Animation Performance on ANIMATE BEHAVIOR
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Hello !
I am trying to test the possibilities and performance of GS when using PNG sequences in GS actors with de ANIMATE BEHAVIOR.
I am testing with a sequence of 160 PNGs.
( in these first test the screen size is IPad full screen, but the animated character only occupies part,
centered in the screen, with 32bit image with alpha channel )
In future uses, the idea is to use "cropped" , no full screen images with alpha channel,
but I wanted to test , so I started testing with the 1024 x 768 sequence of 160 images.
The fps I tried so far are 30 fps and 25 fps.
The reason I ask for your advice help, is that these tests, show "bumps" or "Jumps" while playing the animation,
similar to a "strobe" at the same specific moments of the animation.
This was tested on two different computer with different configurations, MacBook and MacPro,
and the two show the same problem.
I would like to know what are the actual recommended "limits" while using PNG sequences
for iPad or iPhone screen sizes, and also to know if there are some "rules" to take into account
when using PNG 32 bit images in actors.
In my case, I would like the animation as smooth as possible ( high fps ) but 20 or 25 could be ok.
Even 18 fps could work.
But the surprise was that in the tests, the animation allways shows some bumps,
of repeated frames that aren't there on porpose.
Also :
Is there a way to ensure that the frames are played in the correct order ?
( My PNGs are named : Test PNGs00000.png, Test PNGs00001.png, Test PNGs00002.png,etc.. etc.. until Test PNGs00161.png )
Your advice will be very welcome.
Thanks in advance,
Animus Prografo
I am trying to test the possibilities and performance of GS when using PNG sequences in GS actors with de ANIMATE BEHAVIOR.
I am testing with a sequence of 160 PNGs.
( in these first test the screen size is IPad full screen, but the animated character only occupies part,
centered in the screen, with 32bit image with alpha channel )
In future uses, the idea is to use "cropped" , no full screen images with alpha channel,
but I wanted to test , so I started testing with the 1024 x 768 sequence of 160 images.
The fps I tried so far are 30 fps and 25 fps.
The reason I ask for your advice help, is that these tests, show "bumps" or "Jumps" while playing the animation,
similar to a "strobe" at the same specific moments of the animation.
This was tested on two different computer with different configurations, MacBook and MacPro,
and the two show the same problem.
I would like to know what are the actual recommended "limits" while using PNG sequences
for iPad or iPhone screen sizes, and also to know if there are some "rules" to take into account
when using PNG 32 bit images in actors.
In my case, I would like the animation as smooth as possible ( high fps ) but 20 or 25 could be ok.
Even 18 fps could work.
But the surprise was that in the tests, the animation allways shows some bumps,
of repeated frames that aren't there on porpose.
Also :
Is there a way to ensure that the frames are played in the correct order ?
( My PNGs are named : Test PNGs00000.png, Test PNGs00001.png, Test PNGs00002.png,etc.. etc.. until Test PNGs00161.png )
Your advice will be very welcome.
Thanks in advance,
Animus Prografo
Comments
I would use changeAttribute: self.Image
and truncate those imageNames to 001.png
@};- MH
It's screwed.
I think this is the problem with the "strobe"
You dragged your 160 frames into GameSalad . . . and then dragged your 160 frames from the 'images' window into the 'Animate' behaviour . . . ?
. . . and now the 160 frames are playing out of sequence (ie: 56 - 57 - 58 - 59 - 64 - 61 - 60 - 62 - 63 - 65 . . . etc).
Before you drag the 160 frames into the 'Animate' behaviour you first must make sure they are in the right order within the actors window . . because when you drag a sequence of images into the images window GameSalad screws up the order. Yes, if the images are in the wrong order in the 'Animate' behaviour this will be reproduced on whatever device you test it on.
Two rules:
1) If the file is too big it will not play smoothly.
2) The frame rates are screwed up.
23.5 fps is the fastest GameSalad will do using the 'Animate' behaviour
Yes . . . it's a real f*&$ing pain in the ass/arse . . . . you need to go to your images window and spend some time putting the images in the right order.
I'll be testing every single thing that you've suggested me.
Thanx again!
Talk to you soon!
Animus.