Quickstart

Note

Before proceeding, install Manim and make sure it is running properly by following the steps in Installation. For information on using Manim with Jupyterlab or Jupyter notebook, go to the documentation for the IPython magic command, %%manim.

Important

If you installed Manim in the recommended way, using the Python management tool uv, then you either need to make sure the corresponding virtual environment is activated (follow the instructions printed on running uv venv), or you need to remember to prefix the manim command in the console with uv run; that is, uv run manim ....

Overview

This quickstart guide will lead you through creating a sample project using Manim: an animation engine for precise programmatic animations.

First, you will use a command line interface to create a Scene, the class through which Manim generates videos. In the Scene you will animate a circle. Then you will add another Scene showing a square transforming into a circle. This will be your introduction to Manim’s animation ability. Afterwards, you will position multiple mathematical objects (Mobjects). Finally, you will learn the .animate syntax, a powerful feature that animates the methods you use to modify Mobjects.

Starting a new project

Start by creating a new folder:

manim init project my-project --default

The my-project folder is the root folder for your project. It contains all the files that Manim needs to function, as well as any output that your project produces.

Animating a circle

  1. Open a text editor, such as Notepad. Open the file main.py in the my-project folder. It should look something like this:

    from manim import *
    
    
    class CreateCircle(Scene):
        def construct(self):
            circle = Circle()  # create a circle
            circle.set_fill(PINK, opacity=0.5)  # set the color and transparency
            self.play(Create(circle))  # show the circle on screen
    
  2. Open the command line, navigate to your project folder, and execute the following command:

    manim -pql main.py CreateCircle
    

Manim will output rendering information, then create an MP4 file. Your default movie player will play the MP4 file, displaying the following animation.

If you see an animation of a pink circle being drawn, congratulations! You just wrote your first Manim scene from scratch.

If you get an error message instead, you do not see a video, or if the video output does not look like the preceding animation, it is likely that Manim has not been installed correctly. Please refer to our FAQ section for help with the most common issues.

Explanation

Let’s go over the script you just executed line by line to see how Manim was able to draw the circle.

The first line imports all of the contents of the library:

from manim import *

This is the recommended way of using Manim, as a single script often uses multiple names from the Manim namespace. In your script, you imported and used Scene, Circle, PINK and Create.

Now let’s look at the next two lines:

class CreateCircle(Scene):
    def construct(self):
        [...]

Most of the time, the code for scripting an animation is entirely contained within the construct() method of a Scene class. Inside construct(), you can create objects, display them on screen, and animate them.

The next two lines create a circle and set its color and opacity:

circle = Circle()  # create a circle
circle.set_fill(PINK, opacity=0.5)  # set the color and transparency

Finally, the last line uses the animation Create to display the circle on your screen:

self.play(Create(circle))  # show the circle on screen

Tip

All animations must reside within the construct() method of a class derived from Scene. Other code, such as auxiliary or mathematical functions, may reside outside the class.

Transforming a square into a circle

With our circle animation complete, let’s move on to something a little more complicated.

  1. Open scene.py, and add the following code snippet below the CreateCircle class:

class SquareToCircle(Scene):
    def construct(self):
        circle = Circle()  # create a circle
        circle.set_fill(PINK, opacity=0.5)  # set color and transparency

        square = Square()  # create a square
        square.rotate(PI / 4)  # rotate a certain amount

        self.play(Create(square))  # animate the creation of the square
        self.play(Transform(square, circle))  # interpolate the square into the circle
        self.play(FadeOut(square))  # fade out animation
  1. Render SquareToCircle by running the following command in the command line:

manim -pql scene.py SquareToCircle

The following animation will render:

This example shows one of the primary features of Manim: the ability to implement complicated and mathematically intensive animations (such as cleanly interpolating between two geometric shapes) with just a few lines of code.

Positioning Mobjects

Next, let’s go over some basic techniques for positioning Mobjects.

  1. Open scene.py, and add the following code snippet below the SquareToCircle method:

class SquareAndCircle(Scene):
    def construct(self):
        circle = Circle()  # create a circle
        circle.set_fill(PINK, opacity=0.5)  # set the color and transparency

        square = Square()  # create a square
        square.set_fill(BLUE, opacity=0.5)  # set the color and transparency

        square.next_to(circle, RIGHT, buff=0.5)  # set the position
        self.play(Create(circle), Create(square))  # show the shapes on screen
  1. Render SquareAndCircle by running the following command in the command line:

manim -pql scene.py SquareAndCircle

The following animation will render:

next_to is a Mobject method for positioning Mobjects.

We first specified the pink circle as the square’s reference point by passing circle as the method’s first argument. The second argument is used to specify the direction the Mobject is placed relative to the reference point. In this case, we set the direction to RIGHT, telling Manim to position the square to the right of the circle. Finally, buff=0.5 applied a small distance buffer between the two objects.

