Hey everyone so I have a canvas that I write a rather complex animation to. Let's say I want to take screenshots of the canvas at 60 frames a second. The canvas doesn't have to play in real-time I just need it to capture 60 frames a second so I can send the screenshots to FFmpeg and make a video. I know I can use canvas.toDataURL
but how do I capture the frames smoothly?
Use this code to pause the video and lottie animations if you are using lottie-web for after effects content in the browser. Than take screenshots and use Whammy to compile a webm file which you can than run through ffmpeg to get your desired output.
generateVideo(){
const vid = new Whammy.fromImageArray(this.captures, 30);
vid.name = "project_id_238.webm";
vid.lastModifiedDate = new Date();
this.file = URL.createObjectURL(vid);
},
async pauseAll(){
this.pauseVideo();
if(this.animations.length){
this.pauseLotties()
}
this.captures.push(this.canvas.toDataURL('image/webp'));
if(!this.ended){
setTimeout(()=>{
this.pauseAll();
}, 500);
}
},
async pauseVideo(){
console.log("curretTime",this.video.currentTime);
console.log("duration", this.video.duration);
this.video.pause();
const oneFrame = 1/30;
this.video.currentTime += oneFrame;
},
async pauseLotties(){
lottie.freeze();
for(let i =0; i<this.animations.length; i++){
let step =0;
let animation = this.animations[i].lottie;
if(animation.currentFrame<=animation.totalFrames){
step = animation.currentFrame + animation.totalFrames/30;
}
lottie.goToAndStop(step, true, animation.name);
}
}