[REQ] Tips & tricks for "designing" and optimizing a boot animation - Droid Incredible Themes and Apps

This is not about "how do I make a boot animation." I've got the packaging and installing down.
This is about how to fix, tweak, and optimize the animation images to get a smooth consistent animation.
I have a boot animation that I'm working on. It's based on the stock animation. I just want to tweak it to my likings. Also, I've made a splash screen that is a composite of animation frames, plus HTC and unrevoked logos (see attached preview).
I have 3 parts to my animation:
Fade from splash to stock frame 10 (replacing the Droid) (avg size ~120kb)
Bulk of the stock animation (begins around 90kb and drops to 21kb)
Loop of the eye with the red dots moving (all ~21kb)
My problems:
My fade section is yielding some black screens (maybe I'm pushing the CPU too hard and it just skips frames).
The loop is WAY too fast. (small frame size = FAST playback?)
Doubling the frames for the eye loop results in a choppy, not much slower animation. It looks like a caching thing to me.
So... Any tips or suggestions for working around the animation "bugs"?
My gut is telling me it's a file size (speed is controlled by data bandwidth) and/or compression issue (speed is controlled by CPU rendering time).

Compiled tips
List of tips and tricks
???

Related

.gif

Sup yall. I was digging around in the system and found the boot.gif for htc5.0.1h. My qquestion is this. The g1 does not render all frames of .gif files only the first frame, the g1 does however play the boot.gif with no problem. Is there a way to get the g1 to play .gif files. I ask this because we can possibly use .gif for animated icons. Animated backgrounds/wallpapers. Not to mention having .git files working in the browser.
Is the G1's Processor and GPU seriously capable of running background task and/or run a few animated icons+background?
This sounds like a good idea, but think about the performance hit that would take place here...
Have you played with the phone at max cpu speed?
It is simply amazing.
The G1 is lightspeed.
I always thought the browser was ****ty and slow because 3G really isn't that great, but dayum. After running at fully cpu speed, the browser just takes off. Seems to load pages faster than my Pc. xD
The G1 could easily handle gifs.
APrinceAmongMen said:
Have you played with the phone at max cpu speed?
It is simply amazing.
The G1 is lightspeed.
I always thought the browser was ****ty and slow because 3G really isn't that great, but dayum. After running at fully cpu speed, the browser just takes off. Seems to load pages faster than my Pc. xD
The G1 could easily handle gifs.
Click to expand...
Click to collapse
and how do we make the cpu fullspeed? that overclocking app ?
It's not an overclock.
It's just a clocking app.
Lol.
But yes, that's how.
i dont think its a problem with it running .gifs
i just dont know why .gifs work during the boot up but wont work within android shell. im lost and have no clue where to start
Probably because the gif on boot is not an animated gif. If you open up the update.zip & look for the actual images that make this gif look animated, theres 3 images in the folder & they all work together. They didn't actually use an animated gif. Its just a gif file
I check the boot.gif and it is the animated htc gif file that plays during boot up. the other files such as sound and the xml file are there but if you just click on the boot.gif it play the animated gif file. Man i wish we could get this to persist after android boots up.
there must be a general class that handles image display. theoretically you can extend that class and make it display animated gif without much perfomance loss since the phone supports partial screen update now. However, these classes are usually implemeted in the way that they only draw the image when they're told to, so it's very hard to animate in real time.
I check the boot.gif and it is the animated htc gif file that plays during boot up. the other files such as sound and the xml file are there but if you just click on the boot.gif it play the animated gif file. Man i wish we could get this to persist after android boots up.

