Copyright ©2001 W3C ® ( MIT , INRIA , Keio), All Rights Reserved. W3C liability, trademark, document use and software licensing rules apply.
This is a W3C Recommendation of a specification of animation functionality for XML documents. It describes an animation framework as well as a set of base XML animation elements suitable for integration with XML documents. It is based upon the SMIL 1.0 timing model, with some extensions, and is a true subset of SMIL 2.0. This provides an intermediate stepping stone in terms of implementation complexity, for applications that wish to have SMIL-compatible animation but do not need or want time containers.
This section describes the status of this document at the time of its publication. Other documents may supersede this document. The latest status of this document series is maintained at the W3C.
This document has been reviewed by W3C Members and other interested parties and has been endorsed by the Director as a W3C Recommendation. It is a stable document and may be used as reference material or cited as a normative reference from another document. W3C's role in making the Recommendation is to draw attention to the specification and to promote its widespread deployment. This enhances the functionality and interoperability of the Web.
The SMIL Animation specification has been produced as part of the W3C Synchronized Multimedia Activity and was written by the SYMM Working Group ( members only ) of the W3C Interaction Domain, working with the SVG Working Group ( members only ) of the W3C Document Formats Domain. The goals of the SYMM Working Group are discussed in the SYMM Working Group charter ( members only ), (revised July 2000 from original charter version).
The SYMM Working Group ( members only ) considers that all features in the SMIL 2.0 specification have been implemented at least twice in an interoperable way. The SYMM Working Group Charter ( members only ) defines this as the implementations having been developed independently by different organizations and each test in the SMIL 2.0 test suite has at least two passing implementations. The Implementation results are publicly released and are intended solely to be used as proof of SMIL 2.0 implementability. It is only a snap shot of the actual implementation behaviors at one moment of time, as these implementations may not be immediately available to the public. The interoperability data is not intended to be used for assessing or grading the performance of any individual implementation.
There are patent disclosures and license commitments associated with the SMIL 2.0 specification (and thus with the SMIL Animation specification also), these may be found on the SYMM Patent Statement page in conformance with W3C policy.
Please report errors in this document to www-smil@w3.org. The list of known errors in this specification is available at http://www.w3.org/2001/09/REC-smil-animation-20010904-errata.
A list of current W3C Recommendations and other technical documents can be found at http://www.w3.org/TR.
2. Overview and
terminology
2.1. Basics of
animation
2.2.
Animation function values
2.3.
Symbols used in the semantic
descriptions
3. Animation model
3.1.
Specifying the animation
target
3.2.
Specifying the animation
function f(t)
3.2.1.
Animation function timing
3.2.2.
Animation function values
3.2.3.
Animation function calculation
modes
3.3.
Specifying the animation
effect F(t)
3.3.1.
Repeating animation
3.3.2.
Controlling the active duration
3.3.3.
The min and max attributes
3.3.4.
Computing the active
duration
3.3.5.
Freezing animations
3.3.6.
Additive animation
3.3.7.
Restarting animations
3.4.
Handling syntax
errors
3.5.
The animation sandwich
model
3.6.
Timing model details
3.6.1.
Timing and real-world
clock times
3.6.2.
Interval timing
3.6.3.
Unifying event-based and scheduled
timing
3.6.4.
Event sensitivity
3.6.5.
Hyperlinks and timing
3.6.6.
Propagating changes to
times
3.6.7.
Timing attribute value
grammars
3.6.8.
Evaluation of
begin and end time lists
3.7.
Animation function
value details
3.8.
Common syntax DTD
definitions
4. Animation elements
4.1. The
animate element
4.2. The set
element
4.3.
The animateMotion
element
4.4. The
animateColor element
5. Integrating SMIL Animation
into a host language
5.1.
Required host language
definitions
5.2.
Required
definitions and constraints on animation targets
5.3.
Constraints on
manipulating animation elements
5.4.
Required
definitions and constraints on element timing
5.5.
Error handling
semantics
5.6.
SMIL Animation
namespace
6. Document Object Model
support
6.1. Events and event
model
6.2.
Supported interfaces
6.3. IDL
definition
6.4. Java language
binding
6.5. ECMAScript language
binding
7. Appendix: Differences from SMIL 1.0 timing model
8. References
This document describes a framework for incorporating animation onto a time line and a mechanism for composing the effects of multiple animations. A set of basic animation elements are also described that can be applied to any [XML]-based language. A language with which this module is integrated is referred to as a host language. A document containing animation elements is referred to as a host document.
Animation is inherently time-based. SMIL Animation is defined in terms of the SMIL timing model. The animation capabilities are described by new elements with associated attributes and semantics, as well as the SMIL timing attributes. Animation is modeled as a function that changes the presented value of a specific attribute over time.
The timing model is based upon SMIL 1.0
[SMIL1.0], with some changes and
extensions to support additional timing features. SMIL Animation
uses a simplified "flat" timing model, with no time containers
(like <par> or <seq>). This
version of SMIL Animation may not be used with documents that
otherwise contain timing. See also
Required
definitions and constraints on element timing.
While this document defines a base set of animation capabilities, it is assumed that host languages may build upon the support to define additional or more specialized animation elements. In order to ensure a consistent model for document authors and runtime implementers, we introduce a framework for integrating animation with the SMIL timing model. Animation only manipulates attributes and properties of the target elements, and so does not require any specific knowledge of the target element semantics.
The examples in this document that include syntax for a host language use SMIL, SVG, XHTML and CSS. These are provided as an indication of possible integrations with various host languages.
Animation is defined as a time-based manipulation of a target element (or more specifically of some attribute of the target element, the target attribute). The animation defines a mapping of time to values for the target attribute. This mapping accounts for all aspects of timing, as well as animation-specific semantics.
Animations specify a begin, and a simple duration that can be repeated. Each animation defines an animation function that produces a value for the target attribute, for any time within the simple duration. The author can specify how long or how many times an animation function should repeat. The simple duration combined with any repeating behavior defines the active duration.
The target attribute is the name of a feature of a target element as defined in a host language document. This may be (e.g.) an XML attribute contained in the element or a CSS property that applies to the element. By default, the target element of an animation will be the parent of the animation element (an animation element is typically a child of the target element). However, the target may be any element in the document, identified either by an ID reference or via an XLink [XLink] locator reference.
As a simple example, the following defines an animation of an SVG rectangle shape. The rectangle will change from being tall and thin to being short and wide.
<rect ...>
<animate attributeName="width" from="10px" to="100px"
begin="0s" dur="10s" />
<animate attributeName="height" from="100px" to="10px"
begin="0s" dur="10s" />
</rect>
The rectangle begins with a width of 10 pixels and increases to a width of 100 pixels over the course of 10 seconds. Over the same ten seconds, the height of the rectangle changes from 100 pixels to 10 pixels.
