Multiple UIVIew animations... delays

I'm finding that when I'm running a UIView animation... an imageview which I'm moving from left to right...
and I start a second UIView animation of the same type... there's a slight delay in the previous animation... so instead of a smooth motion there's a bit of a jerk.
also, when one UIView animation ends, I find that there's the same type of delay in the remaining UIVIew animations...
is there any way to stop such delays...

And this problem only occurs on the iphone itself... not the simulator.. so maybe it is a question of memory?

Similar Messages

  • Multiple bone animations in a single export

    I was wondering how to attach multiple bone animations to a
    single model, or if it is even possible.
    Do I just need to have duplicates of the model, each with its
    own animation?
    Is there any way to specify a range of keyframes within a
    single animation timeline?
    It would be nicer if each animation could have its own name.
    Is there a way to import a motion independent of a model?
    These are all just different ways of asking the same
    question, I know
    Thanks for your help!

    This is a multi-part message in MIME format.
    ------=_NextPart_000_005C_01C730C2.7EEBF4D0
    Content-Type: text/plain;
    charset="iso-8859-1"
    Content-Transfer-Encoding: quoted-printable
    hi,
    follow this steps
    Create your character
    apply animations as needed using the power of Softimage XSI
    and the =
    animation mixer if you want.
    put the animations in secuence
    example:
    frames 1-25 standing
    frames 26-50 walking
    frames 51-60 attacking
    and so on...
    after exporting in Director use the range of motion needed in
    your =
    events.
    whichModel.bonesPlayer.play("name", looped, startTime,
    endTime, =
    playRate, timeOffset)
    REMEMBER that startTime and end time are in miliseconds so in
    XSI you =
    need to change your units in preferences to miliseconds also.
    or you can code it in director to have passed fps to
    miliseconds
    Hope it helps,
    Rafa
    www.sintesys.net/exporter
    ------=_NextPart_000_005C_01C730C2.7EEBF4D0
    Content-Type: text/html;
    charset="iso-8859-1"
    Content-Transfer-Encoding: quoted-printable
    <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0
    Transitional//EN">
    <HTML><HEAD>
    <META http-equiv=3DContent-Type content=3D"text/html; =
    charset=3Diso-8859-1">
    <META content=3D"MSHTML 6.00.2800.1106"
    name=3DGENERATOR>
    <STYLE></STYLE>
    </HEAD>
    <BODY>
    <DIV><FONT face=3DArial
    size=3D2>hi,</FONT></DIV>
    <DIV><FONT face=3DArial
    size=3D2></FONT> </DIV>
    <DIV><FONT face=3DArial size=3D2>follow this
    steps</FONT></DIV>
    <DIV><FONT face=3DArial
    size=3D2></FONT> </DIV>
    <DIV><FONT face=3DArial size=3D2>Create your
    character</FONT></DIV>
    <DIV><FONT face=3DArial size=3D2>apply animations
    as needed using the =
    power of=20
    Softimage XSI and the animation mixer if you
    want.</FONT></DIV>
    <DIV><FONT face=3DArial
    size=3D2></FONT> </DIV>
    <DIV><FONT face=3DArial size=3D2>put the
    animations in =
    secuence</FONT></DIV>
    <DIV><FONT face=3DArial
    size=3D2></FONT> </DIV>
    <DIV><FONT face=3DArial
    size=3D2>example:</FONT></DIV>
    <DIV><FONT face=3DArial
    size=3D2></FONT> </DIV>
    <DIV><FONT face=3DArial size=3D2>frames 1-25
    standing</FONT></DIV>
    <DIV><FONT face=3DArial size=3D2>frames 26-50
    walking</FONT></DIV>
    <DIV><FONT face=3DArial size=3D2>frames 51-60
    attacking</FONT></DIV>
    <DIV><FONT face=3DArial size=3D2>and so
    on...</FONT></DIV>
    <DIV><FONT face=3DArial
    size=3D2></FONT> </DIV>
    <DIV><FONT face=3DArial size=3D2>after exporting
    in Director use the =
    range of motion=20
    needed in your events.</FONT></DIV>
    <DIV><FONT face=3DArial
    size=3D2></FONT> </DIV>
    <DIV><FONT face=3DArial
    size=3D2>whichModel.bonesPlayer.play("name", =
    looped,=20
    <STRONG>startTime</STRONG>,
    <STRONG>endTime</STRONG>, playRate,=20
    timeOffset)</FONT></DIV>
    <DIV><FONT face=3DArial
    size=3D2></FONT> </DIV>
    <DIV><FONT face=3DArial size=3D2>REMEMBER that
    startTime and end time =
    are in=20
    miliseconds so in XSI you need to change your units in
    preferences to=20
    miliseconds also.</FONT></DIV>
    <DIV><FONT face=3DArial
    size=3D2></FONT> </DIV>
    <DIV><FONT face=3DArial size=3D2>or you can code
    it in director to =
    have passed =20
    fps to miliseconds</FONT></DIV>
    <DIV><FONT face=3DArial
    size=3D2></FONT> </DIV>
    <DIV><FONT face=3DArial size=3D2>Hope it
    helps,</FONT></DIV>
    <DIV><FONT face=3DArial
    size=3D2></FONT> </DIV>
    <DIV><FONT face=3DArial
    size=3D2>Rafa</FONT></DIV>
    <DIV><A href=3D"
    http://www.sintesys.net/exporter"><FONT
    face=3DArial=20
    size=3D2>www.sintesys.net/exporter</FONT></A></DIV>
    <DIV><FONT face=3DArial
    size=3D2></FONT> </DIV>
    <DIV><FONT face=3DArial
    size=3D2></FONT> </DIV>
    <DIV><FONT face=3DArial
    size=3D2></FONT> </DIV></BODY></HTML>
    ------=_NextPart_000_005C_01C730C2.7EEBF4D0--

