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EsportToys · a month ago
Closed-form (non-iterative) PID solution:

https://www.desmos.com/calculator/mu80ttc9aa

   function sprung_response(t,pos,vel,k,c,m)
      local decay = c/2/m
      local omega = math.sqrt(k/m)
      local resid = decay*decay-omega*omega
      local scale = math.sqrt(math.abs(resid))
      local T1,T0 = t , 1
      if resid<0 then
         T1,T0 = math.sin( scale*t)/scale , math.cos( scale*t)
      elseif resid>0 then
         T1,T0 = math.sinh(scale*t)/scale , math.cosh(scale*t)
      end
      local dissipation = math.exp(-decay*t)
      local evolved_pos = dissipation*( pos*(T0+T1*decay) + vel*(   T1      ) )
      local evolved_vel = dissipation*( pos*(-T1*omega^2) + vel*(T0-T1*decay) )
     return evolved_pos , evolved_vel
   end
For anticipation, just add an extra initial velocity in the opposite direction and let the closed-form solution handle the time evolution. The main trick here is to keep both position and velocity as state. There is no need to “step through the simulation”.

creata · a month ago
Material Design 3's "motion physics system" uses damped harmonic oscillators, too. The parameters (undamped angular frequency omega0 and damping ratio zeta) they use are on this page:

https://m3.material.io/styles/motion/overview/how-it-works

pahgawk · a month ago
This is good! Although I'd also say that initial velocity doesn't quite cover what I was talking about in the post -- even anticipation arguably can start from 0 velocity, accelerate backwards, decelerate, then accelerate in the opposite direction. Imo, any sudden change in velocity should by default be avoided (there are always valid uses where breaking that expectation is good, but I'd want it smooth by default.)

That could possibly be done by incrementally changing force to move it back first, then forward, or to model this as a PD controller following an input with some baked in reversal before moving forward. That can still be closed-form (state response to a known input will be; Laplace transforms can help there), but still would need a bit of effort to model and tune to look right.

LegionMammal978 · a month ago
You wouldn't really need an incremental force: a step-function force (first backward for some time steps, then instantly forward) will still produce a continuous velocity curve.
joenot443 · a month ago
Wow, this is excellent!

Is there a name for this kind of motion? I'd love to use it sometime.

EsportToys · a month ago
It’s the general solution to a damped harmonic oscillator/mass-spring-damper system:

    m * x’’ + c * x’ + k * x = f(t)
See https://web.archive.org/web/20230604215211/https://esporttoy...

ww520 · a month ago
Wow. This is so good. I would never imagine using PID control for animation motion. Saving this.

Deleted Comment

thomascountz · a month ago
Wow, this is great!
esafak · a month ago
How did you even find this site; did you make it?
thomascountz · a month ago
The section on feedback control reminded me of procedural animation where you don't calculate the velocities and positions directly; instead the animation is a consequence of constraints and a target.

I took your PD controller concept and added anticipation using two targets: the original mouse target, and an "anticipation" target set proportionally based on the distance from the point to the main target[1].

This also made me think of Jelly Car and the amazing simulations they did using rigid frames for soft bodies, called Shape Matching[2]. Instead of simulating the soft body physics directly, they used a frame, springs, and "gas" to constrain points, which moved towards targets fixed to the frame.

[1]: https://editor.p5js.org/Thomascountz/sketches/YXWm_VV6s

[2]: https://www.gamedeveloper.com/programming/deep-dive-the-soft...

pahgawk · a month ago
Author here! Nice, thanks for taking the time to create that demo! I also like the look of commenting out `vel.set(0, 0)` when the anticipation target is reached, as it has less "snap" between velocities. Although if you keep velocity the same, now it'll go a little farther than the anticipation target. So maybe if you wanted to have a specific distance of anticipation (I think something an animator would reasonably want to do), one could do some math to figure out where to place the target position so that by the time it decelerates to 0, the distance is the real anticipation distance.
socalgal2 · a month ago
Why does literally every single article on easing functions mention Penner? First off he didn’t invent them. Games had been using those functions since at least the 80s.

Second, why only him and these functions? I don’t write: In JavaScript by Brendan Eich using Node.js by Ryan Dahl I installed a package using npm by Isaac Z. Schlueter called React by Jordan Walke and for the backend I used TJ Holowaychuk’s express.js. Instead just write: In JavaScript using node.js I installed react and express.js

But literally, I’ve never read an article about easing functions that just says “easing functions”. they all feel obligated to mention Penner” Why? and no, it’s not because open source or multiple contributors. I used those examples because I can’t name the 1000s of people for functions which is precisely my point

xwolfi · a month ago
Sir, this is a Wendy
unconed · a month ago
Bouncy animations that overshoot just seem like a bad idea in general. The purpose of a UI animation is to guide the eye, but the bounce explicitly introduces a reversal of motion at the end before stopping.

Easing functions are just very cargo culty. We've had the same basic set that dates from the Flash era. Now there's an Apple variant that's just a parametric version of the same idea, but it lacks guaranteed continuity and it's even harder to control?

Personally I've had far better results using the repeated-lerping-towards-a-target trick, aka a true exponential ease. When stacked, you get a classic LTI (linear time invariant) system, and the math around how those behave is well established.

Classic hand-drawn animation does often use stretching and squeezing to emphasize and to create a sense of anticipation, but that's very different and always dependent on the specific motion. You can't automate that by making everything act like jello.

pahgawk · a month ago
Hi, author here! When writing this, I was thinking more in the space of procedural character animation and motion graphics than UI animations. That's part of why I want a system with nice parameters, so that I do have the ability to fine tune and tweak the motion to fit the context. My background is in classical animation so it's something I might just keyframe by hand in a non-code context, or in Flash when it's easier to jump back and forth between code and non code. Although I think having it parameterized still can lead to interesting opportunities for variation in procedural animation!
ipv6ipv4 · a month ago
Overshoot is important for scroll views. Without the bounce, there is no feedback if you have scrolled to the edge or not. Early Android lacked the bounce, and it would invariably lead to users scrolling again to be sure they had indeed scrolled to the edge of the view.
Jyaif · a month ago
> Early Android lacked the bounce

Early android had some visual feedback (a gradient that faded out) instead of the bounce, possibly because Apple owns a patent ( https://patents.google.com/patent/US7469381B2/en ).

Current Android still does not use the bounce, and instead stretches the content, which works well enough on the high resolution screens that we have now.

Jensson · a month ago
Desktop doesn't have bounce and I prefer it that way. For mobile maybe bounce is more important since its less precise than a mouse, but point is that bounce is not obviously superior since on desktop the bounce just feels buggy rather than what you want.
panic · a month ago
You can add the bounce as a second layer of dynamics on top of the exponential deceleration (this is how iOS scroll views do it).
franciscop · a month ago
I also didn't like when a new easing happened _while_ another easing was happening, which often felt very jerky. Had to do a bunch of calculus (derivatives) by hand and wrote a small library for it in JS:

https://github.com/franciscop/ola

Note: ola means (sea) wave in Spanish

pahgawk · a month ago
Thanks for sharing this library! Author of the post here, I'll definitely check out your implementation.
franciscop · a month ago
Thanks! From your article, you might not want/like my library since it's based on a single easing function. I used a cubic function to find out the interpolation values, and the derivative to make sure it's always smooth. The equation looks like this, it's on the source code:

https://www.wolframalpha.com/input/?i=x+%3D+2+*+t+%5E+3+-+3+...

If you wanted some more details please feel free to ping me (email through my website's resume, or Twitter) and I'll dig the handwritten equations.

neuroscihacker · a month ago
I wrote about analytic easing functions a number of years ago and show how to precisely design a spring function:

https://medium.com/hackernoon/the-spring-factory-4c3d988e712...

And a bounce function:

https://medium.com/hackernoon/the-bounce-factory-3498de1e526...

spankalee · a month ago
There are a lot of post and talks out there about why spring is easier to use and gives nicer results than most easing functions.

In CSS, there's a long standing feature request to add a spring() timing function: https://github.com/w3c/csswg-drafts/issues/280

This would not only be great for developer ergonomics, but would remove JS from the animation path for these cases.

x187463 · a month ago
I have found myself leaning heavily on easing functions to smooth motion within my terminal visual effects engine. I do not have a very strong math background so I am limited in how much I can modify the commonly available functions. I have found it useful to create custom easing functions by mapping the easing function progress across a bezier curve. There's an example in the changeblog write-up from the last release:

https://chrisbuilds.github.io/terminaltexteffects/changeblog...