animated gifs!


TIA

Graham



Graham Samuel / The Living Fossil Co. / UK and France


Best from germany

Klaus Major
[EMAIL PROTECTED]
http://www.major-k.de

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Re: Can I export an animated GIF?

2006-01-30 Thread J. Landman Gay

Richard Gaskin wrote:

graham samuel wrote:


In order to try to effect a rescue of a corrupt stack



Haven't seen one of those in years.  Please send a copy to RunRev 
technical support.  Stack corruption is so rare very with Rev that it's 
worth them taking a look at.


If the stack is under 2MB feel free to send a copy to me to.  Don't know 
if I can recover it, but it's such a novelty to see a corrupted stack 
I'd be willing to see what I can do.




Nah, he CAME from tech support. :) What I told Graham was that his 
symptoms sounded a lot like what happens if an image in the stack is 
bad. He's getting a crash when the stack tries to load. I think 
"corrupted stack" was just a shortcut way of referring to the problem. 
My advice was to remove all images and see if it still crashes. If not, 
then images are probably the culprit and he needs to figure out which one.


--
Jacqueline Landman Gay | [EMAIL PROTECTED]
HyperActive Software   | http://www.hyperactivesw.com
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Re: Can I export an animated GIF?

2006-01-30 Thread Chipp Walters
This seemed to work for me. It can export the GIF one frame at a time. 
Then you'll need a GIF animator program to reassemble.


You might try choosing PNG instead of GIF as the intermediary format as 
it's not subject to losslessness.


on mouseUp
  set the repeatcount of last img to 0
  ask "frame Number:" with "1"
  if it is not a number then exit mouseUp
  set the currentframe of last img to it
  ask file ""
  if it is empty then exit to top
  export last image to URL ("binfile:" & it) as GIF
  answer the result
end mouseUp



graham samuel wrote:
In order to try to effect a rescue of a corrupt stack, I'm exporting  
the images from it by typing stuff like the following in the message  box:


set the clipboardData["image"] to img "myImage" of cd "someCard" of  
stack "someStack"


and then picking up the object on the clipboard in a graphic editor  
(plain vanilla 'copy' only works on text, I find)


This works well, but a few of my images are animated GIFs, and in  this 
case only one frame comes across, presumably because the  underlying 
format of the clipboardData for images is PNG. Doubtless I  can go back 
to the original files for these, but I am curious as to  how I might 
get  RR to export an animated GIF intact. Any suggestions?


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Re: Can I export an animated GIF?

2006-01-30 Thread Richard Gaskin

graham samuel wrote:

In order to try to effect a rescue of a corrupt stack


Haven't seen one of those in years.  Please send a copy to RunRev 
technical support.  Stack corruption is so rare very with Rev that it's 
worth them taking a look at.


If the stack is under 2MB feel free to send a copy to me to.  Don't know 
if I can recover it, but it's such a novelty to see a corrupted stack 
I'd be willing to see what I can do.


--
 Richard Gaskin
 Fourth World Media Corporation
 ___
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Can I export an animated GIF?

2006-01-30 Thread graham samuel
In order to try to effect a rescue of a corrupt stack, I'm exporting  
the images from it by typing stuff like the following in the message  
box:


set the clipboardData["image"] to img "myImage" of cd "someCard" of  
stack "someStack"


and then picking up the object on the clipboard in a graphic editor  
(plain vanilla 'copy' only works on text, I find)


This works well, but a few of my images are animated GIFs, and in  
this case only one frame comes across, presumably because the  
underlying format of the clipboardData for images is PNG. Doubtless I  
can go back to the original files for these, but I am curious as to  
how I might get  RR to export an animated GIF intact. Any suggestions?


TIA

Graham



Graham Samuel / The Living Fossil Co. / UK and France


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Re: [ANN] Animated gif for OSX progress

2005-08-22 Thread FlexibleLearning
 
I suspect the repeat loop is so tight that it leaves no cycles left for the  
engine to activate the animation frames. For most purposes, an animated gif 
will  happily run in it's own 'memory area', or at least that is my experiance 
and  impression over the years. 
 
/H

>on doTheLongProcess  pCount
>   repeat with i=1 to pCount
>  put i
>   end repeat
>end  doTheLongProcess



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Re: [ANN] Animated gif for OSX progress

2005-08-22 Thread Joel Guillod

You are most welcome, Joel.

And Howard, you are not actually stopping the  animation which  
continues in
the background. As in the original posting and  repeated when  
uploaded to ssBk
Online, set the repeatCount of the image ID to -1  to start the  
animation and

0 to stop it.



On what platform do you run? I still dont see the animation during  
script execution. Try this on MacOSX 10.4.2:


1.- Put this handler in the script of a card displaying your  
animation image:


on doTheLongProcess pCount
  repeat with i=1 to pCount
put i
  end repeat
end doTheLongProcess

2.- Ensure that the image is animated, i.e. type in the msg box: "set  
the repeatCount of the image X to -1"


3.- Type the following in the msg box "doTheLongProcess 4000"

4.- Here you notice that the msg box displays an increasing value but  
the image is not animated.


Now, do you catch my former question? Or does your own computer  
display the animation, mine does not...



So to allow for the animation to be displayed during the execution of  
script, I do the following:


1.- Change the above script to:
on doTheLongProcess pCount
  repeat with i=1 to pCount
put i
animateImg -- this is the fix to allow for the animation to  
display.

  end repeat
end doTheLongProcess

local llast_animate = 0

on animateImg i
  -- dont do the wait for each iteration of the calling handler  
since this will slow down the execution:

  if millisecs()-llast_animate>100 then
wait 0 millisecs
put millisecs() into llast_animate
  end if
end animateImg

2.- Note that calling "wait" allows for the screen to display.
3.- Dont use a "lockscreen" or "set lockscreen to true" in your  
script because this will prevent the redisplay, of course.


That's my proposal. I build a test stack named "Display animation  
process" which you find under username "imed". It will show you time  
wasting depending of the settings (animate or not, screen locked or  
not).


JG


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Re: [ANN] Animated gif for OSX progress

2005-08-21 Thread FlexibleLearning
>> And Howard, you are not actually  stopping the  animation which continues 
in
>> the background. As  in the original posting and  repeated when uploaded to 
ssBk
>>  Online, set the repeatCount of the image ID to -1  to start the animation 
 and
>> 0 to stop it.

> Right. I realize that. How much of a  performance hit do you think we
> take for keeping that little animation  running all the time?


Probably not a great deal, Howard, but for the  sake of a simple line 
probably a tidier solution.

/H  

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Re: [ANN] Animated gif for OSX progress

2005-08-21 Thread Howard Bornstein
On 8/21/05, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:
> 
> And Howard, you are not actually stopping the  animation which continues in
> the background. As in the original posting and  repeated when uploaded to ssBk
> Online, set the repeatCount of the image ID to -1  to start the animation and
> 0 to stop it.
> 


Right. I realize that. How much of a performance hit do you think we
take for keeping that little animation running all the time?

-- 
Regards,

Howard Bornstein
---
www.designeq.com
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Re: [ANN] Animated gif for OSX progress

2005-08-21 Thread FlexibleLearning
 
You are most welcome, Joel.
 
And Howard, you are not actually stopping the  animation which continues in 
the background. As in the original posting and  repeated when uploaded to ssBk 
Online, set the repeatCount of the image ID to -1  to start the animation and 
0 to stop it.
 
 

/H
 
 
 

On 8/21/05, Joel Guillod <[EMAIL PROTECTED]> wrote:
>  Thanks for the nice 16x16 24-frame animated gif !
> 
> I wonder to  know if there is a way in Revolution that animated gif
> are going to be  automatically animated during the execution of a
> script. 

When I  tested it, the animation ran automatically whenever the gif was
showing. So  to use the "busy" indicator, I just set a transparent
button to the icon of  the gif to show it and set the icon to 0 to stop
it.


