- From: Shane Stephens <shans@google.com>
- Date: Thu, 8 Aug 2013 14:38:28 +1000
- To: Rik Cabanier <cabanier@gmail.com>
- Cc: Brian Birtles <bbirtles@mozilla.com>, "public-fx@w3.org" <public-fx@w3.org>
Received on Thursday, 8 August 2013 04:38:55 UTC
Animation groups are much more like animations than they are like scenes. If anything, a player is a scene. We spent a lot of time ensuring that almost all of an Animation's functionality is embodied in TimedItem, which is shared by both Animations and TimingGroups, so that Animations could effectively be combined to produce more complicated animations. Note that GSAP also treats Timelines like this, so there is precedent. Cheers, -Shane On Thu, Aug 8, 2013 at 2:34 PM, Rik Cabanier <cabanier@gmail.com> wrote: > I wouldn't bother. The limited use case can be emulated with > sub-animations. > A animation group is like a scene so linear time seems most logical. > > > On Wed, Aug 7, 2013 at 9:27 PM, Brian Birtles <bbirtles@mozilla.com>wrote: > >> (2013/08/08 13:21), Rik Cabanier wrote: >> >>> I assume that this means that the timing function of a group will always >>> be linear? >>> >> >> Yes, initially at least. We might introduce a restricted range of easing >> effects on groups though--ones that don't introduce the complications I >> mentioned. >> >> >
Received on Thursday, 8 August 2013 04:38:55 UTC