Starting Frame-By-Frame Animation

Starting Frame-By-Frame Animation

It's important to note that the start() method called on the AnimationDrawable cannot be called during the onCreate() method of your Activity, because the AnimationDrawable is not yet fully attached to the window. If you want to play the animation immediately, without requiring interaction, then you might want to call it from the onWindowFocusChanged() method in your Activity, which will get called when Android brings your window into focus.
Very end of the page
http://developer.android.com/guide/topics/graphics/2d-graphics.html

 ImageView img = (ImageView)findViewById(R.id.some layout);
AnimationDrawable frameAnimation = (AnimationDrawable)img.getDrawable();
frameAnimation.setCallback(img);
frameAnimation.setVisible(true, true);
frameAnimation.start();

and to add animation you can do something like

<animation-list   android:id="@+id/my_animation" android:oneshot="false" 
xmlns:android="http://schemas.android.com/apk/res/android">
<item android:drawable="@drawable/frame1" android:duration="150" />
<item android:drawable="@drawable/frame2" android:duration="150" />

</animation-list>

How to start an a-frame animation by an animationend javascript function?

You need to listen for the animationend event via animation.addEventListener('animationend', function)

and fire the begin event by element.emit('begin') considering such setup:

<a-element id="element">
<a-animation id="animation"></a-animation>
</a-element>

check out my fiddle

frame by frame animation in swiftUI

Here is a solution based on Timer that helps to loop through an array of images and to stop the animation just cancel the Timer. Here transition type .scale is used for the demo.

struct ContentView: View {

let images = ["img1", "img2", "img3", "img1"]

@State private var idx = 0

private let timer = Timer.publish(every: 2, on: .main, in: .common).autoconnect()

var transition: AnyTransition = .scale

var body: some View {
ZStack {
ForEach(images.indices, id: \.self) { index in
if self.idx == index {
Image(self.images[index])
.transition(transition)
}
}

}.onReceive(timer) { _ in
withAnimation {
self.idx = self.idx < (self.images.count - 1) ? self.idx + 1 : 0
}
}
}
}

Frame Animations only start one time

Here is one solution that I found. I try to stop animation if it is running before I start it again. I think animation not stop even it have gone through all frame

if(((AnimationDrawable) imageView.getBackground()).isRunning()){
((AnimationDrawable) imageView.getBackground()).stop();
}
((AnimationDrawable) imageView.getBackground()).start();

How to manually control animation frame by frame?

The answer is right there in the code of the example you linked:

mixer = new THREE.AnimationMixer( model );
mixer.clipAction( gltf.animations[ 0 ] ).play();

// ...

function animate() {
var delta = clock.getDelta();
mixer.update( delta );

renderer.render( scene, camera );

requestAnimationFrame( animate );
}

mixer.update( delta ); is what updates the animation by 0.0166 seconds on every frame (at 60FPS). If you want to jump to a specific moment, simply assign the .time property to whatever second you need.

See here for more documentation on AnimationMixer.

Tween Animation and Frame by Frame Animation in Android

A tween animation can perform a series of simple transformations like

    position, size, rotation, and transparency 

on the contents of a View object. So, if you have a TextView or ImageView object, you can move, rotate, grow, or shrink the text or image.

     While frame by frame animation do it on a set of images.

SVG Frame by Frame Animation (g)

before:

detectFrame = counter++;
for (i = 0; i < totalFrames; i++) {

after:

var detectFrame = counter++;
for (var i = 0; i < totalFrames; i++) {

All I had to do to resolve the problem of it not animating for more than one object was just reset the variables within the function that's doing the interval and it solved the problem.

Best Way to Animate images frame by frame in Android

After looking into several posts and doing much research, I finally ended up modifying the images in Imageview programmatically to simulate frame animation. That way I am just maintaining three images in cache at any point of time (previous, current and next one). I hope that this will be useful to others.



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