I just recently bought a Samsung vibrant from t-mobile and i want to set a background of a photo. At first it tells me to crop a certain part of the photo then expands it and looks all pixelated. I searched around and theres this app called "wallpaper set and save" which didnt set the whole image as the background. is there any way of setting a full image as a background and the phone auto adjusts?
jhuynh92 said:
I just recently bought a Samsung vibrant from t-mobile and i want to set a background of a photo. At first it tells me to crop a certain part of the photo then expands it and looks all pixelated. I searched around and theres this app called "wallpaper set and save" which didnt set the whole image as the background. is there any way of setting a full image as a background and the phone auto adjusts?
Click to expand...
Click to collapse
Android lets you crop the picture when it's too big. If you touch the edges of the crop square, and drag it out, you can change the size of the cropped area, you might be able to drag it out all the way to encompass the entire image. Also, it shouldn't be pixellating the image unless the resolution is way low, like 170x200 low.
raduque said:
Android lets you crop the picture when it's too big. If you touch the edges of the crop square, and drag it out, you can change the size of the cropped area, you might be able to drag it out all the way to encompass the entire image. Also, it shouldn't be pixellating the image unless the resolution is way low, like 170x200 low.
Click to expand...
Click to collapse
if u want them to fit PERFECT the Image has too be 960x800 i will be makin wallpapers so stay tuned -----here are some of my other i tweaked for the MT3g & Nexus but i was making the nexus 50 pixels larger instead of 960x800 i was making them 960 x850
http://picasaweb.google.com/neffstarr
the image is bigger than the full crop window. so when i try to crop it it crops half the photo and expands it to fit the full screen therefore making it pixelated. its a photo that wasnt taken by the phone btw.
I'm having the same problem. I downloaded some 480x800 wallpapers and when I try to set the wallpaper, it asks me to crop part of the image and does not let you encompass the whole the thing. How are you supposed to set the wallpaper?
As stated above, make the image 960*800.
-bZj
_____
-sent from my Samsung Vibrant via XDAapp
Ahhh, I see. It works now, thanks a lot!
I still find the whole cropping thing a pain. I had images set at 960X800 but the cropping tool never lets me select it properly. I either end up with a small black band at the top and bottom or I have to under size it. I found this on the Market that lets you just set the image without cropping and it works on the Vibrant: "Application Utility".
Alakar said:
I still find the whole cropping thing a pain. I had images set at 960X800 but the cropping tool never lets me select it properly. I either end up with a small black band at the top and bottom or I have to under size it. I found this on the Market that lets you just set the image without cropping and it works on the Vibrant: "Application Utility".
Click to expand...
Click to collapse
Then you're doing it wrong.
960 wide
800 tall
crop to 100%
done.
-bZj
i have yet to crop anything and have a wide array of resolutions so far. Wallpaper set and save. get it.
ok developed an app and just decided to use images for buttons.
Made a nice glossy button in photoshop, added to my app and put it on my HTC HD 2 for a test.
Why does the image not look as smooth? like I can see the blend/gradient lines.
Does the dpi have any effect and bit depth? Image was made at 72dpi
Cheers
DPI only comes into play if you print your image. Bit depth might make a difference. I don't know offhand the color bit depth of the HD2's display, but if it isn't the same as your computer's display, your buttons will look different.
yep its the colour depth. PC, i'm using 32bpp where as most phones are at 16bpp.
What language is the pictures being used in? Recently I've found out that C# uses Bilinear image resizing, which means it inserts estimated pixels in with the image when resizing.
Try the following:
1) save the image as a 24 or 32 bit png
2) make the image the same size as the button
I'm using c# and I'm not resizing the image at all.
The other thing i have noted is that if I add a picturebox to my app and set the image to the same one I'm using for my button, again I make sure I display the image at its actual size, it looks better than what it does for the button.
Why is that?
Same image, displayed at actual size looks, better in a picturebox than it does in my custom control?
I want to make my own animation from a movie I saw. It's 18 seconds long and I really love it. How hard would it be to make an animation from the movie if, say, I had it in HD?