When an animation is running, it should not actually change the attribute values in the DOM [DOM-Level-2]. The animation runtime should maintain a presentation value for each animated attribute, separate from the DOM or CSS Object Model (OM). If an implementation does not support an object model, it should maintain the original value as defined by the document as well as the presentation value. The presentation value is reflected in the display form of the document. Animations thus manipulate the presentation value, and should not affect the base value exposed by DOM or CSS OM. This is detailed in The animation sandwich model.
The animation function is evaluated as needed over time by the implementation, and the resulting values are applied to the presentation value for the target attribute. Animation functions are continuous in time and can be sampled at whatever frame rate is appropriate for the rendering system. The syntactic representation of the animation function is independent of this model, and may be described in a variety of ways. The animation elements in this specification support syntax for a set of discrete or interpolated values, a path syntax for motion based upon SVG paths, keyframe based timing, evenly paced interpolation, and variants on these features. Animation functions could be defined that were purely or partially algorithmic (e.g., a random value function or a motion animation that tracks the mouse position). In all cases, the animation exposes this as a function of time.
The presentation value reflects the effect of the animation upon the base value. The effect is the change to the value of the target attribute at any given time. When an animation completes, the effect of the animation is no longer applied, and the presentation value reverts to the base value by default. The animation effect can also be extended to freeze the last value for the remainder of the document duration.
Animations can be defined to either override or add to the base value of an attribute. In this context, the base value may be the DOM value, or the result of other animations that also target the same attribute. This more general concept of a base value is termed the underlying value. Animations that add to the underlying value are described as additive animations. Animations that override the underlying value are referred to as non-additive animations.
Many animations specify the animation function
f(t)
as a sequence of values to be
applied over time. For some types of attributes (e.g. numbers),
it is also possible to describe an interpolation function between
values.
As a simple form of describing the values, animation elements can specify a from value and a to value. If the attribute takes values that support interpolation (e.g. a number), the animation function can interpolate values in the range defined by from and to, over the course of the simple duration. A variant on this uses a by value in place of the to value, to indicate an additive change to the attribute.
More complex forms specify a list of values, or even a path description for motion. Authors can also control the timing of the values, to describe "keyframe" animations, and even more complex functions.
f(t)
F(t)
defines the mapping for the
entire animation,
f(t)
has a
simplified model that just handles the simple duration.
F(t)
F(t)
combines the animation
function
f(t)
with all the other
aspects of animation and timing controls.This section describes the attribute syntax and semantics for
describing animations. The specific elements are not described
here, but rather the common concepts and syntax that comprise the
model for animation. Document issues are described, as well
as the means to target an element for animation. The animation
model is then defined by building up from the simplest to the
most complex concepts: first the simple duration and animation
function
f(t)
, and then the overall
behavior
F(t)
. Finally, the
model for combining animations is presented, and additional
details of animation timing are described.
The time model depends upon several definitions for the host document: A host document is presented over a certain time interval. The start of the interval in which the document is presented is referred to as the document begin. The end of the interval in which the document is presented is referred to as the document end. The difference between the end and the begin is referred to as the document duration. The formal definitions of presentation and document begin and end are left to the host language designer (see also Required host language definitions).
The animation target is defined as a specific attribute of a particular element. The means of specifying the target attribute and the target element are detailed in this section.
The target attribute to be animated is specified with
attributeName. The value of this attribute is a
string that specifies the name of the target attribute, as
defined in the host language.
The attributes of an element that can be animated are often
defined by different languages, and/or in different namespaces.
For example, in many XML applications, the position of an element
(which is a typical target attribute) is defined as a CSS
property rather than as XML attributes. In some cases, the same
attribute name is associated with attributes or properties in
more than one language, or namespace. To allow the author
to disambiguate the name mapping, an additional attribute
attributeType is provided that specifies the
intended interpretation.
The attributeType attribute is optional. By
default, the animation runtime will resolve the names according
to the following rule: If there is a name conflict and
attributeType is not specified, the list of CSS
properties supported by the host language is matched first (if
CSS is supported in the host language); if no CSS match is made
(or CSS does not apply) the default namespace for the target
element will be matched.
If a target attribute is defined in an XML Namespace other
than the default namespace for the target element, the author
must specify the namespace of the target attribute using the
associated namespace prefix as defined in the scope of the
animation element. The prefix is prepended to the value for
attributeName.
For more information on XML namespaces, see [XML-NS].
attributeName has an XMLNS prefix,
the implementation must use the associated namespace as
defined in the scope of the animation element.An animation element can define the target element of the animation either explicitly or implicitly. An explicit definition uses an attribute to specify the target element. The syntax for this is described below.
If no explicit target is specified, the implicit target element is the parent element of the animation element in the document tree. It is expected that the common case will be that an animation element is declared as a child of the element to be animated. In this case, no explicit target need be specified.
If an explicit target element reference cannot be resolved (e.g. if no such element can be found), the animation has no effect. In addition, if the target element (either implicit or explicit) does not support the specified target attribute, the animation has no effect. See also Handling syntax errors.
The following two attributes can be used to identify the target element explicitly:
targetElement
=
"<IDREF>"href
= uri-reference
When integrating animation elements into the host language,
the language designer should avoid including both of these
attributes. If however, the host language designer chooses to
include both attributes in the host language, then when both are
specified for a given animation element the XLink
href attribute takes precedence over the
targetElement attribute.
The advantage of using the targetElement
attribute is the simpler syntax of the attribute value compared
to the href attribute. The advantage of using the
XLink href attribute is that it is extensible to a
full linking mechanism in future versions of SMIL Animation, and
the animation element can be processed by generic XLink
processors. The XLink form is also provided for host languages
that are designed to use XLink for all such references. The
following two examples illustrate the two approaches.
This example uses the simpler targetElement
syntax:
<animate targetElement="foo" attributeName="bar" .../>
This example uses the more flexible XLink locator syntax, with the equivalent target.
<foo xmlns:xlink="http://www.w3.org/1999/xlink"> ... <animate xlink:href="#foo" attributeName="bar" .../> ... </foo>
When using an XLink href attribute on an
animation element, the following additional XLink attributes need
to be defined in the host language. These may be defined in a
DTD, or the host language may require these in the document
syntax to support generic XLink processors. For more information,
refer to the "XML Linking Language (XLink)"
[XLink].
The following XLink attributes are required by the XLink specification. The values are fixed, and so may be specified as such in a DTD. All other XLink attributes are optional, and do not affect SMIL Animation semantics.
type
= 'simple'actuate
= 'onLoad'show
= 'embed'Additional details on the target element specification as relates to the host document and language are described in Required definitions and constraints on animation targets.
