Motion Design for IOS (12)

Source: Internet
Author: User
The Natural movement

The standard animation time curve is good, but it can be better, and they are not enough to make your users feel surprised and happy about your interface, as they are still the feeling of the robot, not as completely liquid and natural as humans or externally driven objects. If we want to make the animation really natural, we need to observe the natural world and the behavior of real objects so that we can imitate their actions. This is the secret nature of fascinating, natural animations in software: Let your objects act in accordance with the laws of physics, so that the elements in your interface seem to have mass and momentum as if they were sliding on the screen or just below your user's finger.

So what happens when the movement is natural? What are the moving examples that conform to the laws of physics? Well, just like the following.

Damping of Springs

A spring with a square hanging on it. It moves as you would expect the spring to move, because you have seen or experienced a similar spring movement many times before. Its motion is very different from the simple animation time curve that was previously said. Let's look at the animated curve of the object on the spring.

Damping of the oscillating motion

This curve represents the motion of an object hanging on a spring, and there are many properties (such as pull, friction, and resistance) that affect its movement. If you look at the dark blue curve, it means that the system is under damped, meaning that the object will bounce back and forth before it reaches its final stable position. This is the type of animation curve that is required for animations like the above example to feel as if the block is hanging on the spring. This non-damped spring action can make the animation elastic, and many apps use this type of action in the interface animation. For example, Facebook paper uses this spring action for almost all interface actions.

The blue curve in the middle also shows an under-damped system (which bounces off the final point before stabilization), but it is a smoother action type with less bounce. This leads to a more granular feeling, and an overly bouncing animation can make your interface too rich or enthusiastic.

The red Curve describes an action that rarely bounces and crosses a little bit before reaching the final position. If the object does not oscillate and bounces at all, but slowly reaches the final position, the spring is called under damping.

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Motion Design for IOS (12)

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