but have found something else on iOS that does the same sort of stuff, only better or with solid developer support. Of those of you who have it (I know has it and uses it) is it a solid enough app that you'd buy it again even if there's a chance that it's no longer being developed anymore? Does it seem stable enough to withstand the average iOS update?Īnd, if you have and know Core Animator. This looks to have some of the most "pro" level features and output options than any other app of it's type in the appstore, so it's kinda tragic that they can't sell enough of this at such a low price point. That their desktop version likely won't get any more attention, but he was hopeful that the iOS version might at some point. I contacted the dev and he said it's kind of temporarily back burnered due to lack of enough downloads. The site forum for the app hasn't had any activity for a year and almost as long for their twitter/facebook accounts.
Maybe the Tumblr app?ĭoes anyone here have and use Core Animator? but wanted to run it by the hive to see if maybe I already have something that does this. I'm guessing Core Animator is what I likely need for this. I've tried others that won't let me adjust canvas size, or playback speed.Ĭould likely make Lumafusion do something like this, but I don't think it exports looping GIF anims.Īnyone know of a good animation app for just messing around with animating still images and cutouts of still images stacked on layers? I've tried my easy Flipaclip animation app and it won't let me import stills. Would like to make the canvas portrait or landscape. Then, export a video loop or looping GIF anim. Wanted to align them all, then hit play and watch the lights flicker on/off in the images. I wanted to just drop a still frame on a timeline, then a sequential one right next to it, same for the third. Some lights are on in some, some are off. Each taken from the same spot and framed the same. They were taken at night of neon signs on the street in downtown Las Vegas. but I've already run through my motion apps and none of them appear to do this very simple, basic thing. Note: specifying the fromValue here is important, but other animation properties (duration, timing function, etc) will be inherited from the current CATransaction.Hey, I know I must have something that already does this. Our custom layer looks like this: class CustomCAMetalLayer : CAMetalLayer Note: we need a CAMetalLayer instead of an MTKView here, for reasons I'll get into near the end of this post.
#CORE ANIMATOR IPAD CODE#
Our goal will be to build a triangle that animates to a new scale when a button is pressed:įull sample code is available for this project at NGCAMetalLayerAnimationExample.
#CORE ANIMATOR IPAD HOW TO#
This post will dive into how to adapt the CALayer animation system to work with a custom Metal view, and along the way we'll see a situation which Swift can't handle without hacks. One thing I hadn't considered until I had to implement Metal in a real app was animations - when another part of our interface animated, we wanted to scale the Metal content along with an animation. Up until now I've mostly been coding sample projects, but I recently had the opportunity to prototype a Metal implementation integrated into our production app at work.
Recently, I've been learning more about Metal - I'm still working through the basics, but I've written a couple of posts and tweets about it, and I'm about halfway through Metal By Example. More information is available in this github repo. Actually, layers which back UIViews don't have animations unless you implement the view's action(for:forKey:) method.
#CORE ANIMATOR IPAD UPDATE#
Update (): A previous version of this post incorrectly stated implict animations happen in layers which back UIViews.