Category Archives: 12-AniType-Letters

Paul Peng

22 Jan 2014

My assigned letter was T. My chosen letter was P. I chose P because both of my names begin with that letter.



and another one.


My animation of the T was inspired by the motion in which one writes the letter as well as the idea of change as perception. What I sought to represent was not the entirety of the T, but the essence of the T. It turned out exactly as I planned, which was nice. Sketches:

My original plan for the P was to make the “head” of it bounce up and down, but I ended up coming up with a bunch of cool other ideas as well. A lot of them involved rotation, but when I began coding I decided that I didn’t want to learn how to use rotation in anitype. So I went to this other idea of the back of the head of the P popping off and the rest of it sliding down the body and it would have been pretty cool but I ended up not doing that idea either. So I ended up doing the bouncing up and down thing, but then I moved the “tail” of the P to the side and realized it kind of looked like a sliding door. So I kept the “tail” to the side and had the tail move instead of the head, so it was like a sliding door being opened and slammed shut repeatedly. Then I made a less slammy version where the head of the P moves away from the tail as it goes up. I couldn’t decide which of the two to publish so I published neither. I probably should have published both.

I really like this one. It’s like you have the Y and then the top part of the Y is all “goodbye” and you’re like “oh”.

img0003

img008

/**
 * Register your submission and choose a character
 * For more information check out the documentation
 * http://anitype.com/documentation
 */
Anitype.register('T', {
 
  // Enter your name
  author: 'paulpeng',
 
  // Enter a personal website, must have http
  website: 'http://golancourses.net/2014/author/paul/',
 
  // Make your animation here
  construct: function(two, points) {
 
    // Reference to instance
    var anitype = this;
 
    // Create a Two.Polygon
    var polygon = anitype.makePolygon(points);
    // Create some constants
    var interval = 1/10.0;
    var x0 = polygon.vertices[0].x;
    var y0 = polygon.vertices[0].y;
    var x1 = polygon.vertices[1].x;
    var x2 = polygon.vertices[2].x;
    var y3 = polygon.vertices[3].y;
    // Set an initial state
    polygon.vertices[1].set(x0, y0);
    polygon.vertices[2].set(x0, y0);
    polygon.vertices[3].set(x0, y0);
 
    // Create the animation via a tween
    anitype.addTween(polygon.vertices[0], {
      to: { x : x1 },
      easing: Anitype.Easing.Exponential.InOut,
      duration: 4*interval,
      start: 0
    });
    anitype.addTween(polygon.vertices[1], {
      to: { x : x1 },
      easing: Anitype.Easing.Exponential.InOut,
      duration: 4*interval,
      start: 2*interval
    });
    anitype.addTween(polygon.vertices[2], {
      to: { x : x2 },
      easing: Anitype.Easing.Exponential.In,
      duration: 2*interval,
      start: 2*interval
    });
    anitype.addTween(polygon.vertices[3], {
      to: { x : x2 },
      easing: Anitype.Easing.Exponential.In,
      duration: 2*interval,
      start: 2*interval
    });
    anitype.addTween(polygon.vertices[2], {
      to: { y : y3 },
      easing: Anitype.Easing.Exponential.Out,
      duration: 3*interval,
      start: 4*interval
    });
    anitype.addTween(polygon.vertices[3], {
      to: { y : y3 },
      easing: Anitype.Easing.Exponential.Out,
      duration: 3*interval,
      start: 7*interval
    });
 
    // Return your polygon wrapped in a group.
    return two.makeGroup(polygon);
 
  }
 
});
/**
 * Register your submission and choose a character
 * For more information check out the documentation
 * http://anitype.com/documentation
 */
Anitype.register('P', {
 
  // Enter your name
  author: 'paulpeng',
 
  // Enter a personal website, must have http
  website: 'http://golancourses.net/2014/author/paul/',
 
  // Make your animation here
  construct: function(two, points) {
 
    // Reference to instance
    var anitype = this;
 
    // Create a Two.Polygon
    var polygon = anitype.makePolygon(points);
    var p_head = anitype.makePolygon([polygon.vertices[6], polygon.vertices[2], polygon.vertices[3],
                                      polygon.vertices[4], polygon.vertices[5], polygon.vertices[6]]);
    var p_tail = anitype.makePolygon([polygon.vertices[0], polygon.vertices[1]]);
 
    p_tail.translation.x -= 50;
    var taily = p_tail.translation.y;
    var dy = polygon.vertices[0].y - polygon.vertices[1].y;
    var dif = polygon.vertices[1].y - polygon.vertices[2].y;
    p_tail.vertices[1].y -= dif - (p_tail.vertices[0].y - p_tail.vertices[1].y);
 
 
    anitype.addTween(p_tail.translation, {
      to: { y : taily - dy },
      easing: Anitype.Easing.Sinusoidal.InOut,
      duration: 0.75,
      start: 0,
      complete:function(){
        anitype.addTween(p_tail.translation, {
          to: { y : taily },
          easing: Anitype.Easing.Elastic.Out,
          duration: 0.25,
          start: 0.75
        });
      }
    });
 
    // Return your polygon wrapped in a group.
    return two.makeGroup(p_head, p_tail);
 
  }
 
});
/**
 * Register your submission and choose a character
 * For more information check out the documentation
 * http://anitype.com/documentation
 */
Anitype.register('P', {
 
  // Enter your name
  author: 'paulpeng',
 
  // Enter a personal website, must have http
  website: 'http://golancourses.net/2014/author/paul/',
 
  // Make your animation here
  construct: function(two, points) {
 
    // Reference to instance
    var anitype = this;
 
    // Create a Two.Polygon
    var polygon = anitype.makePolygon(points);
    var p_head = anitype.makePolygon([polygon.vertices[6], polygon.vertices[2], polygon.vertices[3],
                                      polygon.vertices[4], polygon.vertices[5], polygon.vertices[6]]);
    var p_tail = anitype.makePolygon([polygon.vertices[0], polygon.vertices[1]]);
 
    p_tail.translation.x -= 25;
    p_head.translation.x += 25;
    var taily = p_tail.translation.y;
    var headx = p_head.translation.x;
    var dy = polygon.vertices[0].y - polygon.vertices[1].y;
    var dif = polygon.vertices[1].y - polygon.vertices[2].y;
    //p_tail.vertices[1].y -= dif - (p_tail.vertices[0].y - p_tail.vertices[1].y);
 
 
    anitype.addTween(p_tail.translation, {
      to: { y : taily - dif },
      easing: Anitype.Easing.Sinusoidal.InOut,
      duration: 0.5,
      start: 0,
      complete:function(){
        anitype.addTween(p_tail.translation, {
          to: { y : taily },
          easing: Anitype.Easing.Exponential.InOut,
          duration: 0.5,
          start: 0.5
        });
      }
    });
    anitype.addTween(p_head.translation, {
      to: { x : headx + dif/2 },
      easing: Anitype.Easing.Sinusoidal.InOut,
      duration: 0.5,
      start: 0,
      complete:function(){
        anitype.addTween(p_head.translation, {
          to: { x : headx },
          easing: Anitype.Easing.Exponential.InOut,
          duration: 0.5,
          start: 0.5
        });
      }
    });
 
    // Return your polygon wrapped in a group.
    return two.makeGroup(p_head, p_tail);
 
  }
 
});

Joel Simon

22 Jan 2014

N : I have not had relations with that letter.
I liked the idea of the letter trying to self construct and having to force itself off the ground thus some implication of gravity. My other ideas involved the legs shifting into a Z and back but it felt too busy.


 n

*
I was inspired by those rotary lens things, I’m not sure the exact term.


2014-01-22 21.58.33

My favorite character that I found was the bouncing 8 by Quasimondo. I think this has a few things going for it: first, it’s conceptually and visually appealing unlike a lot of designs which are only the former, second, it is always clear visually what the letter is.

