I have a gridview, and I am trying to achieve a fly in effect on the images within it. This would be very similar to the effect seen when you load up gallery 3D and your image folders "drop in".
I have googled around the subject, and think I need to use a ViewAnimator and generate the animation through that: http://developer.android.com/reference/android/widget/ViewAnimator.html#setInAnimation(android.view.animation.Animation)
However, I am not sure and any help on how to achieve this whatsoever would be very welcome!
Regards
Mark
Do you want the fly-in animation per grid, or for the entire view?
For the entire view, use this:
Animation anim = AnimationUtils.loadAnimation(getApplicationContext(), R.anim.flyin);
findViewById(R.id.YourViewId).setAnimation(anim);
anim.start();
Then specify your animation in a file flyin.xml like this:
<set xmlns:android="http://schemas.android.com/apk/res/android" android:shareInterpolator="true">
<scale android:interpolator="#android:anim/decelerate_interpolator"
android:fromXScale="1.0" android:toXScale="0.0"
android:fromYScale="1.0" android:toYScale="0.0"
android:pivotX="50%" android:pivotY="50%"
android:fillAfter="false" android:duration="250"/>
</set>
Put that file in your res/anim-directory.
Related
I have an imageview in which I have 3 images
green_circle - which I have to zoom in -> then zoom_out (on specified time)
white_tick - which I have to zoom in -> then zoom_out (on specified time)
green_sparkle - which zooms in and fades out
Imageview is being setup as following using layer drawables -
int[] firstImageArray = new int[]{R.drawable.ic_green_circle, R.drawable.ic_outer_sparkle, R.drawable.ic_white_tick_mark};
Drawable[] layers = new Drawable[firstImageArray.length];
for(int i = 0; i<firstImageArray.length; i++) {
layers[i] = getResources().getDrawable(firstImageArray[i]);
}
imageView.setImageDrawable(new LayerDrawable(layers));
animation files are something similar to this (for zoom-in and zoom-out at specified times):
R.anim.image_circle_zoom :
<set xmlns:android="http://schemas.android.com/apk/res/android"
android:duration="2333"
>
<scale
android:duration="233"
android:fromXScale="0.0"
android:fromYScale="0.0"
android:pivotX="50%"
android:pivotY="50%"
android:toXScale="1.0"
android:toYScale="1.0" />
<scale
android:duration="69"
android:fromXScale="1.0"
android:fromYScale="1.0"
android:pivotX="50%"
android:pivotY="50%"
android:startOffset="1931"
android:toXScale="1.18"
android:toYScale="1.18" />
<scale
android:duration="165"
android:fromXScale="1.0"
android:fromYScale="1.0"
android:pivotX="50%"
android:pivotY="50%"
android:startOffset="2000"
android:toXScale="0.0"
android:toYScale="0.0" />
</set>
I have to achieve an animation similar to this link1 or link2
I have tried AnimationSet, AnimatorSet and ObjectAnimator but I wasn't able to achieve the desired results. Any help would be appreciated on how it can be achieved?
You add links to Lottie animation files. That files can be included into project directly. Just copy json file from site and put it into LottieAnimationView. Here is link to docs and github repository. The easiest way to do such animations is via lottie files.
Another way is to use SVG image, where each part of image should be separate path. Then all you need to do is animate that paths via AnimatedVectorDrawable. There are a lot of good tutorials on how it can be implemented like this and this
I am trying to code an animation that mimics a pulse animation that resembles this:
Concentrate on the inner blue circle (ignore the outer dark blue circle)
http://www.joedubs.com/wp-content/uploads/2016/01/breathe-now.gif
Here's what I managed to code so far:
<set xmlns:android="http://schemas.android.com/apk/res/android"
android:shareInterpolator="false">
<scale
android:duration="2000"
android:fromXScale="1"
android:fromYScale="1"
android:pivotX="50%"
android:pivotY="50%"
android:toXScale="0.8"
android:toYScale="0.8" />
<scale
android:duration="2000"
android:fromXScale="0.8"
android:fromYScale="0.8"
android:pivotX="50%"
android:pivotY="50%"
android:startOffset="2000"
android:toXScale="1.8"
android:toYScale="1.8" />
<scale
android:duration="2000"
android:fromXScale="1.8"
android:fromYScale="1.8"
android:pivotX="50%"
android:pivotY="50%"
android:startOffset="2000"
android:toXScale="1"
android:toYScale="1" />
</set>
While this works for a certain extent, the animation skips and stutters when it repeats again. Can someone tweak it a bit to mimic a smooth pulse animation? (grow and reduce)
You can add a ObjectAnimator like this, creating a pulsating effect in the reverse mode:
ObjectAnimator scaleDown = ObjectAnimator.ofPropertyValuesHolder(ImageView,
PropertyValuesHolder.ofFloat("scaleX", 0.5f),
PropertyValuesHolder.ofFloat("scaleY", 0.5f));
scaleDown.setDuration(300);
scaleDown.setRepeatCount(ObjectAnimator.INFINITE);
scaleDown.setRepeatMode(ObjectAnimator.REVERSE);
scaleDown.start();
Another way to achive that is have a CustomClass and override your OnDraw method, creating a effect of growing or decrease increasing a variable and recalling invalidate(). I did these in another post to make my button background grow, if you want to follow this way it can be useful for you.
Pulsating Button Android
I've had trouble finding good documentation about animations in Android, but I managed to get my animation working. What I'm concerned about the way I did it is efficiency/performance.
