TheAnimated library is designed to make animations fluid, powerful, and painless to build and maintain. Animated focuses on declarative relationships between inputs and outputs, configurable transforms in between, and start/stop methods to control time-based animation execution.
The core workflow for creating an animation is to create an Animated.Value, hook it up to one or more style attributes of an animated component, and then drive updates via animations using Animated.timing().
Don't modify the animated value directly. You can use the useRef Hook to return a mutable ref object. This ref object's current property is initialized as the given argument and persists throughout the component lifecycle.
In most cases, you will be using timing(). By default, it uses a symmetric easeInOut curve that conveys the gradual acceleration of an object to full speed and concludes by gradually decelerating to a stop.
Animations are started by calling start() on your animation. start() takes a completion callback that will be called when the animation is done. If the animation finished running normally, the completion callback will be invoked with finished: true. If the animation is done because stop() was called on it before it could finish (e.g. because it was interrupted by a gesture or another animation), then it will receive finished: false.
By using the native driver, we send everything about the animation to native before starting the animation, allowing native code to perform the animation on the UI thread without having to go through the bridge on every frame. Once the animation has started, the JS thread can be blocked without affecting the animation.
Only animatable components can be animated. These unique components do the magic of binding the animated values to the properties, and do targeted native updates to avoid the cost of the React render and reconciliation process on every frame. They also handle cleanup on unmount so they are safe by default.
The interpolate() function allows input ranges to map to different output ranges. By default, it will extrapolate the curve beyond the ranges given, but you can also have it clamp the output value. It uses linear interpolation by default but also supports easing functions.
Gestures, like panning or scrolling, and other events can map directly to animated values using Animated.event(). This is done with a structured map syntax so that values can be extracted from complex event objects. The first level is an array to allow mapping across multiple args, and that array contains nested objects.
Specifying stiffness/damping/mass as parameters makes Animated.spring use an analytical spring model based on the motion equations of a damped harmonic oscillator. This behavior is slightly more precise and faithful to the physics behind spring dynamics, and closely mimics the implementation in iOS's CASpringAnimation.
Create a new Animated value that is limited between 2 values. It uses the difference between the last value so even if the value is far from the bounds it will start changing when the value starts getting closer again. (value = clamp(value + diff, min, max)).
Loops a given animation continuously, so that each time it reaches the end, it resets and begins again from the start. Will loop without blocking the JS thread if the child animation is set to useNativeDriver: true. In addition, loops can prevent VirtualizedList-based components from rendering more rows while the animation is running. You can pass isInteraction: false in the child animation config to fix this.
Advanced imperative API for snooping on animated events that are passed in through props. It permits to add a new javascript listener to an existing AnimatedEvent. If animatedEvent is a javascript listener, it will merge the 2 listeners into a single one, and if animatedEvent is null/undefined, it will assign the javascript listener directly. Use values directly where possible.
Animations are started by calling start() on your animation. start() takes a completion callback that will be called when the animation is done or when the animation is done because stop() was called on it before it could finish.
Animation is a filmmaking technique by which still images are manipulated to create moving images. In traditional animation, images are drawn or painted by hand on transparent celluloid sheets (cels) to be photographed and exhibited on film. Animation has been recognized as an artistic medium, specifically within the entertainment industry. Many animations are computer animations made with computer-generated imagery (CGI). Stop motion animation, in particular claymation, has continued to exist alongside these other forms.
Animation is contrasted with live-action film, although the two do not exist in isolation. Many moviemakers have produced films that are a hybrid of the two. As CGI increasingly approximates photographic imagery, filmmakers can easily composite 3D animations into their film rather than using practical effects for showy visual effects (VFX).
Computer animation can be very detailed 3D animation, while 2D computer animation (which may have the look of traditional animation) can be used for stylistic reasons, low bandwidth, or faster real-time renderings. Other common animation methods apply a stop motion technique to two- and three-dimensional objects like paper cutouts, puppets, or clay figures.
