How to handle animations?

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amyren
Posts: 435
Joined: Thu May 02, 2019 11:53 am

How to handle animations?

Post by amyren »

I've been browsing the anim library commands in the help documentation.
There is the BeginAnimStream command that lets you make a new anim file and add frames to it.
And the CreateAnim command which also makes a new anim file from a single brush
But how to add more frames to that anim file later?
Same if I load an animation file with LoadAnim, is there a way to edit (overwrite a frame) or to add new frames from a brush into it?
plouf
Posts: 698
Joined: Sun Feb 04, 2018 11:51 pm
Location: Athens,Greece

Re: How to handle animations?

Post by plouf »

ModifyAnimFrames() can add or remove frames

If you load anim tou need to create a new anim and apppend frame by frame there..
Christos
amyren
Posts: 435
Joined: Thu May 02, 2019 11:53 am

Re: How to handle animations?

Post by amyren »

I did read about ModifyAnimFrames() in the docs.
Although it can expand or shrink the number of frames it does not mention how to put content (eg. a brush) into the new frame you added.
To be honest I have a hard time seeing the point of adding frames to an anim if its just empty frames.
plouf
Posts: 698
Joined: Sun Feb 04, 2018 11:51 pm
Location: Athens,Greece

Re: How to handle animations?

Post by plouf »

i see your point, a function like AnimFrameFromBrush() would make sense to modify existing frames

btw jsut to point that CreateAnim() creates whole anims (all frames) from brush not just a single frame
here an example

Code: Select all

CreateBrush(1,200,20,#GREEN) ; Create a sprite sequence "old style"
SelectBrush(1)
For i=0 To 9
TextOut(i*20+5,5,i)
Next 
EndSelect()

DisplayBrush(1,1,1)          ; see it live how it looks
Wait(100)
Cls(#BLACK)
	
CreateAnim(1,1,20,20,10,10)  ; create an anim from that "tape"
For i=1 To 10
	DisplayAnimFrame(1,1,1,i)   ; lets see it 
	Wait(50)
Next
so you can load frame by frame to a big brush, then create a BeginAnimStream() to save your "brushes" to disk in your order
definitely not convient !
Christos
amyren
Posts: 435
Joined: Thu May 02, 2019 11:53 am

Re: How to handle animations?

Post by amyren »

Similar to my thoughts, I was thinking since you have LoadAnimFrame() it would be nice to have SaveAnimFrame() as well.
Perhaps AnimFrameFromBrush() describes its purpose better.
plouf
Posts: 698
Joined: Sun Feb 04, 2018 11:51 pm
Location: Athens,Greece

Re: How to handle animations?

Post by plouf »

ok... my mistake too even not in anim library there is SelectAnim() which you can select ANY frame (the new blank or existing) and start drawing there
like DisplayBrush()...

so it is possible :)

i modify above example, creating anim, then add a new frame, and draw in new frame

Code: Select all

CreateBrush(1,200,20,#GREEN) ; Create a sprite sequence "old style"
SelectBrush(1)
For i=0 To 9
TextOut(i*20+5,5,i)
Next 
EndSelect()

DisplayBrush(1,1,1)          ; see it live how it looks
Wait(100)
Cls(#BLACK)
	
CreateAnim(1,1,20,20,4,4)  ; create an 4 frame anim from that "tape"
For i=1 To 4
	DisplayAnimFrame(1,1,1,i)   ; lets see it 
	Wait(50)
Next


CreateBrush(2,20,20,#RED)	; lets create a new brush
ModifyAnimFrames(1,1,3)		;add a frame in middle (frame 3 making it a 5 frame anim)
; draw the new brush
SelectAnim(1,3)
DisplayBrush(2,1,1)			; draw than new frame with the RED new brush
EndSelect()

For i=1 To 5
	DisplayAnimFrame(1,1,1,i)   ; lets see our new 5 frame anim
	Wait(50)
Next
Christos
amyren
Posts: 435
Joined: Thu May 02, 2019 11:53 am

Re: How to handle animations?

