DEV Community

kanta13jp1
kanta13jp1

Posted on

Flutter Animation Deep Dive — AnimationController, Custom Tweens, and Physics Simulations

Flutter Animation Deep Dive — AnimationController, Custom Tweens, and Physics Simulations

Flutter's animation system divides into two layers: implicit (value-driven, automatic) and explicit (controller-driven, precise). Knowing when to use each — and how to compose them — separates polished apps from janky ones.

Implicit Animations: Let the Framework Drive

AnimatedContainer(
  duration: const Duration(milliseconds: 400),
  curve: Curves.easeOutCubic,
  width: _expanded ? 300 : 100,
  height: _expanded ? 200 : 60,
  decoration: BoxDecoration(
    color: _expanded ? Colors.indigo : Colors.indigo.shade200,
    borderRadius: BorderRadius.circular(_expanded ? 16 : 8),
  ),
  child: const Center(child: Text('Tap me')),
)
Enter fullscreen mode Exit fullscreen mode

Flutter ships 20+ animated widgets (AnimatedSwitcher, AnimatedOpacity, AnimatedPadding, …). Prefer them. Reach for AnimationController only when implicit widgets can't express what you need.

Explicit Animations: AnimationController

class _FadeSlideState extends State<FadeSlide>
    with SingleTickerProviderStateMixin {
  late AnimationController _ctrl;
  late Animation<double> _opacity;
  late Animation<Offset> _slide;

  @override
  void initState() {
    super.initState();
    _ctrl = AnimationController(
      duration: const Duration(milliseconds: 500),
      vsync: this, // prevents off-screen rendering
    );
    final curved = CurvedAnimation(parent: _ctrl, curve: Curves.easeOut);

    _opacity = Tween<double>(begin: 0, end: 1).animate(curved);
    _slide = Tween<Offset>(
      begin: const Offset(0, 0.15),
      end: Offset.zero,
    ).animate(curved);
  }

  @override
  void dispose() {
    _ctrl.dispose(); // critical: prevents ticker leak
    super.dispose();
  }

  @override
  Widget build(BuildContext context) {
    return SlideTransition(
      position: _slide,
      child: FadeTransition(opacity: _opacity, child: widget.child),
    );
  }
}
Enter fullscreen mode Exit fullscreen mode

Use SingleTickerProviderStateMixin for one controller; TickerProviderStateMixin for multiple.

Custom Tweens

// HSL color interpolation (smoother hue transitions than RGB lerp)
class HslColorTween extends Tween<Color> {
  HslColorTween({required super.begin, required super.end});

  @override
  Color lerp(double t) {
    final b = HSLColor.fromColor(begin!);
    final e = HSLColor.fromColor(end!);
    return HSLColor.fromAHSL(
      lerpDouble(b.alpha, e.alpha, t)!,
      lerpDouble(b.hue, e.hue, t)!,
      lerpDouble(b.saturation, e.saturation, t)!,
      lerpDouble(b.lightness, e.lightness, t)!,
    ).toColor();
  }
}

final colorAnim = HslColorTween(begin: Colors.blue, end: Colors.pink)
    .animate(CurvedAnimation(parent: _ctrl, curve: Curves.easeInOut));
Enter fullscreen mode Exit fullscreen mode

Override lerp to control how values interpolate between begin and end.

Sequencing with Interval

// One controller, three elements with staggered timing
_fade = Tween<double>(begin: 0, end: 1).animate(
  CurvedAnimation(parent: _ctrl, curve: const Interval(0.0, 0.4)),
);
_slide = Tween<Offset>(begin: const Offset(0, 0.2), end: Offset.zero).animate(
  CurvedAnimation(parent: _ctrl, curve: const Interval(0.2, 0.7)),
);
_scale = Tween<double>(begin: 0.8, end: 1.0).animate(
  CurvedAnimation(
    parent: _ctrl,
    curve: const Interval(0.5, 1.0, curve: Curves.elasticOut),
  ),
);
Enter fullscreen mode Exit fullscreen mode

Interval values (0.0–1.0) map to fractions of the controller's total duration.

Physics-Based Animations: SpringSimulation

void _onTap() {
  final spring = SpringDescription(mass: 1, stiffness: 200, damping: 15);
  final sim = SpringSimulation(spring, _ctrl.value, 1.0, 0);
  _ctrl.animateWith(sim);
}

void _onRelease() {
  final spring = SpringDescription(mass: 1, stiffness: 200, damping: 15);
  final sim = SpringSimulation(spring, _ctrl.value, 0.0, 0);
  _ctrl.animateWith(sim);
}
Enter fullscreen mode Exit fullscreen mode

Pass the current drag velocity as the fourth argument to SpringSimulation to create seamless hand-off from gesture to physics.

AnimatedBuilder + CustomPainter

class WavePainter extends CustomPainter {
  final double phase;
  WavePainter(this.phase);

  @override
  void paint(Canvas canvas, Size size) {
    final path = Path()..moveTo(0, size.height / 2);
    for (double x = 0; x <= size.width; x++) {
      path.lineTo(x, size.height / 2 + 30 * sin(x / size.width * 2 * pi + phase));
    }
    path.lineTo(size.width, size.height);
    path.lineTo(0, size.height);
    path.close();
    canvas.drawPath(path, Paint()..color = Colors.indigo.withOpacity(0.4));
  }

  @override
  bool shouldRepaint(WavePainter old) => old.phase != phase;
}

// Isolate repaint cost with RepaintBoundary
AnimatedBuilder(
  animation: _ctrl,
  builder: (_, __) => RepaintBoundary(
    child: CustomPaint(
      painter: WavePainter(_ctrl.value * 2 * pi),
      size: const Size(double.infinity, 120),
    ),
  ),
)
Enter fullscreen mode Exit fullscreen mode

Hero Animations

// Source route
Hero(
  tag: 'product-${product.id}',
  child: Image.network(product.imageUrl),
)

// Destination route — same tag is enough
Hero(
  tag: 'product-${product.id}',
  flightShuttleBuilder: (_, anim, direction, from, to) =>
      FadeTransition(opacity: anim, child: to),
  child: Image.network(product.imageUrl, fit: BoxFit.cover),
)
Enter fullscreen mode Exit fullscreen mode

flightShuttleBuilder lets you control exactly what renders during the shared-element flight.

Performance Checklist

Issue Avoid Use Instead
Rebuilding whole tree setState inside animation AnimatedBuilder
Heavy subtree in animation scope Large widgets that repaint every frame RepaintBoundary
Image decode per frame Uncached network images precacheImage
Opacity blending Opacity(opacity: val) FadeTransition (preserves raster cache)

Profile with flutter run --profile and DevTools Frame Chart before optimizing.

Summary

  1. Start implicitAnimatedContainer and friends cover most cases
  2. Go explicit when you need precise timing → AnimationController + Tween + Interval
  3. Add feelSpringSimulation for physics-based touch response
  4. Custom visualsCustomPainter + RepaintBoundary
  5. Screen transitionsHero for continuity

Animation is UI vocabulary — it explains why something changed, not just that it changed. Get the curve and duration right, and everything else follows.

Top comments (0)