Every animation function defines the value of the attribute at a particular moment in time. The time range for which the animation function is defined is the simple duration. The animation function does not produce defined results for times outside the range of 0 to the simple duration.
The basic timing for an element is described using the
begin and dur attributes. Authors can
specify the begin time of an animation in a variety of ways,
ranging from simple clock times to the time that an event like a
mouse-click happens. The length of the simple duration is
specified using the dur attribute. The attribute
syntax is described below. The normative syntax rules for each
attribute value variant are described in
Timing attribute value
grammars. A syntax summary is provided here as an aid to the
reader.
This section is normative
This section is normative
This section is informative
The begin value can specify a list of times. This can be used to specify multiple "ways" or "rules" to begin an element, e.g. if any one of several events is raised. A list of times can also define multiple begin times, allowing the element to play more than once (this behavior can be controlled, e.g. to only allow the earliest begin to actually be used - see also Restarting animations).
In general, the earliest time in the list determines the begin time of the element. There are additional constraints upon the evaluation of the begin time list, detailed in Evaluation of begin and end time lists.
Note that while it is legal to include "indefinite" in a list of values for begin, "indefinite" is only really useful as a single value. Combining it with other values does not impact begin timing, as DOM begin methods can be called with or without specifying "indefinite" for begin.
This section is informative
The use of negative offsets to define begin times merely defines the synchronization relationship of the element. It does not in any way override the time container constraints upon the element, and it cannot override the constraints of presentation time.
This section is normative
The computed begin time defines the scheduled synchronization relationship of the element, even if it is not possible to begin the element at the computed time. The time model uses the computed begin time, and not the observed time of the element begin.
This section is normative
The element will actually begin at the time computed according to the following algorithm:
Let o be the offset value of a given begin value, d be the associated simple duration, AD be the associated active duration. Let rAt be the time when the begin time becomes resolved. Let rTo be the resolved sync-base or event-base time without the offset Let rD be rTo - rAt. If rD < 0 then rD is set to 0. If AD is indefinite, it compares greater than any value of o or ABS(o). REM( x, y ) is defined as x - (y * floor( x/y )). If y is indefinite, REM( x, y ) is just x. Let mb = REM( ABS(o), d ) - rD
If ABS(o) >= AD then the element does not begin. Else if mb >= 0 then the media begins at mb. Else the media begins at mb + d.
If the element repeats, the iteration
value of the repeat event has the calculated value
based upon the above computed begin time, and not the observed
number of repeats.
This section is informative
Thus for example:
<animate begin="foo.click-8s" dur="3s" repeatCount="10" .../>
The animation begins when the user
clicks on the element "foo". Its calculated begin time is
actually 8 seconds earlier, and so it begins to play at 2 seconds
into the 3 second simple duration, on the third repeat iteration.
One second later, the fourth iteration of the element will begin,
and the associated repeat event will have the
iteration value set to 3 (since it is zero based). The element
will end 22 seconds after the click. The beginEvent
event is raised when the element begins, but has a time
stamp value that corresponds to the defined begin time, 8 seconds
earlier. Any time dependents are activated relative to the
computed begin time, and not the observed begin
time.
Note: If script authors wish to
distinguish between the computed repeat iterations and observed
repeat iterations, they can count actual repeat
events in the associated event handler.
If no begin is specified, the default value is
"0" - the animation begins when the document begins. If there is
any error in the argument value syntax for begin,
the default value for begin will be used.
If the animation does not have a dur attribute,
the simple duration is indefinite. Note that interpolation will
not work if the simple duration is indefinite (although this may
still be useful for
<set>
elements). See
also Interpolation and
indefinite simple durations.
If there is any error in the argument value syntax for
dur, the attribute will be ignored (as though it
were not specified), and so the simple duration will be
indefinite.
If the begin is specified to be "indefinite" or specifies an event-base, the time of the begin is not actually known until the element is activated (e.g., with a hyperlink, DOM method call or the referenced event). The time is referred to as unresolved when it is not known. At the point at which the element begin is activated, the time becomes resolved. This is described in detail in Unifying event-based and scheduled timing.
The following examples all specify a begin at midnight on January 1st 2000, UTC
begin="wallclock(2000-01-01Z)" begin="wallclock( 2000-01-01T00:00Z )" begin="wallclock( 2000-01-01T00:00:00Z )" begin="wallclock( 2000-01-01T00:00:00.0Z )" begin="wallclock( 2000-01-01T00:00:00.0Z )" begin="wallclock( 2000-01-01T00:00:00.0-00:00 )"
The following example specifies a begin at 3:30 in the afternoon on July 28th 1990, in the Pacific US time zone:
begin="wallclock( 1990-07-28T15:30-08:00 )"
The following example specifies a begin at 8 in the morning wherever the document is presented:
begin="wallclock( 08:00 )"
In addition to the target attribute and the timing, an animation must specify how to change the value over time. An animation can be described either as a list of values, or in a simplified form using from, to and by values.
attributeType domain.If a list of values is used, the animation will apply the values in order over the course of the animation (pacing and interpolation between these values is described in the next section). If a list of values is specified, any from, to and by attribute values are ignored.
The simpler from/to/by syntax provides for several
variants. To use one of these variants, one of by or
to must be specified; a from value is
optional. It is not legal to specify both by and
to attributes - if both are specified, only the
to attribute will be used (the by will
be ignored). The combinations of attributes yield the following
classes of animation:
from value and a to
value defines a simple animation, equivalent to a
values list with 2 values. The animation function
is defined to start with the from value, and to
finish with the to value.from value and a by
value defines a simple animation in which the animation
function is defined to start with the from value,
and to change this over the course of the simple duration by a
delta specified with the by attribute.
This may only be used with attributes that support addition
(e.g. most numeric attributes).by attribute. This may only be used with
attributes that support addition.to attribute. Using this form, an author can
describe an animation that will start with any current value
for the attribute, and will end up at the desired
to value.The last two forms "by animation" and "to animation" have additional semantic constraints when combined with other animations. The details of this are described below in the section How from, to and by attributes affect additive behavior.
The animation values specified in the animation element must be legal values for the specified attribute. See also Animation function value details.
Leading and trailing white space, and white space before and after semicolon separators, will be ignored.
If any values (i.e., the argument-values for
from, to, by or
values attributes) are not legal, the animation will
have no effect (see also
Handling Syntax Errors).
Similarly, if none of the from, to,
by or values attributes are specified,
the animation will have no effect.
