Inovista
    
Animator


Moving Images

In the Inovista Animator, images can be moved within their containing background and parts of that image can be moved within the image and of course, both of these actions can be implemented to run simultaneously. Image transitions can also be chained, this means a sequence of transitions can be played one after another. A chained transition will be played the moment that the previous transition has completed. Note that using the 'delay' option can stall the start of the transition by the amount of time entered in the 'delay'.

The movement options are available in the Combined and Curve Transition sections.


See Working Examples.
Movement Types

There are a wide range of possibilities when it comes to defining how images are moved. Select the required movement in the dropdown next to the 'x' or 'y' axis indicator.
Move

Pixel or Percentage Movement
For each option and for each axis (x or y), a choice of percent or pixels is available. Change from 'px' to '%' by clicking the 'px' button. Change from '%' to 'px' by clicking again.
Movepct

The @HOME Option
At any point within a transition chain, the @HOME option can be used. @HOME works on either or both the x and y axes and will send the image to its initial position. Any textfield within the movement options will accept this option, simply enter '@HOME' in the field.
At Home


On Image Editing
For 'Move Pixels' and 'Goto Pixel', the element/node can be dragged to the required location. Click on the 'Display on Image to Edit' button to place an editable copy on the image. See On Image Editing for more information.

displayeditbutton


Using Variables
As with almost all options within the Inovista Animator, the ability to use variable values is available. Using variables allows the value to be changed at runtime using the Animator API. Note that most of the examples below are using variables to change how the animation works when various options or buttons are selected.
To define a variable, enter a text value into the relevant textfield (any non-numeric or value that is not '@HOME').

mvvar

Once a variable has been created, that variable name should appear in the 'Variable Values' section at the bottom of the editor section of the Inovista Animator (left side). To run the image in the Animator, enter a value into the textfield next to the variable name. Note that this value will be the default when the image is exported. This value can be edited at runtime.

mvvarval

The images below all contain working examples of the points just mentioned. Please note that each image must have a different SVG ID to ensure that there is no confusion about which effects apply to any given image.

  Basic Movement

This example shows the basic movement of the whole SVG image and an element within that image (the ball). Movements can be positive or negative and for both the x and y axes. For example, for the x axis a negative value will move the object to the left and a positive to the right.
There is also the option to move by pixel value or by percentage of the containing parent. Here the SVG image moves based on the percentage size of the background and the ball movements are defined as actual pixels.

In the movement section of the Animator, basic movements are setup as shown below:

  Move to a Position

This example shows movement of objects to a specific point. The point to move to can be defined either as a pixel or a percentage. Here the SVG image is moved to a point based on a percentage of the background size and the ball image is based on a pixel point in the SVG image itself. For example, selecting 10% x for the SVG Image will move that image to a point 10% across from the lefthand side.

In the movement section of the Animator, movements to a point are setup as shown below:

  The @HOME Option

This example shows a chained movement. The first movement sends the both the SVG Image and the ball contained within it to a random point. The second movement uses the '@HOME' option to send that image back to its original position. '@HOME' can be used for any of the movement options and can also be used as a variable value. If '@HOME' is selected for the x axis, the object will be moved to its original horizontal position and to its original vertical position when selected for the y axis.

In the movement section of the Animator, enter '@HOME' as shown below:

  Random Between Motion

This example shows a chained random between movement. The first movement sends the both the SVG Image and the ball contained within it to a random point. The second movement repeats the same random motion. This random motion works by setting a range either in pixels or percentages. The object will move to a point in that range. For example defining a between range on the x axis as 0% to 100%, the object will move to a random point somewhere across the full width.

In the movement section of the Animator, setup random between motions as shown below:

  Random Or Motion

This example shows a chained random or movement. The first movement sends the both the SVG Image and the ball contained within it to a random point based on 2 values. One of the values is randomly selected. The second movement repeats the same random motion. This random motion works by setting a two values either in pixels or percentages. The object will randomly move to one of those points. For example defining a two values on the x axis as 0% and 100%, the object will move to either the extreme left or the extreme right of the background image.

In the movement section of the Animator, setup random or motions as shown below: