NOTE This is a work in progress. If you find that something is unclear or missing details, please file an issue and help make this guide better. Or feel free to submit clarifications or improvements of your own if you feel you can help too!
A tween (from in-between) is a concept that allows you to change the values of the properties of an object in a smooth way. You just tell it which properties you want to change, which final values should they have when the tween finishes running, and how long should this take, and the tweening engine will take care of finding the intermediate values from the starting to the ending point.
For example, suppose you have a position
object with x
and y
coordinates:
const position = {x: 100, y: 0}
If you wanted to change the x
value from 100
to 200
, you'd do this:
import {Tween} from '@tweenjs/tween.js'
// Create a tween for position first
const tween = new Tween(position)
// Then tell the tween we want to animate the x property over 1000 milliseconds
tween.to({x: 200}, 1000)
Actually this won't do anything yet. The tween has been created but it's not active. You need to start it:
// And set it to start
tween.start()
Finally in order to run as smoothly as possible you should call the tween.update()
function in the same main loop you're using for animating. This generally looks like this:
animate()
function animate() {
requestAnimationFrame(animate)
// [...]
tween.update()
// [...]
}
After 1 second (i.e. 1000 milliseconds) position.x
will be 200
.
But unless you print the value of x
to the console, you can't see its value changing. You might want to use the onUpdate
callback:
tween.onUpdate(function (object) {
console.log(object.x)
})
This function will be called each time the tween is updated; how often this happens depends on many factors--how fast (and how busy!) your computer or device is, for example.
So far we've only used tweens to print values to the console, but you could use it for things such as animating positions of three.js objects:
const tween = new Tween(cube.position).to({x: 100, y: 100, z: 100}, 10000).start()
animate()
function animate() {
requestAnimationFrame(animate)
tween.update()
threeRenderer.render(scene, camera)
}
In this case, because the three.js renderer will look at the object's position before rendering, you don't need to use an explicit onUpdate
callback.
You might have noticed something different here too: we're chaining the tween function calls! Each tween function returns the tween instance, so you can rewrite the following code:
const tween = new Tween(position)
tween.to({x: 200}, 1000)
tween.start()
into this
const tween = new Tween(position).to({x: 200}, 1000).start()
You'll see this a lot in the examples, so it's good to be familiar with it! Check 04-simplest for a working example.
Tween.js doesn't run by itself. You need to tell it when to run, by explicitly calling the update
method of each tween, or the update
method of a Group
that has multiple tweens (more on Groups below). The recommended method is to do this inside your main animation loop, which should be called with requestAnimationFrame
for getting the best graphics performance:
We've seen this example before:
animate()
function animate() {
requestAnimationFrame(animate)
// [...]
tween.update()
// [...]
}
If called without parameters, update
will determine the current time in order to find out how long has it been since the last time it ran.
However you can also pass an explicit time parameter to update
. Thus,
tween.update(100)
means "update with time = 100 milliseconds". You can use this to make sure that all the time-dependent functions in your code are using the very same time value. For example, suppose you've got a player and want to run tweens in sync. Your animate
code could look like this:
let currentTime = player.currentTime
tween.update(currentTime)
We use explicit time values for the unit tests. You can have a look at tests.ts to see how we call tween.update()
with different values in order to simulate time passing.
So far we've learnt about the Tween.start
method, but there are more methods that control individual tweens. Probably the most important one is the start
counterpart: stop
. If you want to cancel a tween, just call this method over an individual tween:
tween.stop()
Stopping a tween that was never started or that has already been stopped has no effect. No errors are thrown either.
The start
method also accepts a time
argument. If you use it, the tween won't start until that particular moment in time; otherwise it will start as soon as possible (i.e. on the next call to tween.update()
).
The start
method accepts a second boolean argument: when true
, a tween that we previously used will start from the values in the target object, instead of starting from the beginning. Useful for stopping a tween, then starting another one that will continue from the current location.
This is an alias for tween.start(undefined, true)
, to make a previously-used
tween start from the last values of the target object, instead of from the
beginning.