Post by amyren »

Oh my :)
I've been busy working on a workaround so I made this (messy) code to make a way to handle it.
This example can insert, replace or remove a frame in an anim file.

I will look into that SelectAnim() later. Perhaps it can be used in a similar function and do the same thing as my example with less resources.

Code: Select all

frametowrite = 2
task$ = "insert" ;options are "replace" (default"),"insert" or "remove". 
brushtowrite = 2

;create a brush to insert or replace
CreateBrush(2, 640, 480, #RED)

;Create an example anim file with 7 frames
CreateBrush(1, 640, 480)
SelectBrush(1)
SetFillStyle(#FILLCOLOR)

BeginAnimStream(1, "anim_1.gif", 640, 480)
For Local k = 1 To 7
	Box(50,200, 200, 30, #BLACK)
	TextOut(50, 200, "FRAME NUMBER "..k)
   WriteAnimFrame(1, 1)
Next
FinishAnimStream(1)
EndSelect

;f$ = FileRequest("Select an anim file", {Filters = "gif|avi|iff"})
f$ = "anim_1.gif"
If IsAnim(f$)
	OpenAnim(1, f$)
Else
	SystemRequest("Invalid anim file", "File "..f$.." is not a valid anim file", "OK")
	End
EndIf

animwidth = GetAttribute(#ANIM, 1, #ATTRWIDTH)
animheight = GetAttribute(#ANIM, 1, #ATTRHEIGHT)
animframes = GetAttribute(#ANIM, 1, #ATTRNUMFRAMES)

CloseAnim(1)

Function BrushToAnimFrame(brushid, frameno, f$, msg$)
		If msg$ <> "remove"
			If frameno > animframes Then frameno = animframes+1
		Else
			If frameno > animframes Then frameno = animframes
		EndIf
		
		 ;Create a temporary brush to store the whole anim
		If msg$ = "insert"
			CreateBrush(9, animwidth*(animframes+1), animheight, #WHITE)
		ElseIf msg$ = "remove"
			CreateBrush(9, animwidth*(animframes-1), animheight, #WHITE) 
		Else
			CreateBrush(9, animwidth*(Max(animframes, frameno)), animheight, #WHITE) 
		EndIf
		SelectBrush(9)
		Local addwidth = 0
		For i = 1 To animframes
			LoadAnimFrame(10, i, f$)
			If i = frameno And msg$ = "insert" Then addwidth = 1
			If i = frameno+1 And msg$ = "remove" Then addwidth = -1
			DisplayBrush(10, ((i+addwidth)*animwidth)-animwidth, 0)
		Next
		If msg$ <> "remove" Then DisplayBrush(brushid, (animwidth*frameno)-animwidth, 0)
		EndSelect()
		BeginAnimStream(1, f$, 640, 480)
		For i = 1 To Max(animframes+addwidth, frameno)
			CopyBrush(9, 11)
			If msg$ = "remove" And i = animframes
			Else
				CropBrush(11, (i*animwidth)-animwidth, 0, animwidth, animheight)
				WriteAnimFrame(1, 11)
			EndIf
		Next
		FinishAnimStream(1)
		FreeBrush(9)
		FreeBrush(10)
		FreeBrush(11)
		Return(frameno, Max(animframes+addwidth, frameno))
EndFunction

wrtto, frs = BrushToAnimFrame(brushtowrite, frametowrite, f$, task$); (brush id, frame, anim$)

SystemRequest("Done", "Finished updating anim file\nFrame "..wrtto.." updated.\nFrames in anim: "..frs, "OK")


OpenAnim(1, f$)
animframes = GetAttribute(#ANIM, 1, #ATTRNUMFRAMES)

;show the result
LoadAnim(1, f$)
For i = 1 To animframes
	LoadAnimFrame(1, i, f$)
	DisplayBrush(1, 0 , 0)
	Wait(25)
Next
WaitLeftMouse()
amyren
Posts: 435
Joined: Thu May 02, 2019 11:53 am

Re: How to handle animations?

