With Animatic it's easy to animate over a hundred objects at a time. Each item can have it's mass and viscosity to emulate reallife objects!
And it's only 7k when gzipped.
Chrome, Safari, Firefox, Internet Explorer 10
CSS animations have some limits, the main is that you can't really have full control over them. And it's near impossible to stop transitions without dirty hacks.
Another problem is calculating percents for keyframes. People create animations with time in mind, not percents. You always think of "it should fly and rotate for a half of a second, then stand still for another second and continue flying", and not 0% start 50% fly 70% stop 90% fly
.
Animatic gives you the ability to use delays and durations normally, even for pure CSS animations. It uses CSS transforms and 3d-transforms together with Javascript to create animation. You have full control over the flow, so you can start, stop, cancel animations and even create event-based stuff. Or it can generate pure CSS animations, but has limitations for parallel animations.
Animatic is the only animation framework that has elementary physics integrated. Now you can create lifelike animations with ease! See Physics API section
Single | Sequence | Parallel | Infinite | Control methods | Events | Easings | Timeline | Physics
At first you have to initialize the World, so the frame loop will start (so called JS
mode)
var world = animatic.world()
then you have to add items, you want to animate later
var item = world.add(document.querySelector("div"))
so the world is looping now, waiting for item transformations to animate
If you want to generate pure CSS animation, just call the .css()
method explicitly at the end of desired .animate
's
item.animate(...).css()
Arguments:
translate
, rotate
, scale
and opacity
are currently supported, but the list will expand.item.animate({translate: [x, y, z]}, 500, 'ease-in-out-quad', 100)
It's also possible to pass everything in a single object
item.animate({
translate: [x, y, z],
opacity: .5,
duration: 500,
ease: 'ease-in-out-quad',
delay: 100
})
Note: transformations' values are relative to the last known Item
state, its initial state or the state after previous animation. Angles for rotate
should be in degrees.
You can create sequential animations with ease :)
item.animate(...).animate(...).animate(...)
Sometimes you need to transform something in parallel
item.animate([{
translate : [x,y,z],
duration: 500,
ease: 'ease-in-out-quad',
delay: 100
},{
rotate : [angleX,angleY,angleZ],
duration: 1000,
ease: 'ease-in-expo',
delay: 400
}])
So you basically pass an array of transformations to create parallel animation.
You can call .infinite()
at the end of .animate
's chain, to make the animation infinite.
Animations start automatically as soon as you call .animate()
on the item.
there are three control methods available
pause
, resume
and stop
they can be called on an item, or on the whole world
item.pause()
world.stop()
If you want to generate CSS, just call .css()
after all you desired .animate
's, it will return a custom CSS object, that has pause
, resume
and stop
methods.
var animation = item.animate(...).animate(...).css()
animation.pause()
animation.stop()
Every animation has it's own start
and end
events.
item.animate(...).on('start', callback).on('end', callback)
Here's the list of al supported timing functions
linear
ease-in-quad
ease-in-cubic
ease-in-quart
ease-in-quint
ease-in-sine
ease-in-expo
ease-in-circ
ease-in-back
ease-out-quad
ease-out-cubic
ease-out-quart
ease-out-quint
ease-out-sine
ease-out-expo
ease-out-circ
ease-out-back
ease-in-out-quad
ease-in-out-cubic
ease-in-out-quart
ease-in-out-quint
ease-in-out-sine
ease-in-out-expo
ease-in-out-circ
ease-in-out-back
You can learn more about them at easings.net
Timeline is a separate world
that is useful for debug and development. It has play
pause
and stop
methods available like other worlds, but add seek
method to seek animations.
var world = animatic.timeline()
world.add(...)
world.seek(500) // seek to 500ms
You can use timeline example as a reference
Each item can also have it's mass an viscosity
var world = animatic.js()
world.add(document.querySelector('.div'), {
mass: 1,
viscosity: 0.05 // velocity controls friction
})
Take a look at physics examples
↑
↓
←
→
and W
A
S
D
to transform)timing-functions
for now)uses both JS
and CSS
world at the same time
↑
↓
←
→
and W
A
S
D
to transform)