Not that hard to be honest. The bootanimation.zip might be large with 18 seconds of video.
You will need to extract each frame from the movie, convert to png & resize to fit the screen. Once they are ready you need to rename the files in increasing numbers with the first frame being the lowest. Put them in a folder called "part0". Now create a txt file called "desc.txt".
In there you need to add a few simple rules.
Code:
480 800 30
p 1 0 part0
The 480 & 800 is the size of your screen so make sure the png's are this size, and the 30 is the framerate. Change that to the source of your png's.
The next specifies how your animation is played. The "p" is standard and must be included the "1" is the amount of times your animation is looped. A value of 0 means looped until you've booted. The "0" is the delay between loops, that is in frames not seconds. So if you set the frame rate at 30, a value of 30 will mean a second delay between the loop.
There is more you can do with boot animations, but that will save for another day.
Here is a bootanimation & matching boot audio I made a while back. Unzip it and take a look.
http://goo.gl/Zx3bx
I'd like too, to have a custom animation but I'm to lazy to do it, maybe when I have lot of time and I'm too bored
If I am not mistaken the process is the same as making a live wallpaper. There is a tool here that automatically creates live wallpapers from png's. Rest is pretty much ad andyharney said.
Sent from my Desire HD using XDA App
Guessing you mean 1 of these., djolebih
Live Wallpaper Creator - http://forum.xda-developers.com/showthread.php?t=748566
Wallpaper Custom Creator - http://forum.xda-developers.com/showthread.php?t=739512
I made 2 CBA the hard way, using photoshop 5 and saving each frame.
I guess you could import the video & convert to from timeline to frames, crop to size then do the same.
Bit of a ball ache if its a long clip at a high FPS though
I think Adobe ImageReady is the thing for exporting all animation frames at one click... sounds like a time saver
nice one, great tutorial !!
Hello Guys , I was very excited by android 8.0 and i also love oreos!
So long story short , I made this bootanimation for my device that looks like Android Oreo boot animation.
I tested this on my Moto G4 plus and my friend tested it on Nexus 5 and it worked great for him.
I dont have any other device to try so i want you guys to give it a go and let me know how it works!
So the problem is that i am not very good at making bootanimation , i know how to design but with the bootanimations i am new. So i thought you guys could help me with the animation and how to make it run smoothly on all devices.
I dont know much about the desc file also i just tried to make one using the default android bootanim and it worked.
These are the things that i need help with
1. Making the size of the zip small
2. Making such that part2 runs full even if the device is fully booted , i did that for the 1080p one and it worked but not for the 720p one.
3. Making the bootanimation for 720p devices , i have resized it and it plays also but the point 2. is not working. i.e. the part2 sometimes plays fully sometimes doesnt.
4. Porting it for 1440p devices, I will give the resources (the png files and the zip) and if someone can port it , it would be awesome!
5. Make the animations run at 30 fps .Right now i make the animations at 20fps and run them at 60 to make them look smooth.
It would be really helpful if you guys can help me with the process and i will credit you in the video and at the end of this thread also
Cheers
Here is the Video : https://youtu.be/fNCT-oiepCw
{
"lightbox_close": "Close",
"lightbox_next": "Next",
"lightbox_previous": "Previous",
"lightbox_error": "The requested content cannot be loaded. Please try again later.",
"lightbox_start_slideshow": "Start slideshow",
"lightbox_stop_slideshow": "Stop slideshow",
"lightbox_full_screen": "Full screen",
"lightbox_thumbnails": "Thumbnails",
"lightbox_download": "Download",
"lightbox_share": "Share",
"lightbox_zoom": "Zoom",
"lightbox_new_window": "New window",
"lightbox_toggle_sidebar": "Toggle sidebar"
}
Download :
1080p : http://www.mediafire.com/file/9f5z9ffp1a7b4m5/bootanimation.zip
720p : http://www.mediafire.com/file/vo74la7eamfg41w/bootanimation.zip
Let me know what you guys think of the Bootanimation any Suggestions are welcome.
