Back to top. Hi, I'm Febucci and you're reading a post about my game development journey. I create indie games since and I also share anything I find useful while I'm making them, including my own notes and tips. Easing or interpolation equations are mostly used in animations to change a component value in a defined period of time.
You can move objects, change their colors, scales, rotations and anything you want simply using easing equations. If you already know about them and you can jump on the Lerp section. The same value is returned by our method written above, if we give the same parameter. Just like our method names. A function defines how a set of input values correspond to a set of output values. One input can return only one output.
The interpolation stays in its initial state until the end, at which point it jumps directly to its final state. This keyword represents the easing function steps 1, jump-end or steps 1, end. This example creates an animation that can be started and stopped again using the provided button, and a select menu that can be used to switch its easing function between the available keywords, plus a couple of cubic-bezier and steps options.
The idea is to provide an easy comparison between different easing functions. Note: If the animation contains multiple stops, then the steps specified in the steps function will apply to each section. Therefore an animation with three segments and steps 2 will contain 6 steps in total, 2 per segment.
The linear class of easing functions linear The interpolation is done at a constant rate from beginning to end. When you specify an invalid cubic-bezier curve, CSS ignores the whole property. Syntax cubic-bezier x1 , y1 , x2 , y2. Upgrade to Microsoft Edge to take advantage of the latest features, security updates, and technical support. Easing functions allow you to apply custom mathematical formulas to your animations.
For example, you may want an object to realistically bounce or behave as though it were on a spring. Besides creating your own custom easing function by inheriting from EasingFunctionBase , you can use one of several easing functions provided by the runtime to create common effects. BackEase : Retracts the motion of an animation slightly before it begins to animate in the path indicated.
BounceEase : Creates a bouncing effect. ElasticEase : Creates an animation that resembles a spring oscillating back and forth until it comes to rest. Not only is the animation design and style beautiful, but they also flow nicely and harmoniously. It is precisely that flow in combination with the design and presentation which makes the animation look stunning and natural.
That is the power of easing functions, which are also called timing functions. However, having a dozen or more elements on a page with an animation that features the same duration and easing function values may make the UI a bit bland and monotone. Humans respond better to natural motion, so making the animation and transition more varied and natural will result in a better user experience. If we go back to the In Pieces example and inspect the stylesheet , we can notice that various custom cubic-bezier easing functions are used in combination with the pre-defined linear and ease-in timing functions to achieve that beautiful animation flow.
Following video showcases In Pieces website with all easing functions set to ease-out. Even though there is nothing wrong with the animations, notice how they are not as stunning nor exciting as the original animations.
In order to get a better understanding of easing functions, we need to take a step back and take a look at the animation basics in CSS. Animation is defined by keyframes which determine how an element should look and be positioned at certain points. CSS Transitions use two keyframes starting and ending value , while CSS animations allow more precise control with the keyframes rule.
Animation duration determines the amount of time for the animation to go from the first keyframe to the last. The following graph shows the connection between the animation keyframes and duration. There are many ways in which animation can progress between two keyframes.
For example, animation can have a constant speed or it can move quickly at the start and slow down near the end, or move slowly at the start and then speed up until it reaches the end, etc.
This rate, or speed is defined with the easing functions timing functions.
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