Post by amyren »

SelectAnim() did work well for most of my purposes.
Only case that need the BeginAnimStream() and WriteAnimFrame is when adding delay to the frames.

In the docs it says that only IFF and GIF formats supports frame delay. But I can not get it to work with GIF anims, only IFF.
For the example below I had this 7 frames 640x480 anim file. IFF will playback with the delay given in this script, but selecting GIT will result in no delay.
Also when saved as a GIF file in this case will give a much larger file. When I created the GIF animation earlier by using SaveAnim the gif file was 25kb, here it gets 211kb.
Did I miss something for getting this right?

Code: Select all

animfile$ = FileRequest("Select anim file", {Filters = "avi|iff|gif"})
sel = SystemRequest("Anim delay choice", "How to apply frame delay?\n Set individual frame delays\n or same delay for all frames","Individual|Common delay")
OpenAnim(1, animfile$)
Local animwidth = GetAttribute(#ANIM, 1, #ATTRWIDTH)
Local animheight = GetAttribute(#ANIM, 1, #ATTRHEIGHT)
Local animframes = GetAttribute(#ANIM, 1, #ATTRNUMFRAMES)

CreateBrush(9, animwidth*(Max(animframes, frameno)), animheight, #WHITE) 	
SelectBrush(9)
For i = 1 To animframes
	LoadAnimFrame(10, i, animfile$)
	DisplayBrush(10, (i*animwidth)-animwidth, 0)
Next
If sel = 0
	framedelay = StringRequest("Frame delay","Enter the delay in ms for all frames", 200, #NUMERICAL)
	framedelay = Val(framedelay)
EndIf
animformat = SystemRequest("Anim format", "Supported formats are:\n IFF Anim\n  GIF Anim\n (AVI does not support delay)","IFF|GIF")
animfile$ = FileRequest("Enter anim file name", { Mode = #REQ_SAVEMODE, Filters = "iff|gif"})	
Switch animformat
Case 1:
	animformat = #ANMFMT_IFF
Case 0:
	animformat = #ANMFMT_GIF
EndSwitch

BeginAnimStream(1, animfile$, animwidth, animheight, format = animformat)
For i = 1 To Max(animframes+addwidth, frameno)
	CopyBrush(9, 11)
	CropBrush(11, (i*animwidth)-animwidth, 0, animwidth, animheight)
	If sel = 1
		framedelay = StringRequest("Frame delay","Enter the delay in ms for this frame", 200, #NUMERICAL)
		framedelay = Val(framedelay)
	EndIf
	WriteAnimFrame(1, 11, {Delay = framedelay})
Next
FinishAnimStream(1)
EndSelect()
FreeBrush(9)
FreeBrush(10)
FreeBrush(11)

LoadAnim(1, animfile$)
PlayAnim(1, 0, 0, {speed = #DEFAULTSPEED})
CloseAnim(1)
plouf
Posts: 698
Joined: Sun Feb 04, 2018 11:51 pm
Location: Athens,Greece

Re: How to handle animations?

Post by plouf »

intresting topic and experience new things

first you have wrong

Code: Select all

BeginAnimStream(1, animfile$, animwidth, animheight, format = animformat)
its

Code: Select all

BeginAnimStream(1, animfile$, animwidth, animheight, animformat)
not "format = xxxx" equation is needed only inside tables, not pure parameters
this lead to always create GIF anims

second manual is wrong in BeginAnimFormat() gif and iff DO support fps, and if you have not set FPS dealy isnt working either
setting fps delay is working (maybe its a bug and should work eithercase, but this seems to work for now)

Code: Select all

BeginAnimStream(1, animfile$, animwidth, animheight, animformat, {FPS=1})
Christos
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