General :: Create Frames For Animation For Android?
Dec 30, 2013i know how to create bootanimaton.zip file but i want to know how do you create animation frames for that zip file

i know how to create bootanimaton.zip file but i want to know how do you create animation frames for that zip file
I have a project that requires a view to be animated whenever the user performs a certain action - perhaps twenty frames or so, with a total duration of a second. There's more work required than just updating the view, so the animation classes are not helpful.
Right now my test program uses a very simple method: I have a handler that is called to start the animation. The handler's handleMessage() method calculates the new frame, invalidates the view, and calls sendMessageDelayed(obtainMessage(0), 50); However, the animation isn't smooth - especially, for some reason, in landscape mode. Portrait mode seems much better (on a G1, if it matters).
This suggests to me that this isn't the right way to... handle... this problem. What would be a better way? Calculating time deltas? Starting a new thread whenever the animation starts and having it repeatedly calculate and invalidate instead of relying on the handler, even though it means creating and destroying a new thread every time? (most of the time the program is idle; the user interacts with it every few seconds, typically). Starting a thread and leaving it running?
Whether that's the right way or not, what's the most accurate way on Android to measure time, and to sleep for a specific duration?
I need to create an animation - Flip a view and show another one. The width of currently shown view is decreased slowly to zero and after that the width of the view-to-be-shown must be increased from zero. During this time, the height goes from the currently-shown-height to slightly-decreased-height and back again.
View 1 Replies View RelatedFor 2D or 3D applications (like GTA III for instance), I would like to be able to tell what FPS the game is running at pretty much for benchmarking purposes.
A game called osu!droid can show FPS in the bottom right corner, but this option can be enabled or disabled via it's options:
I would figure Android SDK for Windows to have some sort of way to see this, but I couldn't find anything. If there is a way to display FPS via the SDK (or maybe an app).
How can I create a Slide-Bottom-To-Top animation when close/stop an activity in android application?
View 1 Replies View RelatedI've created a layout with an image view and a web view. The web view is set to have a default visibility of gone. When the activity fires up it displays the image view first and when the web view has finished loading its url, it marks itself as visible and the imageview is marked as hidden.
When the imageview is shown, I would like it to rotate repeatedly just for a little added pizazz.
I have never done animations before in Android and all the posts I found when I asked the internet were not helpful; thus, I have returned to SO for help.
So if I start with this...final ImageView splash = (ImageView)findViewById(R.id.splash);
How do I create a repeated rotate animation and apply it to the ImageView?
Anyone has idea how to create animation from top to bottom for List View with increasing the height of each list item view ?
View 2 Replies View RelatedI wanted to know that how to use sound in animation,Actually i wanted to create a online bidding game and i want to use sounds in that animation.
Can u let me know how to do this.
Is it possible to create a custom button in Android, where the button is idly animating using a frame animation (AnimationDrawable)?
View 1 Replies View RelatedI'm fading out an imageview with alpha animation. I'd like the image to stay transparent after the animation. Tried with different combinations of fillAfter and fillEnabled, no luck. How can this be achieved?
View 1 Replies View RelatedI have downloaded a few boot animations but has someone got a guide on how to make my own?
View 2 Replies View RelatedI downloaded the bootanimation.zip for the droid 2 and all instructions and tips say:
If your rooted it's as easy as putting it in the /data/local folder!
Well there is a /data folder on my Nexus and it's empty. If I try to make a new folder it says "cannot create new folder" in File Explorer that came with CM6.1. Astro greys out the create folder button. What am I missing? Also I saw that you can ADB push it. WTF does that mean? I know how to do some fastboot stuff, is it the same? Reboot the phone with the USB connected and run commands on my PC?
HTC Incredible came pre-loaded with Photo Frames Widget.It shows a full page frame with your photo albums and you can swish between photos while viewing your home page. While using ADW Launcher, I no longer get that as a choice to install any one know of another app that's similar? Or a way to get the HTC apps used on ADW Launcher?
View 1 Replies View RelatedTrying to play animated GIFs on Android here
(see http://stackoverflow.com/questions/809878/android-how-do-a-display-a-large-animated-gif-given-a-url).
It's anything but smooth. On Android 1.5, the Movie.decodeStream()/decodeFile() returns a null. On Android 1.6, with the GIF files I've got, it returns a zero-sized movie with zero duration - clearly not adequate.
The referenced question suggests splitting the GIF into frames (and then rendering these). How exactly do i accomplish that, please? Tried opening one of my GIFs with GNU giflib in Windows. It choked on the very first frame. The GIF itself is all right, all browsers (save Android's) display and animate it fine. Worked with giflib 4.1.4. Not sure what was broken in 4.1.6, but there you go. Next step: build giflib for Android via NDK, somehow integrate with the Bitmap class. giflib it is. In conjuction with Bitmap.copyPixelsFromBuffer. The colors are all askew right now, but the basic design seems workable.
Is there an app that lets you view your frames per second in real time in video games and emulators?
View 2 Replies View RelatedIīm trying to capture frames from a video file, but I donīt know how to do it. Are there any classes like FrameGrabbingControl (in JMF) for Android? Is it possible with MediaPlayer and MediaRecorder classes?