Try changing RIGHT to LEFT, UP, or DOWN instead, and see how that changes the position of the square.

Using positioning methods, you can render a scene with multiple Mobjects, setting their locations in the scene using coordinates or positioning them relative to each other.

For more information on next_to and other positioning methods, check out the list of Mobject methods in our reference manual.

Using .animate syntax to animate methods

The final lesson in this tutorial is using .animate, a Mobject method which animates changes you make to a Mobject. When you prepend .animate to any method call that modifies a Mobject, the method becomes an animation which can be played using self.play. Let’s return to SquareToCircle to see the differences between using methods when creating a Mobject, and animating those method calls with .animate.

  1. Open scene.py, and add the following code snippet below the SquareAndCircle class:

class AnimatedSquareToCircle(Scene):
    def construct(self):
        circle = Circle()  # create a circle
        square = Square()  # create a square

        self.play(Create(square))  # show the square on screen
        self.play(square.animate.rotate(PI / 4))  # rotate the square
        self.play(Transform(square, circle))  # transform the square into a circle
        self.play(
            square.animate.set_fill(PINK, opacity=0.5)
        )  # color the circle on screen
  1. Render AnimatedSquareToCircle by running the following command in the command line:

manim -pql scene.py AnimatedSquareToCircle

The following animation will render:

The first self.play creates the square. The second animates rotating it 45 degrees. The third transforms the square into a circle, and the last colors the circle pink. Although the end result is the same as that of SquareToCircle, .animate shows rotate and set_fill being applied to the Mobject dynamically, instead of creating them with the changes already applied.

Try other methods, like flip or shift, and see what happens.

  1. Open scene.py, and add the following code snippet below the AnimatedSquareToCircle class:

class DifferentRotations(Scene):
    def construct(self):
        left_square = Square(color=BLUE, fill_opacity=0.7).shift(2 * LEFT)
        right_square = Square(color=GREEN, fill_opacity=0.7).shift(2 * RIGHT)
        self.play(
            left_square.animate.rotate(PI), Rotate(right_square, angle=PI), run_time=2
        )
        self.wait()
  1. Render DifferentRotations by running the following command in the command line:

manim -pql scene.py DifferentRotations

The following animation will render:

This Scene illustrates the quirks of .animate. When using .animate, Manim actually takes a Mobject’s starting state and its ending state and interpolates the two. In the AnimatedSquareToCircle class, you can observe this when the square rotates: the corners of the square appear to contract slightly as they move into the positions required for the first square to transform into the second one.

In DifferentRotations, the difference between .animate’s interpretation of rotation and the Rotate method is far more apparent. The starting and ending states of a Mobject rotated 180 degrees are the same, so .animate tries to interpolate two identical objects and the result is the left square. If you find that your own usage of .animate is causing similar unwanted behavior, consider using conventional animation methods like the right square, which uses Rotate.

Transform vs ReplacementTransform

The difference between Transform and ReplacementTransform is that Transform(mob1, mob2) transforms the points (as well as other attributes like color) of mob1 into the points/attributes of mob2.

ReplacementTransform(mob1, mob2) on the other hand literally replaces mob1 on the scene with mob2.

The use of ReplacementTransform or Transform is mostly up to personal preference. They can be used to accomplish the same effect, as shown below.

class TwoTransforms(Scene):
    def transform(self):
        a = Circle()
        b = Square()
        c = Triangle()
        self.play(Transform(a, b))
        self.play(Transform(a, c))
        self.play(FadeOut(a))

    def replacement_transform(self):
        a = Circle()
        b = Square()
        c = Triangle()
        self.play(ReplacementTransform(a, b))
        self.play(ReplacementTransform(b, c))
        self.play(FadeOut(c))

    def construct(self):
        self.transform()
        self.wait(0.5)  # wait for 0.5 seconds
        self.replacement_transform()

However, in some cases it is more beneficial to use Transform, like when you are transforming several mobjects one after the other. The code below avoids having to keep a reference to the last mobject that was transformed.

Example: TransformCycle

from manim import *

class TransformCycle(Scene):
    def construct(self):
        a = Circle()
        t1 = Square()
        t2 = Triangle()
        self.add(a)
        self.wait()
        for t in [t1,t2]:
            self.play(Transform(a,t))
class TransformCycle(Scene):
    def construct(self):
        a = Circle()
        t1 = Square()
        t2 = Triangle()
        self.add(a)
        self.wait()
        for t in [t1,t2]:
            self.play(Transform(a,t))

You’re done!

With a working installation of Manim and this sample project under your belt, you’re ready to start creating animations of your own. To learn more about what Manim is doing under the hood, move on to the next tutorial: Manim’s Output Settings. For an overview of Manim’s features, as well as its configuration and other settings, check out the other Tutorials. For a list of all available features, refer to the Reference Manual page.