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Re: [ANN] Animated gif for OSX progress

2005-08-21 Thread Howard Bornstein
On 8/21/05, Joel Guillod <[EMAIL PROTECTED]> wrote:
> Thanks for the nice 16x16 24-frame animated gif !
> 
> I wonder to know if there is a way in Revolution that animated gif
> are going to be automatically animated during the execution of a
> script. 

When I tested it, the animation ran automatically whenever the gif was
showing. So to use the "busy" indicator, I just set a transparent
button to the icon of the gif to show it and set the icon to 0 to stop
it.

-- toggle the wait indicator
 if the icon of btn "wait" is 0 then
set the icon of btn "wait" to 1004 -- the id of the gif
  else
set the icon of btn "wait" to 0
  end if

-- 
Regards,

Howard Bornstein
---
www.designeq.com
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Re: [ANN] Animated gif for OSX progress

2005-08-21 Thread Joel Guillod

Thanks for the nice 16x16 24-frame animated gif !

I wonder to know if there is a way in Revolution that animated gif  
are going to be automatically animated during the execution of a  
script. This is in fact the reason of your new 'chasing arrows' to  
show the user that a process is currently running and he should be  
patient.


My solution up to now:
1.- open the animated gif in GraphicConverter
2.- save it as a Quicktime Movie,
3.- add a Player named "MyAnim" onto your card
4.- in message box type :
   set the filename of player "MyAnim" to theQuicktimeMovieFilePath
   set the looping of player "MyAnim" to true
5.- then a script sample during which the animation is displayed:

  on doSomeLongProcess
  show player "MyAnim"
  start player "MyAnim"
  here you have some long process to run -- <-- change as needed...
  stop player "MyAnim"
  hide player "MyAnim"
  end doSomeLongProcess

6.- Of course the animation is not displayed if you set the  
lockscreen to true in your script.


Enjoy and tell me if there is a direct solution with animated gif.

Joel G
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Re: [ANN] Animated gif for OSX progress

2005-08-20 Thread FlexibleLearning
>Thanks, Hugh.
>
>Curious...why didn't you post this on SSBK  onlne?
>
>Heh
>
>Dan


It has now been posted to The Scripter's Scrapbook Online, with an  Entry as 
below including the download link.
 
Remember you can always store a copy the file in your own ssBk Entry, then  
restore as many copies as you want whenever you need to.
 

/H
FLCo
Home of The Scripter's   Scrapbook
www.FlexibleLearning.com/ssbk.htm
 

---
OSX Async Progress Ani.gif

PLATFORM(s): Mac OSX
LANGUAGE(s):  Rev
CLASSIFICATION(s): Deployment : Interface

The standard OSX  asyncronous progress indicator (the grey 'flower' with 
chasing 'petals') is  available as a 16px 24-frame, transparent, animated gif. 
It 
was created from the  24 tiff files in the OSX system folder, scaled to 16px 
as required by the OSX  HIG (Apple Human Interface Guidelines 2005-8-11, page 
138). The 4kb file size is  very much smaller than the combined size of the 
tiff files, so it has a very  small impact on your stack size.

Suitable for use on light backgrounds  (white or light grey for example) due 
to anti-aliasing that will display the  'halo' effect on dark backgrounds.

Download:   www.FlexibleLearning.com/xtalk/OSXspinnerANI.zip 

In a button: set the ID  of btn [myBtn] to [tImgID]
Start animation: set the repeatCount of img ID  [tImgID] to -1
Stop animation: set the repeatCount of img ID [tImgID] to  0


SOURCE: Hugh Senior, The Flexible Learning Company,  19AUG2005
---
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Re: [ANN] Animated gif for OSX progress

2005-08-19 Thread Richard Gaskin

[EMAIL PROTECTED] wrote:
The 'chasing arrows' is no longer OSX-HIG conformant (Apple Human Interface  
Guidelines 2005-8-11, page 138) and the asynchronous progress indicator is  
recommended. Trouble is, it's not readily accessible so we have made one for  
Rev...


www.FlexibleLearning.com/xtalk/OSXspinnerANI.zip

It's a  16x16 24-frame animated gif, is only 4kb in size, and should 
replicate  native OSX for most purposes in your stacks. With thanks to Todd for 
locating  the original 32px tiff files!


Way cool -- thanks for posting that.

Kinda makes a fella wonder why OS vendors don't provide graphics like 
this themselves.  I know, I know: "Surely we're the only operating 
system you're writing for, so just use our API."  ;)


--
 Richard Gaskin
 Managing Editor, revJournal
 ___
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Re: [ANN] Animated gif for OSX progress

2005-08-19 Thread Dan Shafer

Thanks, Hugh.

Curious...why didn't you post this on SSBK onlne?

Heh

Dan

On Aug 19, 2005, at 4:04 PM, [EMAIL PROTECTED] wrote:

The 'chasing arrows' is no longer OSX-HIG conformant (Apple Human  
Interface
Guidelines 2005-8-11, page 138) and the asynchronous progress  
indicator is
recommended. Trouble is, it's not readily accessible so we have  
made one for

Rev...

www.FlexibleLearning.com/xtalk/OSXspinnerANI.zip

It's a  16x16 24-frame animated gif, is only 4kb in size, and should
replicate  native OSX for most purposes in your stacks. With thanks  
to Todd for

locating  the original 32px tiff files!

Notes for folks new to animated icons in Revolution...
1. Download from the address above
2. Unzip to the gif
3. Import the image file into your stack
4. Make a note of the image's ID

To Start the animation, type this in the message box...
set the repeatCount of img id [theImgID] to -1
To stop the animation, type this in the message box...
set the repeatCount of img id [theImgID] to 0

To implement in a button (so you can use a single image anywhere  
and as  many
times as you want without duplicating it), simply set the icon of  
the  button
to [theImgID] and use the same lines above to start and stop as   
required.



/H
FLCo
The Scripter's  Scrapbook
www.FlexibleLearning.com/ssbk.htm

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[ANN] Animated gif for OSX progress

2005-08-19 Thread FlexibleLearning
The 'chasing arrows' is no longer OSX-HIG conformant (Apple Human Interface  
Guidelines 2005-8-11, page 138) and the asynchronous progress indicator is  
recommended. Trouble is, it's not readily accessible so we have made one for  
Rev...

www.FlexibleLearning.com/xtalk/OSXspinnerANI.zip

It's a  16x16 24-frame animated gif, is only 4kb in size, and should 
replicate  native OSX for most purposes in your stacks. With thanks to Todd for 
locating  the original 32px tiff files!

Notes for folks new to animated icons in Revolution...
1. Download from the address above
2. Unzip to the gif
3. Import the image file into your stack
4. Make a note of the image's ID
 
To Start the animation, type this in the message box...
set the repeatCount of img id [theImgID] to -1
To stop the animation, type this in the message box...
set the repeatCount of img id [theImgID] to 0

To implement in a button (so you can use a single image anywhere and as  many 
times as you want without duplicating it), simply set the icon of the  button 
to [theImgID] and use the same lines above to start and stop as  required.
 

/H
FLCo
The Scripter's  Scrapbook
www.FlexibleLearning.com/ssbk.htm
 
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Re: Animated Gif

2005-05-16 Thread Klaus Major
Hi Shawn,
Hello All,
Is there a way to control the speed of an animated
gif?
Also, is there a way to have an animated gif loop
indefinitely?
there is a little stack of mine in Rev online, that deals with this  
topic...

username: klausimausi
Stack: The taming of the animated gif...
Enjoy, and drop a line, if something is not clear as i was hoping ;-)
Thanks,
Shawn
Regards
Klaus Major
[EMAIL PROTECTED]
http://www.major-k.de
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Re: Animated Gif

2005-05-16 Thread Scott Rossi
Recently, Shawn Rampy  wrote:

> Is there a way to control the speed of an animated
> gif?

