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Comments (8)

devmario avatar devmario commented on May 4, 2024 2

If you use single RAF, I have an idea
For example

var factory = new animeFactory();
var aim = new anime();
factory.add(anim);
factory.tick(timeElepse/* avail negative */);

We can create slow-motion animation and invert animation, as applied to all animation on browser.

This is my cpp animation manager.
https://github.com/devmario/CppTweener/blob/master/tween.h
https://github.com/devmario/CppTweener/blob/master/tween.cpp

from anime.

juliangarnier avatar juliangarnier commented on May 4, 2024 2

I think it's actually possible to do what you described.
Anime expose the .tick() function of an animation, and you can do things like this :

var myAnimation = anime({
  targets: '.particule',
  translateX: 100,
  autoplay: false
});


function render(time) {
  myAnimation.tick(time);
  requestAnimationFrame(render)
}

render();

from anime.

devmario avatar devmario commented on May 4, 2024 1

@juliangarnier
How about this
http://jsfiddle.net/devmario/9d8orpg5/12/

from anime.

juliangarnier avatar juliangarnier commented on May 4, 2024

@devmario It's an interesting idea, but I cant think of any real use cases of this.
Looks cool though.

from anime.

ngokevin avatar ngokevin commented on May 4, 2024

Creating multiple RAFs is bad for performance. I was using it for 3D/VR, but had to switch back to Tween.js because I wasn't able to control when the animations ticked.

from anime.

juliangarnier avatar juliangarnier commented on May 4, 2024

Anime only creates one single RAF, and stop ticking when there is nothing to animate.
I also use the update() callback whenever I need a RAF call, like this:

var loop = anime({
  update: function() { do stuff.. },
  duration: Infinity
});

loop.play();
loop.pause();

That way I'm not creating extra RAF, and I can control when something is running or not easily.

Regarding performance, V2 will considerably improve speed on complex animations, around 1.5x faster. (You can try it here: https://github.com/juliangarnier/anime/tree/v2.0)

from anime.

ngokevin avatar ngokevin commented on May 4, 2024

Awesome! It won't work for my cases though. For 3D/VR scenes, there's already an existing RAF (the render loop), and for those cases, we want to control the animation to update only once per frame. Something like:

render: function (time) {
  // ...
  if (notPaused) {
    anime.tick(time);
  }
  // ...
}

If I pause the scene, I'd want the animation to automatically pause as a result of not "ticking" it.

from anime.

ngokevin avatar ngokevin commented on May 4, 2024

Thanks, that looks perfect! Will give it a try.

from anime.

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