motion-canvas
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ChineseMotion Canvas
Motion Canvas
Base Scene Template
基础场景模板
ts
import {makeScene2D} from '@motion-canvas/2d';
export default makeScene2D(function* (view) {
});ts
import {makeScene2D} from '@motion-canvas/2d';
export default makeScene2D(function* (view) {
});Generator Functions & Animation Flow
生成器函数与动画流程
- defines a generator function
function* - pauses until next frame
yield - delegates to another generator (composition)
yield*
ts
export default makeScene2D(function* (view) {
const circle = createRef<Circle>();
view.add(<Circle ref={circle} width={100} height={100} fill={'red'} />);
yield* circle().position.x(300, 1);
yield* circle().position.x(-300, 1);
});Reusable animation pattern:
ts
function* flicker(circle: Circle, duration: number): ThreadGenerator {
const colors = ['#e13238', '#e6a700', '#99C47A'];
for (const color of colors) {
circle.fill(color);
yield* waitFor(duration);
}
}
yield* flicker(myCircle(), 0.5);- 用于定义生成器函数
function* - 暂停执行,直到下一帧
yield - 委托给另一个生成器(组合复用)
yield*
ts
export default makeScene2D(function* (view) {
const circle = createRef<Circle>();
view.add(<Circle ref={circle} width={100} height={100} fill={'red'} />);
yield* circle().position.x(300, 1);
yield* circle().position.x(-300, 1);
});可复用动画模式:
ts
function* flicker(circle: Circle, duration: number): ThreadGenerator {
const colors = ['#e13238', '#e6a700', '#99C47A'];
for (const color of colors) {
circle.fill(color);
yield* waitFor(duration);
}
}
yield* flicker(myCircle(), 0.5);Signals System
信号系统
ts
import {createSignal} from '@motion-canvas/core';
const radius = createSignal(3);
radius(); // Get → 3
radius(5); // Set → 5
yield* radius(4, 2); // Tween to 4 over 2 secondsComputed signals:
ts
const area = createSignal(() => Math.PI * radius() * radius());Signals in JSX:
ts
<Circle width={() => radius() * 2} height={() => radius() * 2} />
yield* radius(200, 1); // Circle updates automaticallyVector signals:
ts
const position = Vector2.createSignal(Vector2.up);
yield* position(Vector2.zero, 1);Reset to default:
ts
import {DEFAULT} from '@motion-canvas/core';
signal(DEFAULT); // Instant reset
yield* signal(DEFAULT, 2); // Tween to defaultts
import {createSignal} from '@motion-canvas/core';
const radius = createSignal(3);
radius(); // 获取值 → 3
radius(5); // 设置值 → 5
yield* radius(4, 2); // 在2秒内缓动到4计算信号:
ts
const area = createSignal(() => Math.PI * radius() * radius());JSX中的信号:
ts
<Circle width={() => radius() * 2} height={() => radius() * 2} />
yield* radius(200, 1); // 圆形会自动更新向量信号:
ts
const position = Vector2.createSignal(Vector2.up);
yield* position(Vector2.zero, 1);重置为默认值:
ts
import {DEFAULT} from '@motion-canvas/core';
signal(DEFAULT); // 立即重置
yield* signal(DEFAULT, 2); // 缓动到默认值References (Refs)
引用(Refs)
createRef (single node):
ts
const circle = createRef<Circle>();
<Circle ref={circle} width={100} height={100} fill={'red'} />
yield* circle().scale(2, 0.3);makeRef (arrays):
ts
const circles: Circle[] = [];
{range(10).map(index => (
<Circle ref={makeRef(circles, index)} x={index * 50} width={40} height={40} />
))}
yield* all(...circles.map(c => c.scale(1.5, 0.5)));createRefMap (keyed):
ts
const labels = createRefMap<Txt>();
<Txt ref={labels.a} text="Label A" />
<Txt ref={labels.b} text="Label B" />
yield* labels.a().text('Updated A', 0.3);createRef(单个节点):
ts
const circle = createRef<Circle>();
<Circle ref={circle} width={100} height={100} fill={'red'} />
yield* circle().scale(2, 0.3);makeRef(数组):
ts
const circles: Circle[] = [];
{range(10).map(index => (
<Circle ref={makeRef(circles, index)} x={index * 50} width={40} height={40} />
))}
yield* all(...circles.map(c => c.scale(1.5, 0.5)));createRefMap(键值对):
ts
