set FrameDelay on collection.Write to MNG format #1709
Replies: 1 comment
-
After further reading and exploration, I was able to get my frame rate for my MNGs by using the AnimationTicksPerSecond method(?). |
Beta Was this translation helpful? Give feedback.
0 replies
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
-
I am using the Magic.NET.Core.dll, Magic.NET-Q8-x64.dll along with Magic.Native-Q8-x64.dlls in my Unity project to attempt and export an MNG after generating a sequence of PNGs.
I have poked around a bit to see if there are ways to set the frame delay on an MNG file but it doesn't seem to work the same as a .GIF file.
Snippet:
When I swap the collection.Write to a .GIF, MagickFormat.Gif it will take the AnimationDelay value without issues, it just seems to ignore the information on the MNG. It defaults the frame to 10/100s.
When I was first playing with ImageMagick, I was using the command prompt and it would also just default set the delay to 10 ms if I used the -delay command.
example: magick Image_*.png -delay 5 Image.MNG
I have very little programing knowledge but I will answer any questions to assist diagnose my error. The MNG file format is required for my output. I DO have a manual way of opening the MNG after and updating the frame delay/loop, but being able to do it when the file is created it would save a lot of time.
Beta Was this translation helpful? Give feedback.
All reactions