If the simple duration of an animation is indefinite (e.g., if
no dur value is specified), interpolation is not
generally meaningful. While it is possible to define an animation
function that is not based upon a defined simple duration (e.g.,
some random number algorithm), most animations define the
function in terms of the simple duration. If an animation
function is defined in terms of the simple duration and the
simple duration is indefinite, the first value of the animation
function (i.e.,
f(0)
) should be
used (effectively as a constant) for the animation function.
Examples
The following example using the values syntax
animates the width of an SVG shape over the course of 10 seconds,
interpolating from a width of 40 to a width of 100 and back to
40.
<rect ...> <animate attributeName="width" values="40;100;40" dur="10s"/> </rect>
The following "from-to animation" example animates the width of an SVG shape over the course of 10 seconds from a width of 50 to a width of 100.
<rect ...> <animate attributeName="width" from="50" to="100" dur="10s"/> </rect>
The following "from-by animation" example animates the width of an SVG shape over the course of 10 seconds from a width of 50 to a width of 75.
<rect ...> <animate attributeName="width" from="50" by="25" dur="10s"/> </rect>
The following "by animation" example animates the width of an SVG shape over the course of 10 seconds from the original width of 40 to a width of 70.
<rect width="40"...> <animate attributeName="width" by="30" dur="10s"/> </rect>
The following "to animation" example animates the width of an SVG shape over the course of 10 seconds from the original width of 40 to a width of 100.
<rect width="40"...> <animate attributeName="width" to="100" dur="10s"/> </rect>
By default, a simple linear interpolation is performed over
the values, evenly spaced over the duration of the
animation. Additional attributes can be used for finer
control over the interpolation and timing of the values. The
calcMode attribute defines the method of applying
values to the attribute. The keyTimes attribute
provides additional control over the timing of the animation
function, associating a time with each value in the
values list (or the points in a path
description for animateMotion - see
The animateMotion element).
Finally, the keySplines attribute provides a means
of controlling the pacing of interpolation between the
values in the values list.
calcMode
= "discrete | linear | paced |
spline"calcMode
attribute is ignored and discrete interpolation is used.
calcMode.paced" is
specified, any keyTimes or
keySplines will be ignored.values
list to the next according to a time function defined by a
cubic Bezier spline. The points of the spline are defined
in the keyTimes attribute, and the control
points for each interval are defined in the
keySplines attribute.
keyTimes
=
"<list>"values attribute list, and
defines when the value should be used in the animation
function. Each time value in the keyTimes list
is specified as a floating point value between 0 and 1
(inclusive), representing a proportional offset into the
simple duration of the
animation element.
If a list of keyTimes is specified, there
must be exactly as many values in the keyTimes
list as in the values list.
Each successive time value must be greater than or equal to the preceding time value.
The keyTimes list semantics depends upon the
interpolation mode:
keyTime associated with
each value defines when the value is set; values are
interpolated between the keyTimes.keyTimes.If the interpolation mode is "paced", the
keyTimes attribute is ignored.
If there are any errors in the keyTimes
specification (bad values, too many or too few values), the
animation will have no effect.
If the simple duration is indefinite, any
keyTimes specification will be ignored.
keySplines
=
"<list>"keyTimes list, defining a cubic Bezier function
that controls interval pacing. The attribute value is a
semicolon separated list of control point descriptions. Each
control point description is a set of four floating point
values: x1 y1 x2 y2, describing the Bezier
control points for one time segment. The
keyTimes values that define the associated
segment are the Bezier "anchor points", and the
keySplines values are the control points. Thus,
there must be one fewer sets of control points than there are
keyTimes.
The values must all be in the range 0 to 1.
This attribute is ignored unless the calcMode
is set to "spline".
If there are any errors in the keySplines
specification (bad values, too many or too few values), the
animation will have no effect.
If calcMode is set to "discrete", "linear" or
"spline", but the
keyTimes
attribute is
not specified, the values in the
values
attribute are
assumed to be equally spaced through the animation duration,
according to the calcMode:
n-1 even periods, and the
animation function is a linear interpolation between the values
at the associated times. Note that a linear animation
will be a smoothly closed loop if the first value is repeated
as the last.This semantic applies as well when the keySplines
attribute is specified, but
keyTimes
is not. The
times associated to the keySplines values are
determined as described above.
The syntax for the control point sets in
keySplines lists is:
control-pt-set ::= ( fpval comma-wsp fpval comma-wsp fpval comma-wsp fpval ) fpval ::= Floating point number comma-wsp ::= S (spacechar|",") S
Control point values are separated by at least one white space character or a comma. Additional white space around the separator is allowed. The allowed syntax for floating point numbers must be defined in the host language.
For the shorthand forms from-to animation and from-by animation, there are only 2 values. A discrete from-to animation will set the "from" value for the first half of the simple duration and the "to" value for the second half of the simple duration. Similarly, a discrete from-by animation will set the "from" value for the first half of the simple duration and for the second half of the simple duration will set the computed result of applying the "by" value. For the shorthand form to animation, there is only 1 value; a discrete to animation will simply set the "to" value for the simple duration.
If the argument values for keyTimes or
keySplines are not legal (including too few or too
many values for either attribute), the animation will have no
effect (see also Handling syntax
errors).
In the calcMode, keyTimes and
keySplines attribute values, leading and trailing
white space and white space before and after semicolon separators
will be ignored.
The three illustrations 1a, 1b and 1c below show how the same
basic animation will change a value over time, given different
interpolation modes. All examples use the default timing (no
keyTimes or keySplines
specified). All examples are based upon the following
example, but with different values for calcMode:
<animate dur="30s" values="0; 1; 2; 4; 8; 15" calcMode="[as specified]" />
![]() |
Figure 1a: Default discrete animation.
There are 6 segments of equal duration: 1 segment per value. |
![]() |
Figure 1b: Default linear animation.
There are 5 segments of equal duration: n-1 segments for n values. Spline interpolation is a refinement of linear, and is further illustrated in Figure 2, below. |
![]() |
Figure 1c: Default paced animation.
There are 5 segments of varying duration: n-1 segments for n values, computed to yield a constant rate of change in the value. |
The following example describes a simple discrete animation:
<animate attributeName="foo" dur="8s"
values="bar; fun; far; boo" />
The value of the attribute "foo" will be set to each of the
four strings for 2 seconds each. Because the string values cannot
be interpolated, only discrete animation is possible;
any calcMode attribute would be ignored.
Discrete animation can also be used with
keyTimes, as in the following example:
<animateColor attributeName="color" dur="10s" calcMode="discrete"
values="green; yellow; red" keyTimes="0.0; 0.5;" />
This example also shows how keyTimes values can
interact with an indefinite duration. The value of the "color"
attribute will be set to green for 5 seconds, and then to yellow
for 5 seconds, and then will remain red for the remainder of the
document, since the (unspecified) duration defaults to
"indefinite".
