poltcoins.blogg.se

Coding simple math equation to reverse animation timeline
Coding simple math equation to reverse animation timeline











In addition to Duration, you can set all the Timeline based properties on a key-frame animation, like you can with a From/ To/ By animation, because the key-frame animation classes also derive from Timeline. You can set an explicit Duration if you want, but be careful it's not shorter than a KeyTime in your own key frames or you'll cut off part of the animation. The duration of a key-frame animation is implicitly the duration equal to the highest KeyTime value set in any of its key frames. This is similar to how a From/ To/ By animation acts if there is no From. If there are more key frames beyond, the value then becomes the starting value for the next key frame in a sequence.Īt the start of the animation, if no key frame with KeyTime of "0:0:0" exists, the starting value is whatever the non-animated value of the property is. You can use any and all of these types within a single KeyFrames collection, to change the interpolation each time a new key frame is reached.įor interpolation behavior, each key frame controls the interpolation until its KeyTime time is reached. For example, to specify an animation that targets a Double and uses key frames, you could declare key frames with DiscreteDoubleKeyFrame, LinearDoubleKeyFrame, SplineDoubleKeyFrame, and EasingDoubleKeyFrame. Specifically, each key-frame animation type has a Discrete, Linear, Spline and Easing variation of its KeyFrame class for specifying its key frames. Key-frame animations also enable different interpolation logic, which are each implemented as a different KeyFrame subclass per animation type. By specifying multiple values to animate, you can make more complex animations. In other words, each key frame can specify a different intermediate value, and the last key frame reached is the final animation value. Key-frame animations permit more than one target value that is reached at a point along the animation timeline.

Coding simple math equation to reverse animation timeline how to#

For example, Storyboarded animations describes how to target animations, storyboards as resources, the Timeline property values such as Duration, FillBehavior, and so on. This topic builds on the animation concepts that were explained in Storyboarded animations and won't go over them again. Make sure you've read the Storyboarded animations topic.

coding simple math equation to reverse animation timeline coding simple math equation to reverse animation timeline

Linear key-frame animations, key-frame animations with a KeySpline value, or easing functions are three different techniques for approximately the same scenario: creating a storyboarded animation that's a bit more complex, and that uses a nonlinear animation behavior from a starting state to an end state.











Coding simple math equation to reverse animation timeline