I am new in to iOS programming
I have an atlas *.png format .
All I want to do is to use it as animation
I have googled and all I have found that people using a spritekits for this -> but every tutorial uses "create a spritekit game project" but I have a single view based project :-/
Question can I use those spritekits to animate in a single view based application ?
Some starting point would be nice as well ...
Thanks.
Related
I would like to animate using Adobe Edge (html5). I would then like to proceed to import my animation in Xcode for an iPad app (IOS 8). I will be using Objective-C for this project. Is there any way to do so?
If not what are my alternatives? Keep in mind I want to animate using some sort of GUI application.
I think it depends on what sort of animations you want to create and how they will be used in your app. One possible way is to integrate the SpriteKit library into your UI, which can be useful for making animations or interactive artwork in your UI.
If you go this route, you can create an animation as a movie clip symbol in Adobe Animate. (Adobe Edge Animate has been discontinued and effectively replaced by what is currently called Adobe Animate). Then right-click your symbol in Animate and select Export PNG Sequence. This will produce the frames of your animation as PNG images, which you can then animate in your app using SpriteKit. Animate can also export art assets as a sprite sheet or texture atlas.
You would need to get familiar with the SpriteKit library to go this route. As other users pointed out, there are alternate approaches you could take.
The only way I know this would work would be to use a webview in your ObjectiveC code. Then you would point your web view to the local HTML/JS files generated by Edge Animate. Basically this is how Cordova does things.
You could user alternatives like Phonegap, or create your own UIWebView and charge the www folder.
Several years ago I was curious about creating some objects (spoon, ball, tv, ...) in 3d modeling program, export the textures, and then have a screen in iOS app, that can open one object at a time with a possibility to rotate and zoom it. This seemed quite basic and most used case but I didn't find any simple and ready to use solutions/libraries/plugins, just raw OpenGL ES (GlKit), so I refused to use it, as it would require too much knowledge and time as I haven't done any 3d stuff before and my primary work is not related with 3d.
There are also Unity and Cocos3d engines, and it looks like they allow to extend the code by using iOS plugins (xibs/storyboards, navigation with view controllers and etc), but this means you have to make your app project as Unity/Cocos3d first, and only then add your usual UIKit stuff as a plugin. Now that is not acceptable because the project should be written using UIKit first, and I expect to add 3d viewing stuff as a separate component that encapsulates all the necessary stuff inside it as a black box, because I don't want to mess my project up, as this 3d stuff is an optional feature.
Now, after several years I'v searched for the thing again looking for simple 3d viewing plugins/solutions for UIKit, but the situation is pretty much the same imho. I saw iOS8 there will add Scene Kit, but I'm not sure will it be something close to what I expect. So, still I'm not sure is there any solution that would require minimum time efforts, or is OpenGL ES the best solution for this need.
Check out the CC3DemoMultiScene demo app in the latest version of Cocos3D. It demonstrates how to include a Cocos3D scene in a standard UIKit storyboard, and to have the GL view only a component of a larger UIView.
I am currently working on my first IOS app and have sort of hit a 'brick wall' if you will. I am using Cocos2D for most of my graphical interface do to my preference and ease when working with chipmunk.
Currently I am trying to create a scene that has at least 2 layers displayed at once, split screen style. One layer I need to be a vertical scrolling menu, while the other layer I need to be a pan/zoom 'map' type layer. Being the noob that I am when it comes to Objective-C and Cocos2D I can not seem to figure out how to even attempt this. I have done some searching and came across the extensions for Cocos2D which offer the pan/zoom layer.
Any help or pointers to tutorials, references, sites, etc. would be greatly appreciated!
So I am about to start a project for an application (Not a game application) that requires a lot of animation. For example a lot of pie and bar charts that animate on the screen.
If I use cocos2d am I still able to use UI elements such as UITableView, UIButton, UISegmentedControl, etc? Can you combine Cocos2d with normal iOS UI Elements on the same view?
Which one is better for creating simple animations?
What are the advantages and disadvantages of using each for a non-game project?
There is the ability to combine Cocos2d and UIKit, but I don't know to what extent you can take it. Check out this tutorial on combining them: http://www.raywenderlich.com/4817/how-to-integrate-cocos2d-and-uikit
I'm fairly new to iOS programming and did the same research you are currently doing for my project which is very animation heavy, but not a game. I found much more information, forums and tutorials on doing animations with Cocos2d than I did for Core Animation. Not to say it's not out there, or that 1 is necessarily better than the other for what you're trying to accomplish, just my 2 cents and several weeks of Googling.
Check out Core Plot maybe you can use that to build your app.
i wanna ask you about how to display a 3d model exported from blender/3d max/maya and interact with it on iPad app.
I wanna load a 3d human head into my UISplitViewController Detail View
the head will be rotated, and when i came over the noise for example, i wanna it highlighted,and when i click it, it take me to another UIViewController.
I've searched about it and i came up with using HTML5, but it's hard to use.
I've came up with using Cocos3d and other engines, but how i can use it in a normal app, not a game.
can you please give me a hint about where i should start ?
Any help will be appreciated.
I've found an engine called "isgl3d engine" that have a powerful capabilities and easy to use in your iPhone/iPad app.