const labels = createRefMap<Txt>();
<Txt ref={labels.a} text="Label A" />
<Txt ref={labels.b} text="Label B" />
yield* labels.a().text('Updated A', 0.3);Scene Hierarchy
场景层级
ts
view.add(<Circle />); // Add to view
container().add(<Circle />); // Add to node
container().insert(<Circle />, 0); // Insert at index
circle().remove(); // Remove
container().removeChildren(); // Remove all children
circle().reparent(newParent()); // Move to new parentZ-order: , , , ,
moveUp()moveDown()moveToTop()moveToBottom()moveTo(2)Querying:
ts
import {is} from '@motion-canvas/2d';
const textNodes = view.findAll(is(Txt));
const firstCircle = view.findFirst(is(Circle));ts
view.add(<Circle />); // 添加到视图
container().add(<Circle />); // 添加到节点
container().insert(<Circle />, 0); // 插入到指定索引位置
circle().remove(); // 移除节点
container().removeChildren(); // 移除所有子节点
circle().reparent(newParent()); // 移动到新父节点Z轴层级: , , , ,
moveUp()moveDown()moveToTop()moveToBottom()moveTo(2)节点查询:
ts
import {is} from '@motion-canvas/2d';
const textNodes = view.findAll(is(Txt));
const firstCircle = view.findFirst(is(Circle));Save / Restore State
保存/恢复状态
ts
yield* circle().save();
yield* all(circle().position.x(300, 1), circle().scale(2, 1));
yield* circle().restore(1); // Animate back to saved statets
yield* circle().save();
yield* all(circle().position.x(300, 1), circle().scale(2, 1));
yield* circle().restore(1); // 动画恢复到保存的状态Time Events & Waiting
时间事件与等待
ts
import {waitFor, waitUntil, useDuration} from '@motion-canvas/core';
yield* waitFor(2); // Wait 2 seconds
yield* waitUntil('voice-line-2'); // Wait for named event
const dur = useDuration('segment'); // Get event durationts
import {waitFor, waitUntil, useDuration} from '@motion-canvas/core';
yield* waitFor(2); // 等待2秒
yield* waitUntil('voice-line-2'); // 等待指定命名事件
const dur = useDuration('segment'); // 获取事件时长Utilities
工具函数
Random: → ,
Logging: → , , , ; also
Hooks: → ;
Range: → ; →
Threads:
useRandom(42).nextInt(10, 100).nextFloat(0, 1)useLogger().debug().info().warn().error()debug('msg')useScene().getSize()useTime()range(5)[0,1,2,3,4]range(2,5)[2,3,4]ts
// Spawn a background thread (do NOT yield — spawn starts it automatically)
const task = spawn(function* () {
yield* loop(Infinity, function* () {
yield* circle().rotation(360, 2);
circle().rotation(0);
});
});
// Cancel a running thread
cancel(task);
// Wait for a thread to finish
yield* join(task);ts
yield a(); // run a without waiting for a
yield* waitFor(0.5); // wait 0.5s
yield* b(1); // run b随机数: → ,
日志: → , , , ; 也可使用
钩子: → ;
范围生成: → ; →
线程:
useRandom(42).nextInt(10, 100).nextFloat(0, 1)useLogger().debug().info().warn().error()debug('msg')useScene().getSize()useTime()range(5)[0,1,2,3,4]range(2,5)[2,3,4]ts
// 启动后台线程(无需yield — spawn会自动启动)
const task = spawn(function* () {
yield* loop(Infinity, function* () {
yield* circle().rotation(360, 2);
circle().rotation(0);
});
});
// 取消运行中的线程
cancel(task);
// 等待线程完成
yield* join(task);ts
yield a(); // 执行a但不等待完成
yield* waitFor(0.5); // 等待0.5秒
yield* b(1); // 执行b并等待完成Shape Components
图形组件
Circle:
ts
<Circle width={200} height={200} fill={'#e13238'} stroke={'#fff'} lineWidth={4}
startAngle={0} endAngle={270} closed={false} />Rect:
ts
<Rect width={300} height={200} fill={'#68ABDF'} radius={10} smoothCorners cornerSharpness={0.6} />Line:
ts
<Line points={[[0,0],[100,100],[200,50]]} stroke={'#fff'} lineWidth={4}
lineDash={[20,10]} lineCap={'round'} lineJoin={'round'} startArrow endArrow arrowSize={12} />Polygon:
ts
<Polygon sides={6} size={200} fill={'#99C47A'} />Grid:
ts
import {Grid} from '@motion-canvas/2d';
<Grid width={'100%'} height={'100%'} stroke={'#333'} lineWidth={1} spacing={80} start={0} end={1} />Animate with / (0-1) for drawing/erasing effects.