Boot animations

IF ANY ONE HAS SOME OR HAS AN IDEA OF ONE PLEASE POST. WHAT I'M LOOKING FOR IS A BLACK BACKGROUND WITH RED HTC LETTERS THEN TO THE INCREDIBLE EYE CAMERA THING... BUT I HAVE NO IDEA ON HOW TO MAKE BOOTS
-------------------------------------
Sent via the XDA Tapatalk App
You might of have caps lock on by accident, just keep a look out for that (some people can get bent out of shape about it... not me though, because I am looking for some sort of specs/guide for boot animations). So far I've only seen boot animations ported from other phones, which while cool, there is something special about making exactly what you want.
There is a lack of info out there (I believe), because this really isn't something meant for end-users (compared to creating backgrounds or ringtones). Feel free to PM me if you have info on creating custom boot animations (we need to celebrate the rooting of our beloved Incredible =p).
DeeBG said:
You might of have caps lock on by accident, just keep a look out for that (some people can get bent out of shape about it... not me though, because I am looking for some sort of specs/guide for boot animations). So far I've only seen boot animations ported from other phones, which while cool, there is something special about making exactly what you want.
There is a lack of info out there (I believe), because this really isn't something meant for end-users (compared to creating backgrounds or ringtones). Feel free to PM me if you have info on creating custom boot animations (we need to celebrate the rooting of our beloved Incredible =p).
Click to expand...
Click to collapse
There is loads on info on this stuff. You just have to search. Below is an example desc.txt file. This describes how to construct your desc.txt file and what everything does.
#example desc.txt
Code:
480 800 15
p 1 0 android
p 1 5 end
p 0 0 loop
The first line is Width, Height and Frame Rate respectively. The width and height do not need to be the size of your screen in case your frmaes are an odd size. The remaining lines describe your folders that contain the animations and what to do with them. Each remaining line begins with the letter 'p' as a separator. The first digit after the 'p' defines how many times to play through the animation. A zero (0) in that position will cause that animation to loop indefinitely until the boot process is complete. The second digit defines how many frames to pause before moving on to the next line or animation. The time elapsed is defined by your frame rate and the number of frames paused. For example, if your frame rate is 15 and you choose to pause for 30 frames, the time elapsed will be two (2) seconds. The last element in the line is the folder name to pull the animation from.
The pictures in your folders are the individual frames for your animation. They can be either .JPG or .PNG file types. If your finished product ends up being too large, you can usually reduce the size by converting the frames to .JPG format. The only other requirement is the file names must follow a sequential number sequence incrementing from start to finish.
If you wish to add sound to your animation, it should sync to your storyboard. The sound will start playing immediately after the boot animation starts and will play to either it ends or the phone finishes booting. The audio will not loop unless it is looped in the audio file itself. The audio file name must be named android_audio.mp3 for it to be recognized. The only other requirement is that one of your folders MUST be named 'android'.
It is important to note that when creating a boot animation, the finished product must be placed in a zip file named bootanimation.zip (with the exception of the audio file). However, when doing this always select the 'store' method for compression so the data is NOT compressed. If you mess up, you will know by the blank, black screen you see while booting.
Both the bootanimation.zip and android_audio.mp3 need to be pushed or copied to /data/local/ for the system animation to be overridden.
If you have pushed a boot animation previously do you need to remove it? If so what are the commands for adb. Thanks for the instructions they were very clear for us noobs..
Sent from my ADR6300 using the XDA mobile application powered by Tapatalk
No you can just overwrite with the new one.
Sent from my HTC Incredible using Tapatalk
I used these two threads to get my new animation. The second one over at AndroidForums has a ton to choose from. Just gotta look through the pages.
http://forum.xda-developers.com/showthread.php?t=682860&highlight=boot+animation
http://androidforums.com/htc-incredible/70040-incredible-boot-animation.html
This is the one I currently use:
http://www.youtube.com/watch?v=9SnsXKFvGQs
very thanks

boot animations - should I use png or jpg what's a better decision ?

