This CSS module describes a way for authors to animate the values of CSS properties over time, using keyframes. The behavior of these keyframe animations can be controlled by specifying their duration, number of repeats, and repeating behavior.
This section is not normative.
CSS Transitions [[!CSS3-TRANSITIONS]] provide a way to interpolate CSS property values when they change as a result of underlying property changes. This provides an easy way to do simple animation, but the start and end states of the animation are controlled by the existing property values, and transitions provide little control to the author on how the animation progresses.
This proposal introduces defined animations, in which the author can specify the changes in CSS properties over time as a set of keyframes. Animations are similar to transitions in that they change the presentational value of CSS properties over time. The principal difference is that while transitions trigger implicitly when property values change, animations are explicitly executed when the animation properties are applied. Because of this, animations require explicit values for the properties being animated. These values are specified using animation keyframes, described below.
Many aspects of the animation can be controlled, including how many times the animation iterates, whether or not it alternates between the begin and end values, and whether or not the animation should be running or paused. An animation can also delay its start time.
CSS Animations affect computed property values. During the execution of an animation, the computed value for a property is controlled by the animation. This overrides the value specified in the normal styling system.
If at one point in time there are multiple animations specifying behavior for the same property, the animation whose name occurs last in the value of 'animation-name' will override the other animations at that point.
An animation does not affect the computed value before the application of the animation, before the animation delay has expired, and after the end of the animation.
Computation of animated property values
The diagram above shows how property values are computed. The intrinsic style is shown at the top of the diagram. The computed value is derived from intrinsic style at the times when an animation is not running and also when an animation is delayed (see below for specification of animation delay). During an animation, the computed style is derived from the animated value.
The start time of an animation is the latter of two moments: the time at which the style is resolved that specifies the animation, or the time the document's load event is fired. Therefore, an animation specified in the document style sheet will begin at the document load. An animation specified on an element by modifying the style after the document has loaded will start when the style is resolved. That may be immediately in the case of a pseudo style rule such as hover, or may be when the scripting engine returns control to the browser (in the case of style applied by script).
An animation applies to an element if the element has a value for
'animation-name' that references a valid
keyframes rule. Once an animation has started it continues until it ends
or the 'animation-name' is removed. The values
used for the keyframes and animation properties are snapshotted at the
time the animation starts. Changing them during the execution of the
animation has no effect. Note also, that changing the value of
'animation-name' does not necessarily
restart an animation (e.g., if a list of animations are applied and
one is removed from the list, only that animation will stop; The other
animations will continue). In order to restart an animation, it must be
removed then reapplied.
The end of the animation is defined by the combination of the
'animation-duration',
'animation-iteration-count' and
'animation-fill-mode' properties.
div {
animation-name: diagonal-slide;
animation-duration: 5s;
animation-iteration-count: 10;
}
@keyframes diagonal-slide {
from {
left: 0;
top: 0;
}
to {
left: 100px;
top: 100px;
}
}
This will produce an animation that moves an element from (0, 0) to (100px, 100px) over five seconds and repeats itself nine times (for a total of ten iterations).
Keyframes are used to specify the values for the animating properties at various points during the animation. The keyframes specify the behavior of one cycle of the animation; the animation may iterate one or more times.
Keyframes are specified using a specialized CSS at-rule. A @keyframes rule consists of the keyword
"@keyframes", followed by an identifier giving a name for the animation
(which will be referenced using 'animation-name'),
followed by a set of style rules (delimited by curly braces).
The keyframe selector for a keyframe style rule consists of a comma-separated list of percentage values or the keywords 'from' or 'to'. The selector is used to specify the percentage along the duration of the animation that the keyframe represents. The keyframe itself is specified by the block of property values declared on the selector. The keyword 'from' is equivalent to the value 0%. The keyword 'to' is equivalent to the value 100%. Note that the percentage unit specifier must be used on percentage values. Therefore, "0" is an invalid keyframe selector.
If a 0% or "from" keyframe is not specified, then the user agent constructs a 0% keyframe using the computed values of the properties being animated. If a 100% or "to" keyframe is not specified, then the user agent constructs a 100% keyframe using the computed values of the properties being animated.
The keyframe declaration for a keyframe rule consists of
properties and values. Properties that are unable to be
animated are ignored in these rules, with the exception of 'animation-timing-function', the behavior
of which is described below.
NOTE: describe what happens if a property is not present in all keyframes.
The @keyframes rule that is used by an animation will be the last one encountered in sorted rules order
that matches the name of the animation specified by the 'animation-name' property.
@keyframes rules do not cascade;
therefore an animation will never derive keyframes from more than one @keyframes rule.
To determine the set of keyframes, all of the values in the selectors are sorted in increasing order by time.
If there are any duplicates, then the last keyframe specified inside the @keyframes rule
will be used to provide the keyframe information for that time. There is no cascading within a
@keyframes rule if multiple keyframes specify the same keyframe selector values.
If property is not specified for a keyframe, or is specified but invalid, the animation of that property proceeds as if that keyframe did not exist. Conceptually, it is as if a set of keyframes is constructed for each property that is present in any of the keyframes, and an animation is run independently for each property.
@keyframes wobble {
0% {
left: 100px;
}
40% {
left: 150px;
}
60% {
left: 75px;
}
100% {
left: 100px;
}
}
Four keyframes are specified for the animation named "wobble". In the first keyframe, shown at the beginning of the animation cycle, the 'left' value of the animation is 100px. By 40% of the animation duration, 'left' value has animated to 150px. At 60% of the animation duration, the 'left' value has animated back to 75px. At the end of the animation cycle, the 'left' value has returned to 100px. The diagram below shows the state of the animation if it were given a duration of 10s.
Animations states specified by keyframes
The following is the grammar for the keyframes rule.
keyframes_rule: KEYFRAMES_SYM S+ IDENT S* '{' S* keyframes_blocks '}' S*;
keyframes_blocks: [ keyframe_selector '{' S* declaration? [ ';' S* declaration? ]* '}' S* ]* ;
keyframe_selector: [ FROM_SYM | TO_SYM | PERCENTAGE ] S* [ ',' S* [ FROM_SYM | TO_SYM | PERCENTAGE ] S* ]*;
@{K}{E}{Y}{F}{R}{A}{M}{E}{S} {return KEYFRAMES_SYM;}
{F}{R}{O}{M} {return FROM_SYM;}
{T}{O} {return TO_SYM;}
A keyframe style rule may also declare the timing function that is to be used as the animation moves to the next keyframe.
@keyframes bounce {
from {
top: 100px;
animation-timing-function: ease-out;
}
25% {
top: 50px;
animation-timing-function: ease-in;
}
50% {
top: 100px;
animation-timing-function: ease-out;
}
75% {
top: 75px;
animation-timing-function: ease-in;
}
to {
top: 100px;
}
}
Five keyframes are specified for the animation named "bounce". Between the first and second keyframe (i.e., between 0% and 25%) an "ease-out" timing function is used. Between the second and third keyframe (i.e., between 25% and 50%) an "ease-in" timing function is used. And so on. The effect will appear as an element that moves up the page 50px, slowing down as it reaches its highest point then speeding up as it falls back to 100px. The second half of the animation behaves in a similar manner, but only moves the element 25px units up the page. A timing function specified on the "to" or 100% keyframe is ignored
See the 'animation-timing-function'
property for more information.
'animation-name' Property
The 'animation-name' property defines a
list of animations that apply. Each name is used to select the keyframe at-rule
that provides the property values for the animation. If the name does
not match any keyframe at-rule, there are no properties to be animated
and the animation will not execute. Furthermore, if the animation name
is 'none' then there will be no animation. This can be used to override
any animations coming from the cascade. If animations are attempting to
modify the same property, then the animation closest to the end of the
list of names wins.
