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Home/ Questions/Q 8355063
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Editorial Team
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Editorial Team
Asked: June 9, 20262026-06-09T09:44:50+00:00 2026-06-09T09:44:50+00:00

I have approximatively 500 images that differ very slightly one from another. They are

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I have approximatively 500 images that differ very slightly one from another. They are all of the same size. They hence form a sort of video when watched one after the other very fast.

I am looking for a way to display them in a browser (html file from disk), all in the same spot, to form that video looking effect. I want to be able to play, pause, stop, play faster, play slower (and if possible even more controls, such as maybe go to specific time (ie, image 47, if there’s a slider for example; if there’s only play,pause,fast and slow it’s okay though).

I am not a programmer but I think javascript might do that. If there’s a better technology, please redirect me to it. I’m just looking for a solution that works the way I intend, but I have no javascript knowledge. This surely has been done before though, so I would gladly accept a working solution.

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  1. Editorial Team
    Editorial Team
    2026-06-09T09:44:52+00:00Added an answer on June 9, 2026 at 9:44 am

    Although you seem to be going the conversion route, here is a solution that uses javascript, allows pausing, jump to frame, and changing speed (I didn’t bother with a slider for this [or a nice UI for any of it]):

    <!DOCTYPE html>
    <html xmlns="http://www.w3.org/1999/xhtml">
    <head>
    <meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
    <title>Untitled Document</title>
    </head>
    
    <body onload="launch()">
    </body>
    <script>
    var frames=['frame1.png','frame2.png','frame3.png','frame4.png','frame5.png','frame6.png','frame7.png','frame8.png','frame9.png','frame10.png'];
    var playing=true;
    var on_frame=0;
    var timer;
    
    function launch(){
        document.body.innerHTML='<img id="film" src="frames/'+frames[on_frame]+'"/><br/><button id="actionbutton">Play</button><button onclick="stop()">Stop</button><br/>Milliseconds between frames:<input type="text" id="framerate" value="50"/><br/>Go to frame:<input type="text" id="gotoframe"><button onclick="goFrame(document.getElementById(\'gotoframe\').value);">Go</button>';   
        document.getElementById('actionbutton').addEventListener('click',play); 
        play();
    }
    
    function change(){
        document.getElementById('film').src='frames/'+frames[on_frame]; //I have my images in a folder named frames
        on_frame++;
        if(on_frame==frames.length){on_frame=0;}
        if(playing){
            timer=setTimeout(change,document.getElementById('framerate').value?document.getElementById('framerate').value:50);
        }
    }
    
    function play(){
        document.getElementById('actionbutton').removeEventListener('click',play);
        document.getElementById('actionbutton').addEventListener('click',pause);
        document.getElementById('actionbutton').innerHTML='Pause';
        clearInterval(timer);
        playing=true;
        change();
    }
    
    function pause(){
        document.getElementById('actionbutton').removeEventListener('click',pause);
        document.getElementById('actionbutton').addEventListener('click',play);
        document.getElementById('actionbutton').innerHTML='Play'; 
        playing=false; 
    
    }
    
    function stop(){
        document.getElementById('actionbutton').removeEventListener('click',pause);
        document.getElementById('actionbutton').addEventListener('click',play);
        document.getElementById('actionbutton').innerHTML='Play'; 
        playing=false; 
        on_frame=0;
    }
    
    function goFrame(x){
        if((x>-1)&&(x<=frames.length)){
            on_frame=x;
            if(!playing){document.getElementById('film').src='frames/'+frames[on_frame];}
        }
        else{
            alert('Out of range');
        }
    }
    </script>
    </html>
    
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