AnimationGroup#

Qualified name: manim.animation.composition.AnimationGroup

class AnimationGroup(mobject=None, *args, use_override=True, **kwargs)[source]#

Bases: Animation

Plays a group or series of Animation.

Parameters:
  • animations (Animation) – Sequence of Animation objects to be played.

  • group (Group | VGroup | OpenGLGroup | OpenGLVGroup) – A group of multiple Mobject.

  • run_time (float | None) – The duration of the animation in seconds.

  • rate_func (Callable[[float], float]) – The function defining the animation progress based on the relative runtime (see rate_functions) .

  • lag_ratio (float) –

    Defines the delay after which the animation is applied to submobjects. A lag_ratio of n.nn means the next animation will play when nnn% of the current animation has played. Defaults to 0.0, meaning that all animations will be played together.

    This does not influence the total runtime of the animation. Instead the runtime of individual animations is adjusted so that the complete animation has the defined run time.

Methods

begin

Begin the animation.

build_animations_with_timings

Creates a list of triplets of the form (anim, start_time, end_time).

clean_up_from_scene

Clean up the Scene after finishing the animation.

finish

Finish the animation.

get_all_mobjects

Get all mobjects involved in the animation.

init_run_time

Calculates the run time of the animation, if different from run_time.

interpolate

Set the animation progress.

update_mobjects

Updates things like starting_mobject, and (for Transforms) target_mobject.

_setup_scene(scene)[source]#

Setup up the Scene before starting the animation.

This includes to add() the Animation’s Mobject if the animation is an introducer.

Parameters:

scene – The scene the animation should be cleaned up from.

Return type:

None

begin()[source]#

Begin the animation.

This method is called right as an animation is being played. As much initialization as possible, especially any mobject copying, should live in this method.

Return type:

None

build_animations_with_timings()[source]#

Creates a list of triplets of the form (anim, start_time, end_time).

Return type:

None

clean_up_from_scene(scene)[source]#

Clean up the Scene after finishing the animation.

This includes to remove() the Animation’s Mobject if the animation is a remover.

Parameters:

scene (Scene) – The scene the animation should be cleaned up from.

Return type:

None

finish()[source]#

Finish the animation.

This method gets called when the animation is over.

Return type:

None

get_all_mobjects()[source]#

Get all mobjects involved in the animation.

Ordering must match the ordering of arguments to interpolate_submobject

Returns:

The sequence of mobjects.

Return type:

Sequence[Mobject]

init_run_time(run_time)[source]#

Calculates the run time of the animation, if different from run_time.

Parameters:

run_time – The duration of the animation in seconds.

Returns:

The duration of the animation in seconds.

Return type:

run_time

interpolate(alpha)[source]#

Set the animation progress.

This method gets called for every frame during an animation.

Parameters:

alpha (float) – The relative time to set the animation to, 0 meaning the start, 1 meaning the end.

Return type:

None

update_mobjects(dt)[source]#

Updates things like starting_mobject, and (for Transforms) target_mobject. Note, since typically (always?) self.mobject will have its updating suspended during the animation, this will do nothing to self.mobject.

Parameters:

dt (float) –

Return type:

None