I have an introductory portion of a site where 4 letters (SVGS) pop onto the screen. Most of the time, it plays just fine. On occasion however, sometimes one or two or all the images won't animate in at all. I'm not sure what could be causing this (it's not the cache), and a page refresh usually fixes it. Am I missing something? Should I wait for the images to load AND for the entire DOM to be ready?
Here is the relevant CSS (Sass).
Animation:
#keyframes bobble {
0% {
transform: translateY(124px) scale(0.8, 1.6);
}
25% {
transform: translateY(-64px) scale(1.6, 0.8);
}
55% {
transform: translateY(16px) scale(0.9, 1.1);
}
100% {
transform: translateY(0) scale(1);
opacity: 1;
}
}
Styling
.hello-header-img {
height: 100%;
width: 100%;
opacity: 0;
animation: bobble $animation-duration cubic-bezier(0.64, 0.57, 0.67, 1.53);
animation-fill-mode: forwards;
animation-play-state: paused;
will-change: transform, opacity;
// Plays animations when images have loaded (JS)
.is-ready & {
animation-play-state: running;
}
}
Each letter also has an animation delay which starts at 0.4s and increases by 0.3s for each letter (so letter 1 = 0.4s delay, letter 2 = 0.7s delay, letter 3 = 1s delay, etc).
Javascript
const imgs = document.querySelectorAll('.hello-header img');
let counter = 0;
let hasScrolled = false;
// Animate after hello section images have loaded
[].forEach.call( imgs, function( img ) {
img.addEventListener( 'load', ()=> {
counter++;
if ( counter === imgs.length ) {
document.querySelectorAll('.js-hello-header')[0].classList.add('is-ready');
}
}, false );
});
Try replacing translate and scale with translate3d and scale3d (with the appropriate parameters).
translate and scale in general are very CPU expensive while their 3d counterparts utilize hardware acceleration from the graphics card and therefore play animations much smoother.
Related
I am trying to create a sliding line, as shown in this video preview, but the issue is that it glitches on iOS as the animation completes, and starts a new cycle. Are there ways to adjust this code so the line is infinitely sliding with no glitches between cycles?
.animated {
ul {
#keyframes translateInfinite {
0% {
transform: translateX(0);
}
100% {
transform: translateX(-100%);
}
}
animation: translateInfinite calc(var(--slider-line-speed, 40) * 1s) linear infinite;
}
}
I came across this page https://pepecph.com/ and thought the fade in effect of the pictures were really cool.
I tried to imitate that effect with styled-component to pass each picture's index as a way to separate them when they are all fading in.
-webkit-animation: ${props =>
`fadein ${props.index}s`}; /* Safari, Chrome and Opera > 12.1 */
#keyframes fadein {
from {
opacity: 0;
}
to {
opacity: 1;
}
}
Here is the demo: https://codesandbox.io/s/focused-clarke-eduf1
However it is not quite doing what that page seems to be doing, no matter how I adjust the time of fade-in. On the original page(https://pepecph.com/), every picture is showing up fast and delayed differently for some time. And I inspect the image element of the original page, it has this line of css
transition: top 70ms cubic-bezier(0.25,0.46,0.45,0.94),left 70ms cubic-bezier(0.25,0.46,0.45,0.94),transform 70ms cubic-bezier(0.25,0.46,0.45,0.94),height 150ms cubic-bezier(0.25,0.46,0.45,0.94) 70ms,-webkit-transform 70ms cubic-bezier(0.25,0.46,0.45,0.94)
I am not good at css so I don't know if this has something to do with that visual effect.
I edited your code a little bit, let me explain what I've done:
First we need to start with zero opacity images till those are loaded, we can also add a delay transition based on the index of the image.
