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Guard against ridiculously long animations? #26
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This is kind of a drawback of the |
Mm, I think I disagree, and I definitely don't want to keep using In any case, I don't think a lower framerate would actually be that bad: The way Last time I did some profiling, the abstract fields in MeshCatMechanisms.jl/src/visualizer.jl Line 106 in a215565
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I assume Three.js doesn't allow you to 'stream in' frames of an animation? As in, send it frames from Julia one at a time as fast as possible and have the viewer record them in a buffer that can also be replayed later, while the viewer starts playing whatever frames are in the buffer straight away. Re: |
Not that I'm aware of, but I'm sure we could build something like that. The fundamental datatype is the KeyframeTrack: https://threejs.org/docs/#api/en/animation/KeyframeTrack which is essentially a vector of times and vector of poses. We could probably just append directly to an existing keyframe track, as long as its interpolation process doesn't try to read past the end of the data. |
Accidentally trying to animate a trajectory of thousands or tens of thousands of seconds takes locks up both Julia and the viewer, as we end up producing an incredible number of samples. Maybe we can guard against this? Perhaps by limiting the animation sampling rate to some constant factor above the sample rate of the
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vector?The text was updated successfully, but these errors were encountered: