It's been sometime i'm trying to add an animation to my application they have many frame so i can't do it by a res like a small animation. And the resource i want to use is from gif files so i don't know how to convert or just use them so they can make an animation that happen sometime. it's for a character anmation.
Thanks for the help!
I Suggest you to use the Glide library.
Easy to use and apply gif assets.
https://github.com/bumptech/glide
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In wanting to implement a Splash Screen for my app I was thinking that it could be interesting to create the animation in blender and then insert it in Android Studio.
What I would like to understand is which format could I use for android studio to read the animation correctly?
For example, if I created a gif, could it be read or not?
is there maybe a way to convert videos to xml format?
I don't find any documentation on this.
I definitely wouldn't want to use Lottie
Thanks in advance
so basically I want to animate hello which comes from down from the image and stop in the center of image as user launch the app. Can anyone help me. Plus my text view is on relative layout. And also is there any package do i need to import any packages in my main activity.enter image description here
You should consider using GIF. And if you need help creating GIF, you can make a video of the animation, and then convert it to GIF by services available online.
Can someone please tell me why I'm getting a green square on my Phaser game canvas as below?
Without seeing any code I can tell you that you'll see that when an image can't be loaded by the Phaser framework.
Open developer tools in your browser of choice and refresh after opening the Network tab. You should see a 404 for one of your images.
I believe if you look at the standard browser console you may also see messages about the name of the asset that it failed to load.
I had a slightly different case. Images were being loaded in the init function, which apparently doesn't work. I renamed that function to preload and suddenly the green squares are gone and the images show up.
My case was also a little different too; it appeared that all my image resources were loaded, but I think I was trying to create the sprites a little too quickly - in order words, I was trying to create and add sprites to my scene before the scene was properly loaded.
I'm going to try waiting until 'scene.scene.isActive(key);' returns a boolean of true.....maybe that's what will solve my issue. Failing that, I might just put in some sort of sleep/await promise of 1 second or something (not ideal, but might work)
ALSO NOTE: Part of the reason I was able to create my sprites too quickly was because I was doing so in my own custom function, not the typical create() function. Actually, the best solution is probably to create my sprites in the create() function and not a custom function...
I have seen fancy icon transition animations for loading or waiting for process to finish. The icons transitions have splash animations or something similar to animated gifs and then some actual explode like effect on finish loading for a resource in the Android App.
I would like to find tutorial or resources to help me develop these button, icon, small image, transition animations. I really need some help on this, please help.
Please help me with your knowledge on learning or sample code or resources on learning to implement these things for Android UI. thanks in advance.
You should use TransitonDrawable, apply it to your ImageView, and you've got a nice transition. There is a tutorial for that here.
If you want more advanced stuff like movement or rotation, look at the AndroidViewAnimations sample app on GitHub. There is also a tutorial here.
You can also use GifImageView if you want to display a GIF animation.
I'm wondering if there is anyway for drawing somethin over the videoControl.
I tried using LWUIT but I can't achieve any result, have anybody done somethin similar? Any help will be appreciate
Nope very few devices will support this. JSR135 camera viewfinder images seem to get drawn by the hardware external to Java, and it gets drawn over whatever you already have on the screen. Nothing you can do about it :(
If you're application user don't argue slow refresh rate I think you can use snapshot feature of VideoControl.
Do not show preview of VideoControl (Hide, Make it's size as zero ...)
Take snapshot from VideoControl
Draw captured image on Canvas
Draw something on it
Do it repeatedly
LWUIT do not help for this issue. It's just graphical widget library on the MIDP Canvas.