One way is to set the repeatCount of the GIF to 0 and use your own timer to
update the GIF using the currentFrame.  Something like:

 local fCount
 on updateGIF
  if fCount = empty or fCount = the frameCount of img myGIF then \
put 0 into fCount
  add 1 to fCount
  set the currentFrame of img myGIF to fCount
  send "updateGIF" to me in 100 millisecs -- UPDATE GIF EVERY 1/10 SECOND
 end updateGIF


> Also, is there a way to have an animated gif loop
> indefinitely?

 set the repeatCount of img myGIF to -1



Regards,

Scott Rossi
Creative Director
Tactile Media, Multimedia & Design
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Animated Gif

2005-05-16 Thread Shawn Rampy
Hello All,

Is there a way to control the speed of an animated
gif?

Also, is there a way to have an animated gif loop
indefinitely?

Thanks,
Shawn




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Re: slight delay in animated gif loop

2004-09-20 Thread Jim MacConnell
Kweto,

Glad the delay is gone and you are right.. MOD gives zero when you hit the
divisor. You could use something like:
(TCurrentFreime MOD 36) + 1

But.. If it isn't broken now.. Obviously don't fix it.


Jim
> 
> Unfortunately, "MOD" is not the solution. The documentation explains that:
> 
> "If number can be divided evenly into divisor, the expression number mod
> divisor is zero."

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Re: slight delay in animated gif loop

2004-09-20 Thread kweto
Thank you to Jim MacConnell for the interesting "use MOD" suggestion. I
(Bdidn't know "MOD" existed.
(B
(BUnfortunately, "MOD" is not the solution. The documentation explains that:
(B
(B"If number can be divided evenly into divisor, the expression number mod
(Bdivisor is zero."
(B
(BWhich means the currentFrame will get set to 0 (!) at some point in the
(Bloop.
(B
(BOddly enough, though, that pesky frame delay is gone! Perhaps my restarting
(Bthe computer this morning cleared up an artery or something.
(B
(BCheers,
(BNicolas Cueto
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Re: slight delay in animated gif loop

2004-09-20 Thread Jim MacConnell
I'm surprised it makes a noticeable difference but...  resetting your frame
to the start is using an added IF statement. Maybe try using MOD instead.
This means the same number of statements are executed every time through the
loop so the timing should be better.

Also note I added a tNumFrames variable so the routine will work for any
animated gif. Just replace the 36 with the correct number and off you go.




put the currentFrame of image "imgSpinner" into tCurrentFreim
put 1 into tEnough
-- Added line --
put 36 into tNumFrames
--

repeat until the mouse is up
play "ding.wav"
wait 80 milliseconds
-- New lines start --
add 1 to tCurrentFreim
set the currentFrame of image "imgSpinner" to tCurrentFreim mod tNumFrames
if tCurrentFreim > 95 then send mouseUp to me
-- New lines end --
end repeat



Hope this helps (and was right... I'm still learning)

-- 
Jim M

> From: "kweto" <[EMAIL PROTECTED]>
> Reply-To: How to use Revolution <[EMAIL PROTECTED]>
> Date: Mon, 20 Sep 2004 17:38:17 +0900
> To: "How to use Revolution" <[EMAIL PROTECTED]>
> Subject: slight delay in animated gif loop
> 
> My only guesses as to why are that (1) either the "repeat... if" control
> structure requires a bit more processing time, or (2) I have neglected to
> set some image property I am not aware of. (Incidentally, the gif plays
> smoothly when tested on a browser.)
> 
> Here's the bit of script:
> 
> put the currentFrame of image "imgSpinner" into tCurrentFreim
> put 1 into tEnough
> repeat until the mouse is up
> play "ding.wav"
> wait 80 milliseconds
> -- long enough for the soundfile to play (and, yes
> -- I tried "wait until the sound is done" but yuch!)
> if tCurrentFreim > 35 then put 0 into tCurrentFreim
> if tCurrentFreim < 37 then add 1 to tCurrentFreim
> set the currentFrame of image "imgSpinner" to tCurrentFreim
> add 1 to tEnough
> if tEnough > 95 then send mouseUp to me
> end repeat
> 

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slight delay in animated gif loop

2004-09-20 Thread kweto
Hello,
(B
(BActually, my animated gif's looping is not "natural", i.e., I don't rely on
(B"set repeatCount to -1". Instead, I use a "repeat" control strutcture to
(Bprogress the gif frame by frame, plus a two-part "if" statement to set the
(BcurrentFrame number of the gif back to 1 after its last frame has played.
(BThe time between each frame is 80 milliseconds, during which time a 50
(Bmillisecond (or thereabouts) sound file plays.
(B
(BThe problem is that the time length of all the frame changes move (and
(Bsound) uniformly, except, that is, for the change from the last frame back
(Bto the first frame, which shows a very slight but nonetheless noticeable
(Btime delay compared to the others.
(B
(BMy only guesses as to why are that (1) either the "repeat... if" control
(Bstructure requires a bit more processing time, or (2) I have neglected to
(Bset some image property I am not aware of. (Incidentally, the gif plays
(Bsmoothly when tested on a browser.)
(B
(BHere's the bit of script:
(B
(B
(Bput the currentFrame of image "imgSpinner" into tCurrentFreim
(Bput 1 into tEnough
(Brepeat until the mouse is up
(B play "ding.wav"
(B wait 80 milliseconds
(B -- long enough for the soundfile to play (and, yes
(B -- I tried "wait until the sound is done" but yuch!)
(B if tCurrentFreim > 35 then put 0 into tCurrentFreim
(B if tCurrentFreim < 37 then add 1 to tCurrentFreim
(B set the currentFrame of image "imgSpinner" to tCurrentFreim
(B add 1 to tEnough
(B if tEnough > 95 then send mouseUp to me
(Bend repeat
(B
(B
(BIf someone has a solution, neurotic-I would really appreciate hearing it.
(B
(BThanks.
(B
(BCheers,
(BNicolas Cueto
(B(in somewhat less muggy Japan)
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Re: Message timing problem (was: Re: Can I alter the frame rate of an animated GIF by script?)

2004-05-13 Thread Dar Scott
On Thursday, May 13, 2004, at 10:45 AM, Graham Samuel wrote:

I dimly see that I may somehow have activated more than one instance 
of my showNextFrame handler in some strange way - this is the only way 
I can imagine the pendingMessages getting closer together than 0.15 
seconds; but I still badly need suggestions of what I can have done 
wrong, and if I have called the handler more frequently than my 
required interval, how I could program the handler to reject these 
additional calls.
This is usually the problem.

One brute force method is to see if there is the same message in 
pendingMessages() before the send.  Sarah likes this one.

Another is to use a script local variable for the message id.  I use 
empty to mean none.  Thus, if it is not empty, then there is a message 
pending.

However, it might be good to look at why this is happening.  It might 
be that you are not reliably shutting down the mechanism.

If you have a little time, you might want to go through the primer on 
"message mechanics" at my site:

 http://www.swcp.com/dsc/revstacks.html

Dar Scott


Dar Scott Consulting
http://www.swcp.com/dsc/
Programming Services
(Put "revbuddy" in the subject of off-list mail.)

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Re: Can I alter the frame rate of an animated GIF by script?

2004-05-12 Thread Graham Samuel
Still trying out non-animated GIF animations (haven't tried PNG yet). I've 
followed various listers suggestions by changing the icon of a button to 
show successive frames of an animation, using the construct

 send "showNextFrame" to me in 150 milliseconds

to loop around a collection of 30 frames (the handler showNextFrame being 
in the button itself).

This works very well, except I'm getting some strange speed anomalies. 
Doubtless these are my fault, but can anyone say how accurate this type of 
timing is likely to be? I expected the interval to be longer than I 
requested at times (if the machine was sufficiently busy) but so far I'm 
seeing apparently much **shorter** iterations appearing after low hundreds 
of frames have been shown, averaging well under 100ms. Like I said, it's 
probably me, but has anyone else seen this kind of thing? I'm running on 
Windows XP.

TIA

Graham

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Re: Can I alter the frame rate of an animated GIF by script?

