i would like to make a slider with css3, I dont want any buttons for it. just an infinite animation that slides 5 individual images, the problem is i want something like this:
load in the page, wait 30sec then show 2nd wait 30sec then show 3rd wait 30sec then show 4th wait 30 sec then show 5th wait 30 sec then show first
#overflow #banner {
height: 350px;
width: 500%;
background: #fff;
-webkit-animation:slide-animation 10s infinite;
}
#-webkit-keyframes slide-animation {
0% {margin-left: 0;}
20% {margin-left:-100%;}
40% {margin-left:-200%;}
60% {margin-left:-300%;}
80% {margin-left:-400%;}
100% {margin-left:0;}
}
how can i do that?
use the css property animation-delay (-webkit-animation-delay or -moz-animation-delay). Duplicate the animation and set these delays to 30s, 60s, 90s etc
I have done this another way myself here is my example:
-webkit-animation: baloon 10s ease-in-out 3s infinite normal;
#-webkit-keyframes baloon {
0% { -webkit-transform: translate(0px, 0px); }
50% { -webkit-transform: translate(50px, 75px); }
100% { -webkit-transform: translate(0px, 0px); }
}
The 3s in the first line will delay it by 3 seconds before it starts after the page loads.
To make the initial delay you add 30s after the 10s, that sets the initial delay.
To set up the recurring delays, you can use the setInterval function in javascript to change the animation state every time interval you want.
You can use this code as a springboard for the css:
animation-play-state: paused;
-moz-animation-play-state: paused; /* Firefox*/
-webkit-animation-play-state: running; /* Safari and Chrome */
-o-animation-play-state: running; /* Opera */
With javascript, this function should do the trick:
function changeAnimState() {
x = 0;
var banner = document.getElementById("banner");
if (x%2 == 0) {banner.style.animationPlayState="running";}
else {banner.style.animationPlayState="paused";};
x+ = x;
)
window.onload = setInterval(changeAnimState(), 30000);
This code is for the unprefixed animation play state, to added the prefixed versions, just add: WebkitAnimationPlayState or MozAnimationPlayState or OAnimationPlayState.
Related
I want to use https://animate.style/. But it's more than 90 KBs in size.
I just want a very simple bouncing animation. That's all.
Apart from going into the source code and trying to recreate the bouncing keyframes and animations, is there another way to do so?
For example, in Material UI, or in TailwindCSS only what you have used would be included in the final bundle.
Is there something similar for Animate.css too?
If you only need a simple bouncing animation, why not using your own keyframes?
Exemple falling down :
#keyframes myAnim {
0% {
animation-timing-function: ease-in;
opacity: 1;
transform: translateY(-45px);
}
75% {
transform: translateY(10px);
}
100% {
transform: translateY(0px);
}
}
#my_little_square {
width:50px;
height:50px;
background-color:#f00;
animation: myAnim 1s ease 0s 1 normal forwards;
}
<div id="my_little_square">
</div>
Here is a little tool to help you start : https://webcode.tools/generators/css/keyframe-animation
I have images that I want to swap in and out (no slide effect). The first cycle, the images appear stacked on top of each other (since they have holes). All subsequent cycles, it works correctly (only one visible at a time).
Html
<div class="small xfade">
<span></span>
<span></span>
<span></span>
<span></span>
</div>
css
#keyframes xfade {
0% { opacity:1; }
17% { opacity:1; }
25% { opacity:0; }
92% { opacity:0; }
100% { opacity:1; }
}
.xfade span {
animation-name: xfade;
animation-timing-function: ease-in-out;
animation-iteration-count: infinite;
animation-duration: 8s;
height: 100%;
left: 0;
/* opacity: 0; */
position: absolute;
top: 0;
width: 100%;
}
All visible at once during first loop
Only one visible during first loop, but flash
An usual scene when doing animations is where you have the same animation for several elements, but you want them to be delayed, making a sort of full cycle.
Then you set a animation-duration of say 8 seconds, and if you have 4 elements, you set a delay of 0 for the first, a delay of 2s for the second, and 4s and 6s for the others.
The problem with this is that the second element only starts animating after 2 seconds. In the meantime, it has the initial properties, that can match, or not, (usually not) the properties of the animation.
The best way to solve that is to realize that, if the animation-duration is 8s, then setting the delay to 2s is the same than setting it to -6s. because if you count 8s starting in -6s, you will end at 2s. But, then the animation is running from the first moment, with the properties that should have.
So, the delays in your case should be 0s, -6s, -4s, -2s. Just subtract the transition-duration from the transition delay.
Whenever you set an animation, and discover than the first animation is wrong, but after that they are ok, the likely problem (and solution) is this.
If you want to make everything go faster, but everything else being the same, then you have to reduce both the animation duration and all the animation delays
Example setting
.xfade span {
animation-duration: 4s;
}
.xfade span:nth-of-type(1) {
animation-delay: -1s;
}
.xfade span:nth-of-type(2) {
animation-delay: -2s;
}
.xfade span:nth-of-type(3) {
animation-delay: -3s;
}
fiddle
Also, let's analyze how the tween time is computed. First of all, you are setting the animation for an element that shares the full time with another 3 elements. That means that every element has 1/4 of the time, that is 25%.
