Animated gif stops for a moment before restarting in adobe photoshop - photoshop

I am trying to create a loading animated GIF img, but whenever it completes its one cycle it stops for a little moment and then restart,which means it doesn't have the same continuity.I dont want this little blinking thing. kindly help.
I am creating it in adobe Photoshop CC.

Normally, this problem happens when the first and the last frame are the same, try removing one. Without more information is the only thing I can think of.

Related

Unreal Engine 5.1 Retargeted Animation From Manny to Mixamo Model Causes Single Animation Sequence To Rotate 90*

I apologize if this has been asked before. I tried searching for this first and nothing is coming up. I'm pretty new to Unreal Engine 5.1 so this might be something I'm doing as well.
I've been exploring animation retargeting in unreal and have tried following the steps we learned in class using one of the models from mixamo.com. Everything appears to work fine at the start and I can get the actual IK and IKR objects working just fine. However when I try to export the animations either from the IKR object or by right clicking the ABP object for the source mesh one and only one of the animation sequences rotates 90*. It is always the same animation (the Land animation sequence) and I'm not sure how to go about fixing it.
Also tried looking on google and turned up nothing.
I'm hoping this is some stupid newb mistake that is easy to fix or maybe there's something I'm overlooking. Any help is greatly appreciated and I will continue trying to fix the problem myself as well and will post if I fix it
Tried retargeting using the following steps
Create an IK_Object for the model you wish to project your animations on with chains for each. Mine looked like the following
IK_Remy
Repeat step 1 for the model you wish to source animations from. Mine looked like the following
IK_Manny
Create an IKR_Object Linking the two together, here's what mine looked like
IKR_Remy
Find the ABP for your source model, right click, and select "Retarget Animation Assets->Duplicate and Retarget Animation Assets". Here's what I'm selecting for that
Retarget Dialog
When I do the following most of the animation sequences for "Manny" export just fine. However the "Land" animation flips for some reason (see image below)
Exported Animation Images
Even stranger, when I preview the MM_Land animation in my IKR object it looks fine i.e. not rotated. However, if I try to export the animation from the IKR object the same thing happens i.e. it rotates 90*. I would expect this to be a case of WYSIWYG where if it's working in the preview it would export correctly. However that apparently is not the case
Also I tried modifying the animation sequence manually but it won't let me. If I try to rotate the model in the animation sequence and save it, once I close the sequence it's re-rotated and the changes do not persist.
I can export the sequence as a new sequence, modify it, and save it, and then rename it as my exported "Land" animation to hard force it and it at least looks normal. However when I actually play the game and jump, when the land animation it still flips sideways and in addition causes the character to scale and warp for a second which makes me think there's something going on here that I don't know enough to fix. Really hoping someone with more experience in Unreal Engine can help.
EDIT: Fixed Image Descriptions
I can confirm that this is an issue - I'm seeing the same behaviour. I haven't managed to fix it yet, but my suspicion is that it's due to scaling - in my instance, I have had to scale up my custom character by around 2.5 times to replicate the scale of the default mannequin. Did you scale your custom character at all?

SDL Window shows final frame from the last time the program was run in the background of a new window when I start up a new instance

I'm making a simple game and just messing around with SDL. I have two images currently, and I am practicing making them the background. I make one the background by calling RenderCopy, the DestroyTexture to clear it from memory, and then I present it. I changed the file path from one image to the other to change the background. I ran the program, and now the new image is layered on top of the other. I can fix this problem if I manually do a clean of my computer's memory, and it renders properly. For some reason, SDL is not clearing the image called previously. There is no mention of the old image anywhere else in the code, and all the Destroy functions are called. What is going on?
Edit: I did a little bit of snooping and its not that it even loads the old image; whatever the final render displayed on any program running SDL was before it was run, it will be the background. It is literally like a TV burning an image into the screen; its always there.
The problem was fixed by simply clearing the frame between frames. Didn't have any performance impact.

Sencha Touch - Scroll Delay on First Touch

I have been searching around and it looks like this question has been asked quite a few times in various places with no answers or responses. That means that I can't be the only one experiencing this.
There is always a delay in the scrolling when you try to scroll a list or panel for the first time. After the first time you scroll a list or panel, there is no longer any delay. Is there a way I can simulate this "first touch" in an effort to remove the delay when attempting to scroll a list or panel for the first time?
I've been looking through the ScrollView and Scroller code and have not been able to find a point where anything heavy or expensive is happening on a first touch.
Any help or direction on how to remedy this would be greatly appreciated.
Thanks!
You can open the Chrome/Safari developer tools and start profiling("Profiles" tab) to see if there is any JavaScript code that is performing badly and causing the hang.
If it's not code that hangs, it might be a web browser issue (e.g. image cache allocation), for example due to the first time that things dynamically change in your web app.
It's also important to try and compare platforms and see if they have the same issue.
It's also often helpful if you specify the Sencha version (I assume 1.x?) and the platform(s) you've had the issue with. iOS/Android/PC can often react quite differently.

How do I render the scrollable regions of a canvas with IViewObject::Draw?

I've been trying to render the entire canvas in an IWebBrowser2 control to a bitmap. IViewObject::Draw seems to be the most promising approach, but I can't get it to render anything that would requires a scroll to show. While I could automate the scrolling and stitch the images together, this would look weird with any fixed position elements. Is this even doable?
Additionally, I've tried to set the controller's size to one that would allow the entire contents to display without needing to scroll, but Windows caps the max size to the current screen resolution, so that only gets me partially there.
Any help would be much appreciated. I'm currently doing this in the context of Win7 and IE8, but I don't think that should matter much.
Sorry it took so long for me to follow up with the answer to this.
I wrote up an article detailing how to trick Windows into allowing you to resize a window larger than the virtual screen resolution, allowing functions like PrintWindow or IViewObject::Draw to capture the entire client area (i.e., the browser canvas).
http://nirvdrum.com/2010/03/25/how-to-take-full-page-or-full-canvas-screenshots-in-windows.html
An actual implementation of the technique can be found in my SnapsIE repository on GitHub (username: nirvdrum). Unfortunately I don't have enough karma to post two hyperlinks. The repository is linked from the article though.
It is very likely an IE optimisation that avoid to draw more than required. You might be able to scroll the window and call IViewObject::Draw in a loop without any animation occuring ?
I'm surprised that Windows caps the max size to the current screen resolution. Are you sure about that ?

Display something on the screen everytime action made

I have a problem not sure how to solve this. Hmm I am developing a game, a multi touch game, I already can make everything working fine, except a small issue that I want to show messages on the playing screen, each time the player makes actions. like his finger moves right the message says : "this finger moving right" nicely at the bottom of the screen, then if the finger move left, then it says the his finger moves left... something like that, can anyone show me how. I am using Cocos2D , it shall be much easier in Cocoa.
Thanks a alot for any help.
You'll probably need to be more specific with your question, but for now, here's a general answer:
Handling touch events on the iPhone and Handling touch ("trackpad") events on the Mac.
You'll receive and process the events per the above, then you'll display the results somehow. For testing, you'll probably just want to log the results to the console. For the final version, you might have a label or even a custom view that draws the "instruction" in some fancier way. If the latter is the case, you'll want to read up on custom views and drawing for whichever platform you're using (or both).