Sunday, March 18, 2012

Text: Swivel Animations

I just wrapped another great year at SXSW. As expected: after 5 days of back-to-back sessions I'm exhausted, my brain is full, my feet are sore, and all the wonderful innovative ideas I have bubbling up inside won't really see the light of day at work because, well, pesky reality keeps getting in the way.

They always encourage you to tweet during SXSW sessions. Sometimes moderators actually refer to the tweets during each session to redirect the conversation or answer questions. During one session instead of presentating slides or a close up of the speaker: the projectors simply showed live tweets. But they were all at right angles to each other, and the camera swiveled around to focus on each one. I wish I knew exactly what program did that (can anyone tell me?), but I decided I wanted to achieve the same effect.

The Plan

What I want to focus on right now is the core of the animation: manipulating AffineTransforms to zoom in, out, and swivel around a large static canvas. To achieve this I started with a minimal interface:
public interface TransformAnimation {
/**
*
* @param progress a float within [0, 1].
* @return the AffineTransform for the argument.
*/
public AffineTransform getTransform(float progress,int viewWidth,int viewHeight);
}

The piece that followed was also pretty straight-forward: the SwivelPathAnimation is the animation I was looking for. The class itself is very small, but it took a few days to develop because I was trying to develop the UI at the same time. (What good is the animation without a way to test it?)

You construct the animation with a series of Highlight objects. These highlights have a center, a width and height, and an angle of rotation. So if you think of this animation as moving a camera around a page: this controls the placement, zoom and rotation of the camera. Each highlight also keeps track of its duration. When you construct a SwivelPathAnimation you also define the default swivel/transition duration: so each highlight can have its own unique duration, but it's assumed all your transitions should be the same duration.

The path the camera takes is automatic. It is guaranteed to cross the center of each highlight, and it my sincerest hope that it will do so gracefully (without wild curves or excessive detours). This draws on several other articles relating to working with bezier shapes, including this one, possibly this one, and most definitely this one.

Deep inside the animation are controls that ration out the timing as needed. The animation doesn't stop moving when it's displaying a highlight: it just slows down to a very slow speed. Then when it's time for a transition the speed picks back up again.

Here is the applet demo of the finished product:

You can download the applet (source included) here. If the applet doesn't load (or isn't responsive enough), you can also download a sample movie file here. On some browsers/platforms the flicker/animation might be so bad you're better off running the jar as an executable instead of an applet.

The UI

This might (?) be the most complicated UI I've put together for a proof-of-concept applet on my blog so far, so I want to explain it some.

First the easy part: the animation is on the right. Once everything is loaded, just press the play button or drag the slider to see your animation in action.

The left side is the interesting part. The left panel is the overview of the entire canvas. And you can interact with it in a few different ways.

It is populated with the RSS feed from one of my favorite sites: fmylife.com. (As a result: some of the content is for mature audiences. I assume most of my readers are not especially young, though...). So when you see a spinny widget when it starts up: that is what you're waiting on. If you try to view this applet/app without internet connectivity a pre-saved copy of a feed from earlier this week is used instead.

At the bottom of the left panel are a set of controls. I recommend turning down the number of blurbs to about 5 if you want to dabble with the highlights: it makes the UI much more manageable. Now in the overview you can:

  • Click once to create a new highlight.
  • Click and drag an existing highlight to a new location.
  • Click and drag the corner of a highlight to resize it.
  • Shift+click and drag the corner of a highlight to rotate it.
  • Also in the controls below: you can use the "Clear" button at any time to start over.

    The Canvas

    Converting an RSS feed into the layout in the overview took a lot of experimenting. I ended up with a tidy class (only about 100 lines of actual code): the TextClusterPaintable.

    There are a few essential building blocks I had to piece together first, though: the TextBoxPaintable breaks a java.lang.String up into a graphic representation, and the CompositePaintable is the abstract parent of the TextClusterPaintable that lets you compose different Paintables together as part of a bigger canvas. But the TextClusterPaintable is the entity that actually decides where each block of text goes, and at what angle. There's probably room for improvement in this class (it uses a kind of brute-force approach to resolve visual collisions), but it gets the job done for now.

    Extra Effects

    After I had that much working: I went back and looked for ways to improve the animation. The first oddity I noticed was that as you pan around the edges of the canvas: you see a lot of blank space. That is: you can clearly see where there is content and where there is not. This animation is supposed to evoke the feeling of lightly grazing over an unending stream of ideas, so seeing large blank areas off to the side is not the right model.

    So to fix this I decided to tile the canvas. In the CompositePaintable I added an enum titled Tiling:

    The text cluster uses the Tiling.OFFSET model to help reduce the obvious visual effect of a repeating pattern. There is still some white space (depending on how many blurbs we grabbed and how we arranged them), but the overall effect is much better.

    This accentuated a growing performance problem: the text boxes are stored as giant complex java.awt.Shapes. (Because treating them as java.lang.Strings would eventually result in a non-continuous animation: the whole point of rendering Strings vs Shapes is that they are abstract and the toolkit can (and will) optimize how they are rendered. We have to use Shapes to guarantee a continuous animation as we rotate and zoom.) These are not trivial to render, and when you invoke 7 calls to paint(..) instead of 1: a minor annoyance becomes a major obstacle. To address this the CompositePaintable now checks the rotated bounds of each child Paintable against the current clipping.

    Also at this point the animation was black-text-on-white-background. There's a time and place to embrace the "less is more" philosophy, but this was a little extreme. I decided to add a splash of color to the background. Also I decided the background should be at a different depth than the text itself. (That is: imagine the text is 6 inches below the camera, then the background is 4 inches below that.) This contrast of motion -- which hopefully will be so subtle most users won't notice it -- will add to the overall effect of depth and motion.

    I gravitated towards my own collection of tiled images, and eventually settled on one of the more modest (and non-animated) options. The colors were a little too bold (they competed with the text), so I softened them a little. Also at first I applied it as-is -- in a vertical orientation -- but the contrast between vertical and horizontal as the animation swiveled around was too weird. Using 45 degrees looked much better. And lastly I realized: there's no reason the background can't also move. When this particular pattern slides up or down the effect is similar to the Barberpole illusion, so that was a nice touch too.

    The original animation I saw at SXSW had its own special look: only the focused blurb was fully opaque -- all others were translucent. Also the background color would change every time the camera panned around. These are also nice effects, but in this iteration of the project I wanted to work with a static foreground layer. (I'd love to branch out into lots of text effects some day, and then that can be combined with this project for an even nicer effect).

    Conclusion

    There is a slight visual aliasing issue when the text (which is stored as a giant Shape) very slowly moves at an angled direction, but I don't know if that's something we can ever fix.

    Overall this worked out as I'd hoped, and I'd like to keep dabbling with similar effects in the future. Also I'd like to point out that everything in this project (except a few generics and enums) is compatible with Java 1.4 which was written just over a decade ago (in February of 2002). My point is: why didn't we do this kind of thing 10 years ago? The technology is there: we just need to take advantage of it. (Can you tell I just came from SXSW?)

    And lastly: I had to make up a lot of names to complete this project, including "SwivelPathAnimation" and "JFancyBox" and "TextClusterPaintable". If there exist more standardized names for these ideas please let me know and I'll happily refactor my code accordingly.

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