Scene#

Qualified name: manim.scene.scene.Scene

class Scene(renderer=None, camera_class=<class 'manim.camera.camera.Camera'>, always_update_mobjects=False, random_seed=None, skip_animations=False)[source]#

Bases: object

A Scene is the canvas of your animation.

The primary role of Scene is to provide the user with tools to manage mobjects and animations. Generally speaking, a manim script consists of a class that derives from Scene whose Scene.construct() method is overridden by the user’s code.

Mobjects are displayed on screen by calling Scene.add() and removed from screen by calling Scene.remove(). All mobjects currently on screen are kept in Scene.mobjects. Animations are played by calling Scene.play().

A Scene is rendered internally by calling Scene.render(). This in turn calls Scene.setup(), Scene.construct(), and Scene.tear_down(), in that order.

It is not recommended to override the __init__ method in user Scenes. For code that should be ran before a Scene is rendered, use Scene.setup() instead.

Examples

Override the Scene.construct() method with your code.

class MyScene(Scene):
    def construct(self):
        self.play(Write(Text("Hello World!")))

Methods

add

Mobjects will be displayed, from background to foreground in the order with which they are added.

add_foreground_mobject

Adds a single mobject to the foreground, and internally to the list foreground_mobjects, and mobjects.

add_foreground_mobjects

Adds mobjects to the foreground, and internally to the list foreground_mobjects, and mobjects.

add_mobjects_from_animations

add_sound

This method is used to add a sound to the animation.

add_subcaption

Adds an entry in the corresponding subcaption file at the current time stamp.

add_updater

Add an update function to the scene.

begin_animations

Start the animations of the scene.

bring_to_back

Removes the mobject from the scene and adds them to the back of the scene.

bring_to_front

Adds the passed mobjects to the scene again, pushing them to he front of the scene.

check_interactive_embed_is_valid

clear

Removes all mobjects present in self.mobjects and self.foreground_mobjects from the scene.

compile_animation_data

Given a list of animations, compile the corresponding static and moving mobjects, and gather the animation durations.

compile_animations

Creates _MethodAnimations from any _AnimationBuilders and updates animation kwargs with kwargs passed to play().

construct

Add content to the Scene.

embed

get_attrs

Gets attributes of a scene given the attribute's identifier/name.

get_mobject_family_members

Returns list of family-members of all mobjects in scene.

get_moving_and_static_mobjects

get_moving_mobjects

Gets all moving mobjects in the passed animation(s).

get_restructured_mobject_list

Given a list of mobjects and a list of mobjects to be removed, this filters out the removable mobjects from the list of mobjects.

get_run_time

Gets the total run time for a list of animations.

get_time_progression

You will hardly use this when making your own animations.

get_top_level_mobjects

Returns all mobjects which are not submobjects.

interact

interactive_embed

Like embed(), but allows for screen interaction.

is_current_animation_frozen_frame

Returns whether the current animation produces a static frame (generally a Wait).

mouse_drag_orbit_controls

mouse_scroll_orbit_controls

next_section

Create separation here; the last section gets finished and a new one gets created.

on_key_press

on_key_release

on_mouse_drag

on_mouse_motion

on_mouse_press

on_mouse_scroll

pause

Pauses the scene (i.e., displays a frozen frame).

play

Plays an animation in this scene.

play_internal

This method is used to prep the animations for rendering, apply the arguments and parameters required to them, render them, and write them to the video file.

remove

Removes mobjects in the passed list of mobjects from the scene and the foreground, by removing them from "mobjects" and "foreground_mobjects"

remove_foreground_mobject

Removes a single mobject from the foreground, and internally from the list foreground_mobjects.

remove_foreground_mobjects

Removes mobjects from the foreground, and internally from the list foreground_mobjects.

remove_updater

Remove an update function from the scene.

render

Renders this Scene.

replace

Replace one mobject in the scene with another, preserving draw order.

restructure_mobjects

tl:wr

set_key_function

setup

This is meant to be implemented by any scenes which are commonly subclassed, and have some common setup involved before the construct method is called.

should_update_mobjects

Returns True if the mobjects of this scene should be updated.

tear_down

This is meant to be implemented by any scenes which are commonly subclassed, and have some common method to be invoked before the scene ends.

update_meshes

update_mobjects

Begins updating all mobjects in the Scene.

update_self

Run all scene updater functions.

update_to_time

wait

Plays a "no operation" animation.

wait_until

Wait until a condition is satisfied, up to a given maximum duration.

Attributes

camera

_get_animation_time_progression(animations, duration)[source]#

You will hardly use this when making your own animations. This method is for Manim’s internal use.

Uses get_time_progression() to obtain a CommandLine ProgressBar whose fill_time is dependent on the qualities of the passed Animation,

Parameters:
Returns:

The CommandLine Progress Bar.

Return type:

time_progression

add(*mobjects)[source]#

Mobjects will be displayed, from background to foreground in the order with which they are added.

Parameters:

*mobjects (Mobject) – Mobjects to add.

Returns:

The same scene after adding the Mobjects in.

Return type:

Scene

add_foreground_mobject(mobject)[source]#

Adds a single mobject to the foreground, and internally to the list foreground_mobjects, and mobjects.

Parameters:

mobject (Mobject) – The Mobject to add to the foreground.

Returns:

The Scene, with the foreground mobject added.

Return type:

Scene

add_foreground_mobjects(*mobjects)[source]#

Adds mobjects to the foreground, and internally to the list foreground_mobjects, and mobjects.

Parameters:

*mobjects (Mobject) – The Mobjects to add to the foreground.

Returns:

The Scene, with the foreground mobjects added.

Return type:

Scene

add_sound(sound_file, time_offset=0, gain=None, **kwargs)[source]#

This method is used to add a sound to the animation.

Parameters:
  • sound_file (str) – The path to the sound file.

  • time_offset (float) – The offset in the sound file after which the sound can be played.

  • gain (float | None) – Amplification of the sound.

Examples

Example: SoundExample

from manim import *

class SoundExample(Scene):
    # Source of sound under Creative Commons 0 License. https://freesound.org/people/Druminfected/sounds/250551/
    def construct(self):
        dot = Dot().set_color(GREEN)
        self.add_sound("click.wav")
        self.add(dot)
        self.wait()
        self.add_sound("click.wav")
        dot.set_color(BLUE)
        self.wait()
        self.add_sound("click.wav")
        dot.set_color(RED)
        self.wait()
class SoundExample(Scene):
    # Source of sound under Creative Commons 0 License. https://freesound.org/people/Druminfected/sounds/250551/
    def construct(self):
        dot = Dot().set_color(GREEN)
        self.add_sound("click.wav")
        self.add(dot)
        self.wait()
        self.add_sound("click.wav")
        dot.set_color(BLUE)
        self.wait()
        self.add_sound("click.wav")
        dot.set_color(RED)
        self.wait()

Download the resource for the previous example here .

add_subcaption(content, duration=1, offset=0)[source]#

Adds an entry in the corresponding subcaption file at the current time stamp.

The current time stamp is obtained from Scene.renderer.time.

Parameters:
  • content (str) – The subcaption content.

  • duration (float) – The duration (in seconds) for which the subcaption is shown.

  • offset (float) – This offset (in seconds) is added to the starting time stamp of the subcaption.

Return type:

None

Examples

This example illustrates both possibilities for adding subcaptions to Manimations:

class SubcaptionExample(Scene):
    def construct(self):
        square = Square()
        circle = Circle()

        # first option: via the add_subcaption method
        self.add_subcaption("Hello square!", duration=1)
        self.play(Create(square))

        # second option: within the call to Scene.play
        self.play(
            Transform(square, circle),
            subcaption="The square transforms."
        )
add_updater(func)[source]#

Add an update function to the scene.

The scene updater functions are run every frame, and they are the last type of updaters to run.

Warning

When using the Cairo renderer, scene updaters that modify mobjects are not detected in the same way that mobject updaters are. To be more concrete, a mobject only modified via a scene updater will not necessarily be added to the list of moving mobjects and thus might not be updated every frame.

TL;DR: Use mobject updaters to update mobjects.

Parameters:

func (Callable[[float], None]) – The updater function. It takes a float, which is the time difference since the last update (usually equal to the frame rate).

Return type:

None

begin_animations()[source]#

Start the animations of the scene.

Return type:

None

bring_to_back(*mobjects)[source]#

Removes the mobject from the scene and adds them to the back of the scene.

Parameters:

*mobjects (Mobject) – The mobject(s) to push to the back of the scene.

Returns:

The Scene, with the mobjects pushed to the back of the scene.

Return type:

Scene

bring_to_front(*mobjects)[source]#

Adds the passed mobjects to the scene again, pushing them to he front of the scene.

Parameters:

*mobjects (Mobject) – The mobject(s) to bring to the front of the scene.

Returns:

The Scene, with the mobjects brought to the front of the scene.

Return type:

Scene

clear()[source]#

Removes all mobjects present in self.mobjects and self.foreground_mobjects from the scene.

Returns:

The Scene, with all of its mobjects in self.mobjects and self.foreground_mobjects removed.