Individual tweens have an update
method to so that they can be updated over time in an animation loop, and on each update they will apply updated values to their target object.
const tween = new Tween(someObject).to(/*...*/).start()
function animate(time) {
tween.update(time)
requestAnimationFrame(animate)
}
While an tween is running (i.e. it has already been start
ed and may have
already been update
d numerous times) it can be paused. Even if update()
is
called while the tween is paused, its time will not move forward. isPlaying
will still be true while a tween is paused
and its update()
method continues
to track time progression (you can continue to call update()
while a tween is
paused).
tween.start()
function animate() {
tween.update()
requestAnimationFrame(animate)
}
animate()
// at any time while the tween is running
tween.pause()
Things get more interesting when you sequence different tweens in order, i.e. setup one tween to start once a previous one has finished. We call this chaining tweens, and it's done with the chain
method. Thus, to make tweenB
start after tweenA
finishes:
tweenA.chain(tweenB)
Or, for an infinite chain, set tweenA
to start once tweenB
finishes:
tweenA.chain(tweenB)
tweenB.chain(tweenA)
Check Hello world to see an example of these infinite chains.
In other cases, you may want to chain multiple tweens to another tween in a way that they (the chained tweens) all start animating at the same time:
tweenA.chain(tweenB, tweenC)
Warning Calling
tweenA.chain(tweenB)
actually modifies tweenA so that tweenB is always started when tweenA finishes. The return value ofchain
is just tweenA, not a new tween.
If you wanted a tween to repeat forever you could chain it to itself, but a better way is to use the repeat
method. It accepts a parameter that describes how many repetitions you want after the first tween is completed:
tween.repeat(10) // repeats 10 times after the first tween and stops
tween.repeat(Infinity) // repeats forever
The total number of tweens will be the repeat parameter plus one for the initial tween. Check the Repeat example.
This function only has effect if used along with repeat
. When active, the behaviour of the tween will be like a yoyo, i.e. it will bounce to and from the start and end values, instead of just repeating the same sequence from the beginning:
tween.yoyo(false) // default value, animation will only go from start to end value
tween.yoyo(true) // tween will 'yoyo' between start and end values
More complex arrangements might require delaying a tween before it actually starts running. You can do that using the delay
method:
tween.delay(1000)
tween.start()
will start executing 1 second after the start
method has been called.
Normally the delay
time is applied between repetitions of a tween, but if a value is provided to the repeatDelay
function then that value will determine the total time elapsed between repetitions of a tween.
Consider this example:
tween.delay(1000)
tween.repeatDelay(500)
tween.start()
The first iteration of the tween will happen after one second, the second iteration will happen a half second after the first iteration ends, the third iteration will happen a half second after the second iteration ends, etc. If you want to delay the initial iteration but you don't want any delay between iterations, then make sure to call tween.repeatDelay(0)
.
If dynamic
is set to true
(it defaults to false
) objects passed to tween.to()
can be modified on the outside of a tween while the tween is animating. This can be used to dynamically modify the outcome of a tween while it is running.
See the Dynamic to example. In that example, in both scenes, the position of the rabbit is updated during the animation. The rabbit position happens to be the object passed into the fox's tween.to()
method. As the rabbit position is updated, in the first scene with .dynamic(false)
the fox moves towards the initial position of the rabbit and does not chase the rabbit, and in the second scene with .dynamic(true)
the final destination of the fox is hence also updated which makes the fox chase the rabbit.
See the other dynamic to
examples for more ideas.
Warning When
dynamic
is set tofalse
, Tween makes a copy of the object passed intotween.to()
and will never modify it (hence updating the original object from the outside is not dynamic). Whendynamic
istrue
, Tween uses the original object as the source of values during animation (every update reads the values, hence they can be modified dynamically) but note that in dynamic mode, Tween will modify any interpolation arrays of the object passed intotween.to()
which may cause side-effects on any external code that may also rely on the same object.
Sometimes you want to update multiple tweens at once, which can be useful when
grouping a set of tweens into a logical component in your application. You can
do this with a Group
.