Wow! A beautiful, gorgeous animation.
I'll give you some general pointers, based-on my experiences with animations on the N5:
- For full-screen animations, I recommend frames that do not exceed dimensions of 720x1280 pixels. My N5 (and many others) lock-up with anything larger than that. You simply scale it from 720x1280 to 1080x1920 in the desc.txt. Maybe I'm blind, but I really can't tell the difference between 1080x1920, and 720x1280 scaled-to 1080x1920 ***ON A 5-INCH SCREEN***.
- I've had issues when the number of frames in folders. For non-looping folders, I recommend not exceeding 199 frames; for looping folders, I try keeping that value under 100. There are animations that get away with many more frames in a folder, but those animations have very small frame sizes. For full-screen animations, keep a tight reign on frame counts.
- Keep the fame image sizes small. I try and target under 120KB per image, and much less if I can. You can save as JPG (and reduce quality), reduce the image sizes by scaling or cropping, or reduce the image palette (number of image colors).
TechBurner said:
These are the things that i need help with
1. Making the size of the zip small
2. Making such that part2 runs full even if the device is fully booted , i did that for the 1080p one and it worked but not for the 720p one.
3. Making the bootanimation for 720p devices , i have resized it and it plays also but the point 2. is not working. i.e. the part2 sometimes plays fully sometimes doesnt.
4. Porting it for 1440p devices, I will give the resources (the png files and the zip) and if someone can port it , it would be awesome!
5. Make the animations run at 30 fps .Right now i make the animations at 20fps and run them at 60 to make them look smooth.
Click to expand...
Click to collapse
I'll address your questions:
1. Smaller zip:
Scale the images: I scaled your animation from 1080x1920 to 720x1280, and the zip size decreased from 21MB to 12MB.
Optimize: I post-processed the scaled images further with "optipng" (in lossless mode), and it further reduced the total archive from 12MB to 10MB. Optipng looks at the palette, and determines how best to save the image.
Reduce the palette: Your images are RGB/24-bit. You could reduce the frames to 8-bit (256 colors), but you'll run into potential issues with banding of gradients. Optipng does essentially the same thing in a "nicer" way.
Scaling the images and optimizing them, while keeping them as PNG files is probably the best route.
2. Making part2 run on all devices:
Try reducing the number of frames in that folder, or shorten that segment of the animation. 227 frames is too many.
Your "part2" folder is the largest part of the animation. With the "c's" in the desc.txt, the last folder is the "close-out", or conclusion to the animation. The "c" identifiers tell the phone "do this until you hit this milestone, then do this". That last folder should be brief; I'm usually seeing it used after coming out of a long loop, with a quick transition from the loop to a logo of some type. The phone also expects it to be short, or it would stay on the loop longer. The 720p phone might be thinking "I'm not waiting for this final folder to complete; I'm ready to go to the lockscreen NOW". At 60 FPS and 212 frames, that's just under 4 seconds; perhaps that should be 2 seconds or so. Dunno. You'll have to play.
3. Making it run on 720p devices:
Could be solved by #2 above, or another solution. I'm looking at your desc.txt, and I don't think it's right.
Code:
1080 1920 60
c 1 0 part0 #FFFFFF -1
c 1 0 part1 #FFFFFF -1
c 1 0 part2 #FFFFFF -1
Let's look at this.
First, get rid of the "#FFFFFF -1" on every line. You're running a full-screen animation, yet you're pulling-in a white background. Not needed, unless you're letter-boxing (cropping) the animation.
Your "loop" is folder "part1", yet you're not looping it. "c 1 0 part1" should be "c 0 0 part1". If there were "p's" instead of "c's", a "p 0 0 part1" would never get to the next folder; that "c" tells it to "continue looping until you hit the next event"
I think you're desc.txt should look like:
Code:
1080 1920 60
c 1 0 part0
c 0 0 part1
c 1 0 part2
4. Porting it for 1440p devices:
All you need to do change the desc.txt line from "1080 1920 60" to "1440 2560 60". That's it. Either the 720x1280 or 1080x1920 frames will work fine. I'd still probably use the smaller 720p frames, but the 1080p frames will probably work. Again, I question whether anyone can tell the difference between 1440p frames and 1080p frames (scaled to 1440p) on a 6-inch screen.
