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moofx().bezier([x,y], [x,y]) maybe? #14
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You can already do some things like: http://jsfiddle.net/GMXuF/14/ |
Also what is your main goal, I mean, you can have bezier curves with n points, and you could write a solver for that (as described on http://en.wikipedia.org/wiki/B%C3%A9zier_curve for example). But then you must realize you can't easily translate that to the CSS3 timing function trick I used in the above jsfiddle, and you'll have to use the fx class (the JS-animate-anything 'fallback'). |
Didn't actually thought about using a custom equation, thanks for pointing it out Arian! Generally the perfect scenario would be to set up a few x/y points in relation to the original position of the element, a bezier would automatically specify the animation path between each point. Now my math skills suck, so I was kind of hoping having a bezier method would be something that'd be interesting to more people than just me. Edit: not that familiar with the terminology, so just googled a bit and what I describe above is a cubic/poly |
You can use the base fx class for any non-dom related animations, or to have a completely custom animation. An example would be: moofx(function(now){someElement.style.left = now + 'px'}).start(0, 100, {equation: Penner.Equations.BounceBackWhatevs}); |
More of a suggestion than an issue.
You think it's possible to utilize moofx in some way so it can be use to animate on a bezier curve?
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