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Subject: Re: iPad frame-by-frame animation
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Subject: Re: iPad frame-by-frame animation


  • Subject: Subject: Re: iPad frame-by-frame animation
  • From: George Toledo <email@hidden>
  • Date: Thu, 4 Nov 2010 15:25:43 -0400

>
> On Nov 2, 2010, at 8:13 PM, Leon Qiao wrote:


> > I got some problems on showing a frame-by-frame animations. I use some
> png

> files in quite a big size(1024* 768). The frame rate I required is near

> 1/24.


> Consider that at the framerate you desire, this will require
> 1024*768*4*24=72MB of memory per second. You will almost certainly need to
> rethink your strategy.


> > Is there any way to solve this problem?


>
> There are many, which one is appropriate will require a lot more
> information about what your animation is. Generally:

1) Make it a movie instead

2) Break the animation into static and animated bits, stuff them into views,
> move the views.

3) Shrink your image sizes, scale them up for animation. 512x384 for example
> cuts the memory usage by 75%.

--

David Duncan


This suggestion/line of thought is extremely non-standard, but can perform
within the specified framerate.

Quartz Composer provides an image importer that *can* outputs a structure of
single frame images if one chooses to the option to extract all images.
Then, one can play through that sequence and create what amounts to a movie,
without being hobbled by Quicktime's lack of performance.

One can do this in HD quality, and still get a high fps, it's just that load
time is "eh", and you can't load new sequences programatically.

I'm sure David's suggestion is way more on point, and better working method.

Edit: Oh, iPad. Hmm, nevermind. Another reason why QC should work in iOS.
Still sending this email, as a note on the availability of this
functionality on the desktop.


--
George Toledo
email@hidden
www.georgetoledo.com

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