this is more of a technical question for performance reasons.
.jpg's in my experience can be optimized to be a much smaller file size than a .png.
Granted the quality of the image might suffer a little, but the question here is why would anyone choose .png as their boot animation format since there is no benefit in using the transparency information. Or is there?
Secondly... does the android system somehow process a png animation faster/ smoother than a jpg animation? logic would say no, since the jpg file size is smaller , hence the system can load each frame much faster...yes / no?
One of the biggest issues i have in putting in the effort of making a kick ass boot animation is the loading times due to the large file sequence that it might require...effectively making boot up times logically longer since on top of loading up your system, it also has to load up your boot animation. I find that to be kind of foolish, and defeating the purpose of a boot animation if you know what I mean. Jpg with its optimization options make them a little more ideal for long animations but i want to see what you have to say about all this.
tsakali said:
this is more of a technical question for performance reasons.
.jpg's in my experience can be optimized to be a much smaller file size than a .png.
Granted the quality of the image might suffer a little, but the question here is why would anyone choose .png as their boot animation format since there is no benefit in using the transparency information. Or is there?
Secondly... does the android system somehow process a png animation faster/ smoother than a jpg animation? logic would say no, since the jpg file size is smaller , hence the system can load each frame much faster...yes / no?
One of the biggest issues i have in putting in the effort of making a kick ass boot animation is the loading times due to the large file sequence that it might require...effectively making boot up times logically longer since on top of loading up your system, it also has to load up your boot animation. I find that to be kind of foolish, and defeating the purpose of a boot animation if you know what I mean. Jpg with its optimization options make them a little more ideal for long animations but i want to see what you have to say about all this.
Click to expand...
Click to collapse
There are quite a few posts out there in this section explaining why pngs over jpg. Look them up, will explain why png format was choose for android. My two cents on this...if the bootanimation is so big that it makes you think about alternate formats...then it probably needs revisited. You wont believe how much you can optimze your file with a combination of lesser images and a different fps in the desc.txt.
k will look them up, but i didn't find anything on this actual subject matter.
I am already aware of the points you mentioned and I am already utilizing them to the best of my knowledge, this is just another point of optimization i want to look into.
theidlemonk said:
There are quite a few posts out there in this section explaining why pngs over jpg. Look them up, will explain why png format was choose for android. My two cents on this...if the bootanimation is so big that it makes you think about alternate formats...then it probably needs revisited. You wont believe how much you can optimze your file with a combination of lesser images and a different fps in the desc.txt.
Click to expand...
Click to collapse
Quite a few? I can't find any. If you would be so kind to share a link