The following example describes a simple linear animation:
<animate attributeName="x" dur="10s" values="0; 10; 100" calcMode="linear"/>
The value of "x" will change from 0 to 10 in the first 5
seconds, and then from 10 to 100 in the second 5 seconds. Note
that the values in the values attribute are spaced
evenly in time with no keyTimes specified; in this
case the result is a much larger actual change in the value
during the second half of the animation. Contrast this with the
same example changed to use "paced" interpolation:
<animate attributeName="x" dur="10s" values="0; 10; 100" calcMode="paced"/>
To produce an even pace of change to the attribute "x", the
second segment defined by the values list gets most of the simple
duration: The value of "x" will change from 0 to 10 in the first
second, and then from 10 to 100 in the next 9 seconds. While this
example could be easily authored as a from-to animation
without paced interpolation, many examples (such as motion paths)
are much harder to author without the "paced" value for
calcMode.
The following example illustrates the use of
keyTimes:
<animate attributeName="x" dur="10s" values="0; 50; 100" keyTimes="0; .8; 1" calcMode="linear"/>
The keyTimes values cause the "x" attribute to
have a value of "0" at the start of the animation, "50" after 8
seconds (at 80% into the simple duration) and "100" at the end of
the animation. The value will change more slowly in the first
half of the animation, and more quickly in the second half.
Extending this example to use keySplines:
<animate attributeName="x" dur="10s" values="0; 50; 100"
keyTimes="0; .8; 1" calcMode="spline"
keySplines=".5 0 .5 1; 0 0 1 1" />
The keyTimes still cause the "x" attribute to
have a value of "0" at the start of the animation, "50" after 8
seconds and "100" at the end of the animation. However, the
keySplines values define a curve for pacing the
interpolation between values. In the example above, the spline
causes an ease-in and ease-out effect between time 0 and 8
seconds (i.e., between keyTimes 0 and .8, and
values "0" and "50"), but a strict linear
interpolation between 8 seconds and the end (i.e., between
keyTimes .8 and 1, and values
"50" and "100"). See Figure 2 below for an illustration of the
curves that these keySplines values define.
For some attributes, the pace of change may not be
easily discernable by viewers. However for animations like
motion, the ability to make the speed of the motion
change gradually, and not in abrupt steps, can be important. The
keySplines attribute provides this control.
The following figure illustrates the interpretation of the
keySplines attribute. Each diagram illustrates the
effect of keySplines settings for a single interval
(i.e., between the associated pairs of values in the
keyTimes and values lists.). The
horizontal axis can be thought of as the input value for the
unit progress of interpolation within the interval -
i.e., the pace with which interpolation proceeds along the given
interval. The vertical axis is the resulting value for the
unit progress, yielded by the keySplines
function. Another way of describing this is that the horizontal
axis is the input unit time for the interval, and the
vertical axis is the output unit time. See also the
section Timing and
real-world clock times.
keySplines="0 0 1 1"
(the default) |
keySplines=".5 0 .5 1" |
||
keySplines="0 .75 .25 1" |
keySplines="1 0 .25 .25" |
To illustrate the calculations, consider the simple example:
<animate dur="4s" values="10; 20" keyTimes="0; 1"
calcMode="spline" keySplines={as in table} />
Using the keySplines values for each of the four cases above, the approximate interpolated values as the animation proceeds are:
| keySplines values | Initial value | After 1s | After 2s | After 3s | Final value |
| 0 0 1 1 | 10.0 | 12.5 | 15.0 | 17.5 | 20.0 |
| .5 0 .5 1 | 10.0 | 11.0 | 15.0 | 19.0 | 20.0 |
| 0 .75 .25 1 | 10.0 | 18.0 | 19.3 | 19.8 | 20.0 |
| 1 0 .25 .25 | 10.0 | 10.1 | 10.6 | 16.9 | 20.0 |
For a formal definition of Bezier spline calculation, see [COMP-GRAPHICS].
The keyTimes and keySplines
attributes can also be used with the from/to/by
shorthand forms for specifying values, as in the following
example:
<animate attributeName="foo" from="10" to="20"
dur="10s" keyTimes="0.0; 0.7"
calcMode="spline" keySplines=".5 0 .5 1" />
The value will change from 10 to 20, using an
"ease-in/ease-out" curve specified by the keySplines
values. The keyTimes values cause the value of 20 to
be reached at 7 seconds, and to hold there for the remainder of
the 10 second simple duration.
The following example describes a somewhat unusual usage: "from-to animation" with discrete animation. The "stroke-linecap" attribute of SVG elements takes a string, and so implies a calcMode of discrete. The animation will set the stroke-linecap property to "round" for 5 seconds (half the simple duration) and then set the stroke-linecap to "square" for 5 seconds.
<rect stroke-linecap="butt"...>
<animate attributeName="stroke-linecap"
from="round" to="square" dur="10s"/>
</rect>
As described above, the animation function
f(t)
defines the animation for the
simple duration. However SMIL Animation allows the author to
repeat the simple duration. SMIL Animation also allows authors to
specify whether the animation should simply end when the active
duration completes, or whether it should be frozen at
the last value. In addition, the author can specify how
each animation should be combined with other animations and the
original DOM value.
This section describes the syntax and associated semantics for the additional functionality. A detailed model for combining animations is described, along with additional details of the timing model.
The period of time during which the animation is actively
playing, including any repeat behavior, is described as the
active duration. The active duration may be computed from the
simple duration and the repeat specification, and it may be
constrained with the
end
attribute. The complete rules for computing the active
duration are presented in the section
Computing the active
duration.
Repeating an animation causes the animation function
f(t)
to be "played" several times
in sequence. The author can specify either how many
times to repeat, using repeatCount, or how
long to repeat, using repeatDur. Each repeat
iteration is one instance of "playing" the animation
function
f(t)
.
If the simple duration is indefinite, the animation cannot repeat. See also the section Computing the active duration.
f(t)
.At most one of repeatCount or
repeatDur should be specified. If both are specified
(and the simple duration is not indefinite), the active duration
is defined as the minimum of the specified repeatDur and
the simple duration multiplied by repeatCount. For the
purposes of this comparison, a defined value is considered to be
"less than" a value of "indefinite". If the simple duration is
indefinite, and both repeatCount and
repeatDur are specified, the
repeatCount will be ignored, and the
repeatDur will be used (refer to the examples below
describing repeatDur and an indefinite simple
duration). These rules are included in the section
Computing the active
duration.
In the following example, the 2.5 second animation function will be repeated twice; the active duration will be 5 seconds.
