There are a few SO questions regarding frame by frame animation (such as frame by frame animation and other similar questions), however I feel mine is different so here goes.
This is partially a design question from someone with very little ios experience.
I'm not sure "frame by frame" is the correct description of what I want to do so let me describe that. Basically, I have a "script" of an animated movie and I'd like to play this script.
This script is a json file which describes a set of scenes. In each scene there are a few elements such as a background image, a list of actors with their positions and a background sound clip. Further, for each actor and background there's an image file that represents it. (it's a bit more complex - each actor has a "behavior" such as how it blinks, how he talks etc). So my job is to follow the given script referencing actors and background and with every frame, place the actors in their designated position, draw the correct background and play the sound file.
The movie may be paused, scrubbed forward or backward similar to youtube's movie player functionality.
Most of the questions I've seen which refer to frame-by-frame animation have different requirements than I do (I'll list some more requirements later). They usually suggest to use animationImages property of a UIImageView. This is fine for animating a button or a checkbox but they all assume there's a short and predefined set of images that need to be played.
If I were to go with animationImages I'd have to pre-create all the images up front and my pure guess is that it won't scale (think about 30fps for one minute, you get 60*30=1800 images. Plus the scrub and pause/play abilities seem challenging in this case).
So I'm looking for the right way to do this. My instinct, and I'm learning more as I go, is that there are probably three or four main ways to achieve this.
- By using Core Animations and defining "keypoints" and animated transitions b/w those keypoints. For example if an actor needs to be at point A at time t1 and point B at time t2 then all I need to do it animate what's in between. I've done something similar in ActionScript in the past and it was nice but was particularly challenging to implement the scrub action and keep everytyhing in sync so I'm not a big fan of the approach. Imagine that you have to implement a pause in the middle of an animation or scrub to a middle of an animation. It's doable but not pleasant.
- Set a timer for, say 30 times a second and on every tick consult the model (the model is the script json file along with the description of the actors and the backgrounds) and draw what needs to be drawn at this time. Use Quartz 2D's API and drawRect. This is probably the simple approach and but I don't have enough experience to tell how well it's going to work on different devices, probably CPU wise, it all depends on the amount of calculations I need to make on each tick and the amount of effort it takes ios to draw everything. I don't have a hunch.
- Similar to 2, but use OpenGL to draw. I prefer 2 b/c the API is easier but perhaps resource wise OpenGL is more suitable.
- Use a game framework such as cocos2d which I'd never used before but seems to be solving more or less similar problems. They seem to have a nice API so I'd be happy if I could find all my requirements answered by them.
Atop of the requirements I'd just described (play a movie given it's "script" file and a description of the actors, backgrounds and sounds), there's another set of requirements -
- The movie needs to be played in full screen mode or partial screen mode (where the rest of the screen is dedicated to other controls)
- I'm starting with the iphone by naturally an ipad should follow.
- I'd like to be able to create a thumbnail of this movie for local phone use (display it in a gallery in my application). The thumbnail may just be the first frame of the movie.
- I want to be able to "export" the result as a movie, something that could be easily uploaded to youtube or facebook.
So the big question here is whether any of the suggested 1-4 implementations I have in mind (or others you might suggest) can somehow export such a movie.
If all four fail on the movie export task then I have an alternative in mind. The alternative is to use a server which runs ffmpeg and which accept a bundle of all the movie images (I'd have to draw them in the phone and upload them to the sever by their sequence) and then the server would compile all the images with their soundtrack to a single movie.
Obviously to keep things simple I'd prefer to do this server-less, i.e. be able to export the movie from the iphone but if that's too much to ask then the last requirement would be to at least be able to export the set of all images (keyframes in the movie) so I can bundle them and upload to a server.
The length of the movie is supposed to be a one or two minutes. I hope the question wasn't too long and that it's clear...
Thanks!