Animation APIs parameterized by eg duration and curve are fundamentally opposed to continuous, fluid interactivity.
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they have the benefit of making it easy to define complex effects tho. Physics-based animation APIs seem much harder to use.
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Yep. Pop's got some affordances which help that, but it's still an open problem.
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a compromise that sometimes works well is distance-based (as opposed to time-based), e.g driving the curve with a scrollview
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so in other words, it's a canned animation, but user can scrub back and forth through it along a primary axis of some kind.
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Replying to
Yeah, that's a nice pattern.