<animate attributeName="top" from="0" to="10"
dur="2.5s"
repeatCount="2" />
In the following example, the animation function will be repeated two full times and then the first half is repeated once more; the active duration will be 7.5 seconds.
<animate attributeName="top" from="0" to="10"
dur="3s"
repeatCount="2.5" />
In the following example, the animation function will repeat for a total of 7 seconds. It will play fully two times, followed by a fractional part of 2 seconds. This is equivalent to a repeatCount of 2.8. The last (partial) iteration will apply values in the range "0" to "8".
<animate attributeName="top" from="0"
to="10" dur="2.5s"
repeatDur="7s" />
Note that if the simple duration is not defined (e.g. it is
indefinite), repeat behavior is not defined (but
repeatDur still defines the active duration). In the
following example the simple duration is indefinite, and so the
repeatCount is effectively ignored. Nevertheless,
this is not considered an error: the active duration is also
indefinite. The effect of the animation is to to just use the
value for
f(0)
, setting the fill
color to red for the remainder of the document duration.
<animate attributeName="fill" from="red" to="blue" repeatCount="2" />
In the following example, the simple duration is indefinite,
but the repeatDur still determines the active
duration. The effect of the animation is to set the fill color to
red for 10 seconds.
<animate attributeName="fill" from="red" to="blue" repeatDur="10s" />
In the following example, the simple duration is longer than
the duration specified by repeatDur, and so the
active duration will effectively cut short the simple duration.
However, the animation function still interpolates using the
specified simple duration. The effect of the animation is to
interpolate the value of "top" from 10 to 17, over the course of
7 seconds.
<animate attributeName="top" from="10"
to="20"
dur="10s"
repeatDur="7s" />
min attribute and restart:The min attribute does not prevent an element
from restarting before the minimum active duration is reached.
The author may also select whether a repeating animation should repeat the original behavior for each iteration, or whether it should build upon the previous results, accumulating with each iteration. For example, a motion path that describes an arc can repeat by moving along the same arc over and over again, or it can begin each repeat iteration where the last left off, making the animated element bounce across the window. This is called cumulative animation.
Using the path notation for a simple arc (detailed in The animateMotion element), we describe this example as:
<img ...> <animateMotion path="m 0 0 c 30 50 70 50 100 0 z" dur="5s" accumulate="sum" repeatCount="4" /> </img>
The image moves from the original position along the arc over the course of 5 seconds. As the animation repeats, it builds upon the previous value and begins the second arc where the first one ended, as illustrated in Figure 3, below. In this way, the image "bounces" across the screen. The same animation could be described as a complete path of 4 arcs, but in the general case the path description can get quite large and cumbersome to edit.

accumulate="sum". Each repeat iteration builds upon
the previous.Note that cumulative animation only controls how a single animation accumulates the results of the animation function as it repeats. It specifically does not control how one animation interacts with other animations to produce a presentation value. This latter behavior is described in the section Additive animation.
The cumulative behavior of repeating animations is controlled
with the accumulate attribute:
"sum", each repeat iteration after the first
builds upon the last value of the previous iteration."none", repeat iterations are not
cumulative, and simply repeat the animation function
f(t)
. This is the default.
This attribute is ignored if the target attribute value does not support addition, or if the animation element does not repeat.
Cumulative animation is not defined for "to
animation". This attribute will be ignored if the
animation function is specified with only the to
attribute. See also Specifying
function values.
Any numeric attribute that supports addition can support
cumulative animation. For example, we can define a "pulsing"
animation that will grow the "width" of an SVG
<rect> element by 100 pixels in 50
seconds.
<rect width="20px"...>
<animate attributeName="width" dur="5s"
values="0; 15; 10" additive="sum"
accumulate="sum" repeatCount="10" />
</rect>
Each simple duration causes the rectangle width to bulge by 15 pixels and end up 10 pixels larger. The shape is 20 pixels wide at the beginning, and after 5 seconds is 30 pixels wide. The animation repeats, and builds upon the previous values. The shape will bulge to 45 pixels and then end up 40 pixels wide after 10 seconds, and will eventually end up 120 (20 + 100) pixels wide after all 10 repeats.
From-to and from-by animations also support cumulative animation, as in the following example:
<rect width="20px"...> <animate attributeName="width" dur="5s" from="10px" to="20px" accumulate="sum" repeatCount="10" /> </rect>
The rectangle will grow from 10 to 20 pixels in the first 5
seconds, and then from 20 to 30 in the next 5 seconds, and so on
up to 110 pixels after 10 repeats. Note that since the default
value for additive is "replace", the original value
is ignored. The following example makes the animation explicitly
additive:
<rect width="20px"...> <animate attributeName="width" dur="5s" from="10px" to="20px" accumulate="sum" additive="sum" repeatCount="10" /> </rect>
The results are the same as before, except that all the values are shifted up by the original value of 20. The rectangle is 30 pixels wide after 5 seconds, and 130 pixels wide after 10 repeats.
To produce the cumulative animation behavior, the animation
function
f(t)
must be modified
slightly. Each iteration after the first must add in the last
value of the previous iteration - this is expressed as a multiple
of the last value specified for the
animation function. Note that cumulative animation is defined in
terms of the values specified for the animation behavior, and not
in terms of sampled or rendered animation values. The latter
would vary from machine to machine, and could even vary between
document views on the same machine.
Let
fi(t)
represent
the cumulative animation function for a given iteration
i.
The first iteration
f0(t)
is unaffected by
accumulate, and so is the same as the original
animation function definition.
f0(t) = f(t)
Let
ve
be the last value
specified for the animation function (e.g., the "to" value, the
last value in a "values" list, or the end of a "path").
Each iteration after the first adds in the computed offset:
fi(t) = (ve * i) +
f(t) ; i >= 1
SMIL Animation provides an additional control over the active
duration. The end attribute allows the author to
constrain the active duration of the animation by specifying an
end value, using a simple offset, a time base, an event-base or
DOM method calls. The end attribute can
constrain but not extend the active duration
that is otherwise defined by dur and any repeat
behavior. The rules for combining the attributes to compute the
active duration are presented in the section,
Computing the active
duration.
The end value can specify a list of times. This can be used to specify multiple "ways" or "rules" to end an element, e.g. if any one of several events is raised. A list of times can also define multiple end times that can correspond to multiple begin times, allowing the element to play more than once (this behavior can be controlled - see also Restarting animations).
In the following example, the active duration will end at the earlier of 10 seconds or the end of the "foo" element. This is particularly useful if "foo" is defined to begin or end relative to an event.