First add multiple tweens to a group:
import {Group, Tween} from '@tweenjs/tween.js'
const tween1 = new Tween(obj1).to(...).start()
const tween2 = new Tween(obj2).to(...).start()
const group = new Group()
group.add(tween1)
group.add(tween2)
Then call group.update()
in your animation loop instead of on individual
tweens:
animate()
function animate() {
requestAnimationFrame(animate)
// [...]
group.update()
// [...]
}
Note that a tween can only belong to a single group. Adding a tween to a group automatically removes it from any previous group.
Returns an array of all tweens added to a group.
Add a tween to a group.
Remove a tween from a group.
Remove all tween from a group.
Update all tweens in a group, with an optional time value. If time value is not supplied, it default to the current time.
Tween.js will perform the interpolation between values (i.e. the easing) in a linear manner, so the change will be directly proportional to the elapsed time. This is predictable but also quite uninteresting visually wise. Worry not--this behaviour can be easily changed using the easing
method. For example:
import {Tween, Easing} from '@tweenjs/tween.js'
// ...
tween.easing(Easing.Quadratic.In)
This will result in the tween slowly starting to change towards the final value, accelerating towards the middle, and then quickly reaching its final value. In contrast, Easing.Quadratic.Out
would start changing quickly towards the value, but then slow down as it approaches the final value.
There are a few existing easing functions provided with tween.js. They are grouped by the type of equation they represent: Linear, Quadratic, Cubic, Quartic, Quintic, Sinusoidal, Exponential, Circular, Elastic, Back and Bounce, and then by the easing type: In, Out and InOut.
Probably the names won't be saying anything to you unless you're familiar with these concepts already, so it is probably the time to check the Graphs example, which graphs all the curves in one page so you can compare how they look at a glance.
Easing
also has a function called generatePow()
. This function generates easing functions for different curves depending on arguments. You can check the relevance of the arguments to curves in the example of pow easing page.
Credit where credit is due: these functions are derived from the original set of equations that Robert Penner graciously made available as free software a few years ago, but have been optimised to play nicely with JavaScript.
Not only can you use any of the existing functions, but you can also provide your own, as long as it follows a couple of conventions:
- it must accept one parameter:
k
: the easing progress, or how far along the duration of the tween we are. Allowed values are in the range [0, 1].
- it must return a value based on the input parameters.
The easing function is only called once per tween on each update, no matter how many properties are to be changed. The result is then used with the initial value and the difference (the deltas) between this and the final values, as in this pseudocode:
easedElapsed = easing(k);
for each property:
newPropertyValue = initialPropertyValue + propertyDelta * easedElapsed;
For the performance-obsessed people out there: the deltas are calculated only when start()
is called on a tween.
So let's suppose you wanted to use a custom easing function that eased the values but applied a Math.floor to the output, so only the integer part would be returned, resulting in a sort of step-ladder output:
function tenStepEasing(k) {
return Math.floor(k * 10) / 10
}
And you could use it in a tween by simply calling its easing method, as we've seen before:
tween.easing(tenStepEasing)
Check the graphs for custom easing functions example to see this in action (and also some metaprogramming for generating step functions).
Another powerful feature is to be able to run your own functions at specific times in each tween's life cycle. This is usually required when changing properties is not enough.
For example, suppose you're trying to animate some object whose properties can't be accessed directly but require you to call a setter instead. You can use an update
callback to read the new updated values and then manually call the setters. All callbacks are passed the tweened object as the only parameter.
const trickyObjTween = new Tween({
propertyA: trickyObj.getPropertyA(),
propertyB: trickyObj.getPropertyB(),
})
.to({propertyA: 100, propertyB: 200})
.onUpdate(function (object) {
object.setA(object.propertyA)
object.setB(object.propertyB)
})
Or imagine you want to play a sound when a tween is started. You can use a start
callback:
const tween = new Tween(obj).to({x: 100}).onStart(function () {
sound.play()
})
The scope for each callback is the tweened object--in this case, obj
.
