It looks like both Animations and Animators allow me to animate properties (position, opacity, scale, rotation, etc) on objects, and I'm having a hard time differentiating between the use case for both. When should I use an animator versus an animation and vice versa?
Cartoons are created by cartoonists (drawings), or animators (TV shows or short movies). Animations are created by animators.
An animator produces multiple images called frames, which when sequenced together create an illusion of movement - this is known as animation. The images can be made up of digital or hand-drawn pictures, models or puppets. Animators tend to work in 2D, 3D model-making, stop-frame or computer-generated animation.
A multimedia artist and animator uses electronic tools to create animation for different media outlets. They stay updated on certain technology, application and design trends to create unique graphics in their roles. Most of them work with animation teams to create and edit new visual materials.
Being an animator is an incredible career, where you can have the opportunity to give life to images and ideas in fields as diverse as law, healthcare, film, education, television, and gaming. Read on to see what steps you'll need to take to become an animator and how to break into this action-packed, exciting field.
Animations
are older versions of Animators
. Animators where introduced in 3.0 to help overcome some short-coming that Animations have.
Animations
only change the visual representation of an object. This is fine if you're just changing opacity, but it causes issues when you translate, rotate, or scale objects. In the old days before Animators
, if you translated the object, you had to perform a re-layout with the new coordinates. It could be rather difficult depending on where the object moved.
Animators on the other hand change the physical properties of the objects. This means that if you move a View to a new location, the touch coordinates will be mapped at the new location without any other intervention.
Personally, I don't use Animations much anymore unless I'm developing at API's 2.3 or less. Thankfully that's becoming less of an issue. There are also some old classes that still use Animations API especially when it comes to using xml resources such as the android.support.v4.app.FragmentTransaction
class (the normal FragmentTransaction
supports Animators instead).
As a side note, the project NineOldAndroids was developed to mimic functionality of Animators but using Animations so you can make apps that work all the way to 1.6.
An Animation
object animate the view's image. If you use this for example, to move a button around the screen you will not be able to click on it at the new visible position because it was not truly moved, but only his bitmap representation was translated. You will also not be able to change the proportions of it since you are making modifications to a bitmap. If you use xml files, place them at anim
folder.
An Animator
object animate the view's property (like the margin or width). If you use this to move a button around the screen you will be able to capture clicks on it in the new visible positions. If you use xml files, place them at animator
folder.
If you only need cosmetic effects, like fade in or small appearance translation, using a Animation
will be more efficient because it does not call layout()
or measure()
methods. If you do need to capture actions like click events, use a Animator
.
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