Return type:

Scene

compile_animation_data(*animations, **play_kwargs)[source]#

Given a list of animations, compile the corresponding static and moving mobjects, and gather the animation durations.

This also begins the animations.

Parameters:
  • animations (Animation) – Animation or mobject with mobject method and params

  • play_kwargs – Named parameters affecting what was passed in animations, e.g. run_time, lag_ratio and so on.

Returns:

None if there is nothing to play, or self otherwise.

Return type:

self, None

compile_animations(*args, **kwargs)[source]#

Creates _MethodAnimations from any _AnimationBuilders and updates animation kwargs with kwargs passed to play().

Parameters:
  • *args (Animation) – Animations to be played.

  • **kwargs – Configuration for the call to play().

Returns:

Animations to be played.

Return type:

Tuple[Animation]

construct()[source]#

Add content to the Scene.

From within Scene.construct(), display mobjects on screen by calling Scene.add() and remove them from screen by calling Scene.remove(). All mobjects currently on screen are kept in Scene.mobjects. Play animations by calling Scene.play().

Notes

Initialization code should go in Scene.setup(). Termination code should go in Scene.tear_down().

Examples

A typical manim script includes a class derived from Scene with an overridden Scene.contruct() method:

class MyScene(Scene):
    def construct(self):
        self.play(Write(Text("Hello World!")))
get_attrs(*keys)[source]#

Gets attributes of a scene given the attribute’s identifier/name.

Parameters:

*keys (str) – Name(s) of the argument(s) to return the attribute of.

Returns:

List of attributes of the passed identifiers.

Return type:

list

get_mobject_family_members()[source]#

Returns list of family-members of all mobjects in scene. If a Circle() and a VGroup(Rectangle(),Triangle()) were added, it returns not only the Circle(), Rectangle() and Triangle(), but also the VGroup() object.

Returns:

List of mobject family members.

Return type:

list

get_moving_mobjects(*animations)[source]#

Gets all moving mobjects in the passed animation(s).

Parameters:

*animations (Animation) – The animations to check for moving mobjects.

Returns:

The list of mobjects that could be moving in the Animation(s)

Return type:

list

get_restructured_mobject_list(mobjects, to_remove)[source]#

Given a list of mobjects and a list of mobjects to be removed, this filters out the removable mobjects from the list of mobjects.

Parameters:
  • mobjects (list) – The Mobjects to check.

  • to_remove (list) – The list of mobjects to remove.

Returns:

The list of mobjects with the mobjects to remove removed.

Return type:

list

get_run_time(animations)[source]#

Gets the total run time for a list of animations.

Parameters:

animations (list[manim.animation.animation.Animation]) – A list of the animations whose total run_time is to be calculated.

Returns:

The total run_time of all of the animations in the list.

Return type:

float

get_time_progression(run_time, description, n_iterations=None, override_skip_animations=False)[source]#

You will hardly use this when making your own animations. This method is for Manim’s internal use.

Returns a CommandLine ProgressBar whose fill_time is dependent on the run_time of an animation, the iterations to perform in that animation and a bool saying whether or not to consider the skipped animations.

Parameters:
  • run_time (float) – The run_time of the animation.

  • n_iterations (int | None) – The number of iterations in the animation.

  • override_skip_animations (bool) – Whether or not to show skipped animations in the progress bar.

Returns:

The CommandLine Progress Bar.

Return type:

time_progression

get_top_level_mobjects()[source]#

Returns all mobjects which are not submobjects.

Returns:

List of top level mobjects.

Return type:

list

interactive_embed()[source]#

Like embed(), but allows for screen interaction.

is_current_animation_frozen_frame()[source]#

Returns whether the current animation produces a static frame (generally a Wait).

Return type:

bool

next_section(name='unnamed', type=DefaultSectionType.NORMAL, skip_animations=False)[source]#

Create separation here; the last section gets finished and a new one gets created. skip_animations skips the rendering of all animations in this section. Refer to the documentation on how to use sections.

Parameters:
  • name (str) –

  • type (str) –

  • skip_animations (bool) –

Return type:

None

pause(duration=1.0)[source]#

Pauses the scene (i.e., displays a frozen frame).

This is an alias for wait() with frozen_frame set to True.

Parameters:

duration (float) – The duration of the pause.

See also

wait(), Wait

play(*args, subcaption=None, subcaption_duration=None, subcaption_offset=0, **kwargs)[source]#

Plays an animation in this scene.

Parameters:
  • args – Animations to be played.

  • subcaption – The content of the external subcaption that should be added during the animation.

  • subcaption_duration – The duration for which the specified subcaption is added. If None (the default), the run time of the animation is taken.

  • subcaption_offset – An offset (in seconds) for the start time of the added subcaption.