<animate dur="2s" repeatDur="10s" end="foo.end" ... />
In the following example, the animation begins when the user clicks on the target element. The active duration will end 30 seconds after the document begins. Note that if the user has not clicked on the target element before 30 seconds elapse, the animation will never begin.
<animate begin="click" dur="2s" repeatDur="indefinite" end="30s" ... />
Using end with an event value enables authors to
end an animation based on either an interactive event or a
maximum active duration. This is sometimes known as lazy
interaction.
In this example, a presentation describes some factory processes. It uses animation to move an image around (e.g. against a background), demonstrating how an object moves from one part of a factory to another. Each step is a motion path, and set to repeat 3 times to make the point clear. Each animation can also be ended by clicking on some element "next" that allows the user to advance the presentation to the next step.
<img id="objectToMove" ... >
<animateMotion id="step1" begin="0" dur="5s"
repeatCount="3" end="next.click" path.../>
<animateMotion id="step2" begin="step1.end" dur="5s"
repeatCount="3" end
="next.click" path.../>
<animateMotion id="step3" begin="step2.end" dur="5s"
repeatCount="3" end
="next.click" path.../>
<animateMotion id="step4" begin="step3.end" dur="5s"
repeatCount="3" end
="next.click" path.../>
<animateMotion id="step5" begin="step4.end" dur="5s"
repeatCount="3" end
="next.click" path.../>
</img>
In this case, the active end of each animation is defined to be the earlier of 15 seconds after it begins, or a click on "next". This lets the viewer sit back and watch, or advance the presentation at a faster pace.
This section is informative
The min/max attributes provide the author with a way to control the lower and upper bound of the element active duration.
This section is normative
If there is any error in the argument value
syntax for min, the attribute will be ignored (as
though it were not specified).
The default value for min is
"0". This does not constrain the active duration at
all.
If there is any error in the argument value
syntax for max, the attribute will be ignored (as
though it were not specified).
The default value for max is
"indefinite". This does not constrain the active duration at
all.
If the "media" argument value
is specified for either min or max on
an element that does not define media, the respective attribute
will be ignored (as though it were not specified).
If both min and
max attributes are specified then the
max value must be greater than or equal to the
min value. If this requirement is not fulfilled then
both attributes are ignored.
The rule to apply to compute the active
duration of an element with min or max
specified is the following: Each time the active duration of an
element is computed (i.e. for each interval of the element if it
begins more than once), this computation is made without taking
into account the min and max attributes
(by applying the algorithm described in
Computing the active duration).
The result of this step is checked against the min
and max bounds. If the result is within the bounds,
this first computed value is correct. Otherwise two situations
may occur:
if the first computed duration is
greater than the max value, the active duration of the
element is defined to be equal to the max value
(see the first example below).
if the first computed duration is less
than the min value, the active duration of the
element becomes equal to the min value and the
behavior of the element is as follows :
if the repeating duration (or the
simple duration if the element doesn't repeat) of the
element is greater than min then the element
is played normally for the (min constrained)
active duration. (see the second and third examples
below).
otherwise the element is played
normally for its repeating duration (or simple duration
if the element does not repeat) and then is frozen or not
shown depending on the value of the fill
attribute (see the fourth and fifth examples below).
min attribute and
negative begin timesIf an element is defined to begin before its parent (e.g. with
a simple negative offset value), the min duration is
measured from the calculated begin time not the observed begin
(see example 1 below). This means that the min value
may have no observed effect.
See also the section The min attribute and restart.
The table in Figure 4 shows the semantics of all possible
combinations of simple duration, repeatCount and
repeatDur, and end. The following
conventions are used in the table:
Additionally, the following rules must be followed in computing values:
end is event-based or DOM-based, then an event or
method call that activates end before the
duration specified by dur and/or
repeatCount or repeatDur will cut
short the active duration at the end activation
time.end cannot be resolved (e.g.
when it is event-based), the value is considered to be
"indefinite" for the purposes of evaluating the active
duration. If and when the end value becomes resolved, the
active duration is reevaluated.Some of the rules and results that are implicit in the table, and that should be noted in particular are:
end is specified but neither of
repeatCount or repeatDur are
specified, then the active duration is defined as the minimum
of the simple duration and the duration defined by
end.end and either (or both) of
repeatCount or repeatDur are
specified, the active duration is defined by the minimum
duration defined by the respective attributes.repeatCount can specify).The following symbols are used in the table:
B
d
| Simple duration d |
repeatCount
|
repeatDur
|
end
|
Active Duration |
| defined | d | |||
| defined | defined |
repeatCount*d
|
||
| defined | defined |
repeatDur
|
||
| defined | defined | MIN( d,
end-B ) |
||
| defined | defined | defined | MIN( repeatCount*d,
repeatDur ) |
|
| defined | defined | defined | MIN( repeatCount*d,
( end-B )) |
|
| defined | defined | defined | MIN( repeatDur,
( end-B )) |
|
| defined | defined | defined | defined | MIN( repeatCount*d,
repeatDur,
( end-B )) |
| indefinite | * | indefinite | ||
| indefinite | * | defined |
repeatDur
|
|
| indefinite | * | defined |
end-B
|
|
| indefinite | * | defined | defined | MIN( repeatDur,
( end-B )) |
| * | indefinite | indefinite | ||
| * | indefinite | indefinite | ||
| * | indefinite | indefinite | indefinite | |
| * | indefinite | defined |
end-B
|
|
| * | indefinite | defined |
end-B
|
|
| * | indefinite | indefinite | defined |
end-B
|
repeatCount and
repeatDur, and end.By default when an animation element ends, its effect is no longer applied to the presentation value for the target attribute. For example, if an animation moves an image and the animation element ends, the image will "jump back" to its original position.
<img top="3" ...> <animate begin="5s" dur="10s" attributeName="top" by="100"/> </img>
The image will appear stationary at the top value of "3" for 5
seconds, then move 100 pixels down in 10 seconds. 15 seconds
after the document begin, the animation ends, the effect is no
longer applied, and the image jumps back from 103 to 3 where it
started (i.e., to the underlying value of the top
attribute).
The fill attribute can be used to maintain the
value of the animation after the active duration of the animation
element ends:
<img top="3" ...> <animate begin= "5s" dur="10s" attributeName="top" by="100" fill="freeze" /> </img>
The animation ends 15 seconds after the document begin, but the image remains at the top value of 103. The attribute freezes the last value of the animation for the remainder of the document duration.
The freeze behavior of an animation is controlled using the "fill "attribute:
fill
= "freeze |
remove"If the active duration cuts short the simple duration (including the case of partial repeats), the effect value of a frozen animation is defined by the shortened simple duration. In the following example, the animation function repeats two full times and then again for one-half of the simple duration. In this case, the value while frozen will be 15:
<animate from="10" to="20" dur="4s" repeatCount="2.5" fill="freeze" .../>
In the following example, the dur attribute is
missing, and so the simple duration is indefinite. The active
duration is constrained by end to be 10 seconds.