  • UIView Animation Problem with different Controllers

    Hello!
    I have a problem regarding the UIView animation and therefore, I have three questions:
    1. is it possible to flip from view old to view new whereby each of the views have their own controller?
    2. Can I only flip views sharing the same controller?
    3. Maybe someone could help me with the following issue: I have two views, and each of the views have their own controller.. the code snippet illustrates my approach.. When i start my code, the new view is added on top of the old view, and the flipping animation is animating the old view only behind the new view.. Sure, this is not what i want to have.
    MapPrototypeAppDelegate *app = (MapPrototypeAppDelegate *)[[UIApplication sharedApplication] delegate];
    ReadGroupsViewController *aReadGroupsViewController = app.readGroupsTableViewController;
    UIWindow *window = app.window;
    [UIView beginAnimations:nil context:nil];
    [UIView setAnimationTransition: UIViewAnimationTransitionFlipFromRight forView:[self.mapView superview] cache:YES];
    [UIView setAnimationDuration:1.3];
    [UIView setAnimationDelegate:self];
    [window addSubview:[aReadGroupsViewController view]];
    [UIView commitAnimations];
    thanks..

    sommeralex wrote:
    1. is it possible to flip from view old to view new whereby each of the views have their own controller?
    Yes.
    2. Can I only flip views sharing the same controller?
    The flip animation may be used to transition between any "old" and "new" view without regard to whether those views have different controller's, the same controller, or no controller at all.
    3. Maybe someone could help me with the following issue: I have two views, and each of the views have their own controller.. the code snippet illustrates my approach.. When i start my code, the new view is added on top of the old view, and the flipping animation is animating the old view only behind the new view.. Sure, this is not what i want to have.
    MapPrototypeAppDelegate *app = (MapPrototypeAppDelegate *)[[UIApplication sharedApplication] delegate];
    ReadGroupsViewController *aReadGroupsViewController = app.readGroupsTableViewController;
    UIWindow *window = app.window;
    [UIView beginAnimations:nil context:nil];
    // the next line is puzzling. what is 'self.mapView', and what do you expect its superview to be? If 'self' is a
    // view controller, what is the relationship between its 'view' property and its 'mapView' property? Does 'view'
    // also have a superview? Is 'view' above or below 'mapView'? Is there a view between 'mapView' and the window?
    [UIView setAnimationTransition: UIViewAnimationTransitionFlipFromRight forView:[self.mapView superview] cache:YES];
    [UIView setAnimationDuration:1.3];
    [UIView setAnimationDelegate:self];
    // apropos the question above, what view is being covered in the next statement?
    [window addSubview:[aReadGroupsViewController view]];
    [UIView commitAnimations];
    I think I need a better understanding of the view hierarchy we have before aReadGroupsVC.view is added. The problem you're having is probably caused by passing the wrong view as arg here: [self.mapView superview]. But I can't say for sure since I don't know how mapView is related to the view hierarchy, and I don't know what it's superview is. It might be easier to just explain your "old" view structure and tell us how you want it to change after the flip transition.
    - Ray

  • How to cancel an UIView animation?

