Tweening
Tweens are one of the fundamental building blocks of animation. They are a special type of generators that animate between two values over given time.
tween
function
The simplest way to create a tween is via the
tween
function:
import {Circle, makeScene2D} from '@motion-canvas/2d';
import {createRef, map, tween} from '@motion-canvas/core';
export default makeScene2D(function* (view) {
const circle = createRef<Circle>();
view.add(
<Circle
ref={circle}
x={-300}
width={240}
height={240}
fill="#e13238"
/>,
);
yield* tween(2, value => {
circle().position.x(map(-300, 300, value));
});
});
In the example above, we animate the x coordinate of our circle from -300
to
300
over a span of 2
second.
The tween
function takes two parameters. The first
one specifies the tween duration in seconds. The second is a callback function
that will be called each frame the tween takes place. The value
parameter it
receives is a number ranging from 0
to 1
, informing us about the progress of
the tween. We can use it to calculate the values that our tween animates. In the
case of our circle, we use the map
function to map the value
range from
[0, 1]
to [-300, 300]
and set it as the x
coordinate:
Timing functions
At the moment, our animation feels a bit unnatural. The speed with which the
value
parameter changes is constant, which in turn makes the circle move with
constant speed. In real life, however, objects have inertia - they take time to
speed up and slow down. We can simulate this behavior with
timing functions.
A timing function takes a number in the range [0, 1]
and returns another
number in the same range but with a modified rate of change. Motion Canvas
provides all the most popular timing functions
(sometimes called easing functions) but since it's a normal JavaScript function
you can create your own.
Let's use the easeInOutCubic
function to
fix our animation:
yield *
tween(2, value => {
circle().position.x(map(-300, 300, easeInOutCubic(value)));
});
easeInOut
means that the object will speed up at the start (in
) and slow
down at the end (Out
). Cubic
denotes the mathematical function used - in
this case it's a cubic equation. Knowing that, a function called easeOutQuad
would make the object start with full speed and then slow down at the end using
a quadratic equation.
The effects of a particular easing function can be visualised by animating the
y
coordinate of an object as time changes with a constant rate, such as
bouncing it in and out.
Because using timing functions to map a range of values is a really common
pattern, it's possible to skip map
entirely and pass the range to the timing
function itself:
// This:
map(-300, 300, easeInOutCubic(value));
// Can be simplified to:
easeInOutCubic(value, -300, 300);
Interpolation functions
So far, we've only animated a single, numeric value. The
map
function can be used to interpolate between two
numbers but to animate more complex types we'll need to use interpolation
functions. Consider the following example:
// import { Color } from "@motion-canvas/core";
yield *
tween(2, value => {
circle().fill(
Color.lerp(
new Color('#e6a700'),
new Color('#e13238'),
easeInOutCubic(value),
),
);
});
Color.lerp
is a static function that interpolates between two colors:
All complex types in Motion Canvas provide a static method
called lerp
that interpolates between two instances of said type.
Aside from the default linear interpolation, some types offer more advanced
functions such as the Vector2.arcLerp
. It
makes the object follow a curved path from point a to b:
yield *
tween(2, value => {
circle().position(
Vector2.arcLerp(
new Vector2(-300, 200),
new Vector2(300, -200),
easeInOutCubic(value),
),
);
});
Tweening properties
The tween
function is useful when we need to
orchestrate complex animations. However, there's a better way of tweening
individual properties. You may recall from the quickstart
section that the following tween:
yield *
tween(2, value => {
circle().color(
Color.lerp(
new Color('#e6a700'),
new Color('#e13238'),
easeInOutCubic(value),
),
);
});
Can be written as:
yield * circle().color('#e13238', 2);
Here, we use a SignalTween
signature that
looks similar to a setter, except it accepts the transition duration as its
second argument. Under the hood, this will also create a tween - one that starts
with the current value and ends with the newly provided one.