Since interpolation is not defined, the value while
frozen will be 10:
<animate from="10" to="20" end="10s" fill="freeze" .../>
SMIL Animation specifies that fill="freeze"
remains in effect for the remainder of the document, or until the
element is restarted. In the more general SMIL timing model that
allows time containers, the duration of the freeze effect is
controlled by the time container, and never extends past the end
of the time container simple duration. While this may appear to
conflict, the SMIL Animation definition of
fill="freeze" is consistent with the SMIL timing
model. It is simply the case that in SMIL Animation, the document
is the only "time container", and so the effect is as described
above.
It is frequently useful to define animation as an offset or delta to an attribute's value, rather than as absolute values. A simple "grow" animation can increase the width of an object by 10 pixels:
<rect width="20px" ...> <animate attributeName="width" from="0px" to="10px" dur="10s" additive="sum"/> </rect>
The width begins at 20 pixels, and increases to 30 pixels over the course of 10 seconds. If the animation were declared to be non-additive, the same from and to values would make the width go from 0 to 10 pixels over 10 seconds.
In addition, many complex animations are best expressed as combinations of simpler animations. A "vibrating" path, for example, can be described as a repeating up and down motion added to any other motion:
<img ...>
<animateMotion from="0,0" to="100,0" dur="10s" />
<animateMotion values="0,0; 0,5; 0,0" dur="1s"
repeatDur="10s" additive="sum"/>
</img>
When there are multiple animations defined for a given attribute that overlap at any moment, the two either add together or one overrides the other. Animations overlap when they are both either active or frozen at the same moment. The ordering of animations (e.g. which animation overrides which) is determined by a priority associated with each animation. The animations are prioritized according to when each begins. The animation first begun has lowest priority and the most recently begun animation has highest priority.
Higher priority animations that are not additive will override all earlier (lower priority) animations, and simply set the attribute value. Animations that are additive apply (i.e. add to) to the result of the earlier-activated animations. For details on how animations are combined, see The animation sandwich model.
The additive behavior of an animation is controlled by the
additive attribute:
additive
= "replace |
sum"by
and
to
, as described
below.Additive animation is defined for numeric attributes and other data types for which some addition function is defined. This includes numeric attributes for concepts such as position, widths and heights, sizes, etc. This also includes color (refer to The animateColor element), and may include other data types as specified by the host language.
It is often useful to combine additive animations and
fill behavior, for example when a series of motions
are defined that should build upon one another:
<img ...>
<animateMotion begin="0" dur="5s" path="[some path]"
additive="sum" fill="freeze" />
<animateMotion begin="5s" dur="5s" path="[some path]"
additive="sum" fill="freeze" />
<animateMotion begin="10s" dur="5s" path="[some path]"
additive="sum" fill="freeze" />
</img>
The image moves along the first path, and then starts the second path from the end of the first, then follows the third path from the end of the second, and stays at the final point.
While many animations of numerical attributes will be additive, this is not always the case. As an example of an animation that is defined to be non-additive, consider a hypothetical extension animation "mouseFollow" that causes an object to track the mouse.
<img ...>
<animateMotion dur=10s repeatDur="indefinite"
path="[some nice path]" />
<mouseFollow begin="mouseover" dur="5s"
additive="replace" fill="remove" />
</img>
The mouse-tracking animation runs for 5 seconds every time the
user mouses over the image. It cannot be additive, or it will
just offset the motion path in some odd way. The
mouseFollow needs to override the
animateMotion while it is active. When the
mouseFollow completes, its effect is no longer
applied and the animateMotion again controls the
presentation value for position.
In addition, some numeric attributes (e.g., a telephone number attribute) may not sensibly support addition - it is left to the host language to specify which attributes support additive animation. Attribute types such as strings and Booleans for which addition is not defined, cannot support additive animation.
The attribute values to and by, used
to describe the animation function,
can override the additive attribute in certain
cases:
by
is used
without
from
, (by
animation) the animation is defined to be additive (i.e.,
the equivalent of additive="sum").
to
is used
without
from
, (to
animation) and if the attribute supports addition, the
animation is defined to be a kind of mix of additive and
non-additive. The underlying value is used as a starting point
as with additive animation, however the ending value specified
by the
to
attribute overrides the
underlying value as though the animation was non-additive.For the hybrid case of a to-animation, the animation
function
f(t)
is defined in terms
of the underlying value, the specified to value, and
the current value of
t
(i.e. time)
relative to the simple duration
d
.
d
t
v
cur
v
to
f(t) = v
cur +
((
v
to -
v
cur
) * (t/d))
Note that if no other (lower priority) animations are active
or frozen, this defines simple interpolation. However if another
animation is manipulating the base value, the
to-animation will add to the effect of the lower
priority, but will dominate it as it nears the end of the simple
duration, eventually overriding it completely. The value for
F(t)
when a to-animation
is frozen (at the end of the simple duration) is just the
to value. If a to-animation is frozen
anywhere within the simple duration (e.g., using a repeatCount of
"2.5"), the value for
F(t)
when the
animation is frozen is the value computed for the end of the
active duration. Even if other, lower priority animations are
active while a to-animation is frozen, the value for
F(t)
does not change.
Multiple to-animations will also combine according to these semantics. The higher-priority animation will "win", and the end result will be to set the attribute to the final value of the higher-priority to-animation.
Multiple by-animations combine according to the general rules for additive animation and the animation sandwich model.
The use of from values does not imply either
additive no non-additive animation, and both are possible. The
from value for an additive animation is simply added
to the underlying value, just as for the initial value is in
animations specified with a values list. Additive
behavior for from-to and from-by animations is
controlled by the additive attribute, as in the
general case.
For an example of additive to-animation, consider the following two additive animations. The first, a by-animation applies a delta to attribute "x" from 0 to -10. The second, a to-animation animates to a final value of 10.
<foo x="0" .../>
<animate id="A1" attributeName="x"
by="-10" dur="10s" fill="freeze" />
<animate id="A2" attributeName="x"
to="10" dur="10s" fill="freeze" />
</foo>
The presentation value for "x" in the example above, over the
course of the 10 seconds is presented in Figure 5 below. These
values are simply computed using the formula described above.
Note that the value for
F(t)
for A2
is the presentation value for "x".
| Time |
F(t)
for
A1 |
F(t)
for
A2 |
| 0 | 0 | 0 |
| 1 | -1 | 0.1 |
| 2 |