<Image
pose={pose}
{...props}
style={{
opacity: this.state.opacity,
transition: "opacity 2s cubic-bezier(0.25,0.46,0.45,0.94)",
transitionDelay: `${props.index * 0.5}s`
}}
/>
We also need to add a setter function to change the opacity state via refs:
toggleOpacity = o => {
this.setState({ opacity: o });
};
The tricky part was to track the images refs, this is how it looks, we also removed all keyframes since those are no longer necessary:
const Gallery = () => {
const [isSelected, setIsSelected] = useState(null);
const refs = {};
let images = [];
for (let i = 0; i < 10; i++) {
refs[i] = useRef(null);
let height = Math.floor(Math.random() * 400 + 400);
let width = Math.floor(Math.random() * 400 + 400);
images.push(
<PicContainer index={i} key={i} selected={isSelected}>
<ZoomImg
src={`https://source.unsplash.com/random/${height}x${width}`}
onLoad={() => {
// Calling ref function
refs[i].current.toggleOpacity(1);
}}
// Setting ref
ref={refs[i]}
index={i}
setIsSelected={setIsSelected}
/>
</PicContainer>
);
}
return (
<Mansory gap={"15em"} minWidth={600}>
{images.map(image => image)}
</Mansory>
);
};
Here is the full example.
Here's an example. The HTML requires a div to be wrapped around the whole of the body content if you want it to fade in all at once. Look for this:
<div class="wrapper fade-in">
There's a lot of stuff you can do with CSS, I've been using it for years and I still learn something new every once in a while.
All the animation commands will appear in your CSS like so:
#keyframes fadeIn
to {
opacity: 1; }
Then your divs are going to have a class that calls the animation (#keyframes):
.fade-in {
animation: fadeIn 1.0s ease forwards;
[other div properties can be included here]
}
The HTML will look like this:
<div class="fade-in">
[content]
</div>
Finally, you'll need to make sure you include the vendor codes to make it compatible with all browsers [which adds a fair amount of code, which is why jQuery can be a better option for this stuff]:
#keyframes fadeIn{
0% {
opacity:0;
}
100% {
opacity:1;
}
}
#-moz-keyframes fadeIn {
0% {
opacity:0;
}
100% {
opacity:1;
}
}
#-webkit-keyframes fadeIn {
0% {
opacity:0;
}
100% {
opacity:1;
}
}
#-o-keyframes fadeIn {
0% {
opacity:0;
}
100% {
opacity:1;
}
}
#-ms-keyframes fadeIn {
0% {
opacity:0;
}
100% {
opacity:1;
}
}
The vendor codes will have to be duplicated again in your div class in the CSS:
.fade-in {
animation: fadeIn ease 5s;
-webkit-animation: fadeIn ease 5s;
-moz-animation: fadeIn ease 5s;
-o-animation: fadeIn ease 5s;
-ms-animation: fadeIn ease 5s;
}
Struggling to even get started figuring this out, I am working on a website for a friend, here is a one of the pages..
http://sarahboulton.co.uk/livingroom.html
So on refresh it brings up one of four constellations of letters, which shift their constellations using math random.
We were hoping to start applying small animations to the letters.. something along these lines..
.lipbalm {
animation: shake 0.1s;
animation-iteration-count: infinite; }
#keyframes shake {
0% { transform: translate(0px) }
50% { transform: translate(0.5px) }
100% { transform: translate(0px) }
}
But whether these movements could be randomised for each letter, still small movements.. but using something similar to..
$(document).ready(function(){
$('.goldrocks-g').css({'left' : (Math.random() * 250) + 350})
});
..each letter randomises its movement, maybe one ends up on..
#keyframes shake {
0% { transform: translate(0px) }
50% { transform: translate(0.4px) }
100% { transform: translate(0px) }
}
.. and another has..
#keyframes shake {
0% { transform: translate(0px) }
50% { transform: translate(0.1px) }
100% { transform: translate(0px) }
}
and something similar for the speed too? All the letters have their own div, might be easier to view the source of the page to see whats going on !