startendPath (SVG path data):
ts
import {Path} from '@motion-canvas/2d';
<Path data={'M 0 -100 L 29 -40 L 95 -31 Z'} stroke={'#e6a700'} lineWidth={3} />Supports morphing:
yield* path().data(newPathData, 1);Circle(圆形):
ts
<Circle width={200} height={200} fill={'#e13238'} stroke={'#fff'} lineWidth={4}
startAngle={0} endAngle={270} closed={false} />Rect(矩形):
ts
<Rect width={300} height={200} fill={'#68ABDF'} radius={10} smoothCorners cornerSharpness={0.6} />Line(线条):
ts
<Line points={[[0,0],[100,100],[200,50]]} stroke={'#fff'} lineWidth={4}
lineDash={[20,10]} lineCap={'round'} lineJoin={'round'} startArrow endArrow arrowSize={12} />Polygon(多边形):
ts
<Polygon sides={6} size={200} fill={'#99C47A'} />Grid(网格):
ts
import {Grid} from '@motion-canvas/2d';
<Grid width={'100%'} height={'100%'} stroke={'#333'} lineWidth={1} spacing={80} start={0} end={1} />可通过动画/(0-1)实现绘制/擦除效果。
startendPath(路径,基于SVG路径数据):
ts
import {Path} from '@motion-canvas/2d';
<Path data={'M 0 -100 L 29 -40 L 95 -31 Z'} stroke={'#e6a700'} lineWidth={3} />支持形态变换:
yield* path().data(newPathData, 1);Filters
滤镜
ts
import {blur, brightness, grayscale, sepia, contrast, saturate, hue, invert} from '@motion-canvas/2d';
<Rect filters={[blur(5), brightness(1.5)]} />
yield* rect().filters([blur(0), grayscale(1)], 1); // AnimatedSee Filters for full details.
ts
import {blur, brightness, grayscale, sepia, contrast, saturate, hue, invert} from '@motion-canvas/2d';
<Rect filters={[blur(5), brightness(1.5)]} />
yield* rect().filters([blur(0), grayscale(1)], 1); // 带动画的滤镜切换详情请查看 Filters。
Gradients
渐变
ts
import {Gradient} from '@motion-canvas/2d';
const grad = new Gradient({
type: 'linear',
from: [-100, 0], to: [100, 0],
stops: [{offset: 0, color: '#e13238'}, {offset: 1, color: '#68ABDF'}],
});
<Rect fill={grad} />See Gradients for radial and conic types.
ts
import {Gradient} from '@motion-canvas/2d';
const grad = new Gradient({
type: 'linear',
from: [-100, 0], to: [100, 0],
stops: [{offset: 0, color: '#e13238'}, {offset: 1, color: '#68ABDF'}],
});
<Rect fill={grad} />详情请查看 Gradients 了解径向渐变和锥形渐变类型。
Path Components
路径组件
Ray: — animate with /
CubicBezier:
QuadBezier:
Spline: — smooth curves
Knot: — adjust curve sharpness within Spline
<Ray from={[0,0]} to={[300,200]} endArrow />start(1,1)end(0,1)<CubicBezier p0={..} p1={..} p2={..} p3={..} /><QuadBezier p0={..} p1={..} p2={..} /><Spline points={[..]} />new Knot([x,y], sharpness)Ray(射线): — 可通过 / 实现动画
CubicBezier(三次贝塞尔曲线):
QuadBezier(二次贝塞尔曲线):
Spline(样条曲线): — 平滑曲线
Knot(节点): — 调整Spline中的曲线锐利度
<Ray from={[0,0]} to={[300,200]} endArrow />start(1,1)end(0,1)<CubicBezier p0={..} p1={..} p2={..} p3={..} /><QuadBezier p0={..} p1={..} p2={..} /><Spline points={[..]} />new Knot([x,y], sharpness)Text Rendering
文本渲染
See Txt for full details.