5. Make the animations run at 30 fps:
Delete every other frame (odds or evens) in the animation, and change "1080 1920 60" to "1080 1920 30". Easy.
Some things to look at:
- Your loop, "part1" is very short, considering it's probably the longest thing that folks will see while booting. I'd love to see more of the pizazz you have in folder "part2", frames 48-77, incorporated into folder "part1"
- In "part2" frames 257-274 are identical. That's 18 frames. Removes frames 258-274, and in the desc.txt, you can change the last line from "c 1 0 part2" to "c 1 17 part2"; that will run the frames through once, then hold the last frame for 17 frames duration. And you get to kill 17 frames.
androcraze said:
Wow! A beautiful, gorgeous animation.
I'll give you some general pointers, based-on my experiences with animations on the N5:
- For full-screen animations, I recommend frames that do not exceed dimensions of 720x1280 pixels. My N5 (and many others) lock-up with anything larger than that. You simply scale it from 720x1280 to 1080x1920 in the desc.txt. Maybe I'm blind, but I really can't tell the difference between 1080x1920, and 720x1280 scaled-to 1080x1920 ***ON A 5-INCH SCREEN***.
- I've had issues when the number of frames in folders. For non-looping folders, I recommend not exceeding 199 frames; for looping folders, I try keeping that value under 100. There are animations that get away with many more frames in a folder, but those animations have very small frame sizes. For full-screen animations, keep a tight reign on frame counts.
- Keep the fame image sizes small. I try and target under 120KB per image, and much less if I can. You can save as JPG (and reduce quality), reduce the image sizes by scaling or cropping, or reduce the image palette (number of image colors).
I'll address your questions:
1. Smaller zip:
Scale the images: I scaled your animation from 1080x1920 to 720x1280, and the zip size decreased from 21MB to 12MB.
Optimize: I post-processed the scaled images further with "optipng" (in lossless mode), and it further reduced the total archive from 12MB to 10MB. Optipng looks at the palette, and determines how best to save the image.
Reduce the palette: Your images are RGB/24-bit. You could reduce the frames to 8-bit (256 colors), but you'll run into potential issues with banding of gradients. Optipng does essentially the same thing in a "nicer" way.
Scaling the images and optimizing them, while keeping them as PNG files is probably the best route.
2. Making part2 run on all devices:
Try reducing the number of frames in that folder, or shorten that segment of the animation. 227 frames is too many.
Your "part2" folder is the largest part of the animation. With the "c's" in the desc.txt, the last folder is the "close-out", or conclusion to the animation. The "c" identifiers tell the phone "do this until you hit this milestone, then do this". That last folder should be brief; I'm usually seeing it used after coming out of a long loop, with a quick transition from the loop to a logo of some type. The phone also expects it to be short, or it would stay on the loop longer. The 720p phone might be thinking "I'm not waiting for this final folder to complete; I'm ready to go to the lockscreen NOW". At 60 FPS and 212 frames, that's just under 4 seconds; perhaps that should be 2 seconds or so. Dunno. You'll have to play.
3. Making it run on 720p devices:
Could be solved by #2 above, or another solution. I'm looking at your desc.txt, and I don't think it's right.
Code:
1080 1920 60
c 1 0 part0 #FFFFFF -1
c 1 0 part1 #FFFFFF -1
c 1 0 part2 #FFFFFF -1
Let's look at this.
First, get rid of the "#FFFFFF -1" on every line. You're running a full-screen animation, yet you're pulling-in a white background. Not needed, unless you're letter-boxing (cropping) the animation.
