Bevy MotionGfx is a motion graphics creation tool in Bevy. It is highly inspired by Motion Canvas & Manim.
Associated example here!
The goal of this tool is to procedurally generate animations with code. Below are some of the core design principles used in Bevy MotionGfx:
Procedurally coded animations can be easily scaled to larger projects (e.g. code can be reused/extended/structured).
Streamlining timeline editing with code-based animation. Reorganizing strips and keyframes, particularly when rearranging clips, can be a laborious endeavor. However, with coded animations, the process becomes remarkably efficient. Swapping sections in the timeline is as simple as shifting lines of code up and down, allowing for swift and hassle-free adjustments.
Here is an image (by aarthificial) comparing keyframes and code:
Seamless version control. With most of our assets represented as code or serialized values, we seamlessly integrate version control using Git!
Unleashing the full power of programming for animation. In animation, tasks such as handling repetitions, reusing common effects, and more become a breeze by harnessing programming concepts like loops and functions.
In addition to all of the above, Bevy MotionGfx also provides 2 way playback support. This means that the animations you created can be played in both forward and backward directions without any extra computational cost! This is a feature that is very lacking in other code-based animation libraries.
Bevy MotionGfx also comes with built-in easing functions which are crucial for animation creation.
Associated example here!
In Bevy MotionGfx, all vector graphics are rendered using Bevy Vello.
Associated example here!
Bevy MotionGfx seamlessly integrates with Typst via the Velyst crate.
Associated example here!
You can join us on the Voxell discord server or our project focused VOS (Voxell Open Source) discord server.
bevy_motiongfx
is dual-licensed under either:
This means you can select the license you prefer! This dual-licensing approach is the de-facto standard in the Rust ecosystem and there are very good reasons to include both.