Rotate Image CSS Animation - css

I can rotate an image horizontally just fine, but I'm having trouble syncing it. In the example I have below, when the animation runs, it starts but I need it to overflow back to the beginning so it looks like its running continuously instead of it restarting in the middle. I'm not sure how to do this.
As a sidenote, I know rotateZ(degrees) can do this at an angle, do I just need to specify it at the 0% or do I need to start it here, and then change it in the 100%?
.frontworld {
background-image: url('https://cdn3.volusion.com/bstu5.rxjt6/v/vspfiles/photos/WP11001-2.jpg?1529080068');
background-repeat: no-repeat;
background-color: green;
background-size: 60px;
border-radius: 50%;
display: block;
width: 50px;
height: 50px;
position: absolute;
top: 100px;
left: 300px;
z-index: 100;
animation: world 5s linear infinite;
-webkit-animation-play-state: paused;
-moz-animation-play-state: paused;
-o-animation-play-state: paused;
animation-play-state: paused;
}
.frontworld:hover {
animation-play-state: running;
}
#keyframes world{
0% {
background-position: 0px;
}
100% {
background-position: 30px;
}
}
<div class="frontworld"></div>
https://jsfiddle.net/2z8193db/1/

A straight-forward solution could be to use your code as it is, and only change the background-position in your keyframes.
#keyframes world {
0% {
background-position: -60px;
}
100% {
background-position: 60px;
}
}
I'm using 60px because that is what you have set your background-size to be.
And instead of starting from the middle, I've used a negative offset for the starting position, so that the background starts completely off the left side.
Since the background image is completely off-screen at 0% and 100%, you won't see it moving from one side to the other between repeating itself.

Related

Long CSS animation easing (background-position)

I'm trying to animate a background image position smoothly with CSS over a longer period, let's say 60 seconds:
#movingbackground {
position: absolute;
top: 0;
left: 0;
width: 100%;
height: 100%;
background-image: url('https://upload.wikimedia.org/wikipedia/commons/thumb/6/68/Bigsurflowers.jpg/1280px-Bigsurflowers.jpg');
overflow: hidden;
background-position: left center;
animation: zoomin 60s ease-in infinite;
}
#-webkit-keyframes zoomin {
0% { background-position: 0% center; transform: scale(1.0); }
50% {background-position: 100% center; transform: scale(1.2); }
100% { background-position: 0% center; transform: scale(1.0); }
}
#keyframes zoomin {
0% { background-position: 0% center; transform: scale(1.0); }
50% {background-position: 100% center; transform: scale(1.2); }
100% { background-position: 0% center; transform: scale(1.0); }
}
<div id="movingbackground"></div>
The small movements in the beginning and end are "jumping" a few pixel every second instead of moving slowly (may depend on screen size).
The reason for that is probably that there is not enough movement to fill the required number of frames, especially when the animation is eased. As I think I have seen this effect working smoothly somewhere I wonder how to work around this.
Here's a Fiddle as well.
Animation of background-position makes browser to do layout, paint and composite.
Re-layout and re-paint are heavy on CPU and cause "jumping".
Instead of that, you might apply your background to pseudo-element (or use <img> in your HTML) and animate its transform property using 3d transformation.
It will make browser to use GPU for the animation and animation will run in composition phase pretty smoothly.
See the snippet below:
html,
body {
margin: 0;
padding: 0
}
#movingbackground {
position: relative;
width: 100vw;
height: 100vh;
overflow: hidden;
}
#movingbackground:before {
content: '';
position: absolute;
top: 0; left: 0; z-index: -1;
height: 100%;
width: 200%;
background: url(https://upload.wikimedia.org/wikipedia/commons/thumb/6/68/Bigsurflowers.jpg/1280px-Bigsurflowers.jpg) 0 50% / cover;
animation: zoomin 60s ease-in infinite;
}
#keyframes zoomin {
50% {
transform: translateX(-50%) scale(1.2)
}
}
<div id="movingbackground"></div>
I did some testing and came to the conclusion that it's probably impossible. (At least with transitions or animations)
The problem is the way browsers render images on a screen. The pixels of the image apparently get lined up with those of your screen.
So the picture always "jumps" exactly one pixel at a time.
That means, that the more pixels you have in your image, the more steps it will make. But when using ease-in it will always stutter in the beginning.
As I think I have seen this effect working smoothly somewhere
That was probably not realized with css.

css animation sprite sheet

I have a spritesheet with a dice in it; 6 faces.
its face is 70 x 70 pixels
total sprite image is 70 x 420 pixels
now I want to make a CSS animation that goes from 1 to 6 (that's simple)
additionally I want to change the size; at 50% double it size and at 100% back to normal.
:local(.mydice)
{
width: 70px;
height: 70px;
background: url('/images/dices.png');
background-repeat: no-repeat;
background-position: 0px 0px;
background-size: 100% 600%;
animation: dicemove1 5s steps(6, end) infinite;
}
and then use keyframes to make the alterations:
#keyframes dicemove1
{
0% { background-position: 0px 0px;}
100% { background-position: 0px -420px; }
}
the above CSS snippet works.
but now adding the code to make it grows fails:
50% { width: 140px; height: 140px; margin-top: -35px; margin-left: -35px; background-position: 0px ???? }
I know background-position must be changed to support the bigger size but problem is I use steps because I don't want to scroll through the image but see it change from face to face (1,2,3,4,5,6)
dividing 100 by 6 doesn't result in a nice round integer which makes the 50% alteration a bit difficult.
Have been looking for keyframes that could handle steps as well but have not found such a thing.
Anyone knows a way to do this?
I found the solution.
transform: scale(2,2);
This will grow the dice.
Now I can use 2 animations simultaneously; 1 changing the face other resizing
animation: anim1 1s steps(6, end) infinite, anim2 1s steps(36, end) infinite;
#keyframes anim1
{
0% { background-position: 0px 0px; }
100% { background-position: 0px -600px; }
}
#keyframes anim2
{
50% { transform: scale(2,2); }
}