Your "loop" is folder "part1", yet you're not looping it. "c 1 0 part1" should be "c 0 0 part1". If there were "p's" instead of "c's", a "p 0 0 part1" would never get to the next folder; that "c" tells it to "continue looping until you hit the next event"
I think you're desc.txt should look like:
Code:
1080 1920 60
c 1 0 part0
c 0 0 part1
c 1 0 part2
4. Porting it for 1440p devices:
All you need to do change the desc.txt line from "1080 1920 60" to "1440 2560 60". That's it. Either the 720x1280 or 1080x1920 frames will work fine. I'd still probably use the smaller 720p frames, but the 1080p frames will probably work. Again, I question whether anyone can tell the difference between 1440p frames and 1080p frames (scaled to 1440p) on a 6-inch screen.
5. Make the animations run at 30 fps:
Delete every other frame (odds or evens) in the animation, and change "1080 1920 60" to "1080 1920 30". Easy.
Some things to look at:
- Your loop, "part1" is very short, considering it's probably the longest thing that folks will see while booting. I'd love to see more of the pizazz you have in folder "part2", frames 48-77, incorporated into folder "part1"
- In "part2" frames 257-274 are identical. That's 18 frames. Removes frames 258-274, and in the desc.txt, you can change the last line from "c 1 0 part2" to "c 1 17 part2"; that will run the frames through once, then hold the last frame for 17 frames duration. And you get to kill 17 frames.
Click to expand...
Click to collapse
I tried scaling the animation, i used 720p resources and changed the resolution in the desc file to 1080p but it didnt show, i will try again though!
Should i transfer frames from part2 to part1 because there is no loop in the animation. I just want the animation to play at once and if the device is still not booted the last frame to hold , and i want all the parts to be displayed and the phone should not start untill the animation is finished.
I tried to understand it but i am not sure if i put "c" then the animation will play fully then switch to the next event or its something else?
Thank you soo much for the reply , I have been looking for help on this and couldnt find it anywhere!
TechBurner said:
I tried scaling the animation, i used 720p resources and changed the resolution in the desc file to 1080p but it didnt show, i will try again though!
Should i transfer frames from part2 to part1 because there is no loop in the animation. I just want the animation to play at once and if the device is still not booted the last frame to hold , and i want all the parts to be displayed and the phone should not start untill the animation is finished.
I tried to understand it but i am not sure if i put "c" then the animation will play fully then switch to the next event or its something else?
Thank you soo much for the reply , I have been looking for help on this and couldnt find it anywhere!
Click to expand...
Click to collapse
You don't have to touch the desc.txt if you're scaling. As long as the images retain the 9:16 ratio (1080x1920, 720x1280, 540x960, etc.), the dect.txt file will scale it to 1080x1920 if you direct it to (which you are already doing).
First, with the detail and animation you have, I highly recommend a loop. What I laid-out should work fine. Loops are nice because they show activity. What you're proposing is confusing to users; the animation at 60 FPS would complete in 4 seconds (with about 250 frames, as I'm suggesting), then you'd have a static "G" logo for 12+ seconds. I'd be in a panic thinking my phone had frozen. Depending on what's going on with the phone, that 16 seconds could stretch to a minute or more. Unsettling for me without some sort of activity.
If you want each frame to play once, and hold the last frame, you're doing things entirely wrong. Your desc.txt should be:
Code:
1080 1920 60
p 1 0 part0
p 1 0 part1
p 0 0 part2
With:
part0 - frames 008-125
part1 - frames 126-256
part2 - frame 257 only
Please have a loop and don't make it a static run-through. I'd have those Oreos in "part1" dancing, spinning, and flipping, showing that the phone is alive.
---------- Post added at 11:57 ---------- Previous post was at 11:45 ----------
TechBurner said:
I tried scaling the animation, i used 720p resources and changed the resolution in the desc file to 1080p but it didnt show, i will try again though!
Should i transfer frames from part2 to part1 because there is no loop in the animation. I just want the animation to play at once and if the device is still not booted the last frame to hold , and i want all the parts to be displayed and the phone should not start untill the animation is finished.
I tried to understand it but i am not sure if i put "c" then the animation will play fully then switch to the next event or its something else?
Thank you soo much for the reply , I have been looking for help on this and couldnt find it anywhere!