Brandon Taylor

22 Jan 2014


The Letter F

I wouldn’t say that I’m particularly close to the letter ‘F’.  It’s no where in my name or that of any close relatives.  I suppose it has a connotation with failure, but since this project dealt with motion I thought about ‘fast’.  My objective was to implement something like the Roadrunner coming to a stop.  I feel like the final result matched up pretty well with what I had in mind.

anitypeSketchI was pretty frustrated with this assignment at first.  I’m not familiar with Javascript and felt like even doing a fairly simple thing was not working out. This letter ‘K’ example was the first that I found an example of the ‘complete’ parameter for the addTween function.  This would have been really helpful in the documentation.

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Anitype.register('F', {
 
// Enter your name
author: 'Brandon Taylor',
 
// Enter a personal website, must have http
website: 'http://media.mit.edu/~bttaylor/',
 
// Make your animation here
construct: function(two, points) {
 
// Reference to instance
var anitype = this;
 
// Create a Two.Polygon
var polygon = anitype.makePolygon(points);
// Set an initial state
polygon.scale = 1;
// var origin = polygon.clone();
 
var orig = [];
_.each(polygon.vertices, function(v,i){
orig.push(v.x);
v.x = -1000;
});
 
anitype.addTween(polygon.vertices[0],{
to: {x : 150},
easing: Anitype.Easing.Exponential.In,
duration: .33,
start: 0,
complete: function(){
// polygon.vertices[0].x = 450;
anitype.addTween(polygon.vertices[0],{
to: {x : 450},
easing: Anitype.Easing.Exponential.Out,
duration: .33,
start: .33,
complete: function(){
anitype.addTween(polygon.vertices[0],{
to: {x : orig[0]},
easing: Anitype.Easing.Elastic.Out,
duration: .33,
start: .66
});
}
});
}
});
anitype.addTween(polygon.vertices[1],{
to: {x : 150},
easing: Anitype.Easing.Exponential.In,
duration: .33,
start: 0,
complete: function(){
anitype.addTween(polygon.vertices[1],{
to: {x : orig[1]},
easing: Anitype.Easing.Elastic.Out,
duration: .33,
start: .66
});
}
});
anitype.addTween(polygon.vertices[2],{
to: {x : orig[2]},
easing: Anitype.Easing.Exponential.In,
duration: .33,
start: 0
});
anitype.addTween(polygon.vertices[3],{
to: {x : 0},
easing: Anitype.Easing.Exponential.In,
duration: .33,
start: 0,
complete: function(){
anitype.addTween(polygon.vertices[3],{
to: {x : orig[3]},
easing: Anitype.Easing.Elastic.Out,
duration: .33,
start: .66
});
}
});
anitype.addTween(polygon.vertices[4],{
to: {x : 0},
easing: Anitype.Easing.Exponential.In,
duration: .33,
start: 0,
complete: function(){
anitype.addTween(polygon.vertices[4],{
to: {x : 300},
easing: Anitype.Easing.Exponential.Out,
duration: .33,
start: .33,
complete: function(){
anitype.addTween(polygon.vertices[4],{
to: {x : orig[4]},
easing: Anitype.Easing.Elastic.Out,
duration: .33,
start: .66
});
}
});
}
});
 
// Return your polygon wrapped in a group.
return two.makeGroup(polygon);
 
}
 
});

Haris Usmani

22 Jan 2014

Letter Assigned: L
Letter Chosen: Z

From the time I learned I got the letter L, I know I wanted it to act like either a golf club or a hockey stick- So I started sketching and discovered I could use perspective to my advantage. I familiarized myself with the documentation and basically used Vertice Tweens with the realistic Easing applied to it- pretty simple approach.

notes-usmani


http://www.anitype.com/entry/agtzfmFuaXR5cGVjb3IUCxIHbGV0dGVycxiAgICA1pLKCQw

For the second letter, I imagined I’ll flip over the Z repeatedly but while working on it I made it appear as the letter I started with. It seemed to make a connection so I decided to go with it, fine tuning the animation times.


http://www.anitype.com/entry/agtzfmFuaXR5cGVjb3IUCxIHbGV0dGVycxiAgICAlqHVCQw

My favorite AniType letter (from the ones so far posted!) is sbarton272’s Q. It’s different from all others, in the way that its most laid-back and classy- every other entry is pretty quick and flashy.

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Anitype.register('L', {
 
  // Enter your name
  author: 'Haris Usmani', 
 
  //Title: Strike the Hockey Stick
  //Technique: Simple Vertice Tween
 
  // Enter a personal website, must have http
  website: 'http://harisusmani.com/',
 
  // Make your animation here
  construct: function(two, points) {
 
    // Reference to instance
    var anitype = this;
 
    // Create a Two.Polygon
    var polygon = anitype.makePolygon(points);
    // Set an initial state
    polygon.scale = 1;
 
    var iniX_v1=polygon.vertices[1].x;
    var iniY_v1=polygon.vertices[1].y;
    var iniX_v2=polygon.vertices[2].x;
    var iniY_v2=polygon.vertices[2].y;
 
    // Create the animation via a tween
    anitype.addTween(polygon.vertices[1], {
      to: { y: iniY_v1-300, x: iniX_v1-150 }, //Take Aim
      easing: Anitype.Easing.Elastic.Out,
      duration: 0.2, // Val ue from 0 - 1
      start: 0.0,        // Value from 0 - 1
      complete: function(){
            anitype.addTween(polygon.vertices[1], {
            to: { y: iniY_v1-50, x: iniX_v1 }, //Hit 1
            easing: Anitype.Easing.Quadratic.In,
            duration: 0.30, // Val ue from 0 - 1
            start: 0.25,        // Value from 0 - 1
        complete: function(){
              anitype.addTween(polygon.vertices[1], {
              to: { y: iniY_v1-150, x: iniX_v1+100 }, //Hit 2
              easing: Anitype.Easing.Elastic.In,
              duration: 0.2, // Val ue from 0 - 1
              start: 0.35,        // Value from 0 - 1
          complete: function(){
                anitype.addTween(polygon.vertices[1], {
                to: { y: iniY_v1, x: iniX_v1 }, //Return
                easing: Anitype.Easing.Quadratic.Out,
                duration: 0.1, // Val ue from 0 - 1
                start: 0.9        // Value from 0 - 1
            });
            }
          });
          }
        });
        }
    });
 
    anitype.addTween(polygon.vertices[2], {
      to: { y: iniY_v2-250, x: iniX_v2+10 }, //Take Aim
      easing: Anitype.Easing.Elastic.Out,
      duration: 0.2, // Val ue from 0 - 1
      start: 0.0,        // Value from 0 - 1
      complete: function(){
            anitype.addTween(polygon.vertices[2], {
            to: { y: iniY_v2-50, x: iniX_v2 }, //Hit 1
            easing: Anitype.Easing.Quadratic.In,
            duration: 0.30, // Val ue from 0 - 1
            start: 0.25,        // Value from 0 - 1
        complete: function(){
              anitype.addTween(polygon.vertices[2], {
              to: { y: iniY_v2-120, x: iniX_v2-10 }, //Hit 2
              easing: Anitype.Easing.Elastic.In,
              duration: 0.2, // Val ue from 0 - 1
              start: 0.35,        // Value from 0 - 1
          complete: function(){
                anitype.addTween(polygon.vertices[2], {
                to: { y: iniY_v2, x: iniX_v2 }, //Return
                easing: Anitype.Easing.Quadratic.Out,
                duration: 0.1, // Val ue from 0 - 1
                start: 0.9        // Value from 0 - 1
            });
            }
          });
          }
        });
        }
    });
 
    // Return your polygon wrapped in a group.
    return two.makeGroup(polygon);
 
  }
 
});
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Anitype.register('Z', {
 
  // Enter your name
  author: 'Haris Usmani',
 
  // Enter a personal website, must have http
  website: 'http://harisusmani.com/',
 
  //Title: Is it a Z or a L?
 
  // Make your animation here
  construct: function(two, points) {
 
    // Reference to instance
    var anitype = this;
 
    // Create a Two.Polygon
    var polygon = anitype.makePolygon(points);
    // Set an initial state
    polygon.scale = 1;
 
    var iniX_v0=polygon.vertices[0].x;
    var iniY_v0=polygon.vertices[0].y;
    var iniX_v1=polygon.vertices[1].x;
    var iniY_v1=polygon.vertices[1].y;
    var iniX_v2=polygon.vertices[2].x;
    var iniY_v2=polygon.vertices[2].y;
    var iniX_v3=polygon.vertices[3].x;
    var iniY_v3=polygon.vertices[3].y;
 
    // Create the animation via a tween
    anitype.addTween(polygon.vertices[1], {
      to: { x: iniX_v0 }, //Take Aim
      easing: Anitype.Easing.Elastic.Out,
      duration: 0.3, // Val ue from 0 - 1
      start: 0.2,        // Value from 0 - 1
      complete: function(){
            anitype.addTween(polygon.vertices[2], {
            to: { x: iniX_v2 }, //Hit 1
            easing: Anitype.Easing.Quadratic.In,
            duration: 0.2, // Val ue from 0 - 1
            start: 0.4,        // Value from 0 - 1
        complete: function(){
              anitype.addTween(polygon.vertices[1], {
              to: { y: iniY_v1-150, x: iniX_v1+100 }, //Hit 2
              easing: Anitype.Easing.Elastic.In,
              duration: 0.2, // Val ue from 0 - 1
              start: 0.6,        // Value from 0 - 1
          complete: function(){
                anitype.addTween(polygon.vertices[1], {
                to: { y: iniY_v1, x: iniX_v1 }, //Return
                easing: Anitype.Easing.Quadratic.Out,
                duration: 0.5, // Val ue from 0 - 1
                start: 0.5        // Value from 0 - 1
            });
            }
          });
          }
        });
        }
    });
 
    anitype.addTween(polygon.vertices[2], {
      to: { x: iniX_v2+10 }, //Take Aim
      easing: Anitype.Easing.Elastic.Out,
      duration: 0.2, // Val ue from 0 - 1
      start: 0.4,        // Value from 0 - 1
      complete: function(){
            anitype.addTween(polygon.vertices[2], {
            to: { y: iniY_v2-50, x: iniX_v2 }, //Hit 1
            easing: Anitype.Easing.Quadratic.In,
            duration: 0.30, // Val ue from 0 - 1
            start: 0.25,        // Value from 0 - 1
        complete: function(){
              anitype.addTween(polygon.vertices[2], {
              to: { y: iniY_v2-120, x: iniX_v2-10 }, //Hit 2
              easing: Anitype.Easing.Elastic.In,
              duration: 0.2, // Val ue from 0 - 1
              start: 0.35,        // Value from 0 - 1
          complete: function(){
                anitype.addTween(polygon.vertices[2], {
                to: { y: iniY_v2, x: iniX_v2 }, //Return
                easing: Anitype.Easing.Quadratic.Out,
                duration: 0.1, // Val ue from 0 - 1
                start: 0.9        // Value from 0 - 1
            });
            }
          });
          }
        });
        }
    });
 
    // Create the animation via a tween
    anitype.addTween(polygon, {
      to: { scale: 1 },
      easing: Anitype.Easing.Elastic.Out,
      duration: 0.33, // Value from 0 - 1
      start: 0        // Value from 0 - 1
    });
 
    // Return your polygon wrapped in a group.
    return two.makeGroup(polygon);
 
  }
 
});

Andrew Russell

22 Jan 2014

C

This letter was a bit of a pain. It seems that every design I tried to animate had some issue with the bezier curves. This is probably why C had only two animations. Two examples are the crossed out sketches seen below. I also fiddled around without sketching to try and figure out what the bezier curves would do. While fiddling around, an unintended shape happened and I went with it. I quickly sketched out a design that could be cool and went to work.



http://www.anitype.com/entry/agtzfmFuaXR5cGVjb3IUCxIHbGV0dGVycxiAgICAlqHVCAw/

/

I was looking at the symbols which had yet to see much love when I came across the forward slash. An idea jumped out at me, so I started drawing. I quickly coded up my idea, and since there were no curves, it worked exactly as intended.



http://www.anitype.com/entry/agtzfmFuaXR5cGVjb3IUCxIHbGV0dGVycxiAgICAttCfCww/

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Anitype.register('C', {
  // Enter your name
  author: 'Andrew Russell',
 
  // Enter a personal website, must have http
  website: 'http://ajrussell.ca/',
 
  construct: function(two, points) {
    var anitype = this;
 
    var reference = [
      points[0].clone(),
      points[1].clone(),
      points[2].clone(),
      points[3].clone(),
      points[4].clone()
    ];
 
    var polygon = anitype.makePolygon(points);
 
    var fold_length = 0.35;
    var spin_length = 0.4;
 
    anitype.addTween(points[1], {
      to: { y: 0, ly: 0, ry: 0 },
      easing: Anitype.Easing.Quadratic.InOut,
      duration: fold_length,
      start: 0,
      update: function() {
        anitype.addTween(points[1], {
          to: { y: reference[1].y, ly: reference[1].ly, ry: reference[1].ry },
          easing: Anitype.Easing.Quadratic.InOut,
          duration: fold_length,
          start: 1 - fold_length
        });
      }
    });
 
    anitype.addTween(points[3], {
      to: { y: 0, ly: 0, ry: 0 },
      easing: Anitype.Easing.Quadratic.InOut,
      duration: fold_length,
      start: 0,
      update: function() {
        anitype.addTween(points[3], {
          to: { y: reference[3].y, ly: reference[3].ly, ry: reference[3].ry },
          easing: Anitype.Easing.Quadratic.InOut,
          duration: fold_length,
          start: 1 - fold_length
        });
      }
    });
 
    anitype.addTween(points[0], {
      to: { y: 0 },
      easing: Anitype.Easing.Quadratic.InOut,
      duration: fold_length,
      start: 0,
      update: function() {
        anitype.addTween(points[0], {
          to: { y: reference[0].y },
          easing: Anitype.Easing.Quadratic.InOut,
          duration: fold_length,
          start: 1 - fold_length
        });
      }
    });
 
    anitype.addTween(points[4], {
      to: { y: 0 },
      easing: Anitype.Easing.Quadratic.InOut,
      duration: fold_length,
      start: 0,
      update: function() {
        anitype.addTween(points[4], {
          to: { y: reference[4].y },
          easing: Anitype.Easing.Quadratic.InOut,
          duration: fold_length,
          start: 1 - fold_length
        });
      }
    });
 
    anitype.addTween(polygon, {
      to: { rotation: -2 * 3.141 },
      easing: Anitype.Easing.Sinusoidal.InOut,
      duration: spin_length,
      start: 0.5 - spin_length/2
    });
 
    return two.makeGroup(polygon);
  }
});
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Anitype.register('/', {
  // Enter your name
  author: 'Andrew Russell',
 
  // Enter a personal website, must have http
  website: 'http://ajrussell.ca/',
 
  // Make your animation here
  construct: function(two, points) {
 
    // Reference to instance
    var anitype = this;
 
    var top = 369;
 
    var left_middle = new Two.Anchor(0, 0);
    var right_middle = new Two.Anchor(0, 0);
    right_middle.command = "L";
 
    // Create a Two.Polygon
    var left = anitype.makePolygon([left_middle, points[1]]);
    var right = anitype.makePolygon([points[0], right_middle]);
 
    var ease_type = Anitype.Easing.Quadratic.In;
    var length = 0.1;
 
    anitype.addTween(points[0], {
      to: { y: top },
      easing: ease_type,
      start: 0,
      duration: length,
      update: function() {
        anitype.addTween(points[0], {
          to: { y: -top },
          easing: ease_type,
          start: 0.5,
          duration: length
        });
      }
    });
 
    anitype.addTween(points[1], {
      to: { y: -top },
      easing: ease_type,
      start: 0.25,
      duration: length,
      update: function() {
        anitype.addTween(points[1], {
          to: { y: top },
          easing: ease_type,
          start: 0.75,
          duration: length
        });
      }
    })
 
    return two.makeGroup(right, left);
  }
});

Anitype

Letter ‘M’


For the letter ‘M’ I had the vision of springing or jumping up because the ‘M’ looks like it has legs. The code to get the upper part of the letter to go through the proper motion was easy enough, I just had to move three vertices. Getting the bottom of the letter to animate as if they were coming off the ground in conjunction with the top of the letter was more difficult. I attempted several techniques, but none yielded an effect that looked natural. I ended the effort resulting in the above animation where the bottom of the letter is fixed on the baseline.