    If I have started an UIView animation using the UIView animation methods, how to cancel the animation while it is being executed?

    This issue seems to be somewhat complicated.
    There doesn't seem to be any direct way of telling a view to stop animating immediately (either by leaving the view to its current state or moving it immediately to its final state). It also tends to sometimes behave erratically when you try to interrupt an ongoing animation by starting a new one on the same view.
    What would be great is if there was some way of telling a view to stop animating immediately and to remove itself from the animation engine (or whatever it is), similarly to how you can eg. tell an NSTimer to invalidate itself immediately. This would make it easy to then eg. restart the animation or do something else with the view without having to worry about the view still changing after you tried to do something else with it, or about extraneous animationDidStop selector calls (which could mess up things). However, as far as I can see, there's no such feature in UIView.
    What you can try is to start a very short animation and set the animationDidStop selector to call whatever you wanted to do with the view at that point (eg. restart the animation). However, there doesn't seem to be any completely foolproof way of making this work for sure.
    Firstly, you have to make sure that the view actually changes from its current state, else UIView will just skip animating it and never call your new animationDidStop selector, which is a huge nuisance. This also seems to be somehow buggy; in some situations only changing eg. the location of the view or only changing its alpha doesn't properly trigger the animation, while sometimes it does.
    Secondly, it seems to be somewhat erratic whether UIView will call the original animationDidStop selector besides the newly defined one or not. What is worse the original selector might be called after the new one, as if the original animation never actually stopped. Thus you end up with one single animated view calling two different selectors at different points in time, which can mess things up pretty efficiently. And annoyingly, this only happens sometimes, not always.

  • Animations delays 1 frame with gotoAndPlay() in CS3

    Hello people! Has anybody found this problem with timeline
    animations in Flash CS3?
    I have an animation that when it reaches frame 10 does a
    gotoAndPlay(5) but when the head goes to frame 5 it shows the frame
    twice and then goes to the next frame, so the animation delays 1
    frame.
    If you want to check it out, put the movie at 1fps to see the
    delay easily.
    This doesn't happen in Flash 8. But it does in Flash CS3.
    Anyone knows a solution?

    I posted this issue:
    http://www.adobe.com/cfusion/webforums/forum/messageview.cfm?catid=288&threadid=1301078
    sounds like the same AS3 issue ; (