[Wallpaper][V9] JellyBeans GLES2 3D -manyFeatures- highly customizable

Updates:
Version 13 28.10.2012:
-Many new features added on htc evo 3d version
-neverending road, drag to drive
-big 3d analog clock
-timeshift-displacement lava-like shader material
-Sterescopic suport, red-green, s3d and normal mode
-...
Version 9 10.10.2012:
-Faster Rendering for all Objects
-Changed to old fluid colors
Version 8 07.10.2012:
loading custom obj files!
Load any 3D-Mesh to your 3D live wallpaper!
Just place "beammeup.obj" on sd root and activate loading from settings.
Try with attached exampes.
News: New HTC-evo-3D stereoscopic Version in new thread...
obj-import will work for both versions soon:
http://forum.xda-developers.com/showthread.php?t=1904203
Version 7 25.09.2012:
saved some cpu-power, reworked internal framerate-and sensordelay, re-balanced Color Fluid Surface-Particles, fixed a bug of previous Versions not showing 3D-Andoid if active alone.
Version 6 25.09.2012:
HTC-Evo-3D Stereoscopic Flying Particle added in landscape and portrait
Version 5 25.09.2012:
-HTC-Evo-3D Stereoscopic 3D Mode supported in landscape and portrait with auto switchig orientation. Use with "Jmz 3D Switcher". 3D-Mode can be used with other Objects. It has one build-in Image yet and can load custom, pre-interlaced in devices resolution. Will add sterescopic support for 3D-Objects like the Android and loading custom obj´s. Also particles flying into your head...
-Optimized color fluid and beta-particles a little and rebalanced the connection between both so activate both and test.
-I forgot to disable multisampling on Version 4 so it is the only version with multisampling. It will not run on devices without ms. Also it looks a little better and runs a little slower. This is was only Version 4, "fixed" on Version 5...
Fix Version 4 24.09.2012: Path to not-cropped Image will be saved since this version, so selected Image will come up after reboot or resetting wallpaper. If image is not avilible because sdcard is not mounted yet after reboot, backup tex will be used until sdcard is mounted. If Image is renamed or deleted, also backup tex will be used until you set another image or restore missing file. So all Settings should work fine now.
Note: Framerate and Sensorspeed are tweaked to 100% to give you a very smooth first run, until you touch the framerate slider first time.
I can't stop touching my phone!
BIG UPDATE Liquid Version 3 23.09.2012:
So much new stuff: New Objects, New Features, New artworks, New Settings, many Fixes and Changes, improved stability.
New Objects:
-The amazing Color Fluid Surface(including; Liquid Colors, Anti-Color, Particles, a swimming Object, Connections to other Objects, own new sub-section in Settings)
-Full Screen Image(just shifting a little with homescreen)
-New Liquid Beta-Particles (linked to the Fluid Surface to make 2 fluid physics engines connected driving each other!)
-The amazing Color Fluid Surface:
Get a realy liquid screen.
Make fine colorfull swhirls with each finger or mix the whole fluid witch all touch points.
Continuously auto-selecting the "next most-amazing color" for each touch point.
See the colors mixing transparent on any background.
Finger 4 will dropp Anti-Color, the mathematical opposite of Color. Anti-Color and Color will be colorfull neutralized against each other. Naturally Anti-Color is invisible but I found a way to show it. It´s enabled on default and will change to it´s naturally invisibility if switching to "Inverse Fluid Colors".
The Engine has it´s "own" swimming Particles and a swimming customizable Object.
Some Objects are connected to the fluid and will swimm in fluid and/or add forces to it.
The Fluid Particles are very fine and have some options, you can select an independent build-in texture to keep them look Particle-like while using any Picture on other Objects.
Fluid Surface code is great but calculated on cpu and needs power at higher fluid resolution. This needs some optimizations, I will try to move some expensive calculations to faster scripts or buffer-array-operations to make it run faster at higher resolutions. Rendering fluid is already fast.
-Static Background Picture. It´s just shifting a little with homescreen. If you select a not-transparent Picture, background will hide the 3D-Android and the 3D-Background Particles, so don't forget to disable hidden Objects to safe power.
-New Liquid Beta-Particles.
Interesting dynamic physics. Connected to Fluid Surface, if active together, engines will move each other, result will move very dynamic or chaotic.
Beta because unoptimized, slow, cpu draining, laggy touch and unstable physics could force close somtimes because moving out of bounds. But It can blast the Fluid
-New Image Artworks all supporting Transparency:
If you want to use old removed Images, you can extract the Images from old apk file.
-New Settings. Added icons to most options. Select Picture direct from Image-Buttons.
As simple and friendly as possible.
Linked gravity-sensor-delay to framerate slider to make it fast or power-saving together.
Added info and contact button linked to this thread(nothing else online yet).
Wallpaper runs fine without sdcard now. Just Cropping Image is not possible without sdcard reasonable.
- Build on Android 4.1.-, minimum required Android 2.2.
Runs Best on 4.1 with "additional features" and best stability. Settings Icons will not be visible on older Androids than 2.3.3 if I am right.
Runs on every phone and virtual device I tested. Also it runs on my TegravII Tablet on Android x86 4.0 R2 but only the 3D-Android is shown and changing Picture works but everything else not. So I will try to get it running complete on not fully compatible Android x86 later.
-Bugs: Nothing is realy broken for me. For left bugs seems just trying again makes it fine.
Loading or Cropping Pictures could still fail on bigger images or incompatible formats. I will rework the image handling a little softer to make this stable. Unfortunately Wallpaper can force close on first start in some cases.
This was next step to get everything ready for more interesting stuff.
Please send some feedback after testing.
______________________________________________________
______________________________________________________
Version 2 28.08.2012:
