Is it possible to insert a looping video in a UI?
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@LozPetts i see, you dont need the whole loop, you can loop this using davinci smooth cut to around 2 seconds. Other way is to separate dark and reflections ij photoshop and play them at different filmstrip speeds so it looks like an infinite loop.
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@ulrik Thank you! Thank works beautifully - I had a few issues but I've got it going smoothly and it looks killer. Thank you to you all.
RE memory usage, I cropped the dead space from the video when I converted it to a film strip, according to the image pool table it looks like it's using around 100mb RAM, much better than expected.
@d-healey Once again thanks for your help - is there a way we can update the documentation to reflect the fix above? Or can only Christopher do that?
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@LozPetts said in Is it possible to insert a looping video in a UI?:
it looks like it's using around 100mb RAM
How are you checking that?
@LozPetts said in Is it possible to insert a looping video in a UI?:
is there a way we can update the documentation
https://docs.hise.dev/working-with-hise/project-management/documentation/contributing.html
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@d-healey I saw in another thread you advised someone to check the pool to see how much memory the bitmaps were using (if I understood correctly at least!). Created a popup window, Image pool table, although looking at it now it might not be showing the full size as hise sees it.
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@LozPetts Perfect!
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@LozPetts What software do you use to create the sprites?
I've searched for a simple application for Mac OS but I only found some online sites who had that service but the sprite sheet was always horizontal and I had problems using the "offset x" instead of y, I couldn't get it to work (probably some stupid writing error from my side)So I tried another approach with png sequences and loaded all pngs into the panel, and used the
g.drawImage(images[index], [0, 0, this.getWidth(), this.getHeight()], 0, 0);
switching pngs instead of using the offset function.
Here's an example using 360 png files size 1920 x 1080, weight of 71mb
I scaled the display inside Hise to half the size.It works quite well I think
But I would prefer to make sprite sheets so if you have any tip of software for Mac OS, let me know.
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@ulrik said in Is it possible to insert a looping video in a UI?:
But I would prefer to make sprite sheets so if you have any tip of software for Mac OS, let me know.
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@d-healey I had forgotten this one, thanks David!
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@ulrik That one didn't work properly for me so I use this:
https://www.cssportal.com/css-sprite-generator/
What I did to get this working was:
- Trim the empty space from the video edges.
- Convert the video to GIF - https://ezgif.com/video-to-gif
- Extract the frames from the GIF as PNG files - https://ezgif.com/split
- Convert all the PNGs into a filmstrip with the above CSS Sprite Generator
- attach filmstrip to Panel in HISE.
/** Looping Video Panel */ inline function createHeadSprite(name, x, y) { local widget = Content.addPanel(name, x, y); Content.setPropertiesFromJSON(name, { "width": WIDTH OF SINGLE PNG, "height": HEIGHT OF SINGLE PNG, "saveInPreset": true, "allowCallbacks": "Clicks, Hover & Dragging" }); // Asset Strip widget.loadImage("{PROJECT_FOLDER}FILMSTRIP.png", "filmstrip"); widget.setPaintRoutine(function(g) { // Calculate the index (the filmstrip has 100 slices, each ???px high var index = parseInt(this.getValue()*197.0); g.drawImage("filmstrip", [0, 0, this.getWidth(), this.getHeight()], 0, index * ???); }); // This is the sensitivity of the rotation widget.data.sensitivity = 300; // Save the down value as reference for all drag deltas widget.data.downValue = 0.0; widget.setMouseCallback(function(event) { if(event.clicked) { // Store the current value for reference when dragging this.data.downValue = this.getValue(); } if(event.drag) { // Use both axis to allow diagonal drag behaviour var delta = event.dragX + -1.0 * event.dragY; // normalize the delta using the given sensitivity var deltaNormalized = delta / this.data.sensitivity; // Calculate the new value and truncate it to 0...1 var newValue = this.data.downValue + deltaNormalized; newValue = newValue - Math.floor(newValue); // Update the panel this.setValue(newValue); this.changed(); this.repaint(); } }); return widget; }; const sprite = createHeadSprite("LOOPPANEL", X, Y); // timer for animation (FPS) reg count = 0; sprite.setTimerCallback(function() { count = (count+1) % 24; this.setValue(count * 1/24); this.changed(); }); //Speed sprite.startTimer(62); //Play with this to set speed
Hope that helps someone out!