  • UIView Animation Question

    To all,
    I have a question about how to handle the asynchronous call when a UIView animation is created. My setup is as follows. I have a method in a view controller that get user input from and then makes external http calls. Since the calls could take a few seconds I wanted to notify the user when the call started and ended. In order to show this message I created a simple animation block in a method which I will list below.
    The animation simply slides a box up with a label on it and then slides it back down. A pop up slider if you will.
    This is my method which does the http processing simplified down.
    My problem is that since the animation call is asynchronous the and takes 4 seconds total to complete. If the HTTP processing takes less then 4 seconds (at times it does) the next displayMessage is called and my animation gets screwed up.
    The thoughts I have had were to have a check to see if the animation was running which is set true in the pop up reveal and false in the popup hide. Then I could simply sleep my thread if the boolean was true. But this wasn't working since the animation stop block was never called.
    I need to bounce ideas of you guys cause I don't know how to get past this basic problem.
    - (void)loadPostViewController:(id)sender
    [self displayMessage:@"Parsing address"];
    //Actual http processing code here which invokes external service
    [self displayMessage:@"Address processed"];
    - (void)displayMessage:(NSString *) inMessage
    CGFloat PostListViewXOFFSET = 20.0f;
    CGFloat PostListViewYOFFSET = 20.0f;
    NSInteger messageWidth = 150;
    NSInteger messageHeight = 60;
    self.transitioning = TRUE;
    self.view.userInteractionEnabled = NO;
    UIView *localContainerView = [[UIView alloc] initWithFrame:[[UIScreen mainScreen] applicationFrame]];
    CGRect messageFrame = CGRectMake(0,0,messageWidth, messageHeight);
    roundedRectangle *view = [[roundedRectangle alloc] initWithFrame:messageFrame x:0 y:0 Width:messageWidth Height:messageHeight cIndex:0 radius:10.0f positionIndex:0];
    CGRect frameOut = CGRectMake((localContainerView.bounds.size.width/2)-(messageWidth/2),localConta inerView.bounds.size.height+messageHe ight, messageWidth, messageHeight);
    UILabel *mylabel = [[UILabel alloc] initWithFrame:CGRectMake(PostListViewXOFFSET, PostListViewYOFFSET, messageWidth-40,20)];
    mylabel.font = [UIFont fontWithName:@"Helvetica" size:12];
    mylabel.textColor = [UIColor blackColor];
    mylabel.text = inMessage;
    mylabel.backgroundColor = [UIColor clearColor];
    self.messageLabel = mylabel;
    [view addSubview:mylabel];
    [mylabel release];
    view.frame = frameOut;
    self.messageView = view;
    [self.view addSubview:view];
    [UIView beginAnimations: nil context: nil]; // Tell UIView we're ready to start animations.
    [UIView setAnimationDelegate: self]; // Set the delegate (Only needed if you need to use the animationDid... selectors)
    [UIView setAnimationDidStopSelector: @selector(animationDidStop:finished:context:)]; // example of a selector called with context when animation finishes.
    [UIView setAnimationCurve: UIViewAnimationCurveEaseInOut];
    [UIView setAnimationDuration: 2.0f]; // Set the duration to 4/10ths of a second.
    CGRect frameIn = view.frame; // Get the current frame.
    frameIn.origin.x = (localContainerView.bounds.size.width/2)-(messageWidth/2); // Move the view completely on screen.
    frameIn.origin.y = localContainerView.bounds.size.height-(messageHeight+20.0f);
    view.frame = frameIn; // set the new frame
    [UIView commitAnimations]; // Animate!
    [view release];
    - (void)animationDidStop:(NSString *)animationID finished:(NSNumber *)finished context:(void *)context
    self.transitioning = FALSE;
    [self HideMessage];
    - (void)HideMessage
    NSInteger messageWidth = 150;
    NSInteger messageHeight = 60;
    UIView *localContainerView = [[UIView alloc] initWithFrame:[[UIScreen mainScreen] applicationFrame]];
    CGRect frameOut = CGRectMake((localContainerView.bounds.size.width/2)-(messageWidth/2),localConta inerView.bounds.size.height+messageHe ight, messageWidth, messageHeight);
    [UIView beginAnimations: nil context: nil]; // Tell UIView we're ready to start animations.
    [UIView setAnimationDelegate: self]; // Set the delegate (Only needed if you need to use the animationDid... selectors)
    [UIView setAnimationDidStopSelector: @selector(clearMessageView)]; // example of a selector called with context when animation finishes.
    [UIView setAnimationCurve: UIViewAnimationCurveEaseInOut];
    [UIView setAnimationDuration: 2.0f]; // Set the duration to 4/10ths of a second.
    self.messageView.frame = frameOut; // set the new frame
    [UIView commitAnimations]; // Animate!
    }