ts
<Txt text={'Hello World'} fontSize={64} fontFamily={'Inter'} fill={'#ffffff'} wrap={true} />详情请查看 Txt。
ts
<Txt text={'Hello World'} fontSize={64} fontFamily={'Inter'} fill={'#ffffff'} wrap={true} />Custom Components
自定义组件
ts
export class Switch extends Node {
@initial(false) @signal()
public declare readonly initialState: SimpleSignal<boolean, this>;
public constructor(props?: SwitchProps) {
super({...props});
}
public *toggle(duration: number) { /* animation logic */ }
}Decorators (import from ): , , ,
@motion-canvas/2d@signal()@initial(value)@colorSignal()@vector2Signal()ts
import {Node, NodeProps, initial, signal} from '@motion-canvas/2d';ts
export class Switch extends Node {
@initial(false) @signal()
public declare readonly initialState: SimpleSignal<boolean, this>;
public constructor(props?: SwitchProps) {
super({...props});
}
public *toggle(duration: number) { /* 动画逻辑 */ }
}装饰器(从导入):, , ,
@motion-canvas/2d@signal()@initial(value)@colorSignal()@vector2Signal()ts
import {Node, NodeProps, initial, signal} from '@motion-canvas/2d';Scene Transitions
场景过渡
ts
import {slideTransition, fadeTransition, Direction} from '@motion-canvas/core';
yield* slideTransition(Direction.Left);All transitions (from ):
@motion-canvas/core- — slide in from direction
slideTransition(Direction.Left) - — cross-fade
fadeTransition(duration?) - — zoom into a BBox area
zoomInTransition(area, duration?) - — zoom out from a BBox area
zoomOutTransition(area, duration?) - — wait without visual transition
waitTransition(duration?)
Directions: Top, Bottom, Left, Right, TopLeft, TopRight, BottomLeft, BottomRight
Custom:
ts
import {useTransition} from '@motion-canvas/core';
const transition = useTransition(ctx => { /* current */ }, ctx => { /* previous */ });
yield* transition(1);ts
import {slideTransition, fadeTransition, Direction} from '@motion-canvas/core';
yield* slideTransition(Direction.Left);所有过渡效果(来自):
@motion-canvas/core- — 从指定方向滑入
slideTransition(Direction.Left) - — 交叉淡入淡出
fadeTransition(duration?) - — 缩放到指定BBox区域
zoomInTransition(area, duration?) - — 从指定BBox区域缩放退出
zoomOutTransition(area, duration?) - — 仅等待,无视觉过渡
waitTransition(duration?)
方向枚举: Top, Bottom, Left, Right, TopLeft, TopRight, BottomLeft, BottomRight
自定义过渡:
ts
import {useTransition} from '@motion-canvas/core';
const transition = useTransition(ctx => { /* 当前场景逻辑 */ }, ctx => { /* 上一场景逻辑 */ });
yield* transition(1);Advanced Patterns
进阶模式
Conditional:
Reactive:
State machines: pattern with enum states
if (cond()) yield* a(); else yield* b();<Circle fill={() => val() > 150 ? 'red' : 'blue'} />while/switch条件动画:
响应式渲染:
状态机: 使用结合枚举状态的模式
if (cond()) yield* a(); else yield* b();<Circle fill={() => val() > 150 ? 'red' : 'blue'} />while/switchReferences
参考文档
- Setup — Project creation, installation, troubleshooting
- Flow Control — all, any, chain, delay, sequence, loop
- Tweening — Property tweens, easing, interpolation
- Springs — Physics-based spring animations
- Transforms — Coordinates, positioning, matrix operations
- Presentation Mode — Slide-based playback
- Txt — Text rendering, dynamic text, multi-line
- Layout — Flexbox, cardinal directions, offset
- LaTeX — Mathematical equations
- Media — Images, icons, video
- SVG — Animatable SVG component
- Icons — Iconify icon usage and catalog
- Camera — Pan, zoom, follow
- Filters — blur, brightness, contrast, grayscale, sepia, hue, saturate, invert
- Gradients — Linear, radial, conic gradient fills
- Effects — createEffect, createDeferredEffect
- Rendering — Rendering settings and output configuration
- Sounds — Programmable sound playback (@alpha)
- Setup — 项目创建、安装、故障排查
- Flow Control — all、any、chain、delay、sequence、loop等流程控制
- Tweening — 属性缓动、缓动函数、插值
- Springs — 基于物理的弹簧动画
- Transforms — 坐标、定位、矩阵运算
- Presentation Mode — 基于幻灯片的播放模式
- Txt — 文本渲染、动态文本、多行文本
- Layout — Flexbox、方位布局、偏移
- LaTeX — 数学公式渲染
- Media — 图片、图标、视频
- SVG — 可动画的SVG组件
- Icons — Iconify图标使用与目录
- Camera — 平移、缩放、跟随
- Filters — 模糊、亮度、对比度、灰度、棕褐色、色相、饱和度、反色
- Gradients — 线性、径向、锥形渐变填充
- Effects — createEffect、createDeferredEffect
- Rendering — 渲染设置与输出配置
- Sounds — 可编程声音播放(@alpha版本)