I'm in the middle of testing all my animations on various ios devices but as I've quickly learned anything with an alpha channel immencly slows down performance.
I've taken out all vectors/gradients and effects and improvised as much as possible but I need to have one animation that uses an alpha channel.
as the bitmap animation runs it rotates and passes by the main objects multiple times thus stressing the cpu, calculating every pixel color.
what I want to do is create an sprite sheet of the animation and each sprite (frame of the animation) would have the alpha channel colors already pre calculated.
some may think this is a bit overkill but i cannot find another way to do this without alphas. when running normaly it runs as a max of 24fps. with this movieclip it runs as 1.5 fps
how do I capture each frame of the animation as a png with each stacked alpha channel pre multiplied?
______________________________________________________________________ ______________________________________________________________________ ______
if anyone can provide alternatives to what im trying to acomplish that would be appriciated as well
it's vary similar to this and each sunray has an alpha channel that bleeds into the passing objects on a loop
flash pro 6 will do that for you and create the xml needed to use your sprite sheet.
in addition, mobile performance is significantly improved using 6 vs 5.5 which significantly improved performance over 5.0
i know animations are much smoother when created with cs6 vs cs5.5 and i know creating a sprite sheet is simple with cs6 (right click a library symbol>click generate sprite sheet) whereas there's nothing in cs5.5 to help you create sprite sheet. with cs5.5 you can use an external converter: http://transport.to/spritesheet/
Europe, Middle East and Africa