Animate image sequence on React Native using Animated.timing() - animation

Is it possible to animate a sequence of images: image01.png, image02.png, image03.png, etc. using React Native Animated API?
I've tried to use timer for this as it is described here: Animate image sequence on React Native
But on Android animation is too slow and twitchy.
I'm trying to use useNativeDriver property of Animated.timing() method. But seems like it's not a proper way of playing a sequence of images in <Animated.Image/> block.

Related

Can the latest openlayers render the animated marker using gif/apng/webp?

According to this QA, by using "gifler" library, we can use animated gif to render on canvas-based openlayers.
can openlayers 3 render the animated marker using gif
But it cannot accept apng/webp, and also, "gifler" library is bit old, it is tough to use with the latest EcmaScript or TypeScript.
Are there any other way to enable this?
Eventually, I couldn't find a way to make it work, so I started developing it myself.
Animated GIF, APNG, and Animated webp can be frame-split and even animated on a canvas context in the following.
https://github.com/code4history/Gyeonghwon

The best approach to use only ThreeJS for building interactive UI without HTML DOM overlays

May I have a 2D layer for UI, Text, Buttons, etc over the 3D scene in ThreeJS?
Ideally something like engine from PixiJS inside ThreeJS? I've seen PixiJS offers some 3D features so why not combine both libraries in something super-powerful? I just do not want to place any HTML Dom elements over WebGL canvas as this will probably slow down performance on Mobile devices.
One way to solve this issue is to implement the UI as screen space sprites like demonstrated in the following official example (check out how the red sprites are rendered):
https://threejs.org/examples/webgl_sprites
The idea is to render them with a separate orthographic camera and an additional call of WebGLRenderer.render(). Besides, instances of THREE.Sprite do support raycasting which is of course useful when implementing interaction.
Building up on Mugen87's answer, you can also use THREE.Shape to make visual containers adapted to the user screen size :
https://threejs.org/docs/#api/en/extras/core/Shape
You can use THREE.Shape to make mesh-based text, is illustrated in this example :
https://threejs.org/examples/?q=text#webgl_geometry_text_shapes
You should also have a look at three-mesh-ui, an add-on for building mesh-based user interface with three.js :
https://github.com/felixmariotto/three-mesh-ui

Best way for progress & activity bars on Android: GIF or code?

I'm an 2D animator and am new to Android development. I have one idea about creating animated stocks for Android, but what's the best way to create a progress and activity bar, GIF or code?
Using GIF images you have no limits. A lot of animation and effects
using are code, and you have custom control of everything.
So, what's the best? Is it a good idea to use GIF images?

Texture packer and 2d game sprite sheet creation

I am currently developing a game using Unity3d , my designer gave me a bunch of images created by After-Effect which should display the character animations,
every animation have it's own pack of sprites,but my game got too slow because of the amount of images to be loaded , so i decided to use texture packer to reduce the amount of images and to create only one sprite sheet with type multiple containing all the images of my animation ,but my problem is this :
after creating the sprite sheet the animation start to have a weird behavior and does not animate correctly, images start to overlap and do not animate in the same speed despite the fact that before, the animation was working fine but heavy on my app .
the animation is done on 30fps
how i created the spritesheet :
I only imported all my assets for every animation into texture packer and export it into png file with a dimension of:4096x4096
Try to use Simple Sprite Packer plugin next time, and don't forget to compress your .pngs.

Dynamic Texturing using websocket data in three.js

I'm currently trying to implement a virtual desktop (browser) viewer for my phone using chrome's API where captureVisibleTab() is used with mutationObservers to listen to changes in the DOM, and these changes are then transmitted via websockets. To display this, I'm attempting to create a simple rectangle and with the browser feed displayed through textures, however, I'm struggling to find documentation within three.js that will dynamically interpret and display new pictures as textures, and I realize that needsUpdate flag will need to be set to true. So I was wondering if anyone had any suggestions on how to approach this? Do I need to perhaps use loaders?
Could you assign the image data to a canvas and use that as a texture?
Something like Is it possible to use a 2d canvas as a texture for a cube?

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