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Animation Frame By Frame Android

Animation Frame By Frame Android

I am trying to show frame by frame animation by changing images in a imageview. I tried animation drawable in xml and also changing the bitmap of the imageview inside a Handler. I also tried to store only three bitmaps inside a arraylist(to avoid out of memory) as a caching mechanism but really low improvement. I need to iterate 36 images for a full animation. The problem i am facing is that in all the methods I used I cannot complete the animation in the given timeframe of 50ms. The images range from 250 kb smallest to 540 kb maximum. The fps of animation is really low. As the ios version of the app is ready I am constrained to show animation consistent to the ios version. I am a noob in renderscript and opengl. Is there any way to show a smooth animation for large images in 50-60ms. Any hints or suggestions is highly appreciated. Heres a snapshot of the animation: Here's the link to my images for any one intrested.

Also, it won't save a ton, but your pngs have a bunch of padding around the transparent space. You can crop them and reduce the memory a bit. Otherwise compressing the images will also help (like limiting the number of colors used).

Frame

Also, if that's too memory-heavy, you could do as you mentioned, and have a Bitmap buffer, but I'm pretty sure it'll need to be more than 3 images large.

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EDIT: Attempt 2. First, I cropped all the images to 590x590. This shaved about 1mb off the images. Then I created a new class, which is a bit busy and doesn't have a fixed frame rate but renders the images as soon as they are ready:

As a last effort, I converted all the images to 8-bit PNGs instead of 32-bit. This brought the rendering to under 2 seconds!

I'm facing the same problem and I have solved it by overriding an AnimationDrawable. So, if the problem is you that can't load all images in array because it is too big for the memory to hold it, then load the image when you need it. My AnimationDrawable is this:

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Create an imageView using programming and then rotate it with an angle and then make another one and then rotate it.. do it for number of imageView you want to show. you only have to add only one image for it. you can rotate an image like this..

Maybe stupid answer but it may help you. Make the animation using another tool and save it as a high quality video and then just play the video.Animations add vivacity and personality to your apps. Let’s take a look at how to implement a subcategory of animations called “Frame Animations, ” meaning that they’re drawn frame by frame.

In Google’s official Material Design spec, there’s an entire page dedicated to Delightful Details, which has wonderful examples of Frame Animations in action.

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Nifty animations! Unfortunately, nothing on the page links to resources for actually creating those delightful details, so here I am to help! Specifically, we’re going to walk through making an empty heart animate into a filled-up heart, then vice versa. It’ll look something like this:

The idea behind a frame animation is simple: We’ll be cycling through a series of images very quickly, just like an old movie reel. The “frame” refers to a single image. Thus, the first step in creating a custom frame animation is to create a sequence of images.

We have two options here: we can use XML drawables (such as shape drawables) or actual image files. For the sake of simplicity, we’re going to use the following series of PNG images:

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In a production application, we would also make sure to have images sized appropriately for different screen densities. For now, shove those images into the

Now that we have our images to cycle through, the next step is to define an XML Drawable for our animation. Once again, we are faced with two possibilities: the Animation-list and the Animated-selector.

Animation-list is the default Frame Animation of choice, as it was introduced in API 1. It works everywhere, and it’s simple. It just cycles through a sequence of provided images in a given order with given durations.

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Each item in the list is just pointing to one of the images in our sequence from earlier. All we have to do is place them in the correct order and then add an appropriate duration in milliseconds.

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In both of these code snippets, which is simply an attribute of the animation-list for playing the animation once and then stopping. If this is set to “false, ” the animation will play on repeat.

In production, the 500ms duration is a long time, but I want to exaggerate the animations for demonstration purposes. Also note that five frames isn’t very many images for a smooth transition. The number of frames to use and how long to display them is a problem to solve on an individual-implementation basis. For a frame of reference, 15 frames at 15ms is very smooth.

Frame By Frame Animation In Android

Animated-selector is a bit more complex, as it’s state-based. Depending on the state of a View (such as selected or activated), the selector will animate to the correct state using provided Transitions. The Animated-selector is implemented only for Lollipop (and above), so we’re going to define our XML in the

This animated-selector works well, but we need to account for the non-Lollipop devices. We’re going to define a non-animated selector, placed in

Now our selector will work on any device. If tried on a pre-Lollipop device, the animated-selector will just just skip the Transitions and go directly to the end state, since we’re just using a normal selector. And of course, a Lollipop device will have our Transition that we defined in the animated-selector.

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Attribute. Just like a normal selector, I have different items defined for the possible states. However, I also have transitions defined for how to animate between these different states. In this particular animation, I just pointed the transitions to the animation-list drawables that we defined earlier.

We now have four XML files: one for emptying the heart, one for filling the heart, and two selectors for transitioning between empty and full states.

GitHub

It’s time to set up some ImageViews for us to play with. Specifically, we’re going to have three ImageViews, one for each XML Drawable that we defined previously. Put the following code in a Layout of your choice and throw it in an Activity:

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When using the Animated-selector, the animation will trigger whenever the state-based condition is met for the selector. In our simple sample, we’re going to add a click listener to our ImageView in the

When the user clicks on our heart, the heart will fill or empty, depending on the current state. Here’s a nice GIF of my heart looping back and forth forever (presumably with a user clicking at each full and empty state):

Frame Animations have the power to surprise and delight users, plus it’s fun to add little personal touches to an app. Go forth and animate!

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During his tenure at BNR, Juan Pablo has taught bootcamps on macOS development, iOS development, Python, and Django. He has also participated in consulting projects in those areas. Juan Pablo is currently a Director of Technology focusing mainly on managing engineers and his interests include Machine Learning and Data Science.

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