2015-07-05 15:43:07 +08:00
|
|
|
|
# 自然运动
|
2015-07-02 13:57:26 +08:00
|
|
|
|
|
2015-07-05 15:43:07 +08:00
|
|
|
|
- category: 动画
|
2015-07-02 13:57:26 +08:00
|
|
|
|
- order: 0
|
2015-07-05 15:43:07 +08:00
|
|
|
|
|
2015-07-02 13:57:26 +08:00
|
|
|
|
---
|
|
|
|
|
|
|
|
|
|
现实物体照着一定节奏移动,并不是一开始就移动很快的。
|
|
|
|
|
|
|
|
|
|
当我们打开现代家具的门或抽屉时,首先会让它加速,然后慢下来。
|
|
|
|
|
|
|
|
|
|
当电梯开关门时,它在打开或关闭时都有一段缓冲带,是先加速,然后慢下来。
|
|
|
|
|
|
|
|
|
|
当某个东西往下掉时,首先是越掉越快,撞到地上后回弹,最终才又碰触地板。
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
### 质量和重量
|
|
|
|
|
|
|
|
|
|
在物理世界里,是以力量附加到物体对象里,加上自身的质量才完成一段动画。力量的持续时间决定物体的加速,减速与改变方向。
|
|
|
|
|
|
|
|
|
|
动画停止与启动都不是瞬间完成的,因它需要一段缓冲的时间来加速或减速,因此,当动画有突然启动,停止或改变方向,都会显得很不自然。
|
|
|
|
|
|
|
|
|
|
#### 自然缓动
|
|
|
|
|
不要用直线缓动Linear做物体出入动画的缓动;注:Linear函数可做循环动画函数;
|
|
|
|
|
|
|
|
|
|
如下图所示,在没有缓动的情况下启动与停止都显得突兀,感觉动画还没结束就停止了,所以在物体运动中避免直线运动;
|
|
|
|
|
|
|
|
|
|
<script src="/static/TweenMax.min.js"></script>
|
|
|
|
|
<script src="/static/motion.js"></script>
|
|
|
|
|
<div id="J-Linear">
|
|
|
|
|
</div>
|
|
|
|
|
|
|
|
|
|
<script>
|
|
|
|
|
$(function (){
|
|
|
|
|
new Motion("#J-Linear",{lineData:[{open:[],end:[],stroke:"#f2666c"},{open:[0.455, 0.03, 0.515, 0.955],end:[0.455, 0.03, 0.515, 0.955],stroke:"#71B5DE",openEaseName:"easeInOutQuad",endEaseName:"easeInOutQuad"},],mask:false});
|
|
|
|
|
})
|
|
|
|
|
</script>
|
|
|
|
|
|
|
|
|
|
上图所示缓动函数:红:Linear 蓝:easeInOutQuad;
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
#### 出入动画
|
|
|
|
|
不要做单向动画,进场后不做出场,直接消失元素或回到原点,会让整个画面不协调,反相只出不进也一样;
|
|
|
|
|
|
|
|
|
|
所以有动画的进场必须要有动画的出场,包括导航上的动画;
|
|
|
|
|
|
|
|
|
|
<div id="J-Symmetric">
|
|
|
|
|
</div>
|
|
|
|
|
|
|
|
|
|
<script>
|
|
|
|
|
$(function (){
|
|
|
|
|
new Motion("#J-Symmetric",{lineData:[
|
|
|
|
|
{open:[0.455, 0.03, 0.515, 0.955],end:[],openEaseName:"easeInOutQuad",endEaseName:"null",stroke:"#f2666c"},
|
|
|
|
|
{open:[0.645, 0.045, 0.355, 1],end:[0.645, 0.045, 0.355, 1],stroke:"#71B5DE",openEaseName:"easeInOutCubic",endEaseName:"easeInOutCubic"}],
|
|
|
|
|