    To all,
    I have a question about how to handle the asynchronous call when a UIView animation is created. My setup is as follows. I have a method in a view controller that get user input from and then makes external http calls. Since the calls could take a few seconds I wanted to notify the user when the call started and ended. In order to show this message I created a simple animation block in a method which I will list below.
    The animation simply slides a box up with a label on it and then slides it back down. A pop up slider if you will.
    This is my method which does the http processing simplified down.
    My problem is that since the animation call is asynchronous the and takes 4 seconds total to complete. If the HTTP processing takes less then 4 seconds (at times it does) the next displayMessage is called and my animation gets screwed up.
    The thoughts I have had were to have a check to see if the animation was running which is set true in the pop up reveal and false in the popup hide. Then I could simply sleep my thread if the boolean was true. But this wasn't working since the animation stop block was never called.
    I need to bounce ideas of you guys cause I don't know how to get past this basic problem.
    - (void)loadPostViewController:(id)sender
    [self displayMessage:@"Parsing address"];
    //Actual http processing code here which invokes external service
    [self displayMessage:@"Address processed"];
    - (void)displayMessage:(NSString *) inMessage
    CGFloat PostListViewXOFFSET = 20.0f;
    CGFloat PostListViewYOFFSET = 20.0f;
    NSInteger messageWidth = 150;
    NSInteger messageHeight = 60;
    self.transitioning = TRUE;
    self.view.userInteractionEnabled = NO;
    UIView *localContainerView = [[UIView alloc] initWithFrame:[[UIScreen mainScreen] applicationFrame]];
    CGRect messageFrame = CGRectMake(0,0,messageWidth, messageHeight);
    roundedRectangle *view = [[roundedRectangle alloc] initWithFrame:messageFrame x:0 y:0 Width:messageWidth Height:messageHeight cIndex:0 radius:10.0f positionIndex:0];
    CGRect frameOut = CGRectMake((localContainerView.bounds.size.width/2)-(messageWidth/2),localConta inerView.bounds.size.height+messageHe ight, messageWidth, messageHeight);
    UILabel *mylabel = [[UILabel alloc] initWithFrame:CGRectMake(PostListViewXOFFSET, PostListViewYOFFSET, messageWidth-40,20)];
    mylabel.font = [UIFont fontWithName:@"Helvetica" size:12];
    mylabel.textColor = [UIColor blackColor];
    mylabel.text = inMessage;
    mylabel.backgroundColor = [UIColor clearColor];
    self.messageLabel = mylabel;
    [view addSubview:mylabel];
    [mylabel release];
    view.frame = frameOut;
    self.messageView = view;
    [self.view addSubview:view];
    [UIView beginAnimations: nil context: nil]; // Tell UIView we're ready to start animations.
    [UIView setAnimationDelegate: self]; // Set the delegate (Only needed if you need to use the animationDid... selectors)
    [UIView setAnimationDidStopSelector: @selector(animationDidStop:finished:context:)]; // example of a selector called with context when animation finishes.
    [UIView setAnimationCurve: UIViewAnimationCurveEaseInOut];
    [UIView setAnimationDuration: 2.0f]; // Set the duration to 4/10ths of a second.
    CGRect frameIn = view.frame; // Get the current frame.
    frameIn.origin.x = (localContainerView.bounds.size.width/2)-(messageWidth/2); // Move the view completely on screen.
    frameIn.origin.y = localContainerView.bounds.size.height-(messageHeight+20.0f);
    view.frame = frameIn; // set the new frame
    [UIView commitAnimations]; // Animate!
    [view release];
    - (void)animationDidStop:(NSString *)animationID finished:(NSNumber *)finished context:(void *)context
    self.transitioning = FALSE;
    [self HideMessage];
    - (void)HideMessage
    NSInteger messageWidth = 150;
    NSInteger messageHeight = 60;
    UIView *localContainerView = [[UIView alloc] initWithFrame:[[UIScreen mainScreen] applicationFrame]];
    CGRect frameOut = CGRectMake((localContainerView.bounds.size.width/2)-(messageWidth/2),localConta inerView.bounds.size.height+messageHe ight, messageWidth, messageHeight);
    [UIView beginAnimations: nil context: nil]; // Tell UIView we're ready to start animations.
    [UIView setAnimationDelegate: self]; // Set the delegate (Only needed if you need to use the animationDid... selectors)
    [UIView setAnimationDidStopSelector: @selector(clearMessageView)]; // example of a selector called with context when animation finishes.
    [UIView setAnimationCurve: UIViewAnimationCurveEaseInOut];
    [UIView setAnimationDuration: 2.0f]; // Set the duration to 4/10ths of a second.
    self.messageView.frame = frameOut; // set the new frame
    [UIView commitAnimations]; // Animate!
    }

  • Animated GIF files, anyone had issues with the selected animation delay not saving as specified?

    I am working on PSE 9 for Mac and have created my psd file with the layers.
    Selected 'Save for Web' and chose GIF as the file format.
    Ticked 'Animation', then from the bottom right hand corner under 'Animation' I have ticked 'loop' and in the 'delay' drop down selected 2.0 (so 2 seconds).
    When I check the file in 'preview in' web it shows the file flashing faster than 2 seconds a frame. I also checked it by uploading it onto my website and it is flashing faster than 2 seconds.
    I have saved the file several times to check. It appears that even though you are given a choice that is automatically saves the delay at the auto-populated delay speed of 0.2 seconds.
    Thoughts anyone?