-New Version Build on Android 4.1.(V1 was build on Android 2.2)
-Fixed a Cropping Bug(should run more stable on most devices)
-Added Settings and Wallpaper Picker Icon, Picker can be launched after Setup
-Some Changes on loading Settings, Settings can be used before setting Wallpaper now
-This Update should fix most bugs and enable new UI in Settings!
Wallpaper Description:
Highly customizable by loading Images to interacitve Objects on fast GLES2 (OpenGL ES 2.X) Engine.
MainFeatures:
-Load any Image from Gallery to any interactive object! (supporting jpg and png with transparency)
-Load any Image cropped from Gallery to any interactive object! (supporting jpg and png without transparency)
-Fast GLES2 Engine! -Multitouch -Gravity-Sensor
-Transparency on all objects (if transparent png used)
-5 included Example Images with transparency
-Many Settings
Objects:
-Big multitouch Layer in foreground supporting G-Sensor
-Background 3D-Particles floating and rotating on Home-Screen-Shift
-High-Quality Particle System, dropping Particles from all touch-points to Gravity-Direction. Particles are rotating and random glittering when dying.
-The Bouncing Object. Elastic, downfalling, touchable, could be anything depending on the picture you select. This can get knot, you can unknot by throwing around or resetting by hiding Wallpaper(opening an app or turning display off and on will reset physics)
-The 3D-Android. Mustsee! Smooth, high Quality 3D Object with fine Mapping your Image. Rotating on Homescreen Shift and Gravity-Sensor.
Engine/App Features:
-required Android 2.2. <-> 4.1 compatible.
-Superfast GLES2 Engine on low CPU Power. Everything is displayed via optimized Shaderscripts on the GPU Buffer.
-Adjustable Framerate. Depending on Device Speed and selected Objects you can save Power by slowing down Framerate. Best result shold be about 90% with a little delay. At 100 % it will run without delay, should be no problem but not required.
-Low CPU-Power at all. Worst case with all Objects active and 100% Framerate(no delay) it consumes only about 30% CPU Power on my Evo 3D.
-Wallpaper only needs Power if visible. Propper freeing all recources and unregistering sensors if invisible.
-Settings Launcher in Notification Bar.(could be toggled in settings)
-Can be moved to sdcard in app menu
-I will implement much more (ai talking to you, more Physics, 3D-Wallpaper-Designer-App, obj-Importer,Kinect-Scan-Importer...)
Premissions:
Change/Delete External Storage. Neede to save the cropped Image.
Loading From Galery Info:
Without cropping only a link will made to load the original Image. Loading linked Image can fail! Chance to fail is higher on larger images. Also re-initialising after sucsessfull load can fail. Also speed will slow down if using big images. No Problems on smaller images, great for loading png icons with transparency. Ideal size is 512x512 Pixels (Image will be used direct as gl texture without resizing). After rebooting Device link to Image could get lost and backup tex will be loaded. Please select Image again.
By Cropping a resized 512x512 Version is saved on sdcard/jbGLESIIwallpaper/curbg.png. You can replace this Image with a transparent png for example and it should come up if you select cropped from Gallery without finishing cropping(that would overwrite the replaced)
This should work without Problems. Cropping Pictures could fail. Try again, this should bring up any jpg or png.
BUGS!!!
-Please set Wallpaper before launching Settings!!! Launching Settings before setting Wallpaper can drive you into strange Behaviours*.
-Wallpaper needs SD-Card! Wallpaper should run without sd but needs sd to start, to launch setting and to bring up custom images. If custom image is selected, wp should use backup Image and load your selected if sd is mounted again.
-Selecting Images from Gallery can fail. Please try again or try cropped.
-Selecting Images from Gallery can crash the Wallpaper or get into strange Behaviours*.
-It is only tested on my Evo [email protected], a Xperia [email protected] and some emulator images. It works on the SDK-Emulators GPU-Emulation (faster as suspected). Loading the Image as GLESII Texture needs the GPU to support the pixels format, this may fail on some devices or drivers.
-Wallpaper will start on default settings after rebooting device, setting another Wallpaper, crashing or re-installing, but your Settings are saved and will be restored if launching Settings Menu.
*strange Behaviours: waiting, staying black, force close, not opening settings, text in settings broken, asking for superuser premissions.
If you get into strange Behaviours please kill the app from app menu and try again. Everything will work fine!
a bug-free version would have not all the features yet. I am very sorry for any Problem and except everyone will be able to get it running fine.
I hope someone will have fun with it! I like it. I coded this using many open sources. It is just the beginning, to get the engine perfect with all features I want. This will be much more soon.
Downloads:
looks pretty sweet. Nice job. Will report any bugs I find.
Update Version 2 28.08.2012: Must Bugs fixed, 4.1 build
Updates:
Version 2 28.08.2012:
-New Version Build on Android 4.1.(V1 was build on Android 2.2)
-Fixed a Cropping Bug(should run more stable on most devices)
-Added Settings and Wallpaper Picker Icon, Picker can be launched after Setup
-Some Changes on loading Settings, Settings can be used before setting Wallpaper now
-This Update should fix most bugs and enable new UI in Settings!
Looks cool, gonna try
Sent from my SGH-T989 with Cyanogenmod 10 Alpha Power.
Great wallpaper! I loved it!
Sent from my PC36100 using xda premium
Da_Rock_1119 said:
Great wallpaper! I loved it!
Sent from my PC36100 using xda premium
Click to expand...
Click to collapse
Happy to hear that after all that work(continued)!
Thanks for first feedback!
@All: I have an urgent project and hollydays next week so updates will be small or after that (I can edit and build project on phone, so maybe I find some time at the beach
Version 3: Can't stop touching my phone!
Updates:
Can't stop touching my phone!
BIG UPDATE Liquid Version 3 22.09.2012:
So much new stuff: New Objects, New Features, New artworks, New Settings, many Fixes and Changes, improved stability.
New Objects:
-The amazing Color Fluid Surface(including; Liquid Colors, Anti-Color, Particles, a swimming Object, Connections to other Objects, own new sub-section in Settings)
-Full Screen Image(just shifting a little with homescreen)
-New Liquid Beta-Particles (linked to the Fluid Surface to make 2 fluid physics engines connected driving each other!)
-The amazing Color Fluid Surface:
Get a realy liquid screen.
Make fine colorfull swhirls with each finger or mix the whole fluid witch all touch points.
Continuously auto-selecting the "next most-amazing color" for each touch point.
See the colors mixing transparent on any background.
Finger 4 will dropp Anti-Color, the mathematical opposite of Color. Anti-Color and Color will be colorfull neutralized against each other. Naturally Anti-Color is invisible but I found a way to show it. It´s enabled on default and will change to it´s naturally invisibility if switching to "Inverse Fluid Colors".
The Engine has it´s "own" swimming Particles and a swimming customizable Object.
Some Objects are connected to the fluid and will swimm in fluid and/or add forces to it.
The Fluid Particles are very fine and have some options, you can select an independent build-in texture to keep them look Particle-like while using any Picture on other Objects.
Fluid Surface code is great but calculated on cpu and needs power at higher fluid resolution. This needs some optimizations, I will try to move some expensive calculations to faster scripts or buffer-array-operations to make it run faster at higher resolutions. Rendering fluid is already fast.
-Static Background Picture. It´s just shifting a little with homescreen. If you select a not-transparent Picture, background will hide the 3D-Android and the 3D-Background Particles, so don't forget to disable hidden Objects to safe power.
-New Liquid Beta-Particles.
Interesting dynamic physics. Connected to Fluid Surface, if active together, engines will move each other, result will move very dynamic or chaotic.
Beta because unoptimized, slow, cpu draining, laggy touch and unstable physics could force close somtimes because moving out of bounds. But It can blast the Fluid
-New Image Artworks all supporting Transparency:
If you want to use old removed Images, you can extract the Images from old apk file.
-New Settings. Added icons to most options. Select Picture direct from Image-Buttons.
As simple and friendly as possible.
Linked gravity-sensor-delay to framerate slider to make it fast or power-saving together.
Added info and contact button linked to this thread(nothing else online yet).
Wallpaper runs fine without sdcard now. Just Cropping Image is not possible without sdcard reasonable.
- Build on Android 4.1.-, minimum required Android 2.2.
Runs Best on 4.1 with "additional features" and best stability. Settings Icons will not be visible on older Androids than 2.3.3 if I am right.
Runs on every phone and virtual device I tested. Also it runs on my TegravII Tablet on Android x86 4.0 R2 but only the 3D-Android is shown and changing Picture works but everything else not. So I will try to get it running complete on not fully compatible Android x86 later.
-Bugs: Nothing is realy broken for me. For left bugs seems just trying again makes it fine.
Loading or Cropping Pictures could still fail on bigger images or incompatible formats. I will rework the image handling a little softer to make this stable. Unfortunately Wallpaper can force close on first start in some cases.
This was next step to get everything ready for more interesting stuff.
Please send some feedback after testing.
Fix Version 4 24.09.2012: Path to not-cropped Image will be saved
Updates:
Fix Version 4 24.09.2012: Path to not-cropped Image will be saved since this version, so selected Image will come up after reboot or resetting wallpaper. If image is not avilible because sdcard is not mounted yet after reboot, backup tex will be used until sdcard is mounted. If Image is renamed or deleted, also backup tex will be used until you set another image or restore missing file.
So all Settings should work fine now.
Note: Framerate and Sensorspeed are tweaked to 100% to give you a very smooth first run, until you touch the framerate slider first time.
Version 5: HTC-Evo-3D Stereoscopic 3D Mode supported and some fixes
Version 5 25.09.2012:
-HTC-Evo-3D Stereoscopic 3D Mode supported in landscape and portrait with auto switchig orientation. Use with "Jmz 3D Switcher". 3D-Mode can be used with other Objects. It has one build-in Image yet and can load custom, pre-interlaced in devices resolution. Will add sterescopic support for 3D-Objects like the Android and loading custom obj´s. Also particles flying into your head...
-Optimized color fluid and beta-particles a little and rebalanced the connection between both so activate both and test.
-I forgot to disable multisampling on Version 4 so it is the only version with multisampling. It will not run on devices without ms. Also it looks a little better and runs a little slower. This is was only Version 4, "fixed" on Version 5...
very nice, thank so much
Update:
Version 6 25.09.2012:
HTC-Evo-3D Stereoscopic Flying Particle added in landscape and portrait
Update:
Version 7 25.09.2012:
saved some cpu-power, reworked internal framerate-and sensordelay, balanced Color Fluid Surface-Particles, fixed a bug of previous Versions not showing 3D-Andoid if active alone.
News: New HTC-evo-3D stereoscopic Version in new thread...
obj-import will work for both versions soon:
http://forum.xda-developers.com/showthread.php?t=1904203
Update: obj-import: Load any 3D mesh to wallpaper.
Update:
Version 8 07.10.2012:
loading custom obj files!
Load any 3D-Mesh to your 3D live wallpaper!
Just place "beammeup.obj" on sd root and activate loading from settings.
Try with attached exampes.
Update: V9: Performance
-Faster Rendering for all Objects
-Changed back to old fluid colors
Update: Version 13 28.10.2012: many new features
-Many new features added on htc evo 3d version
-neverending road, drag to drive
-big 3d analog clock
-timeshift-displacement lava-like shader material
-Sterescopic suport, red-green, s3d and normal mode
-...