Each animation listed by name should have a corresponding value for the other animation properties listed below. In the case where the lists of values for the other animation properties do not have the same length, the length of the 'animation-name' list determines the number of items in each list examined when starting transitions. The lists are matched up from the first value: excess values at the end are not used. If one of the other properties doesn't have enough comma-separated values to match the number of values of 'animation-name', the UA must calculate its used value by repeating the list of values until there are enough. This truncation or repetition does not affect the computed value. Note: This is analogous to the behavior of the 'background-*' properties, with 'background-image' analogous to 'animation-name'.
| Name: | animation-name |
| Value: | [ none | <IDENT> ] [, [ none | <IDENT> ] ]* |
| Initial: | none |
| Applies to: | all elements, :before and :after pseudo elements |
| Inherited: | no |
| Percentages: | N/A |
| Media: | visual |
| Computed value: | Same as specified value. |
'animation-duration' Property
The 'animation-duration' property defines the length of time that an animation takes to complete one cycle.
| Name: | animation-duration |
| Value: | <time> [, <time>]* |
| Initial: | 0s |
| Applies to: | all elements, :before and :after pseudo elements |
| Inherited: | no |
| Percentages: | N/A |
| Media: | visual |
| Computed value: | Same as specified value. |
By default the value is '0s', meaning that the animation cycle is
immediate. A negative value for 'animation-duration' is treated as '0s'. In this
case 'animation-fill-mode' still applies,
so an animation that fills backwards will show the value of the 0%
keyframe during any delay period, and an animation that fill forwards
will retain the value specified at the 100% keyframe, even if the
animation was instantaneous. Also, animation events are still fired.
'animation-timing-function' Property
The 'animation-timing-function' property describes how the animation will progress over one cycle of its duration. See the 'transition-timing-function' property [[!CSS3-TRANSITIONS]] for a complete description of timing function calculation.
| Name: | animation-timing-function |
| Value: | [ ease | linear | ease-in | ease-out | ease-in-out | step-start | step-end | steps(<number>[, [ start | end ] ]?) | cubic-bezier(<number>, <number>, <number>, <number>) ] [, [ ease | linear | ease-in | ease-out | ease-in-out | step-start | step-end | steps(<number>[, [ start | end ] ]?) | cubic-bezier(<number>, <number>, <number>, <number>)] ]* |
| Initial: | ease |
| Applies to: | all elements, :before and :after pseudo elements |
| Inherited: | no |
| Percentages: | N/A |
| Media: | visual |
| Computed value: | Same as specified value. |
For a keyframed animation, the 'animation-timing-function' applies
between keyframes, not over the entire animation. For example, in the case of an ease-in-out timing function, an animation will ease in at the start of the keyframe and ease out at the end of the keyframe. A 'animation-timing-function' defined within a keyframe block applies to that keyframe, otherwise the timing function specified for the animation is used.
'animation-iteration-count' Property
The 'animation-iteration-count' property defines the number of times
an animation cycle is played. The default value is one, meaning the animation will play from
beginning to end once. A value of 'infinite' will cause the animation to
repeat forever. Non-integer numbers will cause the animation to end part-way through a cycle.
Negative values of 'animation-iteration-count' are invalid.
This property is often used with an 'animation-direction' value of
alternate, which will cause the animation to play in reverse on alternate cycles.
| Name: | animation-iteration-count |
| Value: | [ infinite | <number> ] [, [ infinite | <number> ] ]* |
| Initial: | 1 |
| Applies to: | all elements, :before and :after pseudo elements |
| Inherited: | no |
| Percentages: | N/A |
| Media: | visual |
| Computed value: | Same as specified value. |
'animation-direction' Property
The 'animation-direction' property defines whether or not the animation should play in reverse on some or all cycles. When an animation is played in reverse the timing functions are also reversed. For example, when played in reverse an ease-in animation would appear to be an ease-out animation.