mask:false,exposure:"top"});
|
|
|
|
|
})
|
|
|
|
|
</script>
|
|
|
|
|
|
|
|
|
|
上图所示缓动函数:红:easeInOutQuad 蓝:easeInOutCubic;
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
##### 场外出入
|
|
|
|
|
场外出入需要考虑力量与引力的关系,如向空中抛物体时,开始时力量大于引力时,速度是最快的,
|
|
|
|
|
|
|
|
|
|
到达一定高度后,随着力量的减少,速度也跟随着降低,物体达到最高点后,力量等于引力或小于引力时,物体随之下降;
|
|
|
|
|
|
|
|
|
|
所以在快到达最高点和掉下来时有一定缓冲带;不要做图示红色球体下降时的缓动;
|
|
|
|
|
|
|
|
|
|
<div id="J-Entry">
|
|
|
|
|
</div>
|
|
|
|
|
|
|
|
|
|
<script>
|
|
|
|
|
$(function (){
|
|
|
|
|
new Motion("#J-Entry",{lineData:[
|
|
|
|
|
{open:[0.25, 0.46, 0.45, 0.94],end:[0.25, 0.46, 0.45, 0.94],openEaseName:"easeOutQuad",endEaseName:"easeOutQuad",stroke:"#f2666c"},
|
|
|
|
|
{open:[0.215, 0.61, 0.355, 1],end:[0.55, 0.055, 0.675, 0.19],stroke:"#71B5DE",openEaseName:"easeOutCubic",endEaseName:"easeInCubic"}],
|
|
|
|
|
mask:true,exposure:"bottom"});
|
|
|
|
|
})
|
|
|
|
|
</script>
|
|
|
|
|
|
|
|
|
|
上图所示缓动函数:红:easeOutQuad,easeOutQuad 蓝:easeOutCubic,easeInCubic;
|
|
|
|
|
|
|
|
|
|
示例组件:<a href="/components/message/">Message全局提示</a>,<a href="/components/dropdown/">Dropdown下拉菜单</a>
|
|
|
|
|
|
|
|
|
|
#### 弹性动画
|
|
|
|
|
|
|
|
|
|
1.如蹦极跳下来时,刚跳下时速度很快,到达绳子的长度后,由于物体的重量再将绳子拉长再反弹,弹动几次后才停下。
|
|
|
|
|
|
|
|
|
|
动画里也由质量来决定它的反弹,一般元素最好只弹动一次就够了,收回时可以用向下浮动再上拉或直接前缓动,可适用在下拉框与弹出元素;
|
|
|
|
|
|
|
|
|
|
2.如球类物体掉地上的后,反弹几次后停止;
|
|
|
|
|
|
|
|
|
|
注:
|
|
|
|
|
1.曲线图用的是3次贝塞尔曲线,没法表示Bounce,所以用line替换;
|
|
|
|
|
2.弹性动画最好结合alpha;
|
|
|
|
|
<div id="J-Back">
|
|
|
|
|
</div>
|
|
|
|
|
|
|
|
|
|
<script>
|
|
|
|
|
$(function (){
|
|
|
|
|
new Motion("#J-Back",{lineData:[
|
|
|
|
|
{open:[],end:[0.455, 0.03, 0.515, 0.955],openEaseName:"easeOutBounce",endEaseName:"easeInOutQuad",stroke:"#70f266"},
|
|
|
|
|
{open:[0.175, 0.885, 0.32, 1.275],end:[0.6, -0.28, 0.735, 0.045],stroke:"#71B5DE",openEaseName:"easeOutBack",endEaseName:"easeInBack"}],
|
|
|
|
|
mask:false,exposure:"top"});
|
|
|
|
|
})
|
|
|
|
|
</script>
|
|
|
|
|
|
2015-07-05 15:43:07 +08:00
|
|
|
|
上图所示缓动函数:红:easeOutBounce,easeInOutQuad 蓝:easeOutBack,easeInBack;
|