This time has to be divided between time of full display and time of tween. Inthe original example, tween time is 8%. If you want that reduced, let's say that tween time will be 6%. Then, full display time will be 25 - 6 = 19.
That gives us the first part of the keyframes:
#keyframes xfade {
0% { opacity:1; }
19% { opacity:1; }
25% { opacity:0; }
Now, for the final keyframes, we have to remember that the tween time is 6, and set that at the end. The keyframe mus be at 100 - 6 = 94. Remainig keyframes:
94% { opacity:0; }
100% { opacity:1; }
}
This question was orginally related to FontAwesome, but is a general firefox problem.
So i'm using the class fa-spin that will spin the icon, here you can find some examples of it.
Here is the spinning css file:
// Spinning Icons
// --------------------------
.#{$fa-css-prefix}-spin {
-webkit-animation: spin 2s infinite linear;
-moz-animation: spin 2s infinite linear;
-moz-animation: spin 2s infinite linear;
-o-animation: spin 2s infinite linear;
animation: spin 2s infinite linear;
}
#-moz-keyframes spin {
0% { -moz-transform: rotate(0deg); }
100% { -moz-transform: rotate(359deg); }
}
#-webkit-keyframes spin {
0% { -webkit-transform: rotate(0deg); }
100% { -webkit-transform: rotate(359deg); }
}
#-o-keyframes spin {
0% { -o-transform: rotate(0deg); }
100% { -o-transform: rotate(359deg); }
}
#-ms-keyframes spin {
0% { -ms-transform: rotate(0deg); }
100% { -ms-transform: rotate(359deg); }
}
#keyframes spin {
0% { transform: rotate(0deg); }
100% { transform: rotate(359deg); }
}
Now all works fine in chrome and IE10, however it doesn't in firefox :
jsFiddle.
When you run it for the first time it looks just good, but try the interact with the site(for example: scroll or run the script again in jsFiddle). The animation becomes all jittery. I have no idea what could cause this strange behavior, hope that anyone could help me.
Edit
The problem occurs on Windows 7 32-bit and 25.0 version of Firefox(No add-ons).
However it does work at my home PC, where it also has Windows 7 32-bit 25.0 firefox.
An preview how it looks on my screen:
Note that it works for the first couple of seconds but after it will get jittery (this stuttering is because my .gif is bad).
See my answer for more information
Before you want to add this 'hack', you should first try to update your driver
What i did notice is that IE and Chrome actually makes the text blurry, which FF doesn't. I thought of using the blur filter, but that didn't work. Also the font width didn't stayed the same, so i needed something that or reminded the client of his width or force the width to be static at all time.
I came across the SVG filter XML url, that was special for Firefox 10+ and Firefox on android. I tryed to apply this to my element and my problem was completly gone!
i did use <feColorMatrix type=saturate values=1/> so the saturate filter didn't take away the colors.
filter: url("data:image/svg+xml;utf8,<svg xmlns=\'http://www.w3.org/2000/svg\'><filter id=\'grayscale\'><feColorMatrix type=\'saturate\' values=\'1\'/></filter></svg>#grayscale");
When adding this to the .fa-spin class that FontAwesome uses, it'll work on every spinning element.
jsFiddle
This is not a question that can be solved by using ease-in.
If I have an element that I want to spin in CSS3 for a certain amount of time, but that starts off slow and ends slow, how can I do this?
CSS
#-webkit-keyframes spin {
0% { -webkit-transform: rotate(0deg); }
100% { -webkit-transform: rotate(360deg); }
}
div{
background-image:-webkit-radial-gradient(center, ellipse cover, rgba(0,0,0,1) 0%,rgba(51,51,51,1) 20%,rgba(0,0,0,1) 20%,rgba(51,51,51,1) 40%,rgba(0,0,0,1) 40%,rgba(51,51,51,1) 60%,rgba(0,0,0,1) 60%,rgba(51,51,51,1) 80%,rgba(0,0,0,1) 80%,rgba(51,51,51,1) 100%);
width: 200px;
height: 200px;
-webkit-animation-name: spin;
-webkit-animation-duration: 2s;
-webkit-animation-iteration-count: 60.5;
-webkit-animation-timing-function: ease-in;
}
HTML
<div></div>
I can't seem to figure out how to do this. My animation runs for a total of 121 seconds, since it takes 2 seconds for one spin to complete, so 60.5 spins will take a total of 121 seconds (if my math is incorrect, please tell me). This works fine, except that I want the div to start spinning off slow, then completed all 59 rotations, then end slow for the last one.
I'd like to use pure CSS for this, if possible.
Sorry that I don't have a JSFiddle...
