The Developers site released a training guide for UI related stuff, this is the index:
"Filling up a glass of water" animation is direct canditate of implementing via frame animation, i.e. changing pictures one after the other. Here you can see a nice blog post describing how to implement this kind of animation, which basically is the same as "filling up a glass of water" you mentioned:
The other animation look slightly difficult at first glance.
But after turning on "Show layout bounds" you can see there is no magic there. Basically this is just a translation animation, which translates a view from one position to another. In case of this animation the difficult part is to implement the algorithm of finding translation coordinates. After that animating is just a couple lines of code via scene transition animation.
// assuming at this step all the views are at the initial position at x0, y0
TransitionManager.beginDelayedTransition(rootLayout);
// here set view coordinates to x1, y1 - the final position
Transitions framework will do the rest for you. It will find the delta and perform animation for you. Here you will find a nice article by Lucas Rocha.
I would like to suggest a library I've written a while ago (published recently), which allows you to create custom views and add animations to them.
You can find it here and a very simple demo here. While my demos frankly aren't that impressive, they demonstrate the power of the library and most importantly how to use it.
It works with Android's TimeInterpolator and any of its children (as-well as custom ones).
The animations are drawn entirely using Canvas, the only difference here is that you can get an animated value, which changes according to the TimeInterpolator as a function of time.
You can add as many animations as you would like to your View, control them independently of each-other. And on top of that, you are not limited to drawing non-animation things. There's a dedicated method for that (onDrawStatics).
do you know of other techniques to play animations?
In Android you have basically 3 ways to implement animations:
view.startAnimation(...)
Obviously just animating a view by framework methods is easier than creating some drawable animation, and creating some drawable (xml) is easier than doing custom drawing.
You mentioned lottie, which just came out a few days ago. We shall see how well it does, but it looks very promising. Under the hood lottie will parse the json and do some custom drawing using Canvas
and Path
(3rd bullet point above)
If you can get your hands on After Effects this is probably the "easiest" solution for complex animations (and cross platform!)
People also started sharing animations, you can find them here:
http://www.lottiefiles.com/
do you know how it's done?
The (1) video looks like they do some custom drawing.
This will involve creating a custom view and/or drawable and overriding onDraw(Canvas)
Path.lineTo
as well as some arc, cubic, or quad will do the trick...I'm neither a designer nor a vector specialist :)
I do not think this could easily be achieved by using animated vector drawables, but you might get it done by applying a path morph animation. (Also animated vector drawables are only supported on 21+ if I am not mistaken)
The (2) Video just animates a Path and wiggles a flag. This can be achieved by using AnimatedVectorDrawables (as e.g. this blog shows) and trimming the path beginnings/ends or again by doing custom drawing (and thus also supporting pre lolipop devices) by animating a Path, e.g. using PathMeasure.getSegment() to continuuously animate the path.
The (3) animation, as already pointed out by azizbekians answer is the first mentioned kind, just animating (moving and scaling) views.
Regarding the second example, only one idea came to my mind, and that's setting a Path and moving the View accordingly by passing it somehow after animate(). (2) Is this possible?
Moving views along a path is obviously possible, but then the view would move, and you would still need to find a way to draw the path following it, as explained above.
For Your Custom view , i suggest you identify the Properties that you want to Animate on .
Let's say a ClockView, You After setting paint,stroke and so on in OnDraw()
You might wanna have AsyncMethods/Runnables which updates the Properties continuously in background , resulting in Frame by frame animation , but it isn't Fraame Animation actually , because you are animating only the properties of view (turn left) and not he tentire frame
There are dozens of examples out there, With little googling you can DIY