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Thread: Animated Picture Sequence and Cache

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    Animated Picture Sequence and Cache

    I've been a follower of the forums for a while now. never really posted anything until now. which leads in to my question. which you will probably see more of down the road.

    So I do a lot of animation sequences.
    My current one involves 500 images of particle rendered hearts to be played in the background for a menu. 1024x568 is the size of them.

    I know a bit about the memory mechanics of MMF2 and how actives use a lot more memory/ram. especially importing them all into the project through an active. which inflates the exe and causes loading time issues.

    So I tried to manually code them loading through various objects. active picture, animated picture (which I could never get working. it was supposed to cache the images which I think could save memory. if you got it working maybe you can help me out)

    Loading them through objects didnt add to the ram I think but the loading them is what took longer per 'image frame'. imagine loading 500 per second on the first go. it took forever and crashed.

    Using Movie files seems like a good alternative but now I have to bundle a quicktime file (which most machines support) that inflates the project by 200-500 MB's.

    I tried searching the forums while i'm here at work. nothing comes to what im looking for.

    Soon as I get home i'll upload the background images (250MB's compressed. i'm tethering from work. ) which you all can use if you'd like commercially. but what is the most ram effective way of this solution?

    keep in mind the image sequence doesn't move. it's stationary. uses 500 images. and alpha channel. (PNG)

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    Re: Animated Picture Sequence and Cache

    Here is the Images
    http://www.mediafire.com/?qch0cxub7uyy1dx


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