Thanks for the replies,<br><br>I think I'm just asked the poor old flash player to do too much.<br><br>@Moses The idea is to create an animation that runs very slowly, then change its speed by varying the gaps between the frames - Every frame means the animation is slow, every 20th frame means it is fast - The framerate stays the same, but the gaps between the number of the frame that is displayed changes .<br>
The nice thing is being able to move between the two - Like an old
school video editing desk with the spin-dials for spooling through the
film.<br><br>eg (@ 25 fps)<br><br>Frame : 1, 2, 3, 4, 5, 7, 10, 14, 19, 25, 32, 40, 49, 59<br><br>Would result in the animation speeding up exponentially.<br><br>I did some similar stuff with as2 a while back ( <a href="http://www.loopbrighton.com">www.loopbrighton.com</a> ) - The video masked by the text in the menu varies its framerate depending on mouse proximity, but this time round I was trying to use 500x500 px video. Just not meant to be - Maybe a couple of Flashplayers down the line.<br>
<br>@Jon<br>Maxed out on keyframes already. Think you're right. Will have to go the undynamic AfterEffects route.<br><br>Thanks again,<br><br>P.<br><br><div class="gmail_quote">2008/10/30 <span dir="ltr"><<a href="mailto:golist-request@goasap.org">golist-request@goasap.org</a>></span><br>
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Today's Topics:<br>
<br>
1. Re: Tweening frame numbers in an Mc (Moses Gunesch)<br>
2. Re: Tweening frame numbers in an Mc (<a href="mailto:jon@shovemedia.com">jon@shovemedia.com</a>)<br>
<br>
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----------------------------------------------------------------------<br>
<br>
Message: 1<br>
Date: Thu, 30 Oct 2008 11:11:33 -0400<br>
From: Moses Gunesch <<a href="mailto:moses@goasap.org">moses@goasap.org</a>><br>
Subject: Re: [Golist] Tweening frame numbers in an Mc<br>
To: Mailing list for the Go ActionScript Animation Platform<br>
<<a href="mailto:golist@goasap.org">golist@goasap.org</a>><br>
Message-ID: <<a href="mailto:FCA3B7E1-113A-4FA9-911A-F21EACD3B2B4@goasap.org">FCA3B7E1-113A-4FA9-911A-F21EACD3B2B4@goasap.org</a>><br>
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<br>
you mean the flash player framerate?<br>
<br>
flash player has a variable framerate that runs as fast as the host<br>
machine can process. tying anything to the player's framerate is not a<br>
good idea -- for example, flv video can run at its own framerate<br>
inside the player, but the way you're doing it will choke it and force<br>
it to lock to the variable framerate (and probably break). The thing<br>
that causes slowdown is usually rendering to the screen, so the only<br>
way around it is to use very small and lightweight graphics and<br>
animation.<br>
<br>
Out of curiosity, why do you need to tween frames of video? Maybe it's<br>
for a "scan" effect, like the one Phillip Kerman did for the Allied<br>
Works site a few years back?<br>
<br>
- m<br>
<br>
<br>
On Oct 27, 2008, at 4:28 PM, pedr browne wrote:<br>
<br>
> Hi,<br>
><br>
> Guess this question isn't specific to Go, but I figure this is a<br>
> good place to ask it...<br>
><br>
> I'm experimenting with tweening an mc's frame numbers. It is an mc<br>
> containing 1000 frames of embedded video. Hooking the mc up to<br>
> different tweening engines and letting them tween an int (a var<br>
> called frame) between 0 and the total number of frames over a given<br>
> time.<br>
><br>
> I then have an ENTER_FRAME event looking at this var every time it<br>
> is called and advancing to this frame. So the frame is only changing<br>
> 25 times a second, not every time frame is changed.<br>
><br>
> This works ok, but what I have noticed is strange. When the jumps<br>
> between frames are small, the framerate is uneffected, but as the<br>
> jumps between the frames increases, the framerate drops lower and<br>
> lower.<br>
><br>
> I have tried setting this up without a tween, incrementing frame by<br>
