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[BOOTANIMATION] Android Oreo Bootanimation Concept

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By:
TechBurner

TechBurner

Senior Member
Jul 11, 2012
588
662
Delhi
techburner.in
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
0pxoPG1.jpg


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.
 
Last edited:
androcraze

androcraze

Senior Member
Jan 11, 2013
2,254
1,665
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).

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.

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 60c 1 0 part0 #FFFFFF -1c 1 0 part1 #FFFFFF -1c 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 60c 1 0 part0c 0 0 part1c 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.
 
Last edited:
TechBurner

TechBurner

Senior Member
Jul 11, 2012
588
662
Delhi
techburner.in
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 60c 1 0 part0 #FFFFFF -1c 1 0 part1 #FFFFFF -1c 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 60c 1 0 part0c 0 0 part1c 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.

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!
 
androcraze

androcraze

Senior Member
Jan 11, 2013
2,254
1,665
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!

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 60p 1 0 part0p 1 0 part1p 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 ----------

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!

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.
 
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Reactions:TechBurner

vemakohe

Senior Member
May 28, 2013
229
56
Partizánske
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
Your the beeeeeeest.;)
 

Aurey24

Senior Member
Sep 15, 2014
130
33
Ann arbor
Yeah this boot animation is crazy awesome! Glad you like it, did my best
 

Aurey24

Senior Member
Sep 15, 2014
130
33
Ann arbor
I'd love to see 60fps 1080p flashable zip soon!
Lemme c what I can do
 
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Reactions:psydex

Aurey24

Senior Member
Sep 15, 2014
130
33
Ann arbor
I'd love to see 60fps 1080p flashable zip soon!
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
 

A$h!$h

Senior Member
Apr 29, 2014
289
119

Aurey24

Senior Member
Sep 15, 2014
130
33
Ann arbor
I did, just look on the first page, it's the first one I've ported
 

Aurey24

Senior Member
Sep 15, 2014
130
33
Ann arbor
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
I like this good job! We came a long way lol? will u be making a 60fps one too?
 
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androcraze

androcraze

Senior Member
Jan 11, 2013
2,254
1,665
I like this good job! We came a long way lol? will u be making a 60fps one too?

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?
 

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  • 12
    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
    0pxoPG1.jpg


    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.
    6
    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).

    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.

    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 60c 1 0 part0 #FFFFFF -1c 1 0 part1 #FFFFFF -1c 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 60c 1 0 part0c 0 0 part1c 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.
    4
    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
    2
    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
    2
    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
    Your the beeeeeeest.;)

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