Flash animation dynamic speed - performance

i'm wondering is there a possibility in flash to change animation speed dynamicly? For example if i move some slider it increase, or decrease animation speed. I know it could be done if animation would be made in actionscript, but if animation is complex and made in timeline what's then?

For complex animation in flash there can be only one choice, that is to use the Greensock TweenMax library.
You can create complex animations using timeline max, which allows you to sequence tweens, delay tweens etc.
Anything you can dream up can be done using this library.

Related

How to animate vector graphics on the Apple Watch?

Since most devices today have a CPU and a GPU, the usual advice for programmers wishing to do animated vector graphics (like making a circle grow or move around) is to define the graphical item once and then use linear transformations to animate it. This way, (on most platforms and frameworks) the GPU can do the animation work, because rasterization with linear transformations can be done very fast on a GPU. If the programmer chooses to draw each frame on the CPU, it would most likely be much slower and consume more energy.
I understand that the Watch is not a device you want to overload with complex animations, but at least the Home Screen certainly seems to use exactly this kind of animated linear transformations:
Also, most Watch Faces are animated in a way, e.g. the moving seconds and minutes hands.
However, the WatchKit controls do not have a .transform property, and I could not find much in the documentation - the words "animation" and "graphics" are not even mentioned there.
So, the only way I currently see is to draw the vector graphics to a CGContext and then put the result as an UIImage to a image control, as described here. But this does not really seem energy-efficient. It is exactly the kind of "CPU pixel drawing" that we usually want to avoid if possible. I think it is not energy-efficient because if I draw on a 100x100 pixels image buffer, the image has to be scaled to the actual Watch screen size, so we have two actual drawing processes per frame.
Is there a officially recommended, energy-efficient way to do animations on the Apple Watch?
Or, in other words, can we animate things like they are animated on the Home Screen or Watch Faces?
Seems SpriteKit is the answer. You can create SKScene and node objects and then display them in a WKInterfaceSKScene.

Using game engines for animations

I am new to animation world.I intend to make short animation films. I have started learning blender and have grasped modelling, rigging and rendering concepts. Recently I found out that game engines(unity, unreal) can also be used for animations.
Should i switch to 'unreal' instead as I can learn only a single tool over a period of time?
Or would blender be enough to make good quality animation?
Please suggest a complete animation tool for a beginner.
There is no point in making short films in game engines , if you want to make short film that users interacts with it somehow like a visual novel or where users input will matter in story then you should use a game engine because it is considered a game , but if you just want to make a short film then just use animation tools no need for a game engine because you don't need real time rendering in animations then you can get a far better rendering output by not using game engines and for animation tools there are plenty of them to use these are my personal suggestions
Maya+vray animation , rendering
mari , substance painter&designer texturing
Zbrush modeling
unity is capable of rendering each frame of animation in a second with almost the same quality that you would achieve with offline renting using vray or arnold for example , but using them each frame would take around 15 minutes that is
a 10 min animation needs about 3 months full time rendering
that's why I personally never use anything other than a game engine for short animation
but I use offline rendering when one frame is intended though

WebGL vs CSS3D for large scatter plot of images

I am building a web application which will display a large number of image thumbnails as a 3D cloud and provide the ability to click on individual images to launch a large view. I have successfully done this in CSS3D using three.js by creating a THREE.CSS3DObject for each thumbnail and then append the thumbnail as an svg:image.
It works great for upto ~1200 thumbnails and then performance starts to drop off (very low FPS and long load time). By the time you hit 2500 thumbnails it is unusable. Ideally I want to work with over 10k thumbnails.
From what I can tell I would be able to achieve the same result by creating each thumbnail as a WebGL mesh with texture. I am a beginner with three.js though, so before I put in the effort I was hoping for guidance on whether I can expect performance to be better or am I just asking too much of 3D in the browser?
As far as rendering goes, CSS3 should be relatively okay for rendering quite big amount of "sprites". But 10k would probably be too much.
WebGL would probably be a better option though. You could also take care about further optimizations, storing thumbnails in atlas texture or such...
But rendering is just one part. Event handling can be serious bottleneck if not handled carefully.
I don't know how you're handling mouse clock event and transition towards fullsize image, but attaching event listener to each of 2.5k+ objects probably isn't a good choice anyway. With pure WebGL you could use imagespace for detecting clicked object. Encoding each tile with different id/color and using that to determine what's clicked. I imagine that WebGL/CSS3D combo could use this approach as well.
To answer question, WebGL should handle 10k fine. Maybe you'll need to think about some perf optimization if your rectangles are big and they take a significant amount on the screen, but there are ways around it if that problem appears.

Corona SDK performance. Animation or Sprite sheet

General Corona SDK question, what would get better performance having a runtime event listener on enterFrame or a sprite sheet. So essentially what i have is:
local function animate(e)
star.rotation = star.rotation +3;
end
Runtime:addEventListener ("enterFrame", animate);
return star;
Would this get better performance than having a sprite sheet that has the automation on loop. Both essentially go in a loop indefinitely (or until an action happens).
It's really a trade off. Your sprite is going to take up more memory, but it's probably faster to flip frames than it is to calculate the new angle and rotate the image. But it's going to be a pretty trivial difference.

What is the fastest way of animating multiple sprites under html5?

I'm trying to animate 50 or so sprites at the same time, using a setInterval of 30ms.
What gives bettter performance?
Using canvas? Or using -webkit-transform and divs? Does anyone have any tips on making animations for html5?
The short answer to your question is that Canvas should give better performance.
This post from Facebook engineering should also be helpful in your understanding of Canvas speeds:
http://www.facebook.com/notes/facebook-engineering/html5-games-01-speedy-sprites/491691753919
Using Javascript and HTML5 canvas will give less headache than -webkit-transform and divs when you need to make changes to the animation.
I personally recommend HTML5 canvas and Javascript for compatibility (for now), since -webkit-transform is only available on Webkit browsers.
Sticking to the rule that human eyes cannot see frame changes beyond the speed of 20 frames per second (FPS), A setInterval() timer of 0.05s (aka 50ms) would probably be the best.
I follow how XNA game framework works, so I usually have 2 setInterval() calls, 1 to do the logic updates, and the other to draw the canvas.

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