About makepad-2.0-animation
A reference skill for developers adding animations to Makepad 2.0 interfaces. It covers Animator tracks, state transitions, shader properties, and how this system differs from vector Tween.
Key features
- 01Independent animation groups
- 02State transitions and looping modes
- 03Easing functions
- 04Shader instance property animation
- 05Widget Animator support guidance
Use cases
- 01Animating button hover states
- 02Creating toggle and focus transitions
- 03Building shader-based loading spinners
- 04Choosing between Animator and vector Tween
Install
Copy the command and run it in a terminal.
npx skills add https:/ / github.com/ zhanghandong/ makepad-skills --skill makepad-2.0-animationAfter installing, type/makepad-2.0-animationin Claude Code to confirm it loaded.
Bundled filesreferences/animator-reference.md
Details
From the project READMEMakepad 2.0 Animation Skill
Version: makepad-widgets (dev branch) | Last Updated: 2026-03-03
Overview
The Animator system drives instance() shader variables over time, enabling hover effects, transitions, and looping animations. It uses independent animation tracks called "groups" that run simultaneously.
Documentation
Refer to the local files for detailed documentation:
./references/animator-reference.md- Complete Animator API, play types, ease functions, examples
IMPORTANT: Documentation Completeness Check
Before answering questions, Claude MUST:
- Read the relevant reference file(s) listed above
- If file read fails or file is empty:
- Inform user: "Reference docs incomplete. Still answering based on SKILL.md patterns."
- Still answer based on SKILL.md patterns + built-in knowledge
- If reference file exists, incorporate its content into the answer
Critical: Widget Animator Support
NOT all widgets support animator! Adding animator: Animator{...} to an unsupported widget is silently ignored - no error, no animation, nothing happens.
Widgets that SUPPORT Animator
View, SolidView, RoundedView, ScrollXView, ScrollYView, ScrollXYView, Button, ButtonFlat, ButtonFlatter, CheckBox, Toggle, RadioButton, LinkLabel, TextInput
Widgets that DO NOT Support Animator
Label, H1-H4, P, TextBox, Image, Icon, Markdown, Html, Slider, DropDown, Splitter, Hr, Filler
To animate a Label: Wrap it in a View with the animator:
View{
width: Fit height: Fit
animator: Animator{
hover: {
default: @off
off: AnimatorState{ from: {all: Forward {duration: 0.15}} apply: {draw_bg: {hover: 0.0}} }
on: AnimatorState{ from: {all: Forward {duration: 0.15}} apply: {draw_bg: {hover: 1.0}} }
}
}
label := Label{text: "Animated via parent"}
}
Animator Structure
animator: Animator{
<group_name>: {
default: @<state_name>
<state_name>: AnimatorState{
from: { ... }
ease: <EaseFunction>
redraw: true
apply: { ... }
}
<state_name>: AnimatorState{ ... }
}
<group_name>: { ... }
}
Groups
Each group is an independent animation track. Common groups:
| Group | Purpose | Typical States |
|---|---|---|
hover | Mouse hover in/out | off, on |
focus | Keyboard focus | off, on |
active | Toggled/checked state | off, on |
disabled | Disabled state | off, on |
time | Continuous looping | off, on |
Multiple groups animate simultaneously without interfering.
The from Block
Controls transition timing. Keys are states being transitioned FROM, or all as catch-all.
// From any state, animate over 0.2 seconds
from: {all: Forward {duration: 0.2}}
// Instant from any state
from: {all: Snap}
// Different timing depending on origin
from: {
all: Forward {duration: 0.1}
down: Forward {duration: 0.01}
}
Play Types
| Type | Description | Example |
|---|---|---|
Forward {duration: 0.2} | One-shot forward | Hover transitions |
Snap | Instant jump, no animation | Default state initialization |
Loop {duration: 1.0} | Looping animation | Loading spinners |
ReverseLoop {duration: 1.0} | Ping-pong loop | Pulsing effects |
BounceLoop {duration: 1.0} | Bounce back and forth | Bouncing animations |
Ease Functions
| Function | Description |
|---|---|
Linear | Constant speed |
InQuad / OutQuad / InOutQuad | Quadratic easing |
InCubic / OutCubic / InOutCubic | Cubic easing |
InQuart / OutQuart / InOutQuart | Quartic easing |
InQuint / OutQuint / InOutQuint | Quintic easing |
InSine / OutSine / InOutSine | Sine easing |
InExp / OutExp / InOutExp | Exponential easing |
InCirc / OutCirc / InOutCirc | Circular easing |
InElastic / OutElastic / InOutElastic | Elastic spring |
InBack / OutBack / InOutBack | Overshoot |
InBounce / OutBounce / InOutBounce | Bounce |
Usage: ease: OutCubic in the AnimatorState (optional, defaults to Linear).