We can chain multiple tweens together by calling the to()
method on the
returned object:
yield * circle().color('#e13238', 2).to('#e6a700', 2);
By default, property tweens use easeInOutCubic
as the timing function. We can
override that by providing a third argument:
yield *
circle().color(
'#e13238',
2,
easeOutQuad,
);
Similarly, we can pass a custom interpolation function as the fourth argument:
yield *
circle().position(
new Vector2(300, -200),
2,
easeInOutCubic,
Vector2.arcLerp,
);
spring
function
The spring
function allows us to interpolate
between two values using Hooke's law. We need to provide it with the description
of our spring and the from
and to
values. You can think of it as having a
spring in resting position (the to
value), stretching it all the way to the
starting position (the from
value), and then letting it go. The movement of
the spring as it tries to reach the equilibrium is what we can use to dive our
animations.
In the example below, we use springs to animate a position of a circle, but this method can be used for more things than just position.
import {Circle, makeScene2D} from '@motion-canvas/2d';
import {PlopSpring, SmoothSpring, createRef, spring} from '@motion-canvas/core';
export default makeScene2D(function* (view) {
const circle = createRef<Circle>();
view.add(
<Circle
ref={circle}
x={-400}
size={240}
fill={'#e13238'}
/>,
);
yield* spring(PlopSpring, -400, 400, 1, value => {
circle().position.x(value);
});
yield* spring(SmoothSpring, 400, -400, value => {
circle().position.x(value);
});
});
Spring description
The first argument of the spring
function expects
an object that describes the physical properties of our spring. Motion Canvas
ships with a few useful presets that you can use, such as PlopSpring
and
SmoothSpring
. But it's possible to define your own spring:
const MySpring = {
mass: 0.04,
stiffness: 10.0,
damping: 0.7,
initialVelocity: 8.0,
};
mass
- Describes the inertia of the spring. How much force is required to accelerate and decelerate it.stiffness
- The coefficient of the spring. Usually represented byk
in Hooke's equation. It describes how stiff the spring is.damping
- Over time, damping causes the spring to lose energy and eventually settle in equilibrium. You can set it to0
to create a spring that oscillates indefinitely.initialVelocity
- The initial velocity of the spring. You can set thefrom
andto
positions to the same value and give the spring some initial velocity to make it oscillate in place.
Settle tolerance
Notice how in our spring example, we provided the first spring with an additional value:
yield * spring(PlopSpring, -400, 400, 1 /*...*/);
// here ^
This optional argument is called settleTolerance
and is used to define the
minimal distance from the to
value the spring should reach to be considered
settled. The generator created by the spring
function finishes only when the spring settles. By adjusting the tolerance
we can make the animation finish faster, depending on our needs. In our example
we animate the position so a tolerance of 1
means that the spring needs to be
at most 1
pixel away from the to
value.
Saving and restoring states
All nodes provide a save
method which allows
us to save a snapshot of the node's current state. We can then use the
restore
method at a later point in our
animation to restore the node to the previously saved state.
circle().save();
yield * circle().position(new Vector2(300, -200), 2);
yield * circle().restore(1);
It is also possible to provide a custom timing function to
the restore
method.
yield * circle().restore(1, linear);
Node states get stored on a stack. This makes it possible to save more than one
state by invoking the save
method multiple
times. When calling restore
, the node will
be restored to the most recently saved state by popping the top entry in the
state stack. If there is no saved state, this method does nothing.
The example below shows a more complete example of how we can store and restore multiple states across an animation.
import {Circle, makeScene2D} from '@motion-canvas/2d';
import {all, createRef} from '@motion-canvas/core';
export default makeScene2D(function* (view) {
const circle = createRef<Circle>();
view.add(
<Circle
ref={circle}
size={150}
position={[-300, -300]}
fill={'#e13238'}
/>,
);
circle().save();
yield* all(circle().position.x(0, 1), circle().scale(1.5, 1));
circle().save();
yield* all(circle().position.y(0, 1), circle().scale(0.5, 1));
circle().save();
yield* all(circle().position.x(300, 1), circle().scale(1, 1));
yield* circle().restore(1);
yield* circle().restore(1);
yield* circle().restore(1);
});