0

I am working on a project that will have the user seeming to fly in 3D from point to point in an architectural model, based on choices. It is a tree-flow, with everything starting from one point and branching out from there, and it only needs to animate in one direction, which makes things easier.

The thing is that the animations from place to place are C4D animations rendered as PNG sequences, and in total they will be VERY large, so I want to package each segment as an individual SWF and load and unload them dynamically as needed.

I expect the first thing to do will be to see if I can have my upstream guy render them as JPG sequences instead... is that a good idea performance-wise? I imagine it will be in terms of bandwidth.

The main question, however, is how I can dynamically load one of these sequences, have it play and stop on its final frame (over which data and choices will display), and then - based on the user's selection - load and play the next animation seamlessly from the first, without endlessly stacking up loaded clips. When the user goes back a level, I only need to jump to the first frame of the animation, but going forward always involves a smooth flight.

I suspect the solution may have to do with adding, say, to the loader by specific names, then as we transition out, load the next one with a specific name, and then unloadChild() and do whatever other kind of garbage collection I need to do to purge from memory entirely. I want to be as cognizant of memory usage and performance as I can, because at certain spots there will be other images and videos loaded on top of the flight animations.

Does anyone have any ideas about this? I'm sure it's a common need, I've just never done it before, and I want to do this as timeline-free as possible.

Thanks in advance for any advice!

Mattynabib

4

0 に答える 0