The apply Block
Target values to animate TO. Structure mirrors the widget's shader properties.
// Animate single properties
apply: {
draw_bg: {hover: 1.0}
}
// Animate multiple properties
apply: {
draw_bg: {hover: 1.0 color: #f00}
draw_text: {color: #fff}
}
CRITICAL: Only instance() shader variables can be animated. uniform() variables cannot.
Complete Hover Button Example
use mod.prelude.widgets.*
let HoverCard = RoundedView{
width: Fill height: Fit
padding: 16
new_batch: true
cursor: Hand
draw_bg +: {
instance hover: 0.0
color: mix(#2a2a3d, #3a3a5d, self.hover)
border_radius: 8.0
}
animator: Animator{
hover: {
default: @off
off: AnimatorState{
from: {all: Forward {duration: 0.15}}
apply: {draw_bg: {hover: 0.0}}
}
on: AnimatorState{
from: {all: Forward {duration: 0.15}}
apply: {draw_bg: {hover: 1.0}}
}
}
}
title := Label{text: "Hover me" draw_text.color: #fff}
}
Key points:
new_batch: trueis REQUIRED for hoverable items with backgroundscursor: Handshows pointer cursor on hoverinstance hover: 0.0declares the animatable variablemix(color1, color2, self.hover)interpolates between colors
Timeline Animation (Keyframes)
For multi-step animations use timeline():
animator: Animator{
time: {
default: @off
on: AnimatorState{
from: {all: Loop {duration: 2.0}}
apply: {
draw_bg: {
rotation: timeline(){
snap(0.0)
snap(6.28)
}
}
}
}
}
}
Loading Spinner Pattern
let Spinner = View{
width: 40 height: 40
draw_bg +: {
instance rotation: 0.0
pixel: fn() {
let sdf = Sdf2d.viewport(self.pos * self.rect_size)
let cx = self.rect_size.x * 0.5
let cy = self.rect_size.y * 0.5
let r = min(cx, cy) * 0.8
sdf.arc(cx, cy, r, self.rotation, self.rotation + 4.5, 3.0)
sdf.stroke(#4488ff, 2.5)
return sdf.result
}
}
animator: Animator{
time: {
default: @on
on: AnimatorState{
from: {all: Loop {duration: 1.0}}
apply: {
draw_bg: {
rotation: timeline(){
snap(0.0)
snap(6.28318)
}
}
}
}
}
}
}
Animator vs Vector Tween
Makepad has two separate animation systems:
| Feature | Animator (this skill) | Tween (see makepad-2.0-vector) |
|---|---|---|
| Target | Widget shader instance vars | SVG shape properties (fill, cx, opacity...) |
| Syntax | animator: Animator{...} block | Property value: opacity:Tween{...} |
| Triggers | State transitions (hover, focus) | Automatic on render |
| Loop | Loop {duration: 1.0} in from | loop_:true (bool, NOT string!) |
| Use for | UI interactions (hover, click) | SVG/Vector graphic animations |
Use Animator for: Button hover effects, toggle states, loading spinners (shader-based) Use Vector Tween for: SVG path animations, pulsing indicators, moving dots, color transitions
See the makepad-2.0-vector skill for Tween details.
Best Practices
- Always add
new_batch: trueto Views with backgrounds that have hover animations - Use
instancevariables for anything you want to animate - Match group names to semantic purposes (hover, focus, active)
- Use Forward for transitions, Snap for instant state changes
- Set
default: @offfor states that start inactive - Label cannot animate - wrap in View if you need animation on text
- Keep durations short (0.1-0.3s) for hover, longer (0.5-2.0s) for time-based