A cartoon is an animated film, usually a short film, featuring an exaggerated visual style. The style takes inspiration from comic strips, often featuring anthropomorphic animals, superheroes, or the adventures of human protagonists. Especially with animals that form a natural predator/prey relationship (e.g. cats and mice, coyotes and birds), the action often centers on violent pratfalls such as falls, collisions, and explosions that would be lethal in real life.
Analog mechanical animation media that rely on the rapid display of sequential images include the phnakisticope, zoetrope, flip book, praxinoscope, and film. Television and video are popular electronic animation media that originally were analog and now operate digitally. For display on computers, technology such as the animated GIF and Flash animation were developed.
In addition to short films, feature films, television series, animated GIFs, and other media dedicated to the display of moving images, animation is also prevalent in video games, motion graphics, user interfaces, and visual effects.[1]
The word "animation" stems from the Latin "animātiōn", stem of "animātiō", meaning "a bestowing of life".[2] The earlier meaning of the English word is "liveliness" and has been in use much longer than the meaning of "moving image medium".
Long before modern animation began, audiences around the world were captivated by the magic of moving characters. For centuries, master artists and craftsmen have brought puppets, automatons, shadow puppets, and fantastical lanterns to life, inspiring the imagination through physically manipulated wonders.[3]
When cinematography eventually broke through in the 1890s, the wonder of the realistic details in the new medium was seen as its biggest accomplishment. It took years before animation found its way to the cinemas. The successful short The Haunted Hotel (1907) by J. Stuart Blackton popularized stop-motion and reportedly inspired mile Cohl to create Fantasmagorie (1908), regarded as the oldest known example of a complete traditional (hand-drawn) animation on standard cinematographic film. Other great artistic and very influential short films were created by Ladislas Starevich with his puppet animations since 1910 and by Winsor McCay with detailed hand-drawn animation in films such as Little Nemo (1911) and Gertie the Dinosaur (1914).[4]
During the 1910s, the production of animated "cartoons" became an industry in the US.[5] Successful producer John Randolph Bray and animator Earl Hurd, patented the cel animation process that dominated the animation industry for the rest of the century.[6][7] Felix the Cat, who debuted in 1919, became the first fully realized animal character in the history of American animation.[8]
In 1928, Steamboat Willie, featuring Mickey Mouse and Minnie Mouse, popularized film with synchronized sound and put Walt Disney's studio at the forefront of the animation industry. Although Disney Animation's actual output relative to total global animation output has always been very small, the studio has overwhelmingly dominated the "aesthetic norms" of animation ever since.[9]
In 1917, Italian-Argentine director Quirino Cristiani made the first feature-length film El Apstol (now lost), which became a critical and commercial success. It was followed by Cristiani's Sin dejar rastros in 1918, but one day after its premiere, the film was confiscated by the government.[12]
Although relatively few titles became as successful as Disney's features, other countries developed their own animation industries that produced both short and feature theatrical animations in a wide variety of styles, relatively often including stop motion and cutout animation techniques. Soviet Soyuzmultfilm animation studio, founded in 1936, produced 20 films (including shorts) per year on average and reached 1,582 titles in 2018. China, Czechoslovakia / Czech Republic, Italy, France, and Belgium were other countries that more than occasionally released feature films, while Japan became a true powerhouse of animation production, with its own recognizable and influential anime style of effective limited animation.[citation needed]
Computer animation was gradually developed since the 1940s. 3D wireframe animation started popping up in the mainstream in the 1970s, with an early (short) appearance in the sci-fi thriller Futureworld (1976).[16]
The Rescuers Down Under was the first feature film to be completely created digitally without a camera.[17] It was produced using the Computer Animation Production System (CAPS), developed by Pixar in collaboration with The Walt Disney Company in the late 1980s, in a style similar to traditional cel animation .[18][19][20]
3a8082e126