M sketch

The Dash


The dash: a shadowy flight into the dangerous world of a man who does not exist. Michael Knight, a young loner on a crusade to champion the cause of the innocent, the helpless, the powerless, in a world of criminals who operate above the law.

Andrew Sweet

21 Jan 2014

Assigned Letter: D

I was assigned the letter D to animate. After some thought on the shape itself, I ultimately came up with a wipe design, do to the fact that a lower case d has a line on the right, and the capital has it on the left. I then began planning out the evolving curvature from a backwards “C” to a “o” to animate the arc of the D. I kept trying to visualize an aesthetically pleasing version of that part of the animation, and ultimately decided that simple was better in this case. Turns out that making the circle was much more difficult that I previously imagined, I had to learn a lot about bezier handles and anchoring the curves to achieve a circular object that could be wiped and not simply drawn as a solid circle.


Letter Choice: H

After the success of the D, I decided if I did it with another letter, I could potentially start a trend. Animating between capital and lowercase. Obviously x, w, v, o, u, s, z, and c are very easy options (just growing or shrinking the lettering). I ultimately decided the letter H was capable of the mirror animation to D, and began work on that.


sketch

/**
 * Register your submission and choose a character
 * For more information check out the documentation
 * http://anitype.com/documentation
 */
Anitype.register('D', {
 
  // Enter your name
  author: 'Andrew Sweet',
 
  // Enter a personal website, must have http
  website: 'http://www.linkedin.com/pub/andrew-sweet/58/93/735/',
 
  // Make your animation here
  construct: function(two, points) {
 
    // Reference to instance
    var anitype = this;
 
    // Create a Two.Polygon
    //var polygon = anitype.makePolygon(points);
 
    var leftD = points[0].x;
    var rightD = points[3].x;
 
    var p0 = points[0];
    var p1 = points[1];
    var p2 = points[2];
    var p3 = points[3];
    var p4 = points[4];
 
    var c0 = points[1].clone();
 
    var midY = (p1.y + p4.y)/2.0;
    var radius = (p4.y - midY)/2.0;
 
    c0.x = rightD;
    c0.y = p4.y;
 
    var c1 = c0.clone();
    var c2 = c0.clone();
    var c3 = c0.clone();
 
    var midX = c0.x - radius;
    midY = c0.y - radius;
 
    var bezDist  = radius/2.3;
 
    var anchorBR = new Two.Anchor(c0.x, c0.y);
    var anchorBL = new Two.Anchor(c0.x - (2 * radius), c0.y);
    var anchorTL = new Two.Anchor(c0.x - (2 * radius), c0.y - (2 * radius));
    var anchorTR = new Two.Anchor(c0.x, c0.y - (2 * radius));
 
    c0 = new Two.Anchor(c0.x, c0.y, anchorTR.x, anchorTR.y + bezDist, 
                        anchorBR.x, anchorBR.y - bezDist, Two.Commands.curve);
 
    c1 = new Two.Anchor(c1.x, c1.y, anchorBR.x - bezDist, anchorBR.y, 
                        anchorBL.x + bezDist, anchorBL.y, Two.Commands.curve);
 
    c2 = new Two.Anchor(c2.x, c2.y, anchorBL.x, anchorBL.y - bezDist, 
                        anchorTL.x, anchorTL.y + bezDist, Two.Commands.curve);
 
    c3 = new Two.Anchor(c3.x, c3.y, anchorTL.x + bezDist, anchorTL.y, 
                        anchorTR.x - bezDist, anchorTR.y, Two.Commands.curve);
 
    c0.y -= radius;
    c1.x -= radius;
    c2.x -= 2 * radius;
    c2.y -= radius;
    c3.x -= radius;
    c3.y -= 2 * radius;
 
    var delay = 0.3;
 
    var circle = anitype.makePolygon([c0, c1, c2, c3, c0]);
    circle.beginning = 0;
    circle.ending = 0;
 
    var poly1 = anitype.makePolygon([p0, p1]);
 
    // Move Line
    anitype.addTween(poly1.translation, {
        to: { x:rightD + 174},
        easing: Anitype.Easing.Sinusoidal.InOut,
        duration: 0.3,
        start: 0.0 + delay
        });
 
    // Create a Two.Polygon
    var poly2 = anitype.makePolygon([p1, p2, p3, p4]).subdivide(20);
    circle = circle.subdivide(20);
 
    var offset = 0.03;
 
    // Handle Wipes
    var time = {value:0};
    anitype.addTween(time, {
      to: { value: 0.98 },
      duration: 0.3, 
      start: 0.02 + delay,
      update:function(){
          if (this.value < 0.9){
          poly2.beginning = this.value/3.0;// * 2;
          poly2.ending = 1 - (this.value/3.0) + 0.02;
 
          circle.beginning = 0.5 - offset - (this.value/2);
          circle.ending = 0.5 + offset + (this.value/2);
 
          } else {
            poly2.beginning = 1;
            circle.beginning = 0.03;
            circle.ending = 0.97;
          }
      }
    });
 
    // Return your polygon wrapped in a group.
    return two.makeGroup(poly1, poly2, circle);
 
  }
 
});
/**
 * Register your submission and choose a character
 * For more information check out the documentation
 * http://anitype.com/documentation
 */
Anitype.register('H', {
 
  author: 'Andrew Sweet',
 
  // Enter a kickback website, must have http
  website: 'http://www.linkedin.com/pub/andrew-sweet/58/93/735/',
 
  construct: function(two, points) {
    var anitype = this;
 
    //Top Left
    var p0 = points[0];
    //Bottom Left
    var p1 = points[1];
 
    //Top Right
    var p2 = points[2];
    //Bottom Right
    var p3 = points[3];
 
    //Left Mid
    var p4 = points[4];
    //Right Mid
    var p5 = points[5];
 
    var leftLine = anitype.makePolygon([p0, p1]);
    var rightLine = anitype.makePolygon([p2, p3]);
    var midLine = anitype.makePolygon([p4, p5]);
 
    var c0 = p3.clone();
    var c2 = p1.clone();
    var c1 = new Two.Anchor(0, p4.y);
 
    var radius = (c0.x - c2.x)/2.0;
 
    var midX = c0.x - radius;
    midY = c0.y - radius;
 
    var bezDist = 0.1;//radius/2.3;
 
    var anchorTL = new Two.Anchor(c2.x, c1.y);
    var anchorTR = new Two.Anchor(c0.x, c1.y);
 
    c0 = new Two.Anchor(c0.x, c0.y, anchorTR.x -3, anchorTR.y + bezDist + 300, 
                        c0.x, c0.y, Two.Commands.curve);
 
    c1 = new Two.Anchor(c1.x, c1.y, anchorTR.x, anchorTR.y, 
                        anchorTL.x + bezDist, anchorTL.y, Two.Commands.curve);
 
    c2 = new Two.Anchor(c2.x, c2.y, c2.x, c2.y - bezDist, 
                        anchorTL.x, anchorTL.y, Two.Commands.curve);
 
    /*c0.command = Two.Commands.line;
    c1.command = Two.Commands.line;
    c2.command = Two.Commands.line;*/
 
    var curve = anitype.makePolygon([c0, c1, c2]);
 
    midLine = midLine.subdivide(30);
    curve = curve.subdivide(20);
 
    // Don't close the polygon
    curve.beginning = 0.02;
    curve.ending = 0;
 
    //var offset = 0.03;
    var delay = 0.3;
 
    // Move Line
    anitype.addTween(rightLine.translation, {
        to: { x: -355},
        easing: Anitype.Easing.Sinusoidal.InOut,
        duration: 0.3,
        start: delay
        });
 
    // Handle Wipes
    var time = {value:0};
    anitype.addTween(time, {
      to: { value: 0.98 },
      duration: 0.3, 
      start: delay,
      update:function(){
          midLine.ending = 1 - this.value;
          curve.ending = this.value;
      }
    });
 
    var result = two.makeGroup(leftLine, rightLine, midLine, curve);
    return result;
  }
});

Spencer Barton

21 Jan 2014

anitype: Q


2014-01-21 15.19.09

Q is an interesting letter. First its unappreciated. Q has a frequency of only 0.095% in the English language (wikipedia). Second its not all that different from O or 0. However, Q does have a tail.

