Slow In Out Mastery

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

作者 dylantarre83597134ba8f無授權條款99 個星標收錄於 2026年10月8日更新於 2026年10月8日儲存庫9 個月前更新

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

AI 產生的概覽

指導選擇緩動曲線與運動節奏,讓動畫具有符合物理規律的感覺。

功能
說明慢入慢出(緩入緩出)原理、繪製間距,以及常見的緩動函式,例如緩出、緩入、緩入緩出、線性和自訂貝茲曲線。它把這些選擇對應到介面與動態設計、角色動畫、動態圖像和遊戲手感,並列出常見錯誤與預設實作準則。產出的是指引與建議,而不是檔案或程式碼。
適用情境
適用於設計緩動曲線、控制運動節奏,或營造自然的加速與減速時。也適合在判斷進場、退場或自主動畫該用哪種緩動方向,以及運動顯得機械或遲滯時使用。
執行需求
無需工具、套件或憑證;僅為說明性內容,不附帶指令碼。

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.

來源與署名

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

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