2004-05-11 Thread Graham Samuel
On Mon, 10 May 2004 16:30:06 -0700 (PDT), Alejandro Tejada 
<[EMAIL PROTECTED]> wrote:

Look at this approach to show animation in
your stack:
<http://geocities.yahoo.com/capellan2000/Vector_Animation.gz>

<http://lists.runrev.com/pipermail/use-revolution/2004-January/028707.html>

<http://lists.runrev.com/pipermail/use-revolution/2004-January/028759.html>

Abraham Wouter created a professional example of
a filmstrip player. You could write him for a copy.
I think that the name of the file that he sent me is
"MetamoviePlayer".
Notice, Graham, this is one of the best way to have
animated png or vector graphics in your stack!
The animated png format is mng, but it's still a
work in progress.
Scott Rossi created this walking animation example,
some time ago:
<http://lists.runrev.com/pipermail/use-revolution/2003-November/025499.html>

Good luck and keep us informed of your advances
in this area.
Thanks Al, I'm looking at this. Couldn't download your .gz example (the 
link is wrong) but I did find your script. I think I see the idea, and 
anyway I will study it very carefully. The stuff I'm doing is very 
filmstrip-like, in that I just want to show a succession of simple frames 
at different speeds, and sometimes backwards. I then sync the animation 
with a sound (I have a different sound for each speed - there is no way as 
far as I know to play sounds at different speeds except via QuickTime which 
I am not able to use). This part seems easy (it's always worked), so I have 
high hopes of this method.

I'll let the list know how I get on with this and other suggestions which 
have been made in the last few hours. It seems a strange route to have 
taken - from QuickTime to Animated GIF to DIY animation, but if it works 
I'm all for it!

Thanks again

Graham

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Re: Can I alter the frame rate of an animated GIF by script?

2004-05-10 Thread Alejandro Tejada
on Mon, 10 May 2004
Graham Samuel wrote:

> Folks, I'm struggling with animated GIFs again - 
> they can behave strangely in earlier versions of 
> Windows (like ME); and even with Windos XP, 
> sometimes starting one animation (showing in a 
> button with the GIF as an icon) can stop an 
> animation already running in another button... 

Hi Graham,

Look at this approach to show animation in
your stack:







Abraham Wouter created a professional example of
a filmstrip player. You could write him for a copy.
I think that the name of the file that he sent me is
"MetamoviePlayer".

Notice, Graham, this is one of the best way to have
animated png or vector graphics in your stack!

The animated png format is mng, but it's still a
work in progress.

Scott Rossi created this walking animation example, 
some time ago: 



Good luck and keep us informed of your advances
in this area.

al

=
Visit my site:
http://www.geocities.com/capellan2000/
Search the mail list:
http://mindlube.com/cgi-bin/search-use-rev.cgi




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Re: Can I alter the frame rate of an animated GIF by script?

2004-05-10 Thread Malte Brill
Hi,

Graham Samuel wrote:

>Folks, I'm struggling with animated GIFs again - they can behave strangely
>in earlier versions of Windows (like ME); and even with Windos XP,
>sometimes starting one animation (showing in a button with the GIF as an
>icon) can stop an animation already running in another button... anyway I'm
>trying all sorts of workarounds to these problems,
Is the .gif on another card? I have experienced problems when the -gif was
not on the same card.

>and it occurs to me that
>I could reduce the number of animated GIFs in my app (which might be a
>cause of these difficulties) if I could change the frame rate of an
>animated GIF on the fly. So far I haven't found anything in the
>documentation about this: can anyone say if it's possible and if so, how to
>do it?

I have been playing with creating .png animations. You could use a button
with different .png (or gif if you wish) images. Set the icon of the button
with a handler that calls itself in a period of time (send animateMe to me
in ... milliseconds.) I use .png instead of gifs, because they display
smoother than gifs (there might be a pixely border around the gif. this
technique allows very flexible animations.
It´s more work than using an animated gif, but much more flexible...

Best,

Malte 

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Re: Can I alter the frame rate of an animated GIF by script?

2004-05-10 Thread Kevin

I have already written several "TASKS" to control the frame rate of the gif.  However, 
if I have a significant number of animated gifs writing a function/handler for each it 
a bit cumbersome.  Especially wher the gif fspec already has it.

K



-==-=-=-=-=-=-==-=-=-=-=-=-=-=-==-=-=-=-=-=-
Disclaimer:

Any resemblance between the above views and those of my
employer, my terminal, or the view out my window are purely
coincidental. 
Any resemblance between the above and my own views is non-deterministic.

 The question of the existence of views in the absence of anyone to hold
them
is left as an exercise for the reader. The question of the existence of
the reader
 is left as an exercise for the second god coefficient. 
(A discussion of non-orthogonal, non-integral polytheism is beyond the
scope of this article.)



 --- On Mon 05/10, Scott Rossi < [EMAIL PROTECTED] > wrote:
From: Scott Rossi [mailto: [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Date: Mon, 10 May 2004 12:19:25 -0700
Subject: Re: Can I alter the frame rate of an animated GIF by script?

Recently, "Graham Samuel"  wrote:> I could reduce the number of animated GIFs 
in my app (which might be a> cause of these difficulties) if I could change the 
frame rate of an> animated GIF on the fly. So far I haven't found anything in 
the> documentation about this: can anyone say if it's possible and if so, how 
to> do it?You can't change the frameRate but you don't need to rely on it 
either.  Setthe repeatCount of your GIF to 0 and increment the currentFrame via 
script.[example card script] on playGIF   get the currentFrame of img 
myGIF   if it < the frameCount of img myGIF then put it+1 into F   
else put 1 into F   set the currentFrame of img myGIF to F   send "playGIF" to 
me in 100 milliseconds #10 FPS end playGIFSee the list archives for more 
on this technique.  A scripted solution givesyou much greater control over GIF 
playback than the built-in timing inanimated GIFs.
 Regards,Scott RossiCreative DirectorTactile Media, Multimedia & 
Design-E: [EMAIL PROTECTED]W: 
http://www.tactilemedia.com___use-revolution
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Re: Can I alter the frame rate of an animated GIF by script?

2004-05-10 Thread Scott Rossi
Recently, "Graham Samuel"  wrote:

> I could reduce the number of animated GIFs in my app (which might be a
> cause of these difficulties) if I could change the frame rate of an
> animated GIF on the fly. So far I haven't found anything in the
> documentation about this: can anyone say if it's possible and if so, how to
> do it?

You can't change the frameRate but you don't need to rely on it either.  Set
the repeatCount of your GIF to 0 and increment the currentFrame via script.

[example card script]
 on playGIF
   get the currentFrame of img myGIF
   if it < the frameCount of img myGIF then
 put it+1 into F
   else put 1 into F
   set the currentFrame of img myGIF to F
   send "playGIF" to me in 100 milliseconds #10 FPS
 end playGIF

See the list archives for more on this technique.  A scripted solution gives
you much greater control over GIF playback than the built-in timing in
animated GIFs.

Regards,

Scott Rossi
Creative Director
Tactile Media, Multimedia & Design
-
E: [EMAIL PROTECTED]
W: http://www.tactilemedia.com

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RE: Can I alter the frame rate of an animated GIF by script?

2004-05-10 Thread Rob Cozens
I to looked into this and found no script that could alter the frame rate.
Graham, Kevin, et al:

That being the case, would something along the lines of:

set the currentFrame of image "My Animation.gif" to 1
show image "My Animation.gif"
repeat with x 2 to the frameCount of image "My Animation.gif"
  wait [your selected interval]
  set the currentFrame of image "My Animation.gif" to x
end repeat
do what you want?
--
Rob Cozens
CCW, Serendipity Software Company
"And I, which was two fooles, do so grow three;
Who are a little wise, the best fooles bee."
from "The Triple Foole" by John Donne (1572-1631)
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RE: Can I alter the frame rate of an animated GIF by script?

2004-05-10 Thread Kevin


I to looked into this and found no script that could alter the frame rate.

K

-==-=-=-=-=-=-==-=-=-=-=-=-=-=-==-=-=-=-=-=-
Disclaimer:

Any resemblance between the above views and those of my
employer, my terminal, or the view out my window are purely
coincidental. 
Any resemblance between the above and my own views is non-deterministic.