View 2 Replies View RelatedI am trying to decode and obtain all frames in a video stream, each of which would be processed by a native signal processing engine and re-encoded back to a MPEG4/MP4 file. I noticed that there was a getFrameAt() function in earlier versions of SDK but its not available in v 1.6 on which I am working. As I am fairly new to Android, I would like to know from more experienced people around here as to how I can extract video frames into a buffer for processing.
View 2 Replies View RelatedI've been trying to make a simple live wallpaper out of a boot animation. So basically i have about 50 .pngs in my drawable folder. I'm able to set the animation to about 10-20 frames and it works great. But once i set it to about 30 frames...I get an OutOfMemory Error. I was hoping maybe someone could take a look at my code and maybe give an example of how I could achieve more frames? That would help so much i've been looking at this for hours > <
Here's my code:..................
And here's a logcat if that'll help at all:
CODE:...............
I would like to know how to read in an image file which has multiple frames in it. Something like an animated gif file. I would like to perform frame by frame animation with a file of this type. I don't want to have each frame as drawables in the resource directory. Can anyone throw some light on how to perform the above mentioned tasks.
P.S - I have already checked the example in the API demos where an animated gif is read as an object of type Movie. I don't want to read it in as a movie file.
I would like to know if it is possible to remove one of the frames I added using addFrame in Android?
View 1 Replies View RelatedI have a strange issue - from time to time the animation that should fade out my control (ImageButton) does not kick in immediately. I am using the fadeout animation to hide it and then in myListener on its end (onAnimationEnd) I put new resource as the image on the button.
Somewhere in my app code:
Animation a = AnimationUtils.loadAnimation(this,R.anim.fadeout); a.setAnimationListener(new myListener(location)); buttons[location].setAnimation(a); a.startNow(); // regardless if its start() or startnNow() it will work in most of the cases but not 100% reliable I actually can see in debug Log when its late, happens after few more clicks
Then in myListener.onAnimationEnd(Animation a):buttons[location].setImageResource(R.drawable.standard_button);
Seems there is a rule that the every 4th or 5th animation does not start ...
I want to display animated gifs in my aplication.
As I found out the hard way Android doesn't support animated gifs natively.
However it can display animations using AnimationDrawable:
http://developer.android.com/guide/topics/graphics/2d-graphics.html#frame-animation
The example uses animation saved as frames in application resources but what I need is to display animated gif directly.
My plan is to break animated gif to frames and add each frame as drawable to AnimationDrawable.
Does anyone know how to extract frames from animated gif and convert each of them into Drawable?
I am writing an app to capture the camera preview frames and convert it to bitmap in Android.
Here is my code:...........
After I start preview, the callback got called with data, but the bitmap is null.
What did I do wrong when convert the byte array to BitMap?
So with Cupcake looming, does anyone know what kinda Frames per second the video recorder will have?
View 2 Replies View RelatedI have built a face detection app where I get the frames from onPreviewFrame, do the face detection and then draw a circle on a canvas above my surfaceView. The problem is frames are automatically displayed using the surfaceview thread when Camera.StartPreview() is started. This is obviously necessary for the PreviewCallback to kick in. As the processing, face detection and drawing, is done in a separate thread(I am assuming here), there is a 2 second delay between the frame being displayed and the result of that frame being processed and drawn on the canvas.
What I want to do is stop the camera preview displaying the frames and display them myself after processing. I believe this has three benefits:
The delay with disappear.I can draw straight to the bitmap instead of on a canvas which is useless as you can not undo what you have done.It will keep memory consumption low by not having two threads using the same image.
I've read that it is possible to display frames from the previewCallback, how to stop the frames being displayed automatically?
Is it possible in Android to get a callback when a Frame Animation (AnimationDrawable) has completed playing its frame sequence? I know when a Tween Animation has completed, it calls onAnimationEnd(), but is there something similar for frame by frame animations?
View 1 Replies View RelatedPossible Duplicate:
Getting frames from Video Image in Android
I wanted to know if it is possible to extract frames from a running Video in Android? I need to extract frames at regular intervals and send them for further processing.
Would someone be able to find an answer for me?
It is possible to preview xml animation from PC (windows/linux)?
View 2 Replies View RelatedI'm working on a puzzle game for Android 2.2, what I want to do is a simple fade-in fade-out of the whole game screen, during level changing. I tried with an AlphaAnimation from 1.0f to 0.0f and vice-versa, and it works perfectly if I start it from a View, but if I try to start it from the SurfaceView which I used to write my game engine nothing happens.
I put a completely black ImageView on top of my surfaceview, and applied the animation to this imageView. This is my layout
Code:
<?xml version="1.0" encoding="utf-8"?>
<FrameLayout xmlns:android="<not allowed to post external links...>"
android:orientation="vertical"
android:layout_width="fill_parent"
android:layout_height="fill_parent"
[Code] ......
I have an SGSII (AT&T, rooted, stock ROM). Is there a zip or something to flash that gives just the animation (as opposed to having to install a new ROM)?
View 3 Replies View Related