How to connect primitives

We use "to drive" to refer to the idea of an output from one primitive being fed into the input of another. This enables the expression of novel interactions such as a gesture driving a timeline that is driving a collection of tweens.

Primitives that can drive timelines

A timeline's progress can be driven by the following primitives if they have been mapped to a domain of [0...1]:

  • Time can move progress forward or backward.
  • Gestures can scrub progress directly.
  • Applied forces: progress can be physically anchored to a position, usually 1 or 0, using a Spring. This allows a timeline to snap to completion.
  • Applied forces and Gestures: feeding the final velocity of a gesture into a applied forces allows the timeline to be tosse".
  • Tweens.

Timelines can drive these primitives

The timeline's progress can drive tweens. For example: a fade-in animation could occur during the first 50% of a timeline. Scrubbing the timeline would scrub the animation as well.

Similarly, a timeline could be used to emit gesture events that simulate user input. This pattern could be useful for teaching a user how to perform a gesture or for automated testing.

Applied forces and states

Applied forces can be associated with individual states of a state machine.

For example, a photo element might have two states: collapsed and expanded. A spring could be used to transition between them by changing the dimensions and position of the photo to match the correct state.

Timelines and transitions

Timelines are a helpful metaphor for constructing transitions.

For example, a transition between state A and B might have a timeline that drives a coordinated set of tweens. There might also be ephemeral tweens created in response to user input during the transition.

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