| Name: | animation-direction |
| Value: | [ normal | reverse | alternate | alternate-reverse ] [, [ normal | reverse | alternate | alternate-reverse ] ]* |
| Initial: | normal |
| Applies to: | all elements, :before and :after pseudo elements |
| Inherited: | no |
| Percentages: | N/A |
| Media: | visual |
| Computed value: | Same as specified value. |
'animation-play-state' Property
The 'animation-play-state' property defines whether the animation is running or paused. A running animation can be paused by setting this property to 'paused'. To continue running a paused animation this property can be set to 'running'. A paused animation will continue to display the current value of the animation in a static state, as if the time of the animation is constant. When a paused animation is resumed, it restarts from the current value, not necessarily from the beginning of the animation.
| Name: | animation-play-state |
| Value: | [ running | paused ] [, [ running | paused ] ]* |
| Initial: | running |
| Applies to: | all elements, :before and :after pseudo elements |
| Inherited: | no |
| Percentages: | N/A |
| Media: | visual |
| Computed value: | Same as specified value. |
'animation-delay' Property
The 'animation-delay' property defines
when the animation will start. It allows an animation to begin
execution some time after it is applied. An 'animation-delay' value of '0s' means the
animation will execute as soon as it is applied. Otherwise, the value
specifies an offset from the moment the animation is applied, and the
animation will delay execution by that offset.
If the value for 'animation-delay' is a
negative time offset then the animation will execute the moment it is
applied, but will appear to have begun execution at the specified
offset. That is, the animation will appear to begin part-way through
its play cycle. In the case where an animation has implied starting
values and a negative 'animation-delay',
the starting values are taken from the moment the animation is applied.
| Name: | animation-delay |
| Value: | <time> [, <time>]* |
| Initial: | 0s |
| Applies to: | all elements, :before and :after pseudo elements |
| Inherited: | no |
| Percentages: | N/A |
| Media: | visual |
| Computed value: | Same as specified value. |
'animation-fill-mode' Property
The 'animation-fill-mode' property defines
what values are applied by the animation outside the time it is executing.
By default, an animation will not affect property values between the
time it is applied (the 'animation-name' property is
set on an element) and the time it begins execution (which is determined by
the 'animation-delay' property). Also, by
default an animation does not affect property values after the animation
ends (determined by the 'animation-duration' property).
The value of 'animation-fill-mode' can
override this behavior.
If the value for 'animation-fill-mode' is
'backwards', then the animation will
apply the property values defined in its 0% or 'from' keyframe as soon
as the animation is applied, during the period defined by
'animation-delay'.
If the value for 'animation-fill-mode'
is 'forwards', then the animation will
apply the property values defined in its last executing keyframe after
the final iteration of the animation, until the animation style is
removed. The last executing keyframe is the 'to' or '100%' keyframe,
unless the animation has 'animation-direction' set to 'alternate' and both a finite and even
iteration count, in which case it is the 'from' or '0%' keyframe.
If the value for 'animation-fill-mode'
is 'both', then the animation will
follow the rules for both 'forwards' and 'backwards'. That is, it will
extend the animation properties in both directions.
| Name: | animation-fill-mode |
| Value: | [ none | forwards | backwards | both ] [, [ none | forwards | backwards | both ] ]* |
| Initial: | none |
| Applies to: | all elements, :before and :after pseudo elements |
| Inherited: | no |
| Percentages: | N/A |
| Media: | visual |
| Computed value: | Same as specified value. |
'animation' Shorthand Property
The 'animation' shorthand property
combines seven of the animation properties into a single property.
Note that order is important in this property. The first value that can be parsed as a time is assigned to the animation-duration. The second value that can be parsed as a time is assigned to animation-delay.