> a fixed amount every ENTER_FRAME and I've noticed the same behavior :-<br>
><br>
> If i increment the frame by one every ENTER_FRAME, the framerate is<br>
> stable at 24 fps, but if I increase the increment to five, the<br>
> framerate drops to around 15 fps.<br>
><br>
> I was wondering if anyone can tell me why this is? Is it something<br>
> to do with how the framedata is stored?<br>
><br>
> Thanks a lot.<br>
><br>
> --<br>
> +44 (0) 788 0600 363 | +44 (0) 127 3208 079<br>
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------------------------------<br>
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Message: 2<br>
Date: Thu, 30 Oct 2008 11:35:27 -0400 (EDT)<br>
From: <a href="mailto:jon@shovemedia.com">jon@shovemedia.com</a><br>
Subject: Re: [Golist] Tweening frame numbers in an Mc<br>
To: "Mailing list for the Go ActionScript Animation Platform"<br>
<<a href="mailto:golist@goasap.org">golist@goasap.org</a>><br>
Message-ID:<br>
<<a href="mailto:1109.152.2.89.100.1225380927.squirrel@webmail.tuffmail.net">1109.152.2.89.100.1225380927.squirrel@webmail.tuffmail.net</a>><br>
Content-Type: text/plain;charset=iso-8859-1<br>
<br>
It's largely because of how video is encoded and decoded.<br>
It's meant to be read sequentially, in order, front to back.<br>
You might try increasing the density of video keyframes<br>
and re-importing the video, but my experiments in<br>
this area suggest it won't help enough.<br>
<br>
if your video is short enough (and has small dimensions)<br>
you might be able to get away with bitmap caching individual<br>
frames and displaying the correct one, but you're going<br>
to eat up memory really fast.<br>
<br>
If you can figure out a way the effect can be the same every<br>
time (for a given video) you're best off doing something static<br>
with aftereffects etc.<br>
<br>
And you're still going to have sync problems if this effect<br>
needs to transition back to normal speed due to the aforementioned<br>
flash framerate vs video framerate.<br>
<br>
If you absolutely must, I've seen this sort of thing in processing<br>
once or twice. probably uses the technique in the 2nd paragraph.<br>
:j<br>
<br>
<br>
<br>
> On Oct 27, 2008, at 4:28 PM, pedr browne wrote:<br>
><br>
>> Hi,<br>
>><br>
>> Guess this question isn't specific to Go, but I figure this is a<br>
>> good place to ask it...<br>
>><br>
>> I'm experimenting with tweening an mc's frame numbers. It is an mc<br>
>> containing 1000 frames of embedded video. Hooking the mc up to<br>
>> different tweening engines and letting them tween an int (a var<br>
>> called frame) between 0 and the total number of frames over a given<br>
>> time.<br>
>><br>
>> I then have an ENTER_FRAME event looking at this var every time it<br>
>> is called and advancing to this frame. So the frame is only changing<br>
>> 25 times a second, not every time frame is changed.<br>
>><br>
>> This works ok, but what I have noticed is strange. When the jumps<br>
>> between frames are small, the framerate is uneffected, but as the<br>
>> jumps between the frames increases, the framerate drops lower and<br>
>> lower.<br>
>><br>
>> I have tried setting this up without a tween, incrementing frame by<br>
>> a fixed amount every ENTER_FRAME and I've noticed the same behavior :-<br>
>><br>
>> If i increment the frame by one every ENTER_FRAME, the framerate is<br>
>> stable at 24 fps, but if I increase the increment to five, the<br>
>> framerate drops to around 15 fps.<br>
>><br>
>> I was wondering if anyone can tell me why this is? Is it something<br>
>> to do with how the framedata is stored?<br>
>><br>
>> Thanks a lot.<br>
>><br>
>> --<br>
>> +44 (0) 788 0600 363 | +44 (0) 127 3208 079<br>
>> _______________________________________________<br>
>> GoList mailing list<br>
>> <a href="mailto:GoList@goasap.org">GoList@goasap.org</a><br>
>> <a href="http://goasap.org/mailman/listinfo/golist_goasap.org" target="_blank">http://goasap.org/mailman/listinfo/golist_goasap.org</a><br>
><br>
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