 The question of the existence of views in the absence of anyone to hold
them
is left as an exercise for the reader. The question of the existence of
the reader
 is left as an exercise for the second god coefficient. 
(A discussion of non-orthogonal, non-integral polytheism is beyond the
scope of this article.)



 --- On Mon 05/10, Graham Samuel < [EMAIL PROTECTED] > wrote:
From: Graham Samuel [mailto: [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Date: Mon, 10 May 2004 19:22:59 +0100
Subject: Can I alter the frame rate of an animated GIF by script?

Folks, I'm struggling with animated GIFs again - they can behave strangely in 
earlier versions of Windows (like ME); and even with Windos XP, sometimes starting 
one animation (showing in a button with the GIF as an icon) can stop an animation 
already running in another button... anyway I'm trying all sorts of workarounds to 
these problems, and it occurs to me that I could reduce the number of animated 
GIFs in my app (which might be a cause of these difficulties) if I could change 
the frame rate of an animated GIF on the fly. So far I haven't found anything in 
the documentation about this: can anyone say if it's possible and if so, how to 
do 
it?TIAGraham---Graham
 Samuel / The Living Fossil Co. / UK & France  
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Can I alter the frame rate of an animated GIF by script?

2004-05-10 Thread Graham Samuel
Folks, I'm struggling with animated GIFs again - they can behave strangely 
in earlier versions of Windows (like ME); and even with Windos XP, 
sometimes starting one animation (showing in a button with the GIF as an 
icon) can stop an animation already running in another button... anyway I'm 
trying all sorts of workarounds to these problems, and it occurs to me that 
I could reduce the number of animated GIFs in my app (which might be a 
cause of these difficulties) if I could change the frame rate of an 
animated GIF on the fly. So far I haven't found anything in the 
documentation about this: can anyone say if it's possible and if so, how to 
do it?

TIA

Graham

---
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Re: Animated GIF frame tranistions speed (different than browser(

2004-05-03 Thread Kevin

I am currently working on that I was hopeful that the RR folks would already have a 
method to overide the fram reate. 


K 


-==-=-=-=-=-=-==-=-=-=-=-=-=-=-==-=-=-=-=-=-
Disclaimer:

Any resemblance between the above views and those of my
employer, my terminal, or the view out my window are purely
coincidental. 
Any resemblance between the above and my own views is non-deterministic.

 The question of the existence of views in the absence of anyone to hold
them
is left as an exercise for the reader. The question of the existence of
the reader
 is left as an exercise for the second god coefficient. 
(A discussion of non-orthogonal, non-integral polytheism is beyond the
scope of this article.)



 --- On Mon 05/03, Scott Rossi < [EMAIL PROTECTED] > wrote:
From: Scott Rossi [mailto: [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Date: Mon, 03 May 2004 07:33:12 -0700
Subject: Re: Animated GIF frame tranistions speed (different than browser(

Recently, "Kevin" wrote:> I am using animated GIFs in my applications to show 
that the application is> busy.  The interesting thing is that the animated gifs 
are 5 to 6 times faster> in Revolution than and any other viewer/application 
(frame to frame> tranisition speed).  Is there a way to control the speed at which 
the frames> are displayed?  Why is the frame tranisition speed different than 
Mozilla,> Internet Explorer or Safari?If you have an app that can edit 
animated GIFs, open it there and see if theframe is rate is 0 (or thereabouts).  
You can resave it to the timing youwant.  Otherwise, set the repeatCount of the 
GIF in Rev to 0 and use yourown timing to control the GIF, incrementing the 
currentFrame using whateverspeed is desired.Regards,Scott 
RossiCreative DirectorTactile Media, Development & Design-E: 
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Re: Animated GIF frame tranistions speed (different than browser(

2004-05-03 Thread Kevin


I actually used you stack to figure out how to include animated Gifs.  The funny thing 
is your animated gifs step from frame to frame at a much slower rate.  I am using many 
of the same techniques I will reread the examples to ensure I understood them 
correctly.

K

-==-=-=-=-=-=-==-=-=-=-=-=-=-=-==-=-=-=-=-=-
Disclaimer:

Any resemblance between the above views and those of my
employer, my terminal, or the view out my window are purely
coincidental. 
Any resemblance between the above and my own views is non-deterministic.

 The question of the existence of views in the absence of anyone to hold
them
is left as an exercise for the reader. The question of the existence of
the reader
 is left as an exercise for the second god coefficient. 
(A discussion of non-orthogonal, non-integral polytheism is beyond the
scope of this article.)



 --- On Mon 05/03, Klaus Major < [EMAIL PROTECTED] > wrote:
From: Klaus Major [mailto: [EMAIL PROTECTED]
To: [EMAIL PROTECTED], [EMAIL PROTECTED]
Date: Mon, 3 May 2004 16:16:30 +0200
Subject: Re: Animated GIF frame tranistions speed (different than browser(

Hi Kevin,> Hello, I am using animated GIFs in my applications to show that the 
 > application is busy.> The interesting thing is that the animated gifs are 5 
to 6 times  > faster in Revolution than> and any other viewer/application 
(frame to frame tranisition speed).   > Is there a way to> control the speed 
at which the frames are displayed?Yes, check the docs for "framecount", 
"repeatcount", "currentframe" and  "palindromeframes"...You can also 
donwload a little example-stack of mine from the  contrubutor page on the RR 
website.Look for "The taming of the animated Gif 1.0" ;-)Here is the 
direct link:http://www.runrev.com/downloads/usercontributions/ 
anim_gif_control.rev.zip> Why is the frame tranisition speed different 
than Mozilla, Internet  > Explorer or Safari?I have no idea :-)> 
KRegardsKlaus Major[EMAIL PROTECTED]www.major-k.de

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Re: Animated GIF frame tranistions speed (different than browser(

2004-05-03 Thread Scott Rossi
Recently, "Kevin" wrote:

> I am using animated GIFs in my applications to show that the application is
> busy.  The interesting thing is that the animated gifs are 5 to 6 times faster
> in Revolution than and any other viewer/application (frame to frame
> tranisition speed).  Is there a way to control the speed at which the frames
> are displayed?  Why is the frame tranisition speed different than Mozilla,
> Internet Explorer or Safari?

If you have an app that can edit animated GIFs, open it there and see if the
frame is rate is 0 (or thereabouts).  You can resave it to the timing you
want.  Otherwise, set the repeatCount of the GIF in Rev to 0 and use your
own timing to control the GIF, incrementing the currentFrame using whatever
speed is desired.

Regards,

Scott Rossi
Creative Director
Tactile Media, Development & Design
-
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Re: Animated GIF frame tranistions speed (different than browser(

2004-05-03 Thread Klaus Major
Hi Kevin,

Hello, I am using animated GIFs in my applications to show that the  
application is busy.
The interesting thing is that the animated gifs are 5 to 6 times  
faster in Revolution than
and any other viewer/application (frame to frame tranisition speed).   
Is there a way to
control the speed at which the frames are displayed?
Yes, check the docs for "framecount", "repeatcount", "currentframe" and  
"palindromeframes"...

You can also donwload a little example-stack of mine from the  
contrubutor page on the RR website.
Look for "The taming of the animated Gif 1.0" ;-)

Here is the direct link:

http://www.runrev.com/downloads/usercontributions/ 
anim_gif_control.rev.zip

Why is the frame tranisition speed different than Mozilla, Internet  
Explorer or Safari?
I have no idea :-)

K
Regards

Klaus Major
[EMAIL PROTECTED]
www.major-k.de
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Animated GIF frame tranistions speed (different than browser(

2004-05-03 Thread Kevin



Hello, I am using animated GIFs in my applications to show that the application is 
busy.  The interesting thing is that the animated gifs are 5 to 6 times faster in 
Revolution than and any other viewer/application (frame to frame tranisition speed).  
Is there a way to control the speed at which the frames are displayed?  Why is the 
frame tranisition speed different than Mozilla, Internet Explorer or Safari?

K



-==-=-=-=-=-=-==-=-=-=-=-=-=-=-==-=-=-=-=-=-
Disclaimer:

Any resemblance between the above views and those of my
employer, my terminal, or the view out my window are purely
coincidental. 
Any resemblance between the above and my own views is non-deterministic.