Click to expand...
Click to collapse
What I'd also do is go back and look again at how the Marshmallow and Lollipop factory animations work. I have examples in my thread. Hopefully some of the things I've chatted about have made things clearer.
part1 is a potential loop.
frames 146 to 169 are also a potential loop area. Actually, you could fade that in and out to a solid blue background as part of the loop and it would look wicked.
Why it cant be download.
I ve got nothing in download folder
I ported it for us but idk how long u guy's ROM takes to boot, this is my first time lol it's amazing what Google can do if u know what to look for, go easy on me and try it if u want:
https://drive.google.com/file/d/0B2IvRFYpm8ziMmdhYnZheWN0YlE/view?usp=drivesdk
Could not find 'Meta-INF/com/google/android/update-binary' in the zip file. Error installing zip file '/sdcard/Download/bootanimation.zip, I tried doing the installation in the youtube video but didnt work, just old logo. Tried flashing it, didnt work either....
Install method please
Woah guys no, u don't flash the zip, use a root file explorer or whatever to install the animation. U simply
download the bootanimation.zip copy it
goto /system/media
Make sure the system is mounted as rw
find the original animation and rename it to boot animation.zip.bak
Paste the downloaded bootanimation.zip there
Change the permissions to 644 rw-r-r
Aurey24 said:
Woah guys no, u don't flash the zip, use a root file explorer or whatever to install the animation. U simply
download the bootanimation.zip copy it
goto /system/media
Make sure the system is mounted as rw
find the original animation and rename it to boot animation.zip.bak
Paste the downloaded bootanimation.zip there
Change the permissions to 644 rw-r-r
Click to expand...
Click to collapse
Your the beeeeeeest.
vemakohe said:
Your the beeeeeeest.
Click to expand...
Click to collapse
Yeah this boot animation is crazy awesome! Glad you like it, did my best
I'd love to see 60fps 1080p flashable zip soon!
psydex said:
I'd love to see 60fps 1080p flashable zip soon!
Click to expand...
Click to collapse
Lemme c what I can do
psydex said:
I'd love to see 60fps 1080p flashable zip soon!
Click to expand...
Click to collapse
Well finally got it working right, but I don't know how to make a flashable.zip yet, I'll Google that later but if u want to do it the old fashion way then here give it a try. This ones at 60fps
https://drive.google.com/file/d/0B2IvRFYpm8zicGQ0VmZsYXV4b2M/view?usp=drivesdk
plz upload 30ps zip
A$h!$h said:
plz upload 30ps zip
Click to expand...
Click to collapse
I did, just look on the first page, it's the first one I've ported
flashable Android 8.0 concept_oreo_bootanimation...
60ps :
https://drive.google.com/file/d/0B0xYAxRQ4bajU3NnR3VSaGEtUEU/view?usp=drivesdk
30ps :
https://drive.google.com/file/d/0B0xYAxRQ4bajRFJOSVdwcjVwQ0E/view?usp=drivesdk
I've tweaked the animation a bit. It's staged, with a definite loop; the Google logo will now appear right before the lock screen.
Let me know what you think:
http://www.mediafire.com/file/93nbk...-30fps-Androcraze-bootanimation-flashable.zip
androcraze said:
I've tweaked the animation a bit. It's staged, with a definite loop; the Google logo will now appear right before the lock screen.
Let me know what you think:
http://www.mediafire.com/file/93nbk...-30fps-Androcraze-bootanimation-flashable.zip
Click to expand...
Click to collapse
I like this good job! We came a long way lol? will u be making a 60fps one too?
Aurey24 said:
I like this good job! We came a long way lol? will u be making a 60fps one too?
Click to expand...
Click to collapse
It's many frames, and bordering on "sluggish" as-is. Bumping it up to 60FPS (and doubling the number of frames) might cause things to lock-up.
Dealing with full 9:16 frames is tricky, especially with with a large quantity. I think for what's being done in my setup, 30FPS is "max".
Can you tell the difference between 30FPS and 60FPS?