The way I would approach this problem is by creating the a few variations of your shake class and then assign those classes at random when you are assigning the random constellation.
So something like this:
css
.shake-1{
animation: shake-1 0.3s;
animation-iteration-count: infinite;
}
.shake-2{
animation: shake-2 0.3s;
animation-iteration-count: infinite;
}
.shake-3{
animation: shake-3 0.3s;
animation-iteration-count: infinite;
}
#keyframes shake-1 {
0% { transform: translate(0px) }
50% { transform: translate(2px) }
100% { transform: translate(0px) }
}
#keyframes shake-2 {
0% { transform: translate(0px) }
50% { transform: translate(-2px) }
100% { transform: translate(0px) }
}
#keyframes shake-3 {
0% { transform: translate(0px) }
50% { transform: translate(0px, 2px) }
100% { transform: translate(0px) }
}
html
<div class="dyinglight-d shake-1" style="left: 839.646px; top: 212.011px;">...</div>
<div class="dyinglight-y shake-2" style="left: 959.592px; top: 97.9469px;">...</div>
etc
Here's a codepen I made for you with your site's code to show an example of it working: https://codepen.io/ChrisRArendt/pen/jQXjNa
You may generate CSS style using javaScript to integrate javaScript Math.random() into CSS logic.
For example you can generate 10 keyframes with names shake1 to shake10 with random transform on 50% and append this styles to the header style :
var css;
for (x=1;x=10;x++){
css += '#keyframes shake'+ x.toString() +' {';
css += '0% { transform: translate(0px)}';
css += '50% { transform: translate('+ Math.random() +'px)}';
css += '100% { transform: translate(0px)}';
css += '}';
}
$( "<style>" + css + </style>").appendTo( "head" );
Finally you can assign each keyframe randomly to target divs:
$('.goldrocks-g').each(function(){
(this).css({"animation": "shake" + Math.random()*10+1 +" 0.1s infinite");
})
I think the easiest way to do this would be to have a random feeling shake animation that could be applied to all letters. Then you can randomly apply inline CSS of animation-delay: 100ms or animation-delay: 300ms. That style could be applied differently each time. All letters will be using the same shake animation but will be at different intervals in the animation based on their delay time.
I am using WOW.js and animate.css, right now I am running my CSS to Infinite. I would like know how can I make my class run for 3 seconds stop and start again to infinite?
My html:
<img src="images/fork.png" class="fork wow rubberBand" >
My CSS class:
.fork {
position: absolute;
top: 38%;
left: 81%;
max-width: 110px;
-webkit-animation-iteration-count: infinite ;
-webkit-animation-delay: 5s;
}
The solution can be in JS or CSS3.
With pure CSS3 animations, one way to add a delay between every single iteration of the animation would be to modify the keyframes setting such that they produce the required delay.
In the below snippet, the following is what is being done:
The whole duration of the animation is 6 seconds. In order to have the delay, the whole duration should be the duration for which your animation actually runs + time delay. Here, the animation actually runs for 3s, we need a 3s delay and so the duration is set as 6 seconds.
For the first 50% of the animation (that is, 3 seconds), nothing happens and the element basically holds its position. This gives the appearance of the 3 second delay being applied
For the next 25% of the animation (that is, 1.5 seconds) the element moves down by 50px using transform: translateY(50px).
For the final 25% of the animation (that is, last 1.5 seconds) the element moves up by 50px using transform: translate(0px) (back to its original position).