Edit: I used a relative solution in my experiment: CSS3 Clock, could that count as a half fiddle? :D
Edit #2: JSFiddle provided by #Charlie: http://jsfiddle.net/7DPnc
If it really has to be pure CSS, I would suggest wrapping 3 divs together and spin them separately:
CSS
div.first_round
{
-webkit-animation-duration:3s;
-webkit-animation-iteration-count:1;
}
div.last_round
{
-webkit-animation-duration:3s;
-webkit-animation-iteration-count:1.5;
-webkit-animation-delay:100s; /* you'll have to do the math */
}
div.main_round
{
-webkit-animation-duration:2s;
-webkit-animation-delay:3s;
-webkit-animation-iteration-count:59;
-webkit-animation-timing-function:linear;
}
HTML
<div class="first_round">
<div class="last_round">
<div class="main_round">
</div>
</div>
</div>
Or if you don't mind using a little JS, listen to animationend event...
You need 60 spins in 120 seconds right?
Lets first change the iteration count to 1.
-webkit-animation-iteration-count:1;
and the duration to 120 seconds
-webkit-animation-duration: 120s;
Now set the amount of spins. (360deg x 60spins)
#-webkit-keyframes spin {
0% { -webkit-transform: rotate(0deg); }
100% { -webkit-transform: rotate(21600deg); }
}
And now we'll modify that to set the timing. (shave a rotation off each side, add to new section)
#-webkit-keyframes spin {
10% { -webkit-transform: rotate(360deg); }
90% { -webkit-transform: rotate(20880deg); }
100% { -webkit-transform: rotate(21600deg); }
}
Lastly, we set the easing function to linear in order to avoid the stop that will occur between keyframe sections if you use a curve. (replace with ease, ease-out, etc to see what I mean)
-webkit-animation-timing-function: linear;
You can easily tweak the timing by changing duration, and the keyframe percentages.
DEMO
I just set an animation to a div and it succeeded.
Now I want to get it proved because its delay is too short!
so how can I add the delayed time between animation (0% to 25%) and animation (25% to 50%)
here is the code:
#flow{
position:absolute;
-webkit-animation:mymove 10s ease-in-out;
-webkit-animation-iteration-count:3;
-webkit-animation-delay:1s;
}
#-webkit-keyframes mymove
{
0%{left:5px;}
25%{left:127px;}
50%{left:249px;}
75%{left:371px;}
100%{left:5px;}
}
everyone!Thanks for your attention !I have found the answer but I don't know the Api of the definition of percentage in keyframes!And if you know sth about it ,just give me a hand ,thanks a lot!
#-webkit-keyframes mymove
{
0%{left:5px;}
25%{left:127px;}
26%{left:127px;}
27%{left:127px;}
28%{left:127px;}
29%{left:127px;}
30%{left:127px;}
31%{left:127px;}
32%{left:127px;}
33%{left:127px;}
34%{left:127px;}
35%{left:127px;}
50%{left:249px;}
75%{left:371px;}
100%{left:5px;}
}
I don't think you can delay the single parts of an animation. What you could do, is to use two animations and start them with a delay.
#flow{
position:absolute;
-webkit-animation:
mymove_first 10s 0s 10 ease-in-out,
mymove_second 10s 2s 10 ease-in-out;
}
#-webkit-keyframes mymove_first
{
0%{left:5px;}
25%{left:127px;}
}
#-webkit-keyframes mymove_second
{
50%{left:249px;}
75%{left:371px;}
100%{left:5px;}
}
I ran into this problem, as far as I can find, without jQuery you can't delay the frames.
You can delay the start of the animation.
You can also get the animation to finish the same state as the original frame.
The mean one I use, is being able to do multiple animations, for example:
Your div:
<div id="bannerImg" class="banner-RunAnimation"></div>
Run animation
.RunAnimation {
-webkit-animation: animation1 3s 0s 1 ease-in-out,
animation2 5s 5s 1 ease-out forwards;
}
Animations:
#-webkit-keyframes animation1 {
0% {-webkit-transform: translateY(-0px);}
50% {-webkit-transform: translateY(-150px);}
100% {-webkit-transform: translateY(-150px);
opacity:0;}
}
#-webkit-keyframes animation2 {
0% {transform: translateY(-0px);}
100% {transform: translateY(-150px);}
}
By delaying the animations and using opacity, you can do qutie a few things, if this doesn't help look into jQuery
You can pause it playing with the percentages ( following your example ):
#-webkit-keyframes mymove
{
0%{left:5px;}
25%{left:127px;}
35%{left:127px;}
50%{left:249px;}
75%{left:371px;}
100%{left:5px;}
}
you dont need to put all the percentages between 25% and 35%, the browser is ignoring them.
you move from 0 to 25% from pixel 5 to 127, if your animation is 10 seconds it will take 2.5 seconds to do that, then pause 1 second between 25% to 35% since its the same pixel it wont move then continue to the next animation to pixel 249, it will take 1.5 seconds and so on...
hope this helps!