    As far as i know, the frame delay has been broken
    for several versions on the mac pse.
    Since version 4 maybe?
    You can comment on this post and hopefully adobe will fix it in pse 10.
    http://feedback.photoshop.com/photoshop_family/topics/photoshop_elements_9_mac_frame_delay _in_save_for_web
    MTSTUNER

  • How do i reduce the number of frames in a UIView animation

    When animating a Uiview... for example the center of a UIImageView.... is there a way to reduce the number of frames that occur during the animation?
    The framerate is too high and making my app slow down significantly... thanks.

    If you do not have an image editor that allows to do that then use one of the online sites to resize images.
    * http://www.shrinkpictures.com/
    * http://www.picresize.com/

  • UIView animations problem

    Hi,
    I need some help with a small application I created to learn how animations work. My application consists of one UIView, one UIImageView, 2 buttons for scaling UIImageView up and down.
    @class AnimationsViewController;
    @interface AnimationsAppDelegate : NSObject <UIApplicationDelegate> {
    IBOutlet UIWindow *window;
    UIView* theView;
    UIImageView* theImageView;
    UIButton* scaleUpButton;
    UIButton* scaleDownButton;
    BOOL scalingUp;
    BOOL scalingDown;
    @property (nonatomic, retain) UIWindow *window;
    - (void)scaleUpButtonTouchDown;
    - (void)scaleUpButtonTouchUp;
    - (void)scaleDownButtonTouchDown;
    - (void)scaleDownButtonTouchUp;
    - (void)continueScalingUp;
    - (void)continueScalingDown;
    @end
    - (void)scaleUpButtonTouchDown {
    NSLog(@"scale up button touch down");
    NSLog(@"ustawiam scalingUp na 1");
    scalingUp = YES;
    [NSThread detachNewThreadSelector:@selector(continueScalingUp) toTarget:self withObject:nil];
    - (void)continueScalingUp {
    NSAutoreleasePool * thePool = [[NSAutoreleasePool alloc] init];
    NSLog(@"continue scaling up");
    while(scalingUp) {
    [UIView beginAnimations:nil context:nil];
    if(scale<5.03) {
    scale+=.01;
    NSLog(@"scale up multiplier = %f",scale);
    [UIView setAnimationDuration:.15];
    CGAffineTransform transform = CGAffineTransformMakeScale(scale,scale);
    theImageView.transform = transform;
    [UIView commitAnimations];
    [thePool release];
    - (void)scaleUpButtonTouchUp {
    NSLog(@"scale up button touch up inside");
    NSLog(@"ustawiam scalingUp na 0");
    scalingUp = NO;
    - (void)scaleDownButtonTouchDown {
    NSLog(@"scale down button touch down");
    scalingDown = YES;
    [NSThread detachNewThreadSelector:@selector(continueScalingDown) toTarget:self withObject:nil];
    - (void)continueScalingDown {
    NSAutoreleasePool * thePool = [[NSAutoreleasePool alloc] init];
    NSLog(@"continue scaling down");
    while(scalingDown) {
    [UIView beginAnimations:nil context:nil];
    if(scale>.02) {
    scale-=.01;
    NSLog(@"scale down multiplier = %f",scale);
    [UIView setAnimationDuration:.15];
    CGAffineTransform transform = CGAffineTransformMakeScale(scale,scale);
    theImageView.transform = transform;
    [UIView commitAnimations];
    [thePool release];
    - (void)scaleDownButtonTouchUp {
    NSLog(@"scale down button touch up inside");
    scalingDown = NO;
    So the main view looks like this:
    So when I touch the scale up button and hold it, the image should be scaled. And it is, but I cannot see any transition When I touch and hold the button it looks like nothing is happening, but when I release the button, the image is instantly scaled up. It would be really cool if I could see the image getting bigger and bigger while holding the button, so can anyone tell me what am I missing or what am I doing wrong?