Executed right before the tween starts animating, after any delay time specified by the delay
method. This will be executed only once per tween, i.e. it will not be run when the tween is repeated via repeat()
.
It is great for synchronising to other events or triggering actions you want to happen when a tween starts.
The tweened object is passed in as the first parameter.
As per onStart
, except that it will be run on every repeat of the tween.
The tweened object is passed in as the first parameter.
Executed when a tween is explicitly stopped via stop()
, but not when it is completed normally, and before stopping any possible chained tween.
The tweened object is passed in as the first parameter.
Executed each time the tween is updated, after the values have been actually updated.
The tweened object is passed in as the first parameter.
Executed when a tween is finished normally (i.e. not stopped).
The tweened object is passed in as the first parameter.
Executed whenever a tween has just finished one repetition and will begin another.
The tweened object is passed in as the first parameter.
To clarify when onStart
, onEveryStart
and onRepeat
are called, consider:
const obj = {x: 0}
const t = new Tween(obj)
.to({x: 5}, 5)
.repeat(Infinity)
.onStart(() => {
console.log('onStart')
})
.onRepeat(() => {
console.log('onRepeat')
})
.onEveryStart(() => {
console.log('onEveryStart')
})
.start(0)
for (let ticks = 0; ticks < 22; ticks += 1) {
console.log('Tick', ticks)
t.update(ticks)
console.log(obj)
console.log()
}
The output would look like this, on the left as above, and on the right with .delay(5)
:
Tick 0 Tick 0
onStart { x: 0 }
onEveryStart
{ x: 0 }
Tick 1 Tick 1
{ x: 1 } { x: 0 }
Tick 2 Tick 2
{ x: 2 } { x: 0 }
Tick 3 Tick 3
{ x: 3 } { x: 0 }
Tick 4 Tick 4
{ x: 4 } { x: 0 }
Tick 5 Tick 5
onRepeat onStart
{ x: 5 } onEveryStart
{ x: 0 }
Tick 6 Tick 6
onEveryStart { x: 1 }
{ x: 1 }
Tick 7 Tick 7
{ x: 2 } { x: 2 }
Tick 8 Tick 8
{ x: 3 } { x: 3 }
Tick 9 Tick 9
{ x: 4 } { x: 4 }
Tick 10 Tick 10
onRepeat onRepeat
{ x: 5 } { x: 5 }
Tick 11 Tick 11
onEveryStart { x: 5 }
{ x: 1 }
Tick 12 Tick 12
{ x: 2 } { x: 5 }
Tick 13 Tick 13
{ x: 3 } { x: 5 }
Tick 14 Tick 14
{ x: 4 } { x: 5 }
Tick 15 Tick 15
onRepeat onEveryStart
{ x: 5 } { x: 0 }
Tick 16 Tick 16
onEveryStart { x: 1 }
{ x: 1 }
Tick 17 Tick 17
{ x: 2 } { x: 2 }
Tick 18 Tick 18
{ x: 3 } { x: 3 }
Tick 19 Tick 19
{ x: 4 } { x: 4 }
Tick 20 Tick 20
onRepeat onRepeat
{ x: 5 } { x: 5 }
Tick 21 Tick 21
onEveryStart { x: 5 }
{ x: 1 }
tween.isPlaying
is true
when a tween is started, even if it is paused.
When a tween is stopped, isPlaying
and isPaused
will both be false
, so !tween.isPlaying()
can be used to detect if a tween is stopped (regardless if the tween has completed).
tween.isPaused
is true
when a tween is paused. isPlaying
will also be true
. If a tween is started, but not paused, isPlaying
will be true
and isPaused
will be false
.
You can also use relative values when using the to
method. When the tween is started, Tween.js will read the current property values and apply the relative values to find out the new final values. But you need to use quotes or the values will be taken as absolute. Let's see this with an example:
// This will make the `x` property be 100, always
const absoluteTween = new Tween(absoluteObj).to({x: 100})
// Suppose absoluteObj.x is 0 now
absoluteTween.start() // Makes x go to 100
// Suppose absoluteObj.x is -100 now
absoluteTween.start() // Makes x go to 100
// In contrast...