The whole animation is repeated infinite number of times and each iteration will end up having a 3 second delay.
div{
height: 100px;
width: 100px;
border: 1px solid;
animation: move 6s infinite forwards;
}
#keyframes move{
0% { transform: translateY(0px);}
50% { transform: translateY(0px);}
75% { transform: translateY(50px);}
100% { transform: translateY(0px);}
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/prefixfree/1.0.7/prefixfree.min.js"></script>
<div>Some content</div>
The animation-delay property introduces a delay only for the first iteration and hence it cannot be used to add delays between every iteration. Below is a sample snippet illustrating this.
div{
height: 100px;
width: 100px;
border: 1px solid;
animation: move 6s infinite forwards;
animation-delay: 3s;
}
#keyframes move{
0% { transform: translateY(0px);}
50% { transform: translateY(50px);}
100% { transform: translateY(0px);}
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/prefixfree/1.0.7/prefixfree.min.js"></script>
<div>Some content</div>
LIke this
html
<div class="halo halo-robford-animate"></div>
css
body{
background: black;
}
.halo{
width: 263px;
height: 77px;
background: url('http://i.imgur.com/3M05lmj.png');
}
.halo-robford-animate{
animation: leaves 0.3s ease-in-out 3s infinite alternate;
-webkit-animation: leaves 0.3s ease-in-out 3s infinite alternate;
-moz-animation: leaves 0.3s ease-in-out 3s infinite alternate;
-o-animation: leaves 0.3s ease-in-out 3s infinite alternate;
}
#-webkit-keyframes leaves {
0% {
opacity: 1;
}
50% {
opacity: 0.5;
}
100% {
opacity: 1;
}
}
#-moz-keyframes leaves {
0% {
opacity: 1;
}
50% {
opacity: 0.5;
}
100% {
opacity: 1;
}
}
#-o-keyframes leaves {
0% {
opacity: 1;
}
50% {
opacity: 0.5;
}
100% {
opacity: 1;
}
}
#keyframes leaves {
0% {
opacity: 1;
}
50% {
opacity: 0.5
}
100% {
opacity: 1;
}
}
jsfiddle
I have searched through a lot of questions related to my question in stackoverflow but i haven't found one yet that answers my question with plain JavaScript (not using libraries of any kind).
My problem is that I have an infinite animation with CSS3 i.e.:
.clockwiseAnimation {
top: 270px;
left: 200px;
position: absolute;
-webkit-animation: clockwise 4s linear infinite; /* Chrome, Safari 5 */
-moz-animation: clockwise 4s linear infinite; /* Firefox 5-15 */
-o-animation: clockwise 4s linear infinite; /* Opera 12+ */
animation: clockwise 4s linear infinite; /* Chrome, Firefox 16+, IE 10+, Safari 5 */
}
#-webkit-keyframes clockwise {
from { -webkit-transform: rotate(0deg) translateX(150px) rotate(0deg); }
to { -webkit-transform: rotate(360deg) translateX(150px) rotate(-360deg); }
}
#-moz-keyframes clockwise {
from { -moz-transform: rotate(0deg) translateX(150px) rotate(0deg); }
to { -moz-transform: rotate(360deg) translateX(150px) rotate(-360deg); }
}
#-o-keyframes clockwise {
from { -o-transform: rotate(0deg) translateX(150px) rotate(0deg); }
to { -o-transform: rotate(360deg) translateX(150px) rotate(-360deg); }
}
#keyframes clockwise {
from { transform: rotate(0deg) translateX(150px) rotate(0deg); }
to { transform: rotate(360deg) translateX(150px) rotate(-360deg); }
}
This animation allows me to spin (clockwise) whatever tag that has the class "clockwiseAnimation".
What I want to do is to change the time of execution (I'll call it speed) of the animation with javascript like:
HTML:
<span id="someID" class="clockwiseAnimation">sometext</span>
JavaScript:
var style = document.getElementById("someID").style,
speed = 6;
//obviously the speed is dynamic within my site (through an `<input type="range">`)
//for the purposes of this example I set the speed to a different value(6seconds) than the original value(4seconds).
