Slow In Out Mastery

dylantarre/animation-principles/skills/11-by-principle-focus/slow-in-out-mastery

作者 dylantarre83597134ba8f无许可证99 个星标收录于 2026年10月8日更新于 2026年10月8日仓库9个月前更新

Use when designing easing curves, controlling motion pacing, creating natural acceleration/deceleration, or making movements feel physically grounded.

AI 生成的概览

指导选择缓动曲线与运动节奏,让动画具有符合物理规律的感觉。

功能
讲解慢入慢出(缓入缓出)原理、绘制间距,以及常见的缓动函数,如缓出、缓入、缓入缓出、线性和自定义贝塞尔曲线。它把这些选择对应到界面与动态设计、角色动画、动态图形和游戏手感,并列出常见错误和默认实现启发式。产出的是指导与建议,而不是文件或代码。
适用场景
适用于设计缓动曲线、控制运动节奏,或营造自然的加速与减速时。也适合在判断入场、退场或自主动画该用哪种缓动方向,以及运动显得机械或迟滞时使用。
运行要求
无需工具、软件包或凭据;仅为说明性内容,不附带脚本。

Slow In / Slow Out Mastery

The Physics Principle

Objects in the real world don't move at constant speeds—they accelerate from rest and decelerate to stops. Slow in/slow out (also called ease in/ease out) captures this fundamental truth. Without it, animation looks mechanical. With it, motion feels alive.

Core Theory

Slow Out (Ease Out): More drawings clustered at the start of a movement. The object accelerates away from its starting position gradually.

Slow In (Ease In): More drawings clustered at the end of a movement. The object decelerates into its final position gradually.

Linear motion: Equal spacing between positions. Rare in nature, useful for mechanical elements or stylistic choice.

The Spacing Principle

Traditional animators controlled this through drawing spacing:

  • Tight spacing = slow movement (drawings close together)
  • Wide spacing = fast movement (drawings far apart)

Digital animators control this through easing curves—mathematical functions that describe how values change over time.

Common Easing Functions

  • Ease Out: Fast start, slow end (70% of UI animations)
  • Ease In: Slow start, fast end (exits, departures)
  • Ease In Out: Slow start and end (elegant, deliberate)
  • Linear: Constant rate (mechanical, looping)
  • Custom bezier: Precise control for specific feels

Interaction with Other Principles

Timing is modified by easing: The same duration feels different with different easing. Ease out feels faster than ease in at identical durations.

Anticipation often uses ease in: The wind-up accelerates before the fast action.

Follow through uses ease out: Settling motion decelerates to rest.

Squash/stretch intensity follows easing: More deformation during fast phases, less during slow phases.

Domain Applications

UI/Motion Design

  • Page transitions: Ease out for entrances (fast appearance, settle), ease in for exits
  • Modals: Ease out scale-up for friendly, non-jarring appearance
  • Buttons: Ease out on press feedback (immediate response, smooth settle)
  • Loading: Linear for progress bars (predictable), ease for spinners (organic)
  • Hover states: Quick ease out to start, ease in out for smooth feel

Character Animation

  • Jumps: Slow out from ground (acceleration), slow in to peak (deceleration), fast middle
  • Head turns: Slow out from rest, slow in to new direction
  • Blinks: Fast down (almost linear), slow out up (lids dragging)
  • Weight shifts: Heavy easing reflects mass

Motion Graphics

  • Text reveals: Staggered ease outs create cascading arrivals
  • Logo animations: Carefully crafted curves define brand personality
  • Data visualization: Ease out for growth, ease in for decrease

Game Feel

  • Camera movement: Ease in out for cinematic, quick ease out for responsive
  • Character control: Ease curves define how "tight" or "floaty" movement feels
  • Impact effects: Sharp ease in creates punch

Common Mistakes

  1. Linear everything: Motion feels robotic and sterile
  2. Too much easing: Overly soft motion feels sluggish, unresponsive
  3. Wrong easing direction: Ease in on entrances feels reluctant; ease out on exits feels like the element doesn't want to leave
  4. Ignoring context: Playful UIs need bouncier curves; professional UIs need subtler easing

The Bounce and Elastic Extensions

Beyond basic easing:

  • Bounce: Overshoot with diminishing oscillation (playful, energetic)
  • Elastic: Overshoot with wobble (stretchy, cartoony)
  • Back: Slight pullback before motion (adds anticipation)

The 80/20 Rule

For most UI work: use ease out for 80% of animations (elements responding to user action). Ease out communicates responsiveness—"I heard you and I'm moving." Reserve ease in for departures and de-emphasis.

Implementation Heuristic

Default to ease out (fast start, slow end) for element appearances and responses. Use ease in for exits. Use ease in out for autonomous animations (not triggered by user). Adjust curve intensity based on brand personality—aggressive curves for dynamic brands, subtle curves for calm brands.

来源与署名

来源:dylantarre/animation-principles位于skills/11-by-principle-focus/slow-in-out-mastery提交8359713

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