How to load all animations before the scene starts?

  • #10, z AkcayKaraazmakSunday, 05. June 2016, 00:05 hodinky 9 years ago
    No mate, I just tried and it realy worked! I just write the action preload"..." in the "at beginning of scene" event. And wrote unload in the "at the end of scene" event. its worked perfectly. Did you try it like this?

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  • #11, z sebastianSunday, 05. June 2016, 00:17 hodinky 9 years ago
    Which vs Version do you use?

    Kapitán

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  • #12, z MachtnixSunday, 05. June 2016, 00:21 hodinky 9 years ago
    @AkcayKaraazmak :Yes, that was the logical first I did. But my animations (outfit walk poses or idle poses or s.th. like this) didn't play (no animation, only a still frame) or they disappeared completely (they were gone!). They are png-frame animations - standard! I tried it about two weeks... So I forgot this preload and created my own solution.

    I use the final 4.2.5 single user.

    I can't test it now.

    Kapitán

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  • #13, z AkcayKaraazmakSunday, 05. June 2016, 00:28 hodinky 9 years ago
    I'm using the 4.2 version because last one has huge bugs with 3d stuff. I always convert the png to webp format. I realy suggest you to use web format. Quality almost same and size is realy small compared to png. At least use it for animations.

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  • #14, z MachtnixSunday, 05. June 2016, 01:14 hodinky 9 years ago
    Doesn't matter if png or web.
    In 3.7 this preload works as it should, but in > 4 not... ;-(

    I don't know what's wrong... I can't do anything against. Every animation is slowly the first time, after running once they are in the cache and then it runs fast as lightning.

    I increased the cache size in the game options to 500 MB, it's a little better. But the slowly first run (after starting the game) is the same as before.

    Kapitán

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  • #15, z afrlmeSunday, 05. June 2016, 01:18 hodinky 9 years ago
    WebP format is really recommended for optimization purposes. I actually use it for all images, including static objects & backgrounds.

    I was going to say that another nice method for reducing loading times of animations is to split them up into multiple animations, but that's pretty pointless seeing as animations now load frame by frame.

    The best thing to do is simply reduce the amount of animation frames you use, as a lot of the time, people seem to think they need 5 million frames for each animation to make them look super smooth, when in fact you can emulate smoothness by controlling the pause values between each frame. I also highly recommend removing all duplicated frames (by that I am talking about the image files that are exactly the same as another animation frame). They are pointless resource wasters; especially when you could simply add in an animation frame & link it to the same image used in another frame.

    Scaling unimportant animations with Lua script is another method that allows you to save resources. Basically you should do this for environmental animations, such as weather effects, particles & background animations that don't need to be super sharp looking.

    P.S: to my knowledge, preload should be working in 4.2.5. Having said that, it's not a feature I personally use as I optimize all my animations / images with webp format & various Lua tricks.

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  • #16, z MachtnixSunday, 05. June 2016, 01:40 hodinky 9 years ago
    The problem isn't png or not. It works perfectly in 3.7 (I remember, in 4 beta, too) WITH huge png pictures. It runs fast. So generally it works, does it? There must be a difference between earlier versions of Visionaire and the newest. I converted my animations into this webp, but it doesn't matter: preload doesn't work! The file format IS NOT the reason.

    But I'm going to try it next time again... :-)

    (We had had this topic in an older thread.)

    Kapitán

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  • #17, z afrlmeSunday, 05. June 2016, 03:29 hodinky 9 years ago
    It might be to do with how the animations are loaded since 4.x. In 3.7.1 we had to wait until the entire animation was loaded, whereas in 4.x it loads the animations frame by frame - I'm talking about regularly played animations & not preloaded ones.

    I know file format has nothing to do with preloading, it's just an alternative optimization method, that reduces loading times for animations & images in general - still uses same amount of VRAM as png files, just faster loading times is all.

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  • #18, z MachtnixSunday, 05. June 2016, 20:17 hodinky 9 years ago
    Hi, I tried it last evening (and destroyed my file this way :-): set the preload order at the first place of "beginning of the scene (don't know how in English)". Just I said: the animation didn't start, the animation even wasn't seen! No animation. Nothing. So I went back to the backup.
    Ok, it's a huge one, but only huge animations make sense to preload, right?

    Without preload thing: After ONE time running the animation runs normally as usual, fast and without spluttering. So what? I don't understand this.

    BTW: can I install the 4.2 with my serial? Maybe I can check out, whether the 4.2.5 is damaged, perhaps the 4.2 works like AkcayKaraazmak's does...

    Kapitán

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  • #19, z afrlmeSunday, 05. June 2016, 20:56 hodinky 9 years ago
    Yes you can install any 4.x version of the editor with your 4.x license. You can select which version you want right from the beta or RC version up to 4.2.5 via a dropdown menu in the window that pops up when you click the download button on the download page. wink

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  • #20, z MachtnixSunday, 05. June 2016, 21:56 hodinky 9 years ago
    Thx. I have all of this Vis-exe install files on my harddisk. I hope, I can increase it into full version and use it without a new download (~83 MB is really too big to me).
    But preload isn't my priority topic now.

    Kapitán

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