Creating a GIF animation from PNG files

Is there a tool to create a gif animation from a set of png files?

I tried the convert command from the ImageMagick suite, but this doesn’t always succeed. Also, I have several issues with this:

  1. I can’t tell what the progress is.
  2. No matter what I try, the -delay flag doesn’t change the frame rate of the gif animation.
  3. convert determines the frame order based upon the alphabetical order of the files names. This means that name500.png will be placed right after name50.png and not after name450.png I can fix this by adding 0’s but this is annoying.

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What would the BFS’ landing on Mars be like, if it is different from this animation?

The question What is the terminal velocity on Mars? and its answer has got me rethinking the BFR’s reentry and propulsive landing simulation/animation shown in the recent SpaceX video First Private Passenger on Lunar BFR Mission starting at about 41:19 and again at 43:07.

I’ve made a GIF of the descent between about 5 and 1 kilometers below.

Does this represent a landing on the Moon, or Mars, or Earth, or are they all about the same? If they are substantially different (as “I suspect”) then what would a landing on Mars be like? Unlike BFR or even Falcon-9 first stages, without much atmosphere on Mars, would it have to be propulsive all the way down? Or at least the last few km?

animated GIF from screenshots.

enter image description here

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I need help with an animation i’m doing

I am doing a animation for my school, but for some reason whenever I go into render view or I try to render the animation my mesh plane doesn’t show up, and
I haven’t hidden it and I also haven’t moved it to a different layer
Please help asap!

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Blender + Ni Mate (Mocap Animation)

I made an animation with Blender + Ni Mate using the Kinect v2, i have followed this tutorial: https://www.youtube.com/watch?v=1UPZtS5LVvw

I have my own armature that is copying the ni mate armature, but when i record the animation, blender puts the animation movement on the bones of the ni-mate kinect armature, so when i export the animation in a fbx file and import on unity there’s a lot of animation files.

Is it possible to do this animation in to my own armature and export as an fbx or other type of file and import into Unity?

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Starting an animation on the birth of a particle or using animation nodes?

I have a problem with the particle system.

Context:

I have a cube that emits particles. On another layer, I have 3 objects that change shape over time. I group the 3 objects and use the group in the particle system. The result is that the emitter emits the objects using the timeline to drive the grouped objects animation. That is logical.

Question:

What I am looking to do is have the objects start their animation sequence when they are emitted from the emitter, not based on the timeline. So that as each object is born, the animation is seen individually. The particle system gives me a very natural particle animation that I like, it is just that I cannot control when the grouped object animation starts.

I have had a look at the AN tutorials and I am struggling to understand. I figure that if I can create an AN animation for each object, maybe one of the particle nodes can drive the birth of the animation.

I would be very grateful for any thoughts.

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Animation after enemy spawns

right now in my game, four enemies spawn in four spawn points with a delay, but what I want to do is that if you don’t kill the enemy after a couple seconds, an animation (it’s an animation of a scratch, basically to let the player know it has been attacked) appears.

Right now I have a script that display an image (it’s an image because I was testing the scripts), but now I want to change the image for the animation but after trying and failing a lot of times I decided to ask here, and hopefully someone can help me.

This is the script of the “attack”, and it’s attached to the enemy prefab:

public Image TargetImage; 

void Start ()
{
    TargetImage.enabled = false;
}

public void spawnAttack(){
    StartCoroutine (playerIsAttacked (5, TargetImage));
}

public IEnumerator playerIsAttacked (float t, Image im)
{
    yield return new WaitForSeconds (t);
    TargetImage.enabled = true;
}

}

and this is in the timed spawn script:

public class TimedSpawn : MonoBehaviour {

public GameObject spawnee;
public bool stopSpawning;
public float spawnTime;
public float spawnDelay;

void Start () {
    InvokeRepeating ("SpawnObject", spawnTime, spawnDelay);
}

public void SpawnObject (){
    GameObject newSpawn = Instantiate (spawnee, transform.position, transform.rotation) as GameObject;
    newSpawn.GetComponent  ().spawnAttack ();

    if (stopSpawning) {
        CancelInvoke ("SpawnObject");
    }
}

}

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Unity: How to transition to a different animation during the blend phase?

I have a set of animations: Idle, start walking, stop walking, and walking full speed.

I have the animations all blending nicely…and the controls are fairly responsive during most of the motion…but there are odd transitions where the blends take away control–I can’t transition to the walking animations when I am blending between the “stop walking” and “Idle” animations, for instance.

How do I get the animations to transfer during the blend phase??

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Неправильно работает animation-play-state в Safari

во время разработки слайдера на css возникла следующая проблема. Неправильно выполняется свойство animation-play-state. Суть в том, что при наведении курсора на слайд, анимация должна быть приостановлена. И после того, как курсор убирается, анимация должна продолжаться с текущей позиции.

codepen: https://codepen.io/Andrey_07/pen/bxyExZ

.clients-grid__column {
    position: absolute;
    top: 0;
    left: 50%;
    /* width: 160px;*/
    width: 300px;
    min-width: 300px;
    margin-left: -160px;
    transform-origin: center;
    animation: columns-trajectory-1800 80s infinite;
    animation-timing-function: linear;
    will-change: transform;
    animation-play-state: running;
    -webkit-animation-play-state: running;
    -moz-animation-play-state: running;
    -o-animation-play-state: running;
    -ms-animation-play-state: running;
}

.clients-grid__inner.stop .clients-grid__column {
    animation-play-state: paused;
    -webkit-animation-play-state: paused;
    -moz-animation-play-state: paused;
    -o-animation-play-state: paused;
    -ms-animation-play-state: paused;
}

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Magento2 : Product Details Page (PDP) Animation images are not showing animation on frontend

I have uploaded a gif image for a product, after uploading it is working in the backend, but When I go to frontend on product details page it is not working I mean it is not showing its animated view.

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What would the BFR’s landing on Mars be like, if it is different from this animation?

The question What is the terminal velocity on Mars? and its answer has got me rethinking the BFR’s reentry and propulsive landing simulation/animation shown in the recent SpaceX video First Private Passenger on Lunar BFR Mission starting at about 41:19 and again at 43:07.

I’ve made a GIF of the descent between about 5 and 1 kilometers below.

Does this represent a landing on the Moon, or Mars, or Earth, or are they all about the same? If they are substantially different (as “I suspect”) then what would a landing on Mars be like? Unlike BFR or even Falcon-9 first stages, without much atmosphere on Mars, would it have to be propulsive all the way down? Or at least the last few km?

animated GIF from screenshots.

enter image description here

All topic