    I have already tried both:
    1. [view setNeedsDisplay]; -> no effect
    2. setAnimationBeginsFromCurrentState to YES -> no effect
    Thanks for being interested though. I will try to play a bit with delegate methods, just as Pumbaa suggests. But I need some more free time to do this, will post when done.
    Message was edited by: lawicko

  • Animation Delay`

    Hi,
    I have a logo that I am animating here: http://agtdesigns.co.uk/logo.gif
    Basically I want the man to spin inside the circle. However, on the last frame/state of the animation it appears to stop/delay before moving onto the next frame. To solve this I set the delay for the last state to 0. When palying back the animation in Fireworks it is perfectly smooth with no delay.
    However when exporting the file the delay is still there, I have the 'include when exporting' option ticked for the last frame but it doesnt seem to be working.
    I am using Fireworks CS5, any help would be greatly appreciated.
    tia,
    Andy

    Nevermind, I realised I had a duplicate frame at the end.

  • Multiple AirPlay with delay ?

    Hi,
    people are complaining about iTunes DJ missing in iTunes DJ (and I am complaining too)
    but i think not many people have seen the new feature to send music to multiple AirPlay devices.
    I have tried it, it works but i have delay between two AirPlay devices (one computer and one Freebox) ..
    Is there a setting i may have missed to be able to add delay to one AirPlay device to have both perfectly synchronized ?
    Thanks

    Same here also. I have Airport Express in the kitchen and Apple TV in the living room, which is running through an AV amplifier. The AV amp is delaying the sound slightly so there's a little echo between the two rooms. I have the option within the amp to add more delay to the amp output but can't take delay away, so some way of adding delay to the kitchen to synch them up would be perfect.
    Surely some ingenious home coder has made something we could download to achieve this? Thanks all!

  • Frame(sprite) animation delay problem

    import javax.microedition.lcdui.*;
    import javax.microedition.lcdui.game.*;
    public class ExampleTrialCanvas extends GameCanvas implements Runnable {
    private boolean isPlay; // Game Loop runs when isPlay is true
    private long delay; // To give thread consistency
    private int currentX, currentY; // To hold current position of the 'X'
    private int width; // To hold screen width
    private int height; // To hold screen height
    // Sprites to be used
    // private Sprite playerSprite;
    private Sprite backgroundSprite;
    private Sprite playerSprite;
    //private int i;
    // Layer Manager
    private LayerManager layerManager;
    // Constructor and initialization
    public ExampleTrialCanvas() throws Exception {
    super(true);
    width = getWidth();
    height = getHeight();
    currentX = 64;
    currentY = 150;
    delay = 100;
    // Load Images to Sprites
    Image playerImage = Image.createImage("/transparent.png");
    playerSprite = new Sprite (playerImage,32,32);
    Image backgroundImage = Image.createImage("/gillete.png");
    backgroundSprite = new Sprite(backgroundImage);
    layerManager = new LayerManager();
    layerManager.append(playerSprite);
    layerManager.append(backgroundSprite);
    // Automatically start thread for game loop
    long now, prev_time_moved;
    public void init(){
    now = System.currentTimeMillis();
    prev_time_moved = now;
    public void start() {
    isPlay = true;
    Thread t = new Thread(this);
    t.start();
    public void stop() { isPlay = false; }
    // Main Game Loop
    public void run() {
    Graphics g = getGraphics();
    while (isPlay == true) {
    input();
              drawScreen(g);
    try { Thread.sleep(delay); }
    catch (InterruptedException ie) {}
    // Method to Handle User Inputs
    private void input()
    int keyStates = getKeyStates();
    playerSprite.setFrame(0);
    // Up
    if ((keyStates & UP_PRESSED) != 0) {
         for(int i=0;i<5;i++)
         playerSprite.setFrame(i);
    // Method to Display Graphics
    private void drawScreen(Graphics g) {
    // updating player sprite position
    playerSprite.setPosition(currentX,currentY);
    // display all layers
    layerManager.paint(g,0,0);
    layerManager.setViewWindow(55,20,180,180);
    //layerManager.paint(g,20,20);
    flushGraphics();
    We want, on right click botton press the frame should animate.
    We have a player with 5 different poses, kicking a ball, "image width is 160, height is 32".
    the problem is that, the player does move through allthe frames. he starts from 0th p\frame and directly end at the last frame, withopur any delay between frames.
    we have used the for loop as follows.
    if ((keyStates & UP_PRESSED) != 0) {
         for(int i=0;i<5;i++)
         playerSprite.setFrame(i);
    we want a delay code between all the frames.

