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.
Related
The background image isn't smooth when it comes to animate it (some kind of blink) and I can't make it zoom from the image center.
This is for my personnal website I'm trying to make.
*{margin: 0;padding: 0;}
body
{
background-color: #0C090A;
background-image: url(../abstract-bg.png);
animation: zoom 30s infinite;
-webkit-animation: zoom 30s infinite;
}
#keyframes zoom {
0% {
background-size: 100%;
}
50% {
background-size: 105%;
}
100% {
background-size: 100%;
}
}
I would like to get the background image (which is 1920*1080) zoom slowly to 105% of it's original size (or something like that), and then go back to 100%. Also, if it's possible, make it zoom from the center, and not the top left corner. Thanks for those who can help.
yes of course you can :)
just add
background-position:center center;
background-repeat:no-repeat;
in the body css
and add
html{
height: 100%;
}
full css code:
* {
margin: 0;
padding: 0;
}
html {
height: 100%;
}
body {
background-color: #0C090A;
background-image: url(https://images.pexels.com/photos/556416/pexels-photo-556416.jpeg);
animation: zoom 30s infinite;
-webkit-animation: zoom 30s infinite;
background-position: center center;
background-repeat: no-repeat;
}
#keyframes zoom {
0% {
background-size: 100%;
}
50% {
background-size: 150%;
}
100% {
background-size: 100%;
}
}
you can test the code:
https://playcode.io/358401
It's choppy because the animation duration is too long for 5% of the width of the image. either increase the size or decrease the duration of the animation or use a bigger image.
Or you can use scale() which make use of the GPU i believe, However this time we won't be using the image as a background.
body{
overflow-x:hidden;
}
img {
transform-origin: center center;
animation: zoom 30s infinite;
max-width: 100%;
}
#keyframes zoom {
0% {
transform: scale(1);
}
50% {
transform: scale(1.05);
/* equals 105% */
}
100% {
transform: scale(1);
}
}
<img src="https://picsum.photos/id/238/1920/1080">
I'm working with css animation with steps...my problem is:
when step() == (frame length -1) everything is fluid exept that I can't see the last frame
when step() == frame length I can't still see the last frame and animation is messy...
I'm looking for a way to use background 100% (or at least an explanation of why it doesn't work), for I can use it with sprites with differents number of frames and just use step() to adjust to the actual sprite..
Demo:
#sprite1, #sprite2, #sprite3 {
height: 41px;
width: 41px;
background: url('https://img4.hostingpics.net/thumbs/mini_756487pacanim2.png') 0 center;
}
#sprite1 {
animation: sprite 1s steps(3) infinite;
}
#sprite2 {
animation: sprite 1s steps(4) infinite;
}
#sprite3 {
animation: sprite2 1s steps(4) infinite;
}
#keyframes sprite {
100% { background-position: right center; }
}
#keyframes sprite2 {
100% { background-position: 164px center; }
}
Case1: <br>
<div id="sprite1"></div>
Case2:
<div id="sprite2"></div>
What it should be:
<div id="sprite3"></div>
Required. Percentage of the animation duration.
Legal values:
0-100%
from (same as 0%)
to (same as 100%)
Note: You can have many keyframes-selectors in one animation.
sprit image 4 one start on 50% so i gave. check below sample code.
#sprite1, #sprite2, #sprite3 {
height: 41px;
width: 41px;
background: url('https://img4.hostingpics.net/thumbs/mini_756487pacanim2.png') 0 center;
}
#sprite1 {
animation: sprite 1s steps(3) infinite;
}
#sprite2 {
animation: sprite3 1s steps(3) infinite;
}
#sprite3 {
animation: sprite2 1s steps(4) infinite;
}
#keyframes sprite {
60% { background-position: right center; }
}
#keyframes sprite2 {
100% { background-position: 164px center; }
}
#keyframes sprite3 {
50% { background-position: right center; }
}
Case1: <br>
<div id="sprite1"></div>
Case2:
<div id="sprite2"></div>
What it should be:
<div id="sprite3"></div>
You need to change the initial position to be background-position:-33% center; instead of background-position: 0 center;
in this case the four steps will work like this:
step1: background-position: -33% center; which will display img4
step2: background-position: 0% center; which will display img1
step3: background-position: 33% center;which will display img2
step4: background-position: 66% center;which will display img3
#sprite1 {
height: 41px;
width: 41px;
background: url('https://img4.hostingpics.net/thumbs/mini_756487pacanim2.png') -33% center;
}
#sprite1 {
animation: sprite 1s steps(4) infinite;
}
#keyframes sprite {
100% { background-position: right center; }
}
<div id="sprite1"></div>
Try this:
10 = frames/steps;
For Edge you have to calculate the percentage;
#keyframes sprite{
100%{
background-position: calc(100% / (10 - 1) * 10) 0;
background-position: 111.111% 0;/* Edge/IE */
}
}
#container {
width: 50px;
height: 72px;
animation: container 1s linear infinite;
}
#keyframes container {
50% {
width: 72px;
height: 50px;
}
}
#sprite {
width: 100%;
height: 100%;
background-color: red;
background-image: url(http://i.imgur.com/xtk0SCC.png);
background-position: 0% 0;
background-size: calc(100% * 10) 100%;
background-repeat: no-repeat;
animation: sprite 1s steps(10) infinite;
}
#keyframes sprite {
100% {
background-position: calc(100% / (10 - 1) * 10) 0;
background-position: 111.111% 0;/* Edge/IE */
}
}
<div id="container">
<div id="sprite"></div>
</div>
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;
}
i have two css3 keyframes and trigger by some button, but the issue is when i try to adding a new keyframe (new class) the transition not change in smooth way, how to make this transition working smooth ?
source in fiddle here
.button {
width:50px;
height:50px;
background:silver;
}
.box {
width: 100px;
height: 100px;
background: green;
position: relative;
top: 10%;
left: 10%;
}
.box {
animation: xx 2s linear infinite;
}
.boxShake {
animation:boxShake 2s linear infinite;
}
One trick to achieve this is not to change the animation.
But make a composite animation transforming both the X and the Y in percentages.
Now, changing the width and the height of the element, we modify the amount of movement in one axis or the other of the unaltered animation
$(".button").click(function(){
$("#mover").toggleClass("alternate");
});
.button {
width:50px;
height:50px;
background:silver;
}
.box {
width: 100px;
height: 100px;
background: green;
position: relative;
top: 10%;
left: 10%;
}
.box {
animation: xx 2s linear infinite;
}
#mover {
width: 0px;
height: 20px;
transition: width 2s, height 2s;
animation: mover 2s linear infinite;
}
#mover.alternate {
width: 5px;
height: 0px;
}
#keyframes mover {
0% {transform:translate( 0%, 0%);}
10% {transform:translate(-100%, 20%);}
20% {transform:translate( 100%, 40%);}
30% {transform:translate(-100%, 60%);}
40% {transform:translate( 100%, 80%);}
50% {transform:translate(-100%, 100%);}
60% {transform:translate( 100%, 80%);}
70% {transform:translate(-100%, 60%);}
80% {transform:translate( 100%, 40%);}
90% {transform:translate(-100%, 20%);}
100% {transform:translate( 0%, 0%);}
}
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
<div class="button">Button</div>
<div id="mover">
<div class="box"></div>
</div>
Just play with the width and height of the 2 element states, and the transition between them, to adapt it to your needs
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>