Percentage background-position working erratically (except on Chromium)

The following image is to be used in a keyframes animation by moving the background-image position 100% to the right on each frame:
The idea is that the ArrowsAnim.png has 7 frames of the same image (the set of 3 chevrons pointing to the right) in different animation states. The animation arrowAnimation (CSS below) simply skips through background-position 0% to 300% to show the first three frames of this image over 0.5 seconds, repeatedly.
What's happening is that when I resize the browser window, I can sometimes see some pixels of the next or previous frame of the animation, instead of having the background perfectly centered around whichever should be the current block, as you can see in the next picture:
So for some reason, background-position is not being calculated correctly.
I also cannot reproduce this issue on Chromium, but I can do so on Chrome, Firefox and Edge.
CSS:
#autoplay-arrow {
display: inline-block;
position: absolute;
width: 5.91549%;
top: 22.05882%;
height: 50.74627%;
margin-left: 18.30986%;
background-size: 100% 100%;
background-position: 0 0;
background-image: url(../graphics/Arrows_002.png);
}
#-moz-keyframes arrowAnimation {
from {
background-position: 300% 0%;
}
to {
background-position: 0% 0%;
}
}
#-webkit-keyframes arrowAnimation {
from {
background-position: 300% 0%;
}
to {
background-position: 0% 0%;
}
}
#keyframes arrowAnimation {
from {
background-position: 300% 0%;
}
to {
background-position: 0% 0%;
}
}
#autoplay-arrow.anim {
background-image: url(../graphics/ArrowsAnim.png);
background-size: 700% 100%;
-moz-animation: arrowAnimation 0.5s steps(3) infinite;
-webkit-animation: arrowAnimation 0.5s steps(3) infinite;
animation: arrowAnimation 0.5s steps(3) infinite;
}

How to play specific keyframes with css animation

I want to play keyframes 1, 2, 3, 2, 1 with css animation:
This doesn't work:
#keyframes play-specific {
0% {
background-position: 0px;
}
25% {
background-position: -50px;
}
50% {
background-position: -100px;
}
75% {
background-position: -50px;
}
100% {
background-position: -0px;
}
}
with animation:
.hi {
width: 50px;
height: 72px;
background-image: url("http://s.cdpn.io/79/sprite-steps.png");
animation: play-specific 1s steps(4) infinite;
}
see http://jsfiddle.net/CGmCe/12960/
steps() will break animation from a keyframes to another. it can be used to avoid to set each keyframes.
When keyframes are set , 1 will mean jump from a keyframe to another without transition.
.hi {
width: 50px;
height: 72px;
background-image: url("http://s.cdpn.io/79/sprite-steps.png");
animation: play-specific 1s steps(1) infinite;
}
.ho {
width: 50px;
height: 72px;
background-image: url("http://s.cdpn.io/79/sprite-steps.png");
animation: play 1s steps(10) infinite;
}
#keyframes play-specific {/* steps() will be applied in between each keyframes, 1 is to jump from a keyframe to another without transition */
0% {
background-position: 0px;
}
25% {
background-position: -50px;
}
50% {
background-position: -100px;
}
75% {
background-position: -50px;
}
100% {
background-position: -0px;
}
}
#keyframes play {/* steps here need to be adapted in order to break the linearity of animation */
from { background-position: 0px; }
to { background-position: -500px; }
}
<div class="hi"></div>
<div class="ho"></div>
see on W3C
For a keyframed animation, the 'animation-timing-function' applies between keyframes, not over the entire animation. For example, in the case of an ease-in-out timing function, an animation will ease in at the start of the keyframe and ease out at the end of the keyframe. A 'animation-timing-function' defined within a keyframe block applies to that keyframe, otherwise the timing function specified for the animation is used.

CSS sprite animation timing issues

I can't seem to get the animation timing right on this
http://codepen.io/anon/pen/ZYMgqE
.spinner {
width: 36px;
height: 36px;
background: url('http://i.imgur.com/CYiaWsF.png') top center;
animation: play 1s steps(10) infinite;
}
#keyframes play {
100% { background-position: 0px -2844px; }
}
I have tried numerous combinations, but it always comes out looking like a film reel.
Am I doing something wrong? Did I misunderstand CSS sprite animations?
Your math is off..I think.
The image is, apparently, 2844 px tall...so the number of steps should be the height divided by the element height
2844 / 36 = 79
.spinner {
width: 36px;
height: 36px;
background: url('http://i.imgur.com/CYiaWsF.png') top center;
-webkit-animation: play 1s steps(79) infinite;
animation: play 1s steps(79) infinite;
}
#-webkit-keyframes play {
100% {
background-position: 0px -2844px;
}
}
#keyframes play {
100% {
background-position: 0px -2844px;
}
}
<div class="spinner"></div>

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