I wanted to give the Q tail some character. I was originally aiming for a simple single bounce to reunite the tail with the O section of the Q. One hop became many and finally I settled on two jumps of different sizes.

Link: http://www.anitype.com/entry/agtzfmFuaXR5cGVjb3IUCxIHbGV0dGVycxiAgICA1qeOCQw/

I started my code with the Q starter code.

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/**
 * Register your submission and choose a character
 * For more information check out the documentation
 * http://anitype.com/documentation
 */
Anitype.register('Q', {
 
  // Enter your name
  author: 'sbarton272',
 
  // Enter a personal website, must have http
  website: 'https://github.com/sbarton272',
 
  // Make your animation here
  construct: function(two, points) {
 
    // Reference to instance
    var anitype = this;
 
    // Create a Two.Polygon
    var linePoints = points.splice(5,2);
    var ovalPoints= points;
    var oval = anitype.makePolygon(ovalPoints);
    var line = anitype.makePolygon(linePoints);
 
    var xOffset  = -500;
    var littleHopHeight = 50;
    var bigHopHeight = 200;
    var littleHopTime = .3;
    var bigHopTime = .5;
    var nLittleHops = 1;
    var totHopTime = littleHopTime + bigHopTime;
 
    // rotate oval
    oval.rotation = -.05;
 
    // store original y values
    _.each(line.vertices, function(v,t) {
        v.startY = v.y;
    });
 
    // hop line over
    anitype.addTick( function(percent) {
      _.each(line.vertices, function(v,t) {
 
        // x movement
        if( percent < totHopTime ) {
          var xDistPercent = (totHopTime - percent) / totHopTime;
          v.x = xDistPercent * xOffset;
        }
 
        // y movement
        var hopTime;
        if( percent < littleHopTime ) {
          // map percent [0,littleHopTime] -> [0,1]
          hopTime = percent / littleHopTime;
          v.y = v.startY - littleHopHeight* Math.abs(Math.sin(Math.PI * hopTime * nLittleHops));
 
        } else if ( percent < totHopTime ) {
          // map percent [littleHopTime, bigHopTim+littleHopTime] -> [0,1]
          hopTime = (percent - littleHopTime) / bigHopTime;
          v.y = v.startY - bigHopHeight*Math.sin(Math.PI * hopTime);
 
        }
 
      }); 
    });
 
    anitype.addTween(oval, {
      to: {rotation: 0},
      easing: Anitype.Easing.easeOutSine,
      duration: totHopTime, // Value from 0 - 1
      start: 0        // Value from 0 - 1
    });
 
    // Return your polygon wrapped in a group.
    return two.makeGroup(oval, line);
 
  }
 
});

anitype: W


2014-01-21 15.18.41

I decided that W looked a bit like a spring so I went for a spring motion. The W was intended to arrive from the left with all the lines extending towards the rights. I realized that the symmetry of the W was important so I moved the spring motion to focus around the center of the W. I also mode the motion loop for visual appeal.

Link: http://www.anitype.com/entry/agtzfmFuaXR5cGVjb3IUCxIHbGV0dGVycxiAgICAxpTfCAw/

I started my code with the W starter code.

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/**
 * Register your submission and choose a character
 * For more information check out the documentation
 * http://anitype.com/documentation
 */
Anitype.register('W', {
 
  // Enter your name
  author: 'sbarton272',
 
  // Enter a personal website, must have http
  website: 'https://github.com/sbarton272',
 
  // Make your animation here
  construct: function(two, points) {
 
    // Reference to instance
    var anitype = this;
 
    // Create a Two.Polygon
    var polygon = anitype.makePolygon(points);
 
    // Set an initial state
    polygon.scale = 1;
 
    // Useful vars
    var easing = Anitype.Easing.Elastic.Out;
    var startX = 0;
 
    // start all points at zero
    _.each(polygon.vertices, function(v, i) {
      var curX = v.x;
      v.x = startX;
 
      anitype.addTween(v, {
 
        to: { x: curX },
        easing: easing,
        duration: 0.5, // Value from 0 - 1
        start: 0,        // Value from 0 - 1
        complete : function() 
        {  
          anitype.addTween(v, {
            to: { x: startX },
            easing: easing,
            duration: 0.5, // Value from 0 - 1
            start: 0.5        // Value from 0 - 1
          });
        }
      }); // addTween
    }); // each
 
    // Return your polygon wrapped in a group.
    return two.makeGroup(polygon);
 
  }
 
});

Favorite: 8 by Quasimondo


I enjoy this 8 because it has some personality. The two ovals are fluid; their motion and interaction feels slightly real. The interaction is also playful – the balls are bouncing. Other letters were interesting visuals. This one keeps a sense of simplicity despite the sophistication of the interaction.

Anitype Feedback

The documentation was a bit tough – particularly on bezier curves. In particular it would be nice to have method arguments in the documentation.

Emily Danchik

21 Jan 2014

Anitype is an online font of letters, animated with javascript. For this part of project 1, I animated the characters K and *.

First, K:

The Anitype K isn’t symmetrical, so Golan gave me the idea to make it symmetrical. After I did that, I made the K trade which line segment intersects with the vertical line, and which intersects with the other leg. Then, the lines go back to their neutral, symmetrical position, and finally back to the original locations. The result is a K which trades its balancing leg from side to side. This wasn’t something I intended, but something that came to mind as I was coding up the idea. Here are my sketches from the planning stage:
Ksketch

Here is the code that produces my animation:

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/**
 * Register your submission and choose a character
 * For more information check out the documentation
 * http://anitype.com/documentation
 */
Anitype.register('K', {
 
  // Enter your name
  author: 'MLE',
 
  // Enter a personal website, must have http
  website: 'http://emilydanchik.com',
 
  // Make your animation here
  construct: function(two, points) {
 
    // Reference to instance
    var anitype = this;
 
    // Change duration of animation
    this.duration = 1000;
 
    // Create a Two.Polygon
    var polygon = anitype.makePolygon(points);
 
    anitype.addTween(polygon.vertices[3], {
      to: { y: 0 },
      easing: Anitype.Easing.Quadratic.InOut,
      duration: 0.25, // Value from 0 - 1
      start: 0,        // Value from 0 - 1
      complete: function(){
        anitype.addTween(polygon.vertices[3], {
          to: {x:-69,  y: 40 },
          easing: Anitype.Easing.Quadratic.InOut,
          duration: 0.25, // Value from 0 - 1
          start: 0.26,
          complete: function(){
            anitype.addTween(polygon.vertices[3], {
              to: {x: -188,  y: 0 },
              easing: Anitype.Easing.Quadratic.InOut,
              duration: 0.25, // Value from 0 - 1
              start: .51,
            complete: function(){
              anitype.addTween(polygon.vertices[3], {
                to: {x: -188,  y: 100 },
                easing: Anitype.Easing.Quadratic.InOut,
                duration: 0.24, // Value from 0 - 1
                start: .76
              });
            }
            });
          }
        });
      }
    });
 
    anitype.addTween(polygon.vertices[4], {
      to: { x: -188, y: 0 },
      easing: Anitype.Easing.Quadratic.InOut,
      duration: 0.25, // Value from 0 - 1
      start: 0,        // Value from 0 - 1
      complete: function(){
        anitype.addTween(polygon.vertices[4], {
          to: {x: -188, y:-100 },
          easing: Anitype.Easing.Quadratic.InOut,
          duration: 0.25, // Value from 0 - 1
          start: 0.26,
          complete:  function(){
            anitype.addTween(polygon.vertices[4], {
              to: {x: -188,  y: 0 },
              easing: Anitype.Easing.Quadratic.InOut,
              duration: 0.25, // Value from 0 - 1
              start: .51,
              complete: function(){
                anitype.addTween(polygon.vertices[4], {
                  to: {x: -69,  y: -40 },
                  easing: Anitype.Easing.Quadratic.InOut,
                  duration: 0.24, // Value from 0 - 1
                  start: .76
                });
              }
             });
          }
    });
      }
    });
 
    // Return your polygon wrapped in a group.
    return two.makeGroup(polygon);
 
  }
 
});

You can look at my K and fork it from here: http://www.anitype.com/entry/agtzfmFuaXR5cGVjb3IUCxIHbGV0dGVycxiAgICAptytCQw/

 

I also made an animated * character. I think it came out pretty well!

