[Tweener] Tweens group current state
Patrick J. Jankun
p at jankun.org
Fri Aug 1 07:51:10 PDT 2008
Zeh,
Thanks for that answer! This answers a lot of questions! Simply said,
useFrames does not make a lot of sense in common daily tweened
animations,
unless you want to make sure that your rendered all the frames in that
given situation, this gives me a lot of ideas from what you have told,
never thought about
PRERENDERING some stuff into btimap and use those later! Great idea
btw! This would make some heavy sfx that normally eats-out the cpu run
smooth, wow,
i never thought about that in this terms!
Zeh, you got any live examples of prerendering animations into bitmaps
with tweener?
What kind of "optimization" should i consider when animating a lot of
stuff on screen?
I know that's a bit off-topic, but you got the experience and
knowledge i definitely lack :-)
Cheers,
Patrick
On Aug 1, 2008, at 4:37 PM, Zeh Fernando wrote:
>> I just figured out my mistake :-) gave me a 40 min's break
>> +sweating, already made this few times,
>> and still i run in the same trap again.
>> However, thank you for the answer, another question, what is the
>> advantages/disadventages of using frame's?
>
> You mean useFrames?
>
> The basic premise is: never use it, don't even worry or think about
> it, unless you're REALLY sure of what you want to do.
>
> I say this as a warning because many times people have this
> misconception of using frames against time or whatever, hoping it'll
> be magically better, but it's a mistake.
>
> In a nutshell, useFrames tie the animation to the actual rendering
> performance, so you should use it when instead of taking 1 sec to
> animate something, you want it to take exact 30 frames (regardless
> of the actual time). The problem with this approach is that
> animation won't be necessarily fluid, and tweening playtime will
> vary from computer to computer - dropping frames but rendering them
> mathematically correct (what the default time use does) is way
> better, for animation smoothness.
>
> However, one real example where you need useFrames is when you want
> to create an animation and generate all the frames as separate
> Bitmap files. Since you want ALL frames rendered, instead of a
> smooth realtime animation played once, you use useFrames. Then
> independently of the time it takes on each different computer, all
> frames will be rendered with equal "spacing" between the frames
> (then you could later "play" the frames and stuff like that).
>
> Zeh
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