We have a Lottie animation that was created using Adobe After Effects and Rubberhose and then exported to json format for Lottie.
On the preview option on https://lottiefiles.com/ the animation runs as expected but once that same file is used inside the mobile apps it appears with no limbs.
We have tried including hidden and guided layers as per this issue on GitHub: https://github.com/airbnb/lottie-web/issues/2335
Current Lottie iOS SDK version: 3.2.3
iOS 14.5
iPhone 12 Pro simulator
Can anyone suggest something to resolve this issue?
Native iOS and Android Lottie players don't support expressions.
Export by selecting on the Bodymovin panel, in the cog next to the Composition > Expression options > Convert expressions to keyframes
Related
I developed an application with Xamarin.Form it works very well on Android and also on Ios simulators but to my surprise when I deploy the application on Ios equipment the rendering is no longer the same.
Below are the captures
IOS
Ios
Android
Android
Please help
As xamarin.form does the same rendering I expected the same design on Ios but the rendering is good on Ios simulators but not on Iphone X
I give you some suggestions:
You could try to restart vc, clear the project, delete the bin folders and the obj folders and rebuild it. And iOS simulator you choose should also be iPhoneX.
In Settings App of iPhoneX, you could choose Display & Brightness section. Try switching Appearance from Light to Dark or Dark to Light to see if it make changes.
Hope it works for you.
Ok thank you for your comments.
Here is the solution for displaying it
In the info.plist file you have to add this:
<key>UILaunchScreen</key>
<dict/>
To make the page take up the whole screen
Regarding the black background, it is necessary to take into account the two modes of Ligth and Black theme of Iphone in its application.
I've got a Xamarin.Forms Project containing an Android and an iOS Platform Project.
I've got my whole application working on Android and I am now struggling on the iOS part. I can't get my images to display on iOS.
I've followed the Microsoft guide on how to work with images on Xamarin.iOS, but it's simply not working.
I have created a minimum example from a new project and uploaded it to GitHub, it can be found here.
Output: On Android, the image is being displayed fine, on iOS, the screen stays empty. In addition to that, the logs I've added to AppDelegate.cs show, that the images cannot be found by using UIImage.FromBundle()
I've also checked the CSProject file of the iOS project, but it already contains the <ImageAsset> item groups.
I am on Visual Studio Professional 2022 (Windows) Version 17.4.1
Can someone please have a look into this? I am going crazy...
I have test your project with the Visual Studio 2022 for mac. And I had the same results in the Android platform and ios platform. The small car icon will show at the top of the screen.
But for the iphone 14 pro simulator, which has a notch screen. The car icon almost be covered. So you can try to run it on the ipad or a device without notch screen to check the car icon will show or not.
In addition, I have checked your Assets.xcassets folder and the official sample on the github. There is no a such xxx_vector folder in it.
Background information:
What's deprecated (but still works) is individual resource files (aaa.png, aaa#x2.png), with no xcasset.
An xcasset containing those files is not deprecated. Nor is it likely to become deprecated in the future.
If you still want to test with .pdf containing vectors:
What is problematic about your setup is that you have TWO representations of car_settings. One with .pngs, one with vector pdf.
What happens if you remove the xcasset with .pngs, and rename the one with pdf to match the filename in it? (car_settings xcasset, with car_settings.pdf).
Close VS, and delete all .bin and .obj folders after making this change, to ensure VS correctly rebuilds with the vector version.
If this still fails, then you likely have encountered a bug. Add as an issue at github xamarin forms issues. Be sure to mention the versions of VS and Xamarin.Forms that has the problem.
Problem:
After upgrading DJI iOS UXSDK from 4.4 to 4.6, my sample code does not show video preview from Phantom 4 Pro V1 when it photo aspect ratio is 3:2. The whole screen (except its widgets) is black.
The same code works perfectly on my Mavic Pro, Phantom 4, Phantom 4 Pro V2, Inspire 1, and has no problem running on the same Phantom 4 Pro V1 when its aspected ratio is set to 16:9 or 4:3.
How to reproduce:
Get a Phantom 4 Pro V1 (01.05.0600 + RC 01.04.01.00), and set its aspect ratio to 3:2.
Clone Mobile-UXSDK-iOS (any version from 4.5 to 4.6.1, including the latest commit #0b7d1ec).
Install dependencies and paste SDK API key in Info.plist.
Run on iPhone/iPad (iOS 11.4) and connect to aircraft.
After both Registered and Connected turn to YES, enter the Default Layout at first row.
Other findings
I don't think that is due to some hardware issues, because I have found:
DJI Go 4, and SDK 4.4 work perfectly on same devices, same settings.
The same project running in iOS Simulator can show video feed transmitted via SDK Bridge. I guess it is because it uses software decoding.
Someone mentioned similar issue a month ago when he was trying Mobile SDK without UXSDK, No Video Feed with different camera Image sizes, but get no response.
I believe there is something I forgot to do, or SDK developers forget to mention in the sample code, tutorials and release notes.
Anyone has suggestions?
I ran this scenario on my iPhone 7 Plus Version 11.4.1 on the Swift iOS UXSDK 4.6.1.
Video previewer worked in aspect ratio 3:2 if switched from another ratio however you're right, the screen is black if launched in ratio 3:2.
This appears to be a bug - please send an email to open a ticket at dev#dji.com and let us know if you built this with Swift or Obj-C
In image asset editor we can add launch image but it'll not appear in devices I can say atleast iPhone devices but If you ignore to add LaunchImage in assets xamarin won't let you compile the app.so you have to add the LaunchImage and at the same time you have to have Launch Screen.storyboard Why is this anomaly ? and how to keep on using static images
I have created separate imageset in asset library and added a image view in launch screen and referred that newly added imageset but its not working screen appears empty
It's not a Xamarin problem, but iOS itself.
Launch image required for iOS version lower than 8.0. So if you want to support them, you need to add all images in to assets.
LaunchStoryboard you can use for all iOS version above 8.0 (included). It will stretch out automatically for each device.
You can select most appropriate solution for your project in Info.plist
I'm currently developing an iPhone app with Xcode. Part of the app requires the morph (or tween) of one shape into another shape. I know that using Adobe Flash Pro CS6 I can export a 'shape tween' to an iOS app using the built in AIR. The problem is that it does not give me any Objective C code that I can use, just a compiled app. That app cannot be inserted into my development, or have items parsed into it.
The Mac app 'FlashCode', converts SWF into Xcode code, but doesn't yet support shape tweens.
Any ideas how to deal with this?