style.webkitAnimationDuration = style.mozAnimationDuration = style.oAnimationDuration = style.animationDuration = speed + "s";
It works when I pause and then play(by play I mean UNPAUSE not restart) the animation, i.e.:
var style = document.getElementById("someID").style;
some = 6; //it is dynamic (as I pointed out before)
//pause
style.webkitAnimationPlayState = style.mozAnimationPlayState = style.oAnimationPlayState = style.animationPlayState = "paused";
//change speed
style.webkitAnimationDuration = style.mozAnimationDuration = style.oAnimationDuration = style.animationDuration = speed + "s";
//play (== UNPAUSE) //UPDATE: Added the timeout because I can't get it to work any other way.
setTimeout(function(){
style.webkitAnimationPlayState = style.mozAnimationPlayState = style.oAnimationPlayState = style.animationPlayState = "running";
},1);
UPDATED:
And it works! BUT, it has a big RANDOM jump in the animation, meaning that when I change the "speed" with the "<input type="range"> slider" the element jumps to a random location (not the beginning nor the end of the animation just a random location).
NOTE: Pause and play works very smooth without changing the "speed" of the animation.
My question(s): Can I change the "speed" of the animation smoothly WITH JavaScript? (WITHOUT the jumping)
If the answer is: "There is not a way to do it smoothly throughout the animation execution", then:
Is there a way to change it in the next iteration of the infinite animation?
If so:
Then how can I tell it to start in the next iteration and how to know which is the next iteration if I set the animation to infinite (animation-iteration-count property of the element that is doing the animation always returns "infinite").
Here is an example. I hope it helps.
What may be occurring is that the animation-duration "change" could be "jumping" to the point in the animation corresponding to the "changed" #keyframes - based on the total "changed" animation duration..
If the animation-duration began from (or 0%) proceeded to to (or 100%), the corresponding #keyframes "position" may be changed as well.
For example if the original animation-duration was 4s (or, 4000ms) at approximately 2s (or, 2000ms), the corresponding keyframes may be at approximately 50%, or
at 2 seconds into 4 second animation
50% { -webkit-transform: rotate(180deg) translateX(150px) rotate(-180deg); }
when the animation-duration is dynamically changed, the corresponding keyframes may be "changed" to the matching % point, or, a larger duration span for the same effect. The animated element may appear to go forwards or backwards, or hve a "jumping" due to it re-positioning itself within the "changed" corresponding keyframes and animations.
There is also 1s setTimeout function, that may or may not actually have a 1s duration.
It may be possible to "smoothly" "jump" to the newly "changed" position within the lengthier animation-duration the suggested transition effect or requestAnimationFrame (http://www.w3.org/TR/animation-timing/).
..
Try this:
html
<input type="range" id="speedSlider" min="2000" max="6000" value="4000">
css
input {
-webkit-transform: rotate(180deg);
top : 50px;
position : absolute;
}
.clockwiseAnimation {
/* top: 270px;
left: 200px; */
left : 50%;
top : 50%;
position:absolute;
/* css animation (no change) */
}
js
var speedSlider = document.getElementById("speedSlider");
speedSlider.addEventListener("change", changeSpeed, false);
function changeSpeed(e){
var speed = Math.floor(speedSlider.value);
var element = document.getElementById("span");
var style = element.style;
style.webkitAnimationPlayState = style.mozAnimationPlayState = style.oAnimationPlayState = style.animationPlayState = "paused";
style.webkitAnimationDuration = style.mozAnimationDuration = style.oAnimationDuration = style.animationDuration = String(speed) + "ms";
style.webkitAnimationPlayState = style.mozAnimationPlayState = style.oAnimationPlayState = style.animationPlayState = "running";
}
With CSS: http://jsbin.com/UsunIMa/1/
CSS properties transition and animation allow you to pick the easing function.
div {
transition: all 600ms cubic-bezier(0.77, 0, 0.175, 1);
/* or */
animation: clockwise 4s cubic-bezier(0.77, 0, 0.175, 1) infinite;
}
use setTimeout to add animation class to your required element with the removal of animation class as a callback.
Maybe jQuery queue could help you.
Here it is