Looking for assitance on simple Android frame animation.
I am able to easily animate frame by frame with many of the examples found here and online in general.
My question is, from the animation-list within my animation I have 9 frames of drawables (0-8). Can I somehow randomize the loop of this animation upon each loop?
I was able to find android:animationOrder="random", but this merely randomizes the start of the loop.
I would like to randomize the sequence of the items within animation-list so that each run of the animation appears different from the last.
I am animating a eyes that blink, and I do not want the same 0-8 frames (items) of the animation-list to simply repeat themselves.
Does anyone have any tips on how to achieve this effect?
I would even like to randomize the duration (android:duration) for each item.
This would yield a truly random looking blinking effect.
Thanks!
Related
I' m new in anroid programming and i want to create sequential translate animations. I have ten images, what i want is as follows:
I choose image randomly and create translate animation for this image. Also, same image can exist more than one times on the screen and these translate animations shouldn' t wait other animations end. In other words, more than one animations should exist on screen at the same time.
I fight with this on two days and still I could not do what I wanted. If you give an idea or a piece of codes, i will be gratefull.
Thanks in advance.
Hi i am new to android can anyone please help me to achieve object animations one after the other sequentially, i have four set of images should repeat sequentially without the the gap between the end and start of the animation means it should look like continuously moving from right to left.
I have a view. I want to change its alpha from 1 to 0 and then repeat for a number of time.
I believe I have to use animation for that. But I don't know how to use the CycleInterpolator in android. Might anyone show me a code sample? I have gotten as far as
CycleInterpolator ci = new CycleInterpolator(5f);
ViewPropertyAnimator anim = myView.animate();
anim.alpha(0);
anim.setDuration(10000);
anim.setInterpolator(ci);
EDIT
the code above works, but it is very brisk. All I see is blinking. I want the view to fade out and then back in very slowly about once every second or two or three. I really need the transition to be smooth and slow and visible to the human eye.
Have you tried
myview.animate().alpha(0).setInterpolator(new CycleInterpolator(<Number of cycles>))
You can also find all of the different methods of a ViewPropertyAnimator here.
I am working on some Android animation effects. On one screen there are several background images fading in/out constantly, and there is also a text marquee. The problem is that the text marquee is kind of choppy. When the image fade in/out is disabled, the marquee is smooth, so it is likely the 2 animations are affecting each other.
I am wondering if there is a way out other than writing my own animation by using Canvas or SurfaceView.
I took a look at AnimationSet, but that is only good for combining animations for the same view.
It has been a while but here are the things I have found along the way:
To achieve smooth text scrolling animation, it needs about 50 frames per second. So it really stretches the CPU out. I tried to use a surfaceView to do both the image and text animation, and managed to get to 35 frames per second but that was not enough, the text scrolling is still a little jumpy. I read a little opengl and it looks like OpenGL ES 2.0 should be able to handle the image fade in/out in parallel ways. But did not really go through with it. Hope this helps.
I need to synchronise two AnimationDrawables (using frame animations setup in xml). The developer article on AnimationDrawable speaks of no such thing, so I would like to know if it's even possible, and if not, how I could get the same effect using a different object perhaps? The two drawable objects are the same size and have the same number of frames, with the same duration between each frame.
I ended up merging the animations together manually then played that one animation instead. It appears that it isn't possible since there is inevitable delay at some point (thread switching, etc).
For anyone else wishing to do this, I advise you take the slow way and redraw the animations you wish to combine and then play the one animation.