// This will make the `x` property be 100 units more,
// relative to the actual value when it starts
const relativeTween = new Tween(relativeObj).to({x: '+100'})
// Suppose relativeObj.x is 0 now
relativeTween.start() // Makes x go to 0 +100 = 100
// Suppose relativeObj.x is -100 now
relativeTween.start() // Makes x go to -100 +100 = 0
Check 09_relative_values for an example.
Tween.js can also change properties across nested objects. For example:
const nestedObject = {scale: {x: 0, y: 0}, alpha: 0}
const tween = new Tween(nestedObject).to({scale: {x: 100, y: 100}, alpha: 1})
In addition to tweening to an absolute or a relative value, you can also have Tween.js change properties across a series of values. To do this, you just need to specify an array of values instead of a single value for a property. For example:
const tween = new Tween(relativeObj).to({x: [0, -100, 100]})
will make x
go from its initial value to 0, -100 and 100.
The way these values are calculated is as follows:
- first the tween progress is calculated as usual
- the progress (from 0 to 1) is used as input for the interpolation function
- based on the progress and the array of values, an interpolated value is generated
For example, when the tween has just started (progress is 0), the interpolation function will return the first value in the array. When the tween is halfway, the interpolation function will return a value approximately in the middle of the array, and when the tween is at the end, the interpolation function will return the last value.
You can change the interpolation mode by passing an Interpolation
function
into the tween.interpolation
method. For example:
import {Interpolation} from '@tweenjs/tween.js'
// ...
tween.interpolation(Interpolation.Bezier)
The following values are available:
Interpolation.Linear
Interpolation.Bezier
Interpolation.CatmullRom
The default is Linear
.
Note that the interpolation function is global to all properties that are tweened with arrays in the same tween. You can't make property A change with an array and a Linear function, and property B with an array too and a Bezier function using the same tween; you should use two tween objects running over the same object but modifying different properties and using different interpolation functions.
Check 06_array_interpolation for an example.
While Tween.js tries to be performant on its own, nothing prevents you from using it in a way that is counterperformant. Here are some of the ways you can avoid slowing down your projects when using Tween.js (or when animating in the web, in general).
When you try to animate the position of an element in the page, the easiest solution is to animate the top
and left
style properties, like this:
const element = document.getElementById('myElement')
const tween = new Tween({top: 0, left: 0}).to({top: 100, left: 100}, 1000).onUpdate(function (object) {
element.style.top = object.top + 'px'
element.style.left = object.left + 'px'
})
but this is really inefficient because altering these properties forces the browser to recalculate the layout on each update, and this is a very costly operation. Instead of using these, you should use transform
, which doesn't invalidate the layout and will also be hardware accelerated when possible, like this:
const element = document.getElementById('myElement')
const tween = new Tween({top: 0, left: 0}).to({top: 100, left: 100}, 1000).onUpdate(function (object) {
element.style.transform = 'translate(' + object.left + 'px, ' + object.top + 'px)'
})
If you want to read more about this, have a look at this article.
However, if your animation needs are that simple, it might be better to just use CSS animations or transitions, where applicable, so that the browser can optimise as much as possible. Tween.js is most useful when your animation needs involve complex arrangements, i.e. you need to sync several tweens together, have some start after one has finished, loop them a number of times, have graphics that are not rendered with CSS but with Canvas or WebGL, etc.
If you use an onUpdate
callback, you need to be very careful with what you put on it. This function will be called many times per second, so if you're doing costly operations on each update, you might block the main thread and cause horrible jank, or---if your operations involve memory allocations, you'll end up getting the garbage collector to run too often, and cause jank too. So just don't do either of those things. Keep your onUpdate
callbacks very lightweight, and be sure to also use a memory profiler while you're developing.
This is something you might not use often, but you can use the tweening equations outside of Tween.js. They're just functions, after all. So you could use them to calculate smooth curves as input data. For example, they're used to generate audio data in this experiment.