Thanks Daniel.
I have not had any luck with this one i’m afraid. Attached is a simple working file to test the process. Are you able to shed light as to where I am going wrong?
hype.zip (1.0 MB)
Thanks Daniel.
I have not had any luck with this one i’m afraid. Attached is a simple working file to test the process. Are you able to shed light as to where I am going wrong?
hype.zip (1.0 MB)
There is a Typo on @Daniel 's code.
It has an extra ‘=’
It should be;
document.getElementById("imgcontainer").innerHTML = '<img src="${resourcesFolderName}/test.gif">';
Although this method does not work how we would expect to, which may be down to browser caching
Thanks Mark. Yes that has fixed the pulling in of the image, but as you say, the refreshing of the GIF does not occur. Do you have any other ideas how I might achieve this?
Thank you.
It sometimes works in Safari, even with just the gif and no code. Chrome no go either way.
Bu still looking
This is a good thread on this topic:
The query string option seems like the best method.
just came back to this.
I got one of the ideas working. I actually tried this this morning but used the pure date instead of the just the time, which did not work.
var d = new Date();
hypeDocument.getElementById("imgcontainer").innerHTML = '<img src="' + '${resourcesFolderName}/test.gif?dummy=' + d.getTime() + '">';
test_MHv1.hype.zip (551.3 KB)
Thanks Mark that’s great.
Does this method require the .gif to be reloaded every time? Don’t mind either way, just wondered.
Thanks again.
Yes it does.
The transfer MB goes up each time the gif loads. Which is about 526kb each time.
I broke the gif out into 101 frames and added each separated image to the resources.
Then ran a new javascript to load them into a rect as the background image.
var imageNumber = 1;
var imgcontainer = hypeDocument.getElementById("imgcontainer")
var fireImage = setInterval(function(){
imageNumber++
if (imageNumber < 100){ //-- image total is 101
imgcontainer.style.backgroundImage = 'url( ${resourcesFolderName}/test_' + ('0' + imageNumber).slice(-2) + '.gif)'
} else {
clearInterval(fireImage);
}
}, 33);
This works of the bat and does not up the load weight.
test_MHv2.hype.zip (1.5 MB)
hi marc,
you should also clear the interval when leaving the scene before the animation is complete. also may consider requestAnimationFrame insteadof setInterval
Best day
Hans
requestAnimationFrame[quote="h_classen, post:11, topic:7157"]
leaving the scene before the animation is complete
[/quote]
Good call.
I have seen people mention this but not used it before. Do you have a good example of the coding ( maybe using the example above )
Ahh found a good example.
So the code ( single code used on scene load and unload ) would look something like
if (event.type === "HypeSceneLoad" ){ //- Run animation
var imageNumber = 1;
var imgcontainer = hypeDocument.getElementById("imgcontainer")
window.globalID;
repeatOften()
function repeatOften() {
if (imageNumber < 100){ //-- image total is 101
imgcontainer.style.backgroundImage = 'url( ${resourcesFolderName}/test_' + ('0' + imageNumber).slice(-2) + '.gif)'
imageNumber++
} else {
cancelAnimationFrame(window.globalID);//- Stop animation call
}
window.globalID = requestAnimationFrame(repeatOften);
}
}else {
console.log("stopped")
cancelAnimationFrame(window.globalID); //- Stop animation call
}
test_MHv3.hype.zip (1.5 MB)
I assume this is better because it works on the natural frame rate of the browser which is what this example is aiming for, so thats why it is better in this case ?..
Hi MarkHunte
I tried your coding but the display of the gif seems wrong. Can you please help me to identify where i have gone wrong? Punjabi_Version_2.hype.zip (2.4 MB)
I have attached the gif file where it should be and the hype file.
Looking forward to hear from you.
Thank you
Regards
Siew Khim
this line sets the name of the image:
imgcontainer.style.backgroundImage = 'url( ${resourcesFolderName}/test_' + ('0' + imageNumber).slice(-2) + '.gif)'
it’ll work correct up to 99.
Hi @siewkhim,
@h_classen has kindly answered your question.
If you type an @ In your post, you will be offered a selection of names of forum members. You can start typing their name to narrow it down.
When you use the @name in a post that member gets a notification…
… in fact i did not answer the question i wanted to, but then saw that the naming of the images was inconsistent and canceled my investigations
so here is a fresh document: imageSequence.hype.zip (510.1 KB)
Hi @MarkHunte I have followed your example (test_MHv3) and have it running successfully with my own gif. However the gif I have created I believe is 25 fps, whereas I understand a browsers natural frame rate is 60fps so the gif is playing to fast. Is there a way I could resolve this?
Thanks
Update: I have looked at test_MHv2 and changed the ‘33’ in the last section of code to a higher number (100) and this has slowed the frame rate down to nearly match the original gif.
Is this a proper solution which will work?
Thanks
The 33 refers to milliseconds, so if you need something at 25fps you’d do 1000ms/25fps = 40 ms per frame.
The later imageSequence.hype.zip has a fps option where you could directly enter 25.
Thanks @jonathan for the explanation.
I’m unsure what this could be related to, but viewing on Firefox and Chrome there is flashing between each frame when playing. All images are set to preload so I am struggling to understand why this is happening?
Thanks
Firefox experiences this flashing first time when opening the scene, however Chrome it seems to happen when the scene is revisited. Safari is working great throughout.
Thanks in advance