My goal was to have a cloud image move across the screen over and over and repeat forever. To do this I ended up putting 2 identical ImageViews positioned over each other and defining 2 animations:
cloud_slide_exit.xml:
<translate
android:fromYDelta="0"
android:toXDelta="-100%p"
android:duration="25000"
android:repeatCount="infinite"
android:repeatMode="restart"
/>
cloud_slide_enter.xml:
<translate
android:fromYDelta="0"
android:fromXDelta="100%p"
android:duration="25000"
android:repeatCount="infinite"
android:repeatMode="restart"
/>
I applied the first animation to "image1" and the second to "image2." The first animation moves "image1" from right (on-screen) to left (off-screen) while the second animation moves "image2" (which starts off screen) from right (off-screen) to left (on-screen). The end result when you view both animations is that the image moves across the screen. When it reaches the left end of the screen it will start coming from the right side of the screen. This is the only way I could think of doing this.
Is there a more efficient way to go about doing this animation? I'd like to find a more efficient way because I actually have 3 clouds moving which means that I have 6 ImageViews/TranslateAnimations.
replace your code by following code:
cloud_slide_exit.xml:
<translate
android:fromXDelta="100%p"
android:toXDelta="0%p"
android:duration="25000"
android:repeatCount="infinite"
android:repeatMode="restart"
/>
cloud_slide_enter.xml:
<translate
android:fromXDelta="100%p"
android:toXDelta="0%p"
android:duration="25000"
android:repeatCount="infinite"
android:repeatMode="restart"
/>
I'm very close to getting a "coin flipping" animation to work, but due to the limitations (bugs?) in the current Animation system - I cannot find a way to show BOTH sides of a coin flipping in the air.
For example, I have the following Animation .XML:
<?xml version="1.0" encoding="utf-8"?>
<set xmlns:android="http://schemas.android.com/apk/res/android"
android:shareInterpolator="false">
<scale
android:repeatCount="17"
android:repeatMode="reverse"
android:interpolator="#android:anim/accelerate_decelerate_interpolator"
android:fromXScale="1.0" android:toXScale="1.0"
android:fromYScale="1.0" android:toYScale="0.0"
android:pivotX="50%" android:pivotY="50%"
android:fillEnabled="true"
android:fillAfter="true"
android:duration="60"
/>
<scale
android:repeatCount="1"
android:repeatMode="reverse"
android:interpolator="#android:anim/accelerate_decelerate_interpolator"
android:fromXScale="1.0" android:toXScale="2.0"
android:fromYScale="1.0" android:toYScale="2.0"
android:pivotX="50%" android:pivotY="50%"
android:fillEnabled="true"
android:fillAfter="true"
android:duration="800"
/>
<translate
android:repeatCount="1"
android:repeatMode="reverse"
android:interpolator="#android:anim/accelerate_decelerate_interpolator"
android:fromXDelta="0%"
android:toXDelta="0%"
android:fromYDelta="0%"
android:toYDelta="-150%"
android:fillEnabled="true"
android:fillAfter="true"
android:duration="800"
/>
</set>
This "fakes" a flipping animation by scaling the coin on the Y-axis and reversing it on a loop. In combination to this, there's a scale to make the overall animation bigger, while also translating it up and down. But it is only ever gonna show the one side of the coin.
I tried having two of these animations, each side of the coin, running at the same time, but I cannot find a way to stagger them due to the REPEATCOUNT not working when applied to an AnimationSet. Otherwise I could introduce some kind of delay after one anim (and before the other one) so they alternate, giving the illusion of a coin flipping.
Does anyone know any way I can tweak this to get the desired result?
I had thought of giving up and doing a frame-based anim (pre-render the flip as frames), but it appears you can't mix Frame & Tween anims, so I'd lose the flip "height" and "distance" effects.
(I have another issue when it comes to the coin landing - e.g. the final result is random, but I'm hoping I can switch in the actual result at the end?)
Thanks in advance!
I recently wanted to implement something like this for a project. I finally came up with a solution and the result was good enough. Hope it helps someone else who is trying to achieve the same animation.
I uploaded the result as a gist on GitHub.
For a preview of the animation click here.
For the full android studio project visit our CoinToss repository.
I was looking for something like this myself, even with the scaling of the image so it appears the imageview is getting closer to the screen.
I combined your animation with this solution to do exactly what you wanted and its fairly lightweight, missing out the need for multiple views.
https://github.com/Lojko/Booty/blob/master/src/game/booty/BootyGameActivity.java
Changed Location of the Original Link: http://www.jasoncavett.com/2011/05/changing-images-during-an-android-animation/#comments
See the FlipCoin class and how its used, I have an animation already existing (created in the same way as detailed by the link)
This code shows the same procedure
http://www.inter-fuser.com/2009/08/android-animations-3d-flip.html
I require an animation for an image in my application.
The image should start coming from the top left corner till the middle of screen. The image size will be smaller at the initial stage. While coming to the middle of the screen, its size should increase(i.e. scaling should take place). Image should not go back to its original position. It should be placed at the middle of the screen itself after the animation.
Can anyone please help.
Please find the answer here.
Create an xml inside /res/anim folder and put the below code into it.
<?xml version="1.0" encoding="utf-8"?>
<set xmlns:android="http://schemas.android.com/apk/res/android"
android:interpolator="#android:anim/linear_interpolator">
<scale android:fromXScale="0.0" android:fromYScale="0.0"
android:toXScale="1.0" android:toYScale="1.0"
android:duration="700" android:fillBefore="false" />
<translate android:fromXDelta="-200" android:fromYDelta="-200"
android:duration="700" />
</set>
Place the below code inside the java file:
Animation logoMoveAnimation = AnimationUtils.loadAnimation(this, R.anim.logoanimation);
logoIV.startAnimation(logoMoveAnimation);
logoanimation is the name of my animation xml file.
Thanks for all those who tried out for my question.