This curve makes the objects gain speed at the beginning and then slowly drop it back to zero. That type of movement is the most frequently used in interface animation.
Whenever you doubt what type of motion to use in your animation, use standard curve. According to Material Design Guidelines , it is better to use an asymmetric curve to make the movement look more natural and realistic. The end of the curve must be more emphasized than its beginning, so that the duration of acceleration is shorter than that of slowing down.
In this case, the user will pay more attention to the final movement of the element and thus to its new state. Ease-in-out is used when the objects move from one part of the screen to another. In such case, animation avoids the eye-catching and dramatic effect. The same movement type should be used when the element disappears from the screen but the user can return it to the previous place at any time.
It concerns the navigation drawer, among others.
From these examples follows a fundamental rule that many beginners neglect — the beginning animation is not equal to the ending animation. As in the case with the navigation drawer — it appears with deceleration curve and disappears with the standard curve.
Duration and speed of the animation
A function cubic-bezier is used to describe the curves. The first point with coordinates 0;0 bottom left , and the last one with coordinates 1;1 top right are already defined on the graph. Based on that we need to describe only two points on the graph, which are given by four arguments of the function cubic-bezier : the first two are the coordinates x and y of the first point, the second two are the coordinates x and y of the second point.
To simplify your work with curves I suggest using sites easings. The first one contains the list of the most frequently used curves, parameters of which you can copy to your prototyping tool. The second source gives you a possibility to play with different parameters of the curve and immediately see how the objects will move. There are two types of choreography — equal and subordinate interaction. Equal interaction means that the appearance of all objects obeys to one particular rule.
The appearance of all elements at once would look bad as well.
- Handbook of Computer Animation.
- References and further materials:.
- The Blackwell guide to the philosophy of computing and information.
- Little Red in the City;
- Top 10 Best 3D Animation Books.
- Visuality, Emotions and Minority Culture: Feeling Ethnic.
This type of animation gives the sense of order and draws more attention to the main content. In other cases, it would be very difficult for the user to know which object to follow so his attention would be dispersed. Therefore, if you have several elements that you want to animate, you need to clearly define the sequence of their motion and to animate as minimum objects as possible at one time. According to Material Design , when the moving objects transform their size disproportionally, they should move along the arc rather than in a straight line.
It helps making the movement more natural.
The movement along the line is used when the object changes its size proportionally. Since the implementation of such movement is much easier, the rule of disproportional arc movement is often neglected. The motion on the curve can be achieved in two ways: the first called Vertical out — object starts moving horizontally and ends with a vertical movement; the second — Horizontal out — object begins to move vertically and ends with a horizontal motion.
For instance, on the next image we can scroll interface up and down and accordingly the card unfolds in a Vertical out way — at first to the right and then down.
Handbook of Computer Animation
The reverse movement is done in the opposite way — that is the card first rises vertically and ends up moving horizontally. If the paths of the moving objects intersect one another, they cannot move through each other. The objects should leave enough space for the movement of another object by slowing down or accelerating their own speed. Another option — they just push away other objects.
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Handbook of Computer Animation by John Vince, Paperback | Barnes & Noble®
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