Easing Settings
Ease In¶
Apply the easing curve when coming from values of 0 towards 0.5.
Ease Out¶
Apply the easing curve when coming from values of 1 towards 0.5.
Linear¶
No change. X = X
Sine¶
The Sine easing function produces a smooth, wave-like progression. It starts slowly, accelerates in the middle, and decelerates towards the end, making it ideal for creating natural, fluid movements.
Quadratic¶
Quadratic easing is straightforward, generating a parabolic curve. It accelerates linearly for a smooth transition, suitable for simple easing with a gentle curve.
Cubic¶
This function intensifies easing by creating a more pronounced curvature. It accelerates and decelerates faster than quadratic easing, which can make movements feel more dynamic.
Quartic¶
Quartic easing has a sharper acceleration and deceleration than cubic easing, creating an even steeper curve. It's effective for rapid transitions that need to start or stop abruptly.
Quintic¶
The most intense of the polynomial easings, Quintic creates a very steep curve, accelerating and decelerating extremely quickly. Useful for short, impactful transitions.
Exponential¶
Exponential easing starts almost imperceptibly slow and speeds up (or vice versa) very quickly. It's ideal for movements that need a dramatic change in velocity.
Circular¶
Circular easing mimics a circular motion, starting and stopping gradually. It provides a smooth curve with a subtle easing effect, making transitions feel natural.
Back¶
The Back easing function overshoots slightly, creating a "rubber band" effect by pulling back before moving forward. It's effective for elastic transitions that feel bouncy.
Elastic¶
Elastic easing emulates an oscillating spring effect, rapidly bouncing back and forth. It's a highly dynamic easing suitable for effects that require elasticity.
Bounce¶
Bounce easing mimics a bouncing effect, with a decaying series of rebounds as if an object is falling and bouncing off a surface. Perfect for effects that simulate gravity.
Custom¶
Edit a curve by adding, removing, and moving points around.