 The question of the existence of views in the absence of anyone to hold
them
is left as an exercise for the reader. The question of the existence of
the reader
 is left as an exercise for the second god coefficient. 
(A discussion of non-orthogonal, non-integral polytheism is beyond the
scope of this article.)



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avi to animated gif, ico to X converter

2004-03-26 Thread Kevin


I have 600 avi for use in developing applications and would like to convert them to 
animated gifs (for use in several languages).  Does anyone know of such a utility 
(that will preserve tranparency)? I am also looking for a utility that can take my 
.ico (from windows platform) and convert the 16x16 to 128xXX to individual gif, png 
etc. any ideas there?


Kevin



-==-=-=-=-=-=-==-=-=-=-=-=-=-=-==-=-=-=-=-=-
Disclaimer:

Any resemblance between the above views and those of my
employer, my terminal, or the view out my window are purely
coincidental. 
Any resemblance between the above and my own views is non-deterministic.

 The question of the existence of views in the absence of anyone to hold
them
is left as an exercise for the reader. The question of the existence of
the reader
 is left as an exercise for the second god coefficient. 
(A discussion of non-orthogonal, non-integral polytheism is beyond the
scope of this article.)



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Re: animated GIF

2003-08-25 Thread Dar Scott
On Sunday, August 24, 2003, at 04:24 AM, Klaus Major wrote:

or should I do something to start and stop it?
Not necessarily necessary :-)
Thanks!  Supporting evidence:  When I hide it and then Show Invisible 
Objects, the animation is frozen.  (This can be handy in itself.)

Dar


Dar Scott Consulting
http://www.swcp.com/dsc/
Programming Services

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animated GIF

2003-08-24 Thread Dar Scott
Is it sufficient to hid and show an animated GIF or should I do 
something to start and stop it?

Dar Scott

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Animated Gif Background Optimization

2003-06-01 Thread Sannyasin Sivakatirswami
I am just started to get into GIF Animations and need some guidance.

How to deal with Backgrounds?...keep them in the animation or separate 
out?

Our artist has delivered some great looking files: Photoshop docs with 
layers that are set in ImageReady to frames for animation.

These layers comprise several layers of characters in different 
positions on  transparent layers and one background layer which is the 
"wall" behind them in a room. ImageReady's optimization is set to 
bounding box and I have set the image in Revolution to 
"constantMask=true" which is fine in this context because the image is 
a) not moving and b) nothing underneath it. Which solves the problem 
created by that bounding box option.  But I am interested in anyone 
else's experience. In this case the "wall" for the room the characters 
are in is applied to each frame... (thus the need for use of 
ImageReady's bounding box optimization to only render the movement of 
the characters and not iterate  the pixels in the background layer 
across all frames.) I will test this also with a  background image for 
the wall and delete that layer from the animation, as perhaps that is a 
better way to go.

But we would appreciate anyone's wisdom from experience on these 
matters...as there's no point re-inventing the wheel here... this has 
all been done before...

Also If there are better tools than ImageReady to get from the layered 
Photoshop document to a  well optimized animated GIF, we would also be 
interested of those, though ImageReady does seem very well wired for 
the job. Does anyone know if one can import a Photoshop document into 
MOTO or ToonBoom Studio? And if those tools really help much for hand 
drawn frames... they seem more for cartoonists who can't  drawn well 
(or just don't have that much time on their hands) for changes from 
frame to frame.

Also happy to do  homework if someone knows of tutorials or any 
resources we should study out...

TIA!

Sannyasin Sivakatirswami
Himalayan Academy Publications
at Kauai's Hindu Monastery
[EMAIL PROTECTED]
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www.HinduismToday.com
www.Gurudeva.org
www.Hindu.org
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How to resize an Animated Gif

2003-02-24 Thread Alejandro Tejada
on Mon Feb 24 05:27:01 2003 
Malte Brill wrote:

>I always searched for a way to resize animated
>Gifs, finally I have one.

I'm as surprised as you that this works.
And to complete the paradox, this feature
appears while importing vector graphics!

>IMHO this is worth a tip of the week.

I feel honored! Thanks Malte! :)

Who knows which others undocumented 
features are awaiting for us to discover!

>BTW: I know about your EPS-Importer. Did you also
code >a "bezier-Tool" for Rev? I would like to be able
to
>create advanced motion-paths (graphics) from
>within Rev. A bezier tool would be very usefull.

Actually, you could download this stack with
a "hardwired" bezier line (7k):

http://ffc.virtualave.net/BezierLine.rev

This could serve fine to draw the motion paths
for objects.

Last week, I've finally found a very simple way to
create and maintain live Bezier and Quadratic curves
in MC/RR (like Illustrator and Flash).
This means that you could apply all transformations:
scale, rotate, skew, reshape and move them as easy
as any polygon graphic. (Some of these transformations

are better handled with matrix math as described in
the svg specification).
This week, I'll scratch time to convert this idea
into a workable solution.

Alejandro


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Re: How to resize an Animated Gif

2003-02-24 Thread Malte Brill
Hi Alejandro,

>To check this for yourselves, do the
>following:
>1) In the message box write:
>Create image

>This empty image will appear in the
>center of the topstack.

>2)Resize this empty image to the
>size that you want the animated gif
>to have and set the locklocation
>of it to true.

>3)Set the filename of the image to
>the name of your animated gif

this is great! I allways searched for a way to resize animated GIFs, finally
I have one. IMHO this is worth a tip of the week.

Thanks a lot!!!


BTW: I know about your EPS-Importer. Did you also code a "bezier-Tool" for
Rev? I would like to be able to create advanced motion-paths (graphics) from
within Rev. A bezier tool would be very usefull.

Regards,

Malte

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How to resize an Animated Gif

2003-02-23 Thread Alejandro Tejada
Hi everyone on the list!

Recently, while testing version 04 of
"EPSimport", I found this unexpected
feature. A resized Animated gif.

To check this for yourselves, do the
following:
1) In the message box write:
Create image

This empty image will appear in the
center of the topstack.

2)Resize this empty image to the
size that you want the animated gif
to have and set the locklocation
of it to true.

3)Set the filename of the image to
the name of your animated gif.

Voila! You have an animated gif
resized.

Remember that you could move
this "locked" image to any place
that you want, for example,
put this code in the script
of the image:

on mouseup
set the cursor to none
repeat until the mouseclick()
-- set the loc of me to the mouseloc
grab me
end repeat
set the cursor to hand
end mouseup

Of course, you could use
the keyboard to move the image
or move it to the points of
a polygon graphic.

By the way, is this resize feature
mentioned in the documentation ?

Alejandro

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Re: The joy of animated GIF

2003-01-05 Thread erik hansen
 Rob Cozens <[EMAIL PROTECTED]> wrote: 

>so the "image" (in a general sense) attached to an icon is stored in >a file on disk, an external image. so the icon you see on a button >is really an "image" meaning a file on disk? as are the actual >images in the stricty RR sense?Here's my understanding, erik:An image used as an icon can be disk or stack resident depending on whether it is added to the stack via the "Import As Control" or "New Referenced Control."That is the reason I said in the original post,"OTOH, if your design alternative is to load all the images in a stack(as opposed to referencing external image files), putting them in ananimated gif incurs no RAM hit, just the time to decompress theframes when the image is opened
thanks! by the way, my Yahoo reply puts my reply insertion at the head of the page and i do not see any settings to change that, so i am copying & pasting to stay with the list format.[EMAIL PROTECTED]    http://www.erikhansen.orgDo you Yahoo!?
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Re: The joy of animated GIF

2003-01-05 Thread Rob Cozens
so the "image" (in a general sense) attached to an icon is stored in 
a file on disk, an external image. so the icon you see on a button 
is really an "image" meaning a file on disk? as are the actual 
images in the stricty RR sense?

Here's my understanding, erik:

An image used as an icon can be disk or stack resident depending on 
whether it is added to the stack via the "Import As Control" or "New 
Referenced Control."