An alternative proposal is to accept the font shorthand approach of using a "/" character between the values of the same type. e.g. 2s/4s would mean a duration of 2 seconds and a delay of 4 seconds.
| Name: | animation |
| Value: | [<'animation-name'> || <'animation-duration'> || <'animation-timing-function'> || <'animation-delay'> || <'animation-iteration-count'> || <'animation-direction'> || <'animation-fill-mode'>] [, [<'animation-name'> || <'animation-duration'> || <'animation-timing-function'> || <'animation-delay'> || <'animation-iteration-count'> || <'animation-direction'> || <'animation-fill-mode'>] ]* |
| Initial: | see individual properties |
| Applies to: | all elements, :before and :after pseudo elements |
| Inherited: | no |
| Percentages: | N/A |
| Media: | visual |
| Computed value: | Same as specified value. |
Several animation related events are available through the DOM Event
system. The start and end of an animation, and the end of each
iteration of an animation all generate DOM events. An element can have
multiple properties being animated simultaneously. This can occur either
with a single animation-name value with
keyframes containing multiple properties, or with multiple animation-name values. For the purposes of
events, each animation-name specifies a
single animation. Therefore an event will be generated for each animation-name value and not necessarily for
each property being animated.
The time the animation has been running is sent with each event
generated. This allows the event handler to determine the current
iteration of a looping animation or the current position of an
alternating animation. This time does not include any time the animation
was in the paused play state.
The AnimationEvent interface provides specific contextual information associated with Animation events.
interface AnimationEvent : Event {
readonly attribute DOMString animationName;
readonly attribute float elapsedTime;
void initAnimationEvent(in DOMString typeArg,
in boolean canBubbleArg,
in boolean cancelableArg,
in DOMString animationNameArg,
in float elapsedTimeArg);
};
animationName of type DOMString, readonly
animation-name property of the
animation that fired the event.
elapsedTime of type float, readonly
animation-delay, in which
case the event will be fired with an elapsedTime of (-1 *
delay).
initAnimationEvent
initAnimationEvent method is used to initialize the value of an AnimationEvent created through the DocumentEvent interface. This method may only be called before the AnimationEvent has been dispatched via the dispatchEvent method, though it may be called multiple times during that phase if necessary. If called multiple times, the final invocation takes precedence.
typeArg of type DOMString
canBubbleArg of type boolean
cancelableArg of type boolean
animationNameArg of type DOMString
Event's animation name.elapsedTimeArg of type float
The different types of Animation events that can occur are:
animation-delay then this event will fire once the delay period
has expired. A negative delay will cause the event to fire with an elapsedTime equal to
the absolute value of the delay.
CSS animation is exposed to the CSSOM through a pair of new interfaces describing the keyframes.
The following 2 rule types are added to the CSSRule interface. They provide identification for the new keyframe and keyframes rules.
interface CSSRule {
...
const unsigned short KEYFRAMES_RULE = 7;
const unsigned short KEYFRAME_RULE = 8;
...
};
The CSSKeyframeRule interface represents the style rule for a single key.
interface CSSKeyframeRule : CSSRule {
attribute DOMString keyText;
readonly attribute CSSStyleDeclaration style;
};
keyText of type DOMString
from this value will be 0, and if the value in the CSS style is to this
value will be 1.style of type CSSStyleDeclaration
The CSSKeyframesRule interface represents a complete set of keyframes for a single animation.
interface CSSKeyframesRule : CSSRule {
attribute DOMString name;
readonly attribute CSSRuleList cssRules;
void appendRule(in DOMString rule);
void deleteRule(in DOMString key);
CSSKeyframeRule findRule(in DOMString key);
};
name of type DOMString
animation-name property.cssRules of type CSSRuleList
appendRule
appendRule method appends the passed CSSKeyframeRule into the list at the passed key.
rule of type DOMString
@keyframes rule.
deleteRule
deleteRule method deletes the CSSKeyframeRule with the passed key. If a rule with this key
does not exist, the method does nothing.
key of type DOMString
findRule
findRule method returns the rule with a key matching the passed key. If no such rule
exists, a null value is returned.
key of type DOMString
CSSKeyframeRule
Thanks especially to the feedback from Tab Atkins, Estelle Weyl, and all the rest of the www-style community.