  • kwargs – All other keywords are passed to the renderer.

play_internal(skip_rendering=False)[source]#

This method is used to prep the animations for rendering, apply the arguments and parameters required to them, render them, and write them to the video file.

Parameters:

skip_rendering (bool) – Whether the rendering should be skipped, by default False

remove(*mobjects)[source]#

Removes mobjects in the passed list of mobjects from the scene and the foreground, by removing them from “mobjects” and “foreground_mobjects”

Parameters:

*mobjects (Mobject) – The mobjects to remove.

remove_foreground_mobject(mobject)[source]#

Removes a single mobject from the foreground, and internally from the list foreground_mobjects.

Parameters:

mobject (Mobject) – The mobject to remove from the foreground.

Returns:

The Scene, with the foreground mobject removed.

Return type:

Scene

remove_foreground_mobjects(*to_remove)[source]#

Removes mobjects from the foreground, and internally from the list foreground_mobjects.

Parameters:

*to_remove (Mobject) – The mobject(s) to remove from the foreground.

Returns:

The Scene, with the foreground mobjects removed.

Return type:

Scene

remove_updater(func)[source]#

Remove an update function from the scene.

Parameters:

func (Callable[[float], None]) – The updater function to be removed.

Return type:

None

render(preview=False)[source]#

Renders this Scene.

Parameters:

preview (bool) – If true, opens scene in a file viewer.

replace(old_mobject, new_mobject)[source]#

Replace one mobject in the scene with another, preserving draw order.

If old_mobject is a submobject of some other Mobject (e.g. a Group), the new_mobject will replace it inside the group, without otherwise changing the parent mobject.

Parameters:
  • old_mobject (Mobject) – The mobject to be replaced. Must be present in the scene.

  • new_mobject (Mobject) – A mobject which must not already be in the scene.

Return type:

None

restructure_mobjects(to_remove, mobject_list_name='mobjects', extract_families=True)[source]#
tl:wr

If your scene has a Group(), and you removed a mobject from the Group, this dissolves the group and puts the rest of the mobjects directly in self.mobjects or self.foreground_mobjects.

In cases where the scene contains a group, e.g. Group(m1, m2, m3), but one of its submobjects is removed, e.g. scene.remove(m1), the list of mobjects will be edited to contain other submobjects, but not m1, e.g. it will now insert m2 and m3 to where the group once was.

Parameters:
  • to_remove (Mobject) – The Mobject to remove.

  • mobject_list_name (str) – The list of mobjects (“mobjects”, “foreground_mobjects” etc) to remove from.

  • extract_families (bool) – Whether the mobject’s families should be recursively extracted.

Returns:

The Scene mobject with restructured Mobjects.

Return type:

Scene

setup()[source]#

This is meant to be implemented by any scenes which are commonly subclassed, and have some common setup involved before the construct method is called.

should_update_mobjects()[source]#

Returns True if the mobjects of this scene should be updated.

In particular, this checks whether

  • the always_update_mobjects attribute of Scene is set to True,

  • the Scene itself has time-based updaters attached,

  • any mobject in this Scene has time-based updaters attached.

This is only called when a single Wait animation is played.

Return type:

bool

tear_down()[source]#

This is meant to be implemented by any scenes which are commonly subclassed, and have some common method to be invoked before the scene ends.

update_mobjects(dt)[source]#

Begins updating all mobjects in the Scene.

Parameters:

dt (float) – Change in time between updates. Defaults (mostly) to 1/frames_per_second

update_self(dt)[source]#

Run all scene updater functions.

Among all types of update functions (mobject updaters, mesh updaters, scene updaters), scene update functions are called last.

Parameters:

dt (float) – Scene time since last update.

wait(duration=1.0, stop_condition=None, frozen_frame=None)[source]#

Plays a “no operation” animation.

Parameters:
  • duration (float) – The run time of the animation.

  • stop_condition (Optional[Callable[[], bool]]) – A function without positional arguments that is evaluated every time a frame is rendered. The animation only stops when the return value of the function is truthy, or when the time specified in duration passes.

  • frozen_frame (bool | None) – If True, updater functions are not evaluated, and the animation outputs a frozen frame. If False, updater functions are called and frames are rendered as usual. If None (the default), the scene tries to determine whether or not the frame is frozen on its own.

See also

Wait, should_mobjects_update()

wait_until(stop_condition, max_time=60)[source]#

Wait until a condition is satisfied, up to a given maximum duration.

Parameters:
  • stop_condition (Callable[[], bool]) – A function with no arguments that determines whether or not the scene should keep waiting.

  • max_time (float) – The maximum wait time in seconds.