That is the reason I said in the original post,

"OTOH, if your design alternative is to load all the images in a stack
(as opposed to referencing external image files), putting them in an
animated gif incurs no RAM hit, just the time to decompress the
frames when the image is opened.

--

Rob Cozens
CCW, Serendipity Software Company
http://www.oenolog.com/who.htm

"And I, which was two fooles, do so grow three;
Who are a little wise, the best fooles bee."

from "The Triple Foole" by John Donne (1572-1631)
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Re: The joy of animated GIF

2003-01-04 Thread erik hansen
 
 Rob Cozens <[EMAIL PROTECTED]> wrote: 

>how does icon animation compare to gif or "external image files" >approaches with respect to "chewing up large amounts of RAM"?Sorry erik,I don't have enough experience to give you an authoritative answer. The crux of the issue is all images in an animated gif are loaded in RAM when the gif is displayed; so the number & size of the frames in the gif determine the RAM hit, whereas individual external images need only exist in RAM when actually displayed.

so the "image" (in a general sense) attached to an icon is stored in a file on disk, an external image. so the icon you see on a button is really an "image" meaning a file on disk? as are the actual images in the stricty RR sense?
my HC icons were converted to images and the do blithefully move around the screen according to scripted instruction. understanding the idea behind the mechanics sometimes takes a while longer even after reading the documentation. the sunbreak of comprehension is followed by a cognitive fog.
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Re: The joy of animated GIF

2003-01-04 Thread Rob Cozens
how does icon animation compare to gif or "external image files" 
approaches with respect to "chewing up large amounts of RAM"?

Sorry erik,

I don't have enough experience to give you an authoritative answer. 
The crux of the issue is all images in an animated gif are loaded in 
RAM when the gif is displayed; so the number & size of the frames in 
the gif determine the RAM hit, whereas individual external images 
need only exist in RAM when actually displayed.
--

Rob Cozens
CCW, Serendipity Software Company
http://www.oenolog.com/who.htm

"And I, which was two fooles, do so grow three;
Who are a little wise, the best fooles bee."

from "The Triple Foole" by John Donne (1572-1631)
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Re: The joy of animated GIF

2003-01-03 Thread erik hansen
 
 Rob Cozens <[EMAIL PROTECTED]> wrote:

>are there any cross-platform>issues or other problems associated with animated GIFs?about that plan of using a GIF as an image library. It's badidea because the frames are all decompressed ahead of time, chewing uplarge amounts of RAM for no good reason unless you're actually goingto use it for animation where performance is more important thanmemory requirements.I don't think this rules out animated gifs totally (see ClickClock); but as a library of large images it may not be the best approach.OTOH, if your design alternative is to load all the images in a stack (as opposed to referencing external image files), putting them in an animated gif incurs no RAM hit, just the time to decompress the frames when the image is opened.BTW, it is the frame decompression on opening that allows the MC engine to display frame x without first reading frame 1 through x-1.Also, so far as I can tell, a!
nimated gifs cannot be resized, and someone else reported they don't rotate correctly.An obvious point easily overlooked: you can't display multiple frames of an animated gif on the same screen at the same time.That being said animated gifs make eminent sense in controls like ClickClock.gif:300+ small images that are designed and scripted to be used as a set with never a need to be display multiple images or change the loaction of the image/use-revolution
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Animated GIF strangeness

2002-12-13 Thread Barry Levine
Wondering if anyone has encountered this situation..

I have an image object to which I have assigned the filename of a 
particular GIF. The path is fine; the GIF does appear. As the GIF is 
animated, I use the properties box to set a repeatCount of 1. When I 
close the saved stack and re-open it (leaving Rev running), the GIF 
appears as it should. However, if I quit Rev (after saving) and 
re-launch/re-open the stack, the GIF sits a frame 1. When I examine the 
properties of the image object, the repeatCount has, somehow, been 
reset to 0. If I build a distribution of the stack (after first 
verifying that the repeatcount is correct), the compiled app also has 
the GIF sitting at frame 1. If I set the repeatCount to -1, it does 
repeat forever. If I set the repeatCount to 2 or 3, it gets set back to 
0 as described above, as well.

I worked around the problem by using a QT Player object and simply 
added a "start player..." line to the openCard script but it concerns 
me that such strangeness has appeared. I had used another GIF earlier 
(in the same image object) and it worked perfectly. The "bad" GIF was 
created by another individual using Illustrator for each frame (and 
"saving for web") and then using GifFun to assemble the frames. I even 
tried converting the GIF with GraphicConvertor just in case something 
was wrong with the original (and hoping GC would be able to fix it - as 
it usually does work miracles). No luck.

Is there a GIF spec I need to convey back to the GIF producer? I've 
used other GIFs in my stacks and have had no problems. I've been using 
iDraw to create and assemble the whole thing (while my GIF producer has 
all of his original art in Illustrator). Coulc this be a case of too 
many colors? (I'm grasping at straws.) Or maybe this is a "fixed in 
Rev2.0" thing ans I should simply be patient.

Thanks,
Barry

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Animated Gif

2002-12-01 Thread carambola
As far as I know is not possible to edit an animated gif from rev.
I wonder how can get one single animated gif from some images created 
with the paint tool in Rev and exported as png files.
An external in C would be able to create animated gifs?
Ciao,
Paolo

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The joy of animated Gif -> Scott Rossi

2002-11-19 Thread Malte Brill

>It may be the case that Rev/MC is unable to properly display a rotated
>animated GIF, but I would first ask, why would you need to do this?  Any
>image displayed in the GIF can be rendered as rotated.  Perhaps if you
>explain what you're trying to do a solution can be found.

Hi Scott,

the main problem is resizing. I´m trying to do a "pseudo-3D" Demo with some
little space ships. When my ship moves into z-space I need to scale it
smaller, but resizing fails. I was trying to rotate the GIF when moving the
ship on a circular path, but I guess that really could be done with some
more frames in my animation and setting the currentframe properly.

BTW: I use Photoshop Elements for creating animated GIFs. It is really my
favourite because it is cheap (about 80 Euro) and a very powerful tool.

regards,

Malte

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Re: The joy of animated GIF

2002-11-19 Thread Scott Raney
On Mon, 18 Nov 2002 Scott Rossi <[EMAIL PROTECTED]> wrote:

Just a minor correction here:

> In a Web browser environment, the browser has the ability store the contents
> of the first frame it encounters in the GIF, and then render each subsequent
> frame on top of the first.  The browser can also account for redundant
> pixels, meaning that your GIFs can weigh in lighter since you can eliminate
> duplicate pixels that occur in subsequent frames.  These rendering features
> are not present in Rev/MC's handling of GIFs, and may cause your GIF to
> render unexpectedly in Rev/MC.  You can work around this by rendering your
> GIFs with complete frames (including any transparency).

Actually it's not the deltas between frames that are the problem, it's
the fact that some encoders "cheat" by not even encoding the deltas
for the mask at all.  This looks right if you always go forward
through the movie and draw each frame in the same location, it won't
if you don't, nor is it possible to use the image mask to "hit test"
the image to see if the user is clicking on it.  There is a hack
workaround for this cheat that you might try if you're stuck with a
GIF that's been encoded this way and that is to set the image's
"constantMask" property to true.  Unfortunately this can't be the
default because it breaks hit-testing on images that do have the mask
properly encoded.

> Using Adobe's ImageReady for example, I create an animation as needed and
> then, using a color not present in the animation, I introduce a solid color
> frame between every frame of my original animation.  This forces ImageReady
> to generate an animated GIF without any optimization (redundant pixel
> removal, etc).  I then open the GIF in a simple GIF editor (GIFMation),
> delete all the solid color frames and resave.  The final file contains a
> complete image on every frame of the animation and is suitable for display
> in Rev/MC.  True, the filesize will weight in heavier than an optimized GIF,
> but the resulting display behavior will be predictable.