The radial symmetry of * was really fun to work with. Originally, I meant for each line segment to move independently, but it was much easier to manipulate the vertices as they were. The result is a complex motion which isn’t quite symmetric, but looks pretty close.

Here are my sketches from the planning stage:
asteriskSketch

Here is the code that produces my animation:

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/**
 * Register your submission and choose a character
 * For more information check out the documentation
 * http://anitype.com/documentation
 */
Anitype.register('*', {
 
  // Enter your name
  author: 'MLE',
 
  // Enter a personal website, must have http
  website: 'http://emilydanchik.com/',
 
  // Make your animation here
  construct: function(two, points) {
 
    // Reference to instance
    var anitype = this;
 
    // Create a Two.Polygon
    var polygon = anitype.makePolygon(points);
 
    anitype.addTween(polygon.vertices[0], {
      to: { x: -154, y: -37 },
      easing: Anitype.Easing.Quadratic.InOut,
      duration: 0.3, // Value from 0 - 1
      start: 0.34
    });
 
    anitype.addTween(polygon.vertices[1], {
      to: { x: -154, y: -37 },
      easing: Anitype.Easing.Quadratic.InOut,
      duration: 0.33, // Value from 0 - 1
      start: 0,        // Value from 0 - 1
      complete: function(){
        anitype.addTween(polygon.vertices[1], {
          to: { x: -95, y: 146 },
          easing: Anitype.Easing.Quadratic.InOut,
          duration: 0.3, // Value from 0 - 1
          start: 0.34,        // Value from 0 - 1
          complete: function(){
            anitype.addTween(polygon.vertices[1], {
              to: { x: -1, y: 12 },
              easing: Anitype.Easing.Quadratic.InOut,
              duration: 0.3, // Value from 0 - 1
              start: 0.6        // Value from 0 - 1
            });
          }
        });
      }
    }); 
 
    anitype.addTween(polygon.vertices[2], {
      to: { x: -95, y: 146 },
      easing: Anitype.Easing.Quadratic.InOut,
      duration: 0.3, // Value from 0 - 1
      start: 0.34
    });
 
    anitype.addTween(polygon.vertices[3], {
      to: { x: -95, y: 146 },
      easing: Anitype.Easing.Quadratic.InOut,
      duration: 0.33, // Value from 0 - 1
      start: 0,        // Value from 0 - 1
      complete: function(){
        anitype.addTween(polygon.vertices[3], {
          to: { x: 97, y: 146 },
          easing: Anitype.Easing.Quadratic.InOut,
          duration: 0.3, // Value from 0 - 1
          start: 0.34,        // Value from 0 - 1
          complete: function(){
            anitype.addTween(polygon.vertices[3], {
              to: { x: -1, y: 12 },
              easing: Anitype.Easing.Quadratic.InOut,
              duration: 0.3, // Value from 0 - 1
              start: 0.6        // Value from 0 - 1
            });
          }
        });
      }
    }); 
 
    anitype.addTween(polygon.vertices[4], {
      to: { x: 97, y: 146 },
      easing: Anitype.Easing.Quadratic.InOut,
      duration: 0.33, // Value from 0 - 1
      start: 0,        // Value from 0 - 1
      complete: function(){
        anitype.addTween(polygon.vertices[4], {
          to: { x: 154, y: -37 },
          easing: Anitype.Easing.Quadratic.InOut,
          duration: 0.3, // Value from 0 - 1
          start: 0.34,        // Value from 0 - 1
          complete: function(){
            anitype.addTween(polygon.vertices[4], {
              to: { x: 97, y: 146 },
              easing: Anitype.Easing.Quadratic.InOut,
              duration: 0.3, // Value from 0 - 1
              start: 0.6        // Value from 0 - 1
            });
          }
        });
      }
    }); 
 
    anitype.addTween(polygon.vertices[5], {
      to: { x: -1, y: -146 },
      easing: Anitype.Easing.Quadratic.InOut,
      duration: 0.33, // Value from 0 - 1
      start: 0,        // Value from 0 - 1
      complete: function(){
        anitype.addTween(polygon.vertices[5], {
          to: { x: -154, y: -37 },
          easing: Anitype.Easing.Quadratic.InOut,
          duration: 0.3, // Value from 0 - 1
          start: 0.34,        // Value from 0 - 1
          complete: function(){
            anitype.addTween(polygon.vertices[5], {
              to: { x: -1, y: -146 },
              easing: Anitype.Easing.Quadratic.InOut,
              duration: 0.3, // Value from 0 - 1
              start: 0.6        // Value from 0 - 1
            });
          }
        });
      }
    }); 
 
    anitype.addTween(polygon.vertices[6], {
      to: { x: 154, y: 1-46 },
      easing: Anitype.Easing.Quadratic.InOut,
      duration: 0.33, // Value from 0 - 1
      start: 0,        // Value from 0 - 1
      complete: function(){
        anitype.addTween(polygon.vertices[6], {
          to: { x: -1, y: -146 },
          easing: Anitype.Easing.Quadratic.InOut,
          duration: 0.3, // Value from 0 - 1
          start: 0.34,        // Value from 0 - 1
          complete: function(){
            anitype.addTween(polygon.vertices[6], {
              to: { x: -1, y: 12 },
              easing: Anitype.Easing.Quadratic.InOut,
              duration: 0.3, // Value from 0 - 1
              start: 0.6        // Value from 0 - 1
            });
          }
        });
      }
    });
 
    anitype.addTween(polygon.vertices[7], {
      to: { x: 154, y: -37 },
      easing: Anitype.Easing.Quadratic.InOut,
      duration: 0.3, // Value from 0 - 1
      start: 0.34
    });
 
    // Return your polygon wrapped in a group.
    return two.makeGroup(polygon);
 
  }
 
});

You can look at my * and fork it from here: http://www.anitype.com/entry/agtzfmFuaXR5cGVjb3IUCxIHbGV0dGVycxiAgICAhtu3CAw/

I’d like to think that the pentagon in this video and my * animation are related: (I didn’t know about this until Golan showed me)
[youtube=http://www.youtube.com/watch?v=z5m8BWk5LoQ&feature=youtu.be&t=27s]

When I was looking through the Anitype submissions, I really admired user Quasimondo’s work. His designs are imaginative and well-executed, which I admire. For example, here is one of his 8 designs:


MacKenzie Bates

21 Jan 2014

My Heart Beating “G” was inspired by Greg Kepler’s “T”. I liked the top flip and was unsure of how AniType worked so I tried working from that idea. The result is a “G” whose horizontal line raises and then strikes the rest of the “G” causing it to rotate.

Heart Beat “G”:


My Compact-able “Q” started from me staring at the “Q” for a few minutes trying to figure out what on earth I could do with it. I decided that I wanted the “Q” to compress to a “+”. That’s easier said then done, but I figured out how to do it eventually.

Compact-able “Q”:


My Bow-Tie “Q” was a happy accident from my hours of tinkering trying to make my Compact-able “Q”.