Bootanimation

Is there any way to make a bootanimation landscape and with sound ? I have tried and tried to figure it out and can't get it to do either. Well in lollipop at least. I did have cloudy with a bootanimation but not landscape and it had sound. I am completely stumped. I have a certain theme I am doing with my device and to have the boot animation to be landscape and with sound would complete my project. Any help would be greatly appreciated.
★2SHAYNEZ★
shayneflashindaily said:
Is there any way to make a bootanimation landscape and with sound ? I have tried and tried to figure it out and can't get it to do either. Well in lollipop at least. I did have cloudy with a bootanimation but not landscape and it had sound. I am completely stumped. I have a certain theme I am doing with my device and to have the boot animation to be landscape and with sound would complete my project. Any help would be greatly appreciated.
★2SHAYNEZ★
Click to expand...
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I can't recall if I've installed a custom boot anim in L yet... I think I have. I hope I get your question.
But just create the animation content (foreground) rotated 90 degrees (landscape for the foreground), leaving the background OEM (height and width). It should run perfectly.
The sound file is a separate sound file (ogg)
JeffDC said:
I can't recall if I've installed a custom boot anim in L yet... I think I have. I hope I get your question.
But just create the animation content (foreground) rotated 90 degrees (landscape for the foreground), leaving the background OEM (height and width). It should run perfectly.
The sound file is a separate sound file (ogg)
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How do you rotate it ? Do you do it within the zip ?
★2SHAYNEZ★
Effectively you are creating an animated 'gif', in a manner. If I take Photoshop as the example:
check out this as an example.
http://www.online-tech-tips.com/computer-tips/create-animated-gifs-images-using-photoshop-cs6/ or an editor of your choice.
and this guys tutorial
http://forums.androidcentral.com/ac...ions-collection-tutorial-updated-10-19-a.html
You will create you background at the resolution (1080 W x 1920 H shutdown animation, boot animation full HD 1440 W x 2560 H are common resolutions for the G3) you wish for the animation, say solid black or what ever.
If you fully create your own, you will first set up the resolution and make your background color, then rotate the base image. Then create layers for each frame/cell of your animation. As you already rotated you base image to landscape, your layers will also be in landscape. Then copy each cell into a layer.
Create the animation, save each frame out as a jpg, create the desc.txt file, and zip it up, install (renaming your OEM animation to save them, and set permissions 644.
Following the guys tutorial, you can download animations, and deconstruct them, using parts as you wish.
Good luck.
I'm making my own Mortal kombat bootamimation from new game coming out. I have it full screen with a boot animation tool I found but can get poweron.ogg to play sound upon boot on lollipop candy5 ... Placed it in system/media/audio/ui but it is a no go.... With so7nd it would be soooo sick.
But I'll check out the links you gave me so maybe I get get it I'm landscaped instead of this full screen portrait cause it does look a little wonky
★2SHAYNEZ★

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