Not sure if the various GIF encoders have a specific option for
disabling only this cheat, but your workaround is a little more
brute-force than should be necessary and disables even the *legal*
delta encoding, resulting in much larger file sizes than necessary.
  Regards,
Scott

> Regards,
> 
> Scott Rossi
> Creative Director
> Tactile Media, Multimedia & Design
> -
> E: [EMAIL PROTECTED]
> W: http://www.tactilemedia.com


Scott Raney  [EMAIL PROTECTED]  http://www.metacard.com
MetaCard: You know, there's an easier way to do that...

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Re: The joy of animated GIF

2002-11-19 Thread Rob Cozens
are there any cross-platform
issues or other problems associated with animated GIFs?


Hi Robert,

There's one important caveat Scott Raney posted a few days ago:




about that plan of using a GIF as an image library.  It's bad
idea because the frames are all decompressed ahead of time, chewing up
large amounts of RAM for no good reason unless you're actually going
to use it for animation where performance is more important than
memory requirements.
<<

As I replied to Scott, I don't think this rules out animated gifs 
totally (see ClickClock); but as a library of large images it may not 
be the best approach.

OTOH, if your design alternative is to load all the images in a stack 
(as opposed to referencing external image files), putting them in an 
animated gif incurs no RAM hit, just the time to decompress the 
frames when the image is opened.

BTW, it is the frame decompression on opening that allows the MC 
engine to display frame x without first reading frame 1 through x-1.

Also, so far as I can tell, animated gifs cannot be resized, and 
someone else reported they don't rotate correctly.

An obvious point easily overlooked: you can't display multiple frames 
of an animated gif on the same screen at the same time.

That being said animated gifs make eminent sense in controls like 
ClickClock.gif:

  300+ small images that are designed and scripted to be used as a 
set with never a need to be display multiple images or change the 
loaction of the image.
--

Rob Cozens
CCW, Serendipity Software Company
http://www.oenolog.com/who.htm

"And I, which was two fooles, do so grow three;
Who are a little wise, the best fooles bee."

from "The Triple Foole" by John Donne (1572-1631)
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Re: The joy of animated GIF  

2002-11-19 Thread Scott Rossi
Recently, Malte Brill wrote:

> if I try to resize an animated gif it
> won´t work. If I try to rotate it the gif breaks and displays all the frames
> in one frame. I´m a bit puzzled by this. Is there a way to resize/rotate
> animated Gifs in Rev?

It may be the case that Rev/MC is unable to properly display a rotated
animated GIF, but I would first ask, why would you need to do this?  Any
image displayed in the GIF can be rendered as rotated.  Perhaps if you
explain what you're trying to do a solution can be found.

Regards,

Scott Rossi
Creative Director

Tactile Media, Multimedia & Design
Email: [EMAIL PROTECTED]
Web: www.tactilemedia.com

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RE: The joy of animated GIF

2002-11-18 Thread Chipp Walters
Scott,

I'm pretty sure the reason for the non-optimized redundant pixel removal
MC/RR animated gif is that it's very difficult to do a:

set the currentframe of img "optimized.gif" to 12

unless you have *all* the data in frame 12. Else, you would have to 'step
through' each frame and build frame 12 from the previous frames. Unlike
QuickTime, animated GIF's have no 'keyframes', so you would have to playback
the entire GIF each time you wanted to set the currentframe.

-Chipp

> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED]]On Behalf Of Scott Rossi
> Sent: Monday, November 18, 2002 5:48 PM
> To: [EMAIL PROTECTED]
> Subject: Re: The joy of animated GIF
>
>
> > I have just caught up and discovered how useful animated GIFs
> can be -- I
> > have been making card-based animations since my HC days, and
> although they
> > work in RR, I have encountered some problems controlling the
> sequence with
> > sticky mousedown loops and leaky locking messages. Now the
> entire animation
> > is on one card and I can control the speed, and the sequence, by sending
> > messages to the image. Before I get too happy, are there any
> cross-platform
> > issues or other problems associated with animated GIFs? So far,
> I have only
> > tested on Mac OS 9.2.
>
> As you have discovered, animated GIFs are quite powerful in
> Rev/MC.  You can
> do some very complicated/elaborate things in the environment with a good
> deal of control.  The following is not a cross-platform issue,
> but rather a
> GIF rendering issue to note: Rev/MC may not display optimized GIFs
> consistently or accurately.
>
> In a Web browser environment, the browser has the ability store
> the contents
> of the first frame it encounters in the GIF, and then render each
> subsequent
> frame on top of the first.  The browser can also account for redundant
> pixels, meaning that your GIFs can weigh in lighter since you can
> eliminate
> duplicate pixels that occur in subsequent frames.  These
> rendering features
> are not present in Rev/MC's handling of GIFs, and may cause your GIF to
> render unexpectedly in Rev/MC.  You can work around this by rendering your
> GIFs with complete frames (including any transparency).
>
> Using Adobe's ImageReady for example, I create an animation as needed and
> then, using a color not present in the animation, I introduce a
> solid color
> frame between every frame of my original animation.  This forces
> ImageReady
> to generate an animated GIF without any optimization (redundant pixel
> removal, etc).  I then open the GIF in a simple GIF editor (GIFMation),
> delete all the solid color frames and resave.  The final file contains a
> complete image on every frame of the animation and is suitable for display
> in Rev/MC.  True, the filesize will weight in heavier than an
> optimized GIF,
> but the resulting display behavior will be predictable.
>
> Regards,
>
> Scott Rossi
> Creative Director
> Tactile Media, Multimedia & Design
> -
> E: [EMAIL PROTECTED]
> W: http://www.tactilemedia.com
>
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Re: The joy of animated GIF

2002-11-18 Thread Scott Rossi
> I have just caught up and discovered how useful animated GIFs can be -- I
> have been making card-based animations since my HC days, and although they
> work in RR, I have encountered some problems controlling the sequence with
> sticky mousedown loops and leaky locking messages. Now the entire animation
> is on one card and I can control the speed, and the sequence, by sending
> messages to the image. Before I get too happy, are there any cross-platform
> issues or other problems associated with animated GIFs? So far, I have only
> tested on Mac OS 9.2.

As you have discovered, animated GIFs are quite powerful in Rev/MC.  You can
do some very complicated/elaborate things in the environment with a good
deal of control.  The following is not a cross-platform issue, but rather a
GIF rendering issue to note: Rev/MC may not display optimized GIFs
consistently or accurately.

In a Web browser environment, the browser has the ability store the contents
of the first frame it encounters in the GIF, and then render each subsequent
frame on top of the first.  The browser can also account for redundant
pixels, meaning that your GIFs can weigh in lighter since you can eliminate
duplicate pixels that occur in subsequent frames.  These rendering features
are not present in Rev/MC's handling of GIFs, and may cause your GIF to
render unexpectedly in Rev/MC.  You can work around this by rendering your
GIFs with complete frames (including any transparency).

Using Adobe's ImageReady for example, I create an animation as needed and
then, using a color not present in the animation, I introduce a solid color
frame between every frame of my original animation.  This forces ImageReady
to generate an animated GIF without any optimization (redundant pixel
removal, etc).  I then open the GIF in a simple GIF editor (GIFMation),
delete all the solid color frames and resave.  The final file contains a
complete image on every frame of the animation and is suitable for display
in Rev/MC.  True, the filesize will weight in heavier than an optimized GIF,
but the resulting display behavior will be predictable.

Regards,

Scott Rossi
Creative Director
Tactile Media, Multimedia & Design
-
E: [EMAIL PROTECTED]
W: http://www.tactilemedia.com

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The joy of animated GIF

2002-11-18 Thread Bob Arnold
I have just caught up and discovered how useful animated GIFs can be -- I
have been making card-based animations since my HC days, and although they
work in RR, I have encountered some problems controlling the sequence with
sticky mousedown loops and leaky locking messages. Now the entire animation
is on one card and I can control the speed, and the sequence, by sending
messages to the image. Before I get too happy, are there any cross-platform
issues or other problems associated with animated GIFs? So far, I have only
tested on Mac OS 9.2. Thanks.
-- 
Robert Arnold
Associate Professor of Film
Boston University
Tel (617) 353-7735  Fax (617) 353-1084
News: http://people.bu.edu/rfarnold/Announce.htm

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