Bow-Tie “Q”:


Sketchbook Origins:

Sketch

Favorite Found on AniType:


Made by CMU grad Max Hawkins this “O” is mesmerizing. Simple yet complex enough to hypnotize the viewer. The movement of the participles give the “O” a shimmering effect that I would imagine if somehow translated to the whole alphabet would create a sparkling font.

[Code] Heart Beat “G”:

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/**
* Register your submission and choose a character
* For more information check out the documentation
* http://anitype.com/documentation
*/
Anitype.register('G', {
 
// Enter your name
author: 'MacKenzie Bates',
 
// Enter a personal website, must have http
website: 'http://itbmac.com',
 
// Make your animation here
construct: function(two, points) {
 
// Reference to instance
var anitype = this;
 
// Create a Two.Polygon
var polygon = anitype.makePolygon(points);
 
var tTopY = points[0].y;
var pt1 = points[0].clone();
var pt2 = points[1].clone();
var pt3 = points[2].clone();
var pt4 = points[3].clone();
var pt5 = points[4].clone();
var pt5b = points[4].clone();
var pt6b = points[5].clone();
var pt7b = points[5].clone();
pt5b.y = pt6b.y = pt7b.y = 0;
pt7b.x = pt5b.x;
 
var pts2 = [pt7b, pt6b];
var poly1 = anitype.makePolygon([pt1, pt2, pt3, pt4, pt5]);
poly1.translation.set(0, tTopY + 200);
var poly2 = anitype.makePolygon(pts2);
 
anitype.addTween(poly1.translation, {
to: { y:tTopY + 275},
easing: Anitype.Easing.Sinusoidal.Out,
duration: 0.1,
start: 0.1,
complete:function(){
anitype.addTween(poly1.translation, {
to: { y:tTopY + 100 },
easing: Anitype.Easing.Elastic.Out,
duration: 0.3,
start: 0.2,
complete:function(){
anitype.addTween(poly1.translation, {
to: { y: tTopY + 190 },
easing: Anitype.Easing.Sinusoidal.InOut,
duration: 0.3,
start: 0.5
 
});
}
 
});
}
});
 
anitype.addTween(poly1, {
to: { rotation:Math.PI * 2 },
easing: Anitype.Easing.Sinusoidal.Out,
duration: 0.5,
start: 0.2
 
});
 
anitype.addTween(pts2[0], {
to: { y:tTopY + 125},
easing: Anitype.Easing.Sinusoidal.Out,
duration: 0.05,
start: 0.0,
complete:function(){
anitype.addTween(pts2[0], {
to: { y:tTopY + 200},
easing: Anitype.Easing.Elastic.Out,
duration: 0.05,
start: 0.05
});
}
});
 
// Return your polygon wrapped in a group.
return two.makeGroup(poly1, poly2)
 
}
 
});

[Code] Compact-able “Q”:

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/**
* Register your submission and choose a character
* For more information check out the documentation
* http://anitype.com/documentation
*/
Anitype.register('Q', {
 
// Enter your name
author: 'MacKenzie Bates',
 
// Enter a personal website, must have http
website: 'http://itbmac.com/',
 
// Make your animation here
construct: function(two, points) {
 
// Reference to instance
var anitype = this;
 
// Create a Two.Polygon
var polygon = anitype.makePolygon(points);
 
var topY = points[0].y - 340;
var midY = points[0].y;
var botY = points[1].y;
 
var leftX = points[1].x;
var middX = points[0].x;
var rghtX = points[3].x;
 
var pt0c = points[0].clone();
var pt1c = points[1].clone();
var pt2c = points[2].clone();
var pt3c = points[3].clone();
var pt4c = points[4].clone();
var pt5c = points[5].clone();
var pt6c = points[6].clone();
 
var pt0rb = pt0c.controls.right;
var pt0lb = pt0c.controls.left;
var pt1rb = pt1c.controls.right;
var pt1lb = pt1c.controls.left;
var pt2rb = pt2c.controls.right;
var pt2lb = pt2c.controls.left;
var pt3rb = pt3c.controls.right;
var pt3lb = pt3c.controls.left;
var pt4rb = pt4c.controls.right;
var pt4lb = pt4c.controls.left;
 
pt0rb = pt0rb.toObject();
pt0lb = pt0lb.toObject();
pt1rb = pt1rb.toObject();
pt1lb = pt1lb.toObject();
pt2rb = pt2rb.toObject();
pt2lb = pt2lb.toObject();
pt3rb = pt3rb.toObject();
pt3lb = pt3lb.toObject();
pt4rb = pt4rb.toObject();
pt4lb = pt4lb.toObject();
 
pt0c.controls.right.copy(points[0]);
pt0c.controls.left.copy(points[0]);
pt1c.controls.right.copy(points[1]);
pt1c.controls.left.copy(points[1]);
pt2c.controls.right.copy(points[2]);
pt2c.controls.left.copy(points[2]);
pt3c.controls.right.copy(points[3]);
pt3c.controls.left.copy(points[3]);
pt4c.controls.right.copy(points[4]);
pt4c.controls.left.copy(points[4]);
 
var pt0 = points[0].clone();
var pt1 = points[1].clone();
var pt2 = points[2].clone();
var pt3 = points[3].clone();
var pt4 = points[4].clone();
var pt5 = points[5].clone();
var pt6 = points[6].clone();
 
var pt0r = pt0.controls.right;
var pt0l = pt0.controls.left;
var pt1r = pt1.controls.right;
var pt1l = pt1.controls.left;
var pt2r = pt2.controls.right;
var pt2l = pt2.controls.left;
var pt3r = pt3.controls.right;
var pt3l = pt3.controls.left;
var pt4r = pt4.controls.right;
var pt4l = pt4.controls.left;
 
pt0r = pt0r.toObject();
pt0l = pt0l.toObject();
pt1r = pt1r.toObject();
pt1l = pt1l.toObject();
pt2r = pt2r.toObject();
pt2l = pt2l.toObject();
pt3r = pt3r.toObject();
pt3l = pt3l.toObject();
pt4r = pt4r.toObject();
pt4l = pt4l.toObject();
 
pt5.x = pt6.x = 0;
 
var pts1 = [pt0, pt1, pt2, pt3, pt4];
var pts2 = [pt5, pt6];
var poly1 = anitype.makePolygon(pts1);
var poly2 = anitype.makePolygon(pts2);
 
anitype.addTween(poly2.translation, {
to: { y:midY-15},
easing: Anitype.Easing.Sinusoidal.In,
duration: 0.3,
start: 0.20,
complete:function(){
anitype.addTween(poly2.translation, {
to: { y:botY},
easing: Anitype.Easing.Sinusoidal.Out,
duration:0.3,
start: 0.7
})
}});
 
anitype.addTween(pts1[0], {
to: { y: botY},
easing: Anitype.Easing.Sinusoidal.In,
duration: 0.3,
start: 0.20,
complete:function(){
anitype.addTween(pts1[0], {
to: { y:midY},
easing: Anitype.Easing.Sinusoidal.Out,
duration: 0.3,
start: 0.7
});
}
});
 
anitype.addTween(pts1[1], {
to: { y: botY, x: leftX+270},
easing: Anitype.Easing.Sinusoidal.In,
duration: 0.3,
start: 0.20,
complete:function(){
anitype.addTween(pts1[1], {
to: { y:botY, x:leftX},
easing: Anitype.Easing.Sinusoidal.Out,
duration: 0.3,
start: 0.7
});
}
});
 
anitype.addTween(pts1[2], {
to: { y: botY},
easing: Anitype.Easing.Sinusoidal.In,
duration: 0.3,
start: 0.20,
complete:function(){
anitype.addTween(pts1[2], {
to: { y:botY + 350},
easing: Anitype.Easing.Sinusoidal.Out,
duration: 0.3,
start: 0.7
});
}
});
 
