-
@ralph
Been doing some more animating and ran into a massive memory problem. My project files are typically are kept short to handle a single shot before changing placement of the camera since I chew right through memory.Now I know, 512mb is not what you set the app to use and that it is android.
I know certain things like video editors on PC like the one I am using is capable of using storage to cache the clips and only a certain portion of the video will be loaded and cached into memory before it needs to load more.So what if you had the choice in settings to give up frame thumbnails and quickly being able to load from frame 50 to frame 1 in a second because these other frames are not cached in memory but in storage. Storage is slower than memory which I know, but I really don’t care and could work with it myself. If that were an option and I could gut my speed so I don’t have to go through 450mb for 2.5 seconds only to load up a project to continue what the first project could not finish.
So if it is possible to only cache one or 5 frames in memory as well as all the project info that is important to animating and actually working with the project on, then to have storage hold onto portions of the project which are not currently being used, this would deal with a bit of my problem.
I dunno if SN is built to do something like this, but this would be a very solid feature.







its possible but SN is different in that a lot of data references things across frames (movieclips (where is the origin?) to time them, auto-camera)
at htis point in the app its way too much work to get this to work
its a great idea and i’ve thought of it too but, yeah, basically starting from scratch
which i mean, maybe one day tbh
SN PC aside, a “new and revamped” SN app would be cool too
– – –
anyway, the best way to halve memory usage is to have the app disable in-app tweening, which is something i wanted to add for a while but keep pushing it off because time
due to tweening, every frame is technically cloned once, and that cloned frame sits behind the scenes and is what is modified/tweened when the tweened frame is playing (as to not move/mess with the actual figures in the keyframe)
having the app open a project with “No tweening enabled” at all prevents these cloned frames from existing
basically you wouldn’t be able to tween the animation, though maybe there’d be a toggle in the export options to still allow an export to have tweening still
A no tweening would be solid, so long as I can still export with tweening.
Kinda what I thought though that SN is reliant so uch on memory cached data where it would be a load of work because of how SN is already built. But that’s all good. Looking for ways to break that android heap limit myself and really can’t tell if anyone has found a way since almost nobody seems to have gotten to that limit.
Maybe rooting?
I know that old app I used, Stick Fighter had the ability to have 2000 frames. I exported 6 minute long animations straight out of that app since it would load the actual tweened frames and all that when you decide to play your animation. It was slower but it allowed for a load, but the whole app was simpler in general.
honestly, i haven’t seen a way around it
darkboy uses Memu, and an old version, because it allows him to change it to (a max of, I believe, 512)
newer emulators don’t let you change it? I think
idk, honestly I don’t understand how there’s no rooting way around this limitation of Android
The highest any emulator goes is 512mb. Bluestacks gets that by default and it cannot be changed.
I think there is something with android studio though that allows it to go to 1024mb or something like that but nobody wants to animate through android studio. Especially when I don’t mind animating with tough screen.
I have done a load of research into this and all I have to say is this video is representation of how my research was going.
There is Windows 11 and it’s thing for running android apps. I wonder if it can skip around that heap. But I can’t use that since it’s a US only thing.