    Maybe this will help you!
    btnSignIn.addActionListener(new ActionListener()     
                                  public void actionPerformed(ActionEvent e)
                                      //display the glasspane first
                                      setGlassPane(new MyGlassPane(newAnimatedIcon("images/LoginWaitingIcon.png")));
                                      getupGlasPane.setVisible(true);        //expected the glassPane shows (it does), and the animation starts (it doesnt)
                                      Thread t1 = new Thread(new Runnable()    //The animation only starts when this thread finished
                                            public void run()
                                                 //DO THE REST
    t1.start();
    t1.join();
    setupGlasPane(false);   //finish, turning off
                       });

  • Polygon drawn with CG gets distorted after a UIView animation.

    Hi all,
    I've managed to draw a polygon on an UIView with a helper function that gives me an array of CGPoints which I loop through going CGContextAddLineToPoint.
    I can rotate the polygon by applying a CAAffineTransformMakeRotation object, I have a UIButton associated with a rotate function and it works fine.
    Problem is if I move the UIView down (as with a UIView beginAnimations) and the polygon is rotated in any manner, I can see an animation of it being distorted and disappearing!
    Any clues???

    G'day mate! My favorite San Fran radio station is currently running a 60 sec. travel commercial featuring an authentic Aus announcer (or crocodile hunter) along with an American translator. The idea is to teach us to speak Australian before we get there. I'm a slow learner, but maybe by the time I learn Obj-C I'll know how to ask for directions to Queensland.
    No, I've never been a student at Stanford. CS 193P, last autumn, was given through the Stanford Center for Professional Development, so you didn't need to be a regular Stanford student; an application to the graduate school was required, but all the lectures were on video and I don't think you ever needed to be on campus to complete the course. I think the full tuition was over $3000. I would have gone for that if it had been a live class with the opportunity to ask questions. But I was told questions could only be asked by e-mail and those might or might not be answered in the recorded lectures. I didn't even ask my employer to pay for the class since my job was to develop Win32 apps. At the time I wasn't willing to confide a secret desire to become an iPhone programmer.
    Anyway.. (I can't wait to see the comments about people who litter this forum with their life story) I haven't yet built a test bed to try out your code, but you are indeed moving your subview by resetting the frame. Note the warning in the doc: "If the transform property is not the identity transform, the value of this property is undefined" [https://developer.apple.com/iphone/library/documentation/UIKit/Reference/UIVie wClass/UIView/UIView.html#//appleref/doc/uid/TP40006816-CH3-SW5].
    Try adding a translation to the current transform like this:
    CGAffineTransform t1 = myPolyView.transform;
    CGAffineTransform t2 = CGAffineTransformMakeTranslation(x, y);
    myPolyView.transform = CGAffineTransformConcat(t1, t2);

  • Multiple layered animation effects in HTML 5 not working

    I created an animation with 2 effects layered on top of each other so an object would from move from position A to B while a second effect scaled the object to reduce in size at the same time. This was just a matter of setting up the two effects in the same space on the animation time line.
    When I output to HTML 5 I only get the motion animation from A to B but not the scale at the same time.
    Are there any known issues with HTML 5 supporting layered multiple animation effects in Captivate 6?
    Best, Steve

    You did use an Effect that is not yet supported for HTML5. The only supported effects are these:
    Entrance
    - Fly-in (all)
      - Ease-in (all)
    Exit
      - Fly-out (all)
      - Ease-out (all)
    Motion Path
      - Left-to-Right
      - Left-to-Right Ease
      - Pentagon
      - Rectangle
      - Right-to-left easeRight-to-left3point
      - RightToLeft
      - Triangle
      - ZigZag

  • PSE8 for Mac Trying to create animated GIF.  Why can't I change the animation delay?

    I am trying to create an animated GIF for the first time.  Finally figured out most of it, but it won't let me change the speed from 0.2 which is waaaay too fast.

    Welcome to iMovie Discussions.
    See my 2nd reply to 'getzcreative', here.

Maybe you are looking for