anitype.addTween(pts1[3], {
to: { y: botY, x:rghtX-270},
easing: Anitype.Easing.Sinusoidal.In,
duration: 0.3,
start: 0.20,
complete:function(){
anitype.addTween(pts1[3], {
to: { y:botY, x:rghtX},
easing: Anitype.Easing.Sinusoidal.Out,
duration: 0.3,
start: 0.7
});
}
});
 
anitype.addTween(pts1[4], {
to: { y: botY},
easing: Anitype.Easing.Sinusoidal.In,
duration: 0.3,
start: 0.20,
complete:function(){
anitype.addTween(pts1[4], {
to: { y:midY},
easing: Anitype.Easing.Sinusoidal.Out,
duration: 0.3,
start: 0.7
});
}
});
 
anitype.addTween(pts1[0].controls.right, {
to: { y: botY},
easing: Anitype.Easing.Sinusoidal.In,
duration: 0.3,
start: 0.20,
complete:function(){
anitype.addTween(pts1[0].controls.right, {
to: { y:pt0rb.y},
easing: Anitype.Easing.Sinusoidal.In,
duration: 0.3,
start: 0.7
});
}
});
 
anitype.addTween(pts1[0].controls.left, {
to: { y: botY},
easing: Anitype.Easing.Sinusoidal.In,
duration: 0.3,
start: 0.20,
complete:function(){
anitype.addTween(pts1[0].controls.left, {
to: { y:pt0lb.y},
easing: Anitype.Easing.Sinusoidal.In,
duration: 0.3,
start: 0.7
});
}
});
 
anitype.addTween(pts1[1].controls.right, {
to: { y: botY},
easing: Anitype.Easing.Sinusoidal.In,
duration: 0.3,
start: 0.20,
complete:function(){
anitype.addTween(pts1[1].controls.right, {
to: { y:pt1rb.y},
easing: Anitype.Easing.Sinusoidal.In,
duration: 0.3,
start: 0.7
});
}
});
 
anitype.addTween(pts1[1].controls.left, {
to: { y: botY},
easing: Anitype.Easing.Sinusoidal.In,
duration: 0.3,
start: 0.20,
complete:function(){
anitype.addTween(pts1[1].controls.left, {
to: { y:pt1lb.y},
easing: Anitype.Easing.Sinusoidal.In,
duration: 0.3,
start: 0.7
});
}
});
 
anitype.addTween(pts1[2].controls.right, {
to: { y: botY},
easing: Anitype.Easing.Sinusoidal.In,
duration: 0.3,
start: 0.20,
complete:function(){
anitype.addTween(pts1[2].controls.right, {
to: { y:pt2rb.y},
easing: Anitype.Easing.Sinusoidal.In,
duration: 0.3,
start: 0.7
});
}
});
 
anitype.addTween(pts1[2].controls.left, {
to: { y: botY},
easing: Anitype.Easing.Sinusoidal.In,
duration: 0.3,
start: 0.20,
complete:function(){
anitype.addTween(pts1[2].controls.left, {
to: { y:pt2lb.y},
easing: Anitype.Easing.Sinusoidal.In,
duration: 0.3,
start: 0.7
});
}
});
 
anitype.addTween(pts1[3].controls.right, {
to: { y: botY},
easing: Anitype.Easing.Sinusoidal.In,
duration: 0.3,
start: 0.20,
complete:function(){
anitype.addTween(pts1[3].controls.right, {
to: { y:pt3rb.y},
easing: Anitype.Easing.Sinusoidal.In,
duration: 0.3,
start: 0.7
});
}
});
 
anitype.addTween(pts1[3].controls.left, {
to: { y: botY},
easing: Anitype.Easing.Sinusoidal.In,
duration: 0.3,
start: 0.20,
complete:function(){
anitype.addTween(pts1[3].controls.left, {
to: pt3lb,
easing: Anitype.Easing.Sinusoidal.In,
duration: 0.3,
start: 0.7
});
}
});
 
anitype.addTween(pts1[4].controls.right, {
to: { y: botY},
easing: Anitype.Easing.Sinusoidal.In,
duration: 0.3,
start: 0.20,
complete:function(){
anitype.addTween(pts1[4].controls.right, {
to: { y:pt4rb.y},
easing: Anitype.Easing.Sinusoidal.In,
duration: 0.3,
start: 0.7
});
}
});
 
anitype.addTween(pts1[4].controls.left, {
to: { y: botY},
easing: Anitype.Easing.Sinusoidal.In,
duration: 0.3,
start: 0.20,
complete:function(){
anitype.addTween(pts1[4].controls.left, {
to: { y:pt4lb.y},
easing: Anitype.Easing.Sinusoidal.In,
duration: 0.3,
start: 0.7
});
}
});
 
// Return your polygon wrapped in a group.
return two.makeGroup(poly1, poly2)
 
}});

[Code] Bow-Tie “Q”:

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/**
* Register your submission and choose a character
* For more information check out the documentation
* http://anitype.com/documentation
*/
Anitype.register('Q', {
 
// Enter your name
author: 'MacKenzie Bates',
 
// Enter a personal website, must have http
website: 'http://itbmac.com/',
 
// Make your animation here
construct: function(two, points) {
 
// Reference to instance
var anitype = this;
 
// Create a Two.Polygon
var polygon = anitype.makePolygon(points);
 
var topY = points[0].y - 340;
var midY = points[0].y;
var botY = points[1].y;
 
var pt1 = points[0].clone();
var pt2 = points[1].clone();
var pt3 = points[2].clone();
var pt4 = points[3].clone();
var pt5 = points[4].clone();
var pt5b = points[5].clone();
var pt6b = points[6].clone();
 
pt5b.x = pt6b.x = 0;
 
var pts1 = [pt1, pt2, pt3, pt4, pt5];
var pts2 = [pt5b, pt6b];
var poly1 = anitype.makePolygon(pts1);
var poly2 = anitype.makePolygon(pts2);
 
anitype.addTween(poly2.translation, {
to: { y:midY-15},
easing: Anitype.Easing.Sinusoidal.In,
duration: 0.2,
start: 0.15,
complete:function(){
anitype.addTween(poly2.translation, {
to: { y:botY},
easing: Anitype.Easing.Sinusoidal.Out,
duration:0.2,
start: 0.8
})
}});
 
anitype.addTween(pts1[0], {
to: { y: botY},
easing: Anitype.Easing.Sinusoidal.In,
duration: 0.2,
start: 0.15,
complete:function(){
anitype.addTween(pts1[0], {
to: { y:midY},
easing: Anitype.Easing.Sinusoidal.Out,
duration: 0.2,
start: 0.8
});
}
});
 
anitype.addTween(pts1[1], {
to: { y: botY},
easing: Anitype.Easing.Sinusoidal.In,
duration: 0.2,
start: 0.15,
complete:function(){
anitype.addTween(pts1[1], {
to: { y:botY},
easing: Anitype.Easing.Sinusoidal.Out,
duration: 0.2,
start: 0.8
});
}
});
 
anitype.addTween(pts1[2], {
to: { y: botY},
easing: Anitype.Easing.Sinusoidal.In,
duration: 0.2,
start: 0.15,
complete:function(){
anitype.addTween(pts1[2], {
to: { y:botY + 350},
easing: Anitype.Easing.Sinusoidal.Out,
duration: 0.2,
start: 0.8
});
}
});
 
anitype.addTween(pts1[3], {
to: { y: botY},
easing: Anitype.Easing.Sinusoidal.In,
duration: 0.2,
start: 0.15,
complete:function(){
anitype.addTween(pts1[3], {
to: { y:botY},
easing: Anitype.Easing.Sinusoidal.Out,
duration: 0.2,
start: 0.8
});
}
});
 
anitype.addTween(pts1[4], {
to: { y: botY},
easing: Anitype.Easing.Sinusoidal.In,
duration: 0.2,
start: 0.15,
complete:function(){
anitype.addTween(pts1[4], {
to: { y:midY},
easing: Anitype.Easing.Sinusoidal.Out,
duration: 0.2,
start: 0.8
});
}
});
// Return your polygon wrapped in a group.
return two.makeGroup(poly1, poly2)
 
}
 
});