flutter-animations
Flutter Animations
Overview
Create smooth, performant animations in Flutter using the right approach for each use case. This skill covers complete animation workflow: from choosing between implicit/explicit approaches to implementing complex effects like hero transitions and staggered animations.
Animation Type Decision Tree
Choose the right animation type based on your requirements:
Implicit Animations - Use when:
- Animating a single property (color, size, position)
- Animation is triggered by state change
- No need for fine-grained control
Explicit Animations - Use when:
- Need full control over animation lifecycle
- Animating multiple properties simultaneously
- Need to react to animation state changes
- Creating custom animations or transitions
Hero Animations - Use when:
- Sharing an element between two screens
- Creating shared element transitions
- User expects element to "fly" between routes
Staggered Animations - Use when:
- Multiple animations should run sequentially or overlap
- Creating ripple effects or sequential reveals
- Animating list items in sequence
Physics-Based Animations - Use when:
- Animations should feel natural/physical
- Spring-like behavior, scrolling gestures
- Draggable interactions
Implicit Animations
Implicit animations automatically handle the animation when properties change. No controller needed.
Common Implicit Widgets
AnimatedContainer - Animates multiple properties (size, color, decoration, padding):
AnimatedContainer(
duration: const Duration(milliseconds: 300),
curve: Curves.easeInOut,
width: _expanded ? 200 : 100,
height: _expanded ? 200 : 100,
color: _expanded ? Colors.blue : Colors.red,
child: const FlutterLogo(),
)
AnimatedOpacity - Simple fade animation:
AnimatedOpacity(
opacity: _visible ? 1.0 : 0.0,
duration: const Duration(milliseconds: 300),
child: const Text('Hello'),
)
TweenAnimationBuilder - Custom tween animation without boilerplate:
TweenAnimationBuilder<double>(
tween: Tween<double>(begin: 0, end: 1),
duration: const Duration(seconds: 1),
builder: (context, value, child) {
return Opacity(
opacity: value,
child: Transform.scale(
scale: value,
child: child,
),
);
},
child: const FlutterLogo(),
)
Other implicit widgets:
AnimatedPadding- Padding animationAnimatedPositioned- Position animation (in Stack)AnimatedAlign- Alignment animationAnimatedContainer- Multiple propertiesAnimatedSwitcher- Cross-fade between widgetsAnimatedDefaultTextStyle- Text style animation
Best Practices
- Prefer implicit animations for simple cases
- Use appropriate curves for natural motion (see
Curvesclass) - Set
curveanddurationfor predictable behavior - Use
onEndcallback when needed - Avoid nested implicit animations for performance
Explicit Animations
Explicit animations provide full control with AnimationController.
Core Components
AnimationController - Drives the animation:
late AnimationController _controller;
void initState() {
super.initState();
_controller = AnimationController(
duration: const Duration(seconds: 2),
vsync: this,
);
}
void dispose() {
_controller.dispose();
super.dispose();
}
Tween - Interpolates between begin and end values:
animation = Tween<double>(begin: 0, end: 300).animate(_controller);
CurvedAnimation - Applies a curve to the animation:
animation = CurvedAnimation(
parent: _controller,
curve: Curves.easeInOut,
);
AnimatedWidget Pattern
Best for reusable animated widgets:
class AnimatedLogo extends AnimatedWidget {
const AnimatedLogo({super.key, required Animation<double> animation})
: super(listenable: animation);
Widget build(BuildContext context) {
final animation = listenable as Animation<double>;
return Center(
child: Container(
height: animation.value,
width: animation.value,
child: const FlutterLogo(),
),
);
}
}
AnimatedBuilder Pattern
Best for complex widgets with animations:
class GrowTransition extends StatelessWidget {
const GrowTransition({
required this.child,
required this.animation,
super.key,
});
final Widget child;
final Animation<double> animation;
Widget build(BuildContext context) {
return Center(
child: AnimatedBuilder(
animation: animation,
builder: (context, child) {
return SizedBox(
height: animation.value,
width: animation.value,
child: child,
);
},
child: child,
),
);
}
}
Monitoring Animation State
animation.addStatusListener((status) {
switch (status) {
case AnimationStatus.completed:
_controller.reverse();
break;
case AnimationStatus.dismissed:
_controller.forward();
break;
default:
break;
}
});
Multiple Simultaneous Animations
class AnimatedLogo extends AnimatedWidget {
const AnimatedLogo({super.key, required Animation<double> animation})
: super(listenable: animation);
static final _opacityTween = Tween<double>(begin: 0.1, end: 1);
static final _sizeTween = Tween<double>(begin: 0, end: 300);
Widget build(BuildContext context) {
final animation = listenable as Animation<double>;
return Center(
child: Opacity(
opacity: _opacityTween.evaluate(animation),
child: Container(
height: _sizeTween.evaluate(animation),
width: _sizeTween.evaluate(animation),
child: const FlutterLogo(),
),
),
);
}
}
Built-in Explicit Transitions
Flutter provides ready-to-use transitions:
FadeTransition- Fade animationScaleTransition- Scale animationSlideTransition- Slide animationSizeTransition- Size animationRotationTransition- Rotation animationPositionedTransition- Position animation (in Stack)
Example:
FadeTransition(
opacity: _animation,
child: const FlutterLogo(),
)
Performance Tips
- Dispose controllers when widget is removed
- Use
AnimatedBuilderfor optimal rebuilds - Avoid
setState()in animation listeners (useAnimatedWidget/AnimatedBuilder) - Use
timeDilationto slow animations during debugging
Hero Animations
Hero animations create shared element transitions between screens.
Basic Hero Animation
Source screen:
Hero(
tag: 'hero-image',
child: Image.asset('images/logo.png'),
)
Destination screen:
Hero(
tag: 'hero-image', // Same tag!
child: Image.asset('images/logo.png'),
)
Complete Example
class PhotoHero extends StatelessWidget {
const PhotoHero({
super.key,
required this.photo,
this.onTap,
required this.width,
});
final String photo;
final VoidCallback? onTap;
final double width;
Widget build(BuildContext context) {
return SizedBox(
width: width,
child: Hero(
tag: photo,
child: Material(
color: Colors.transparent,
child: InkWell(
onTap: onTap,
child: Image.asset(photo, fit: BoxFit.contain),
),
),
),
);
}
}
Navigating between screens:
Navigator.of(context).push(
MaterialPageRoute<void>(
builder: (context) {
return Scaffold(
appBar: AppBar(title: const Text('Detail')),
body: Center(
child: PhotoHero(
photo: 'images/logo.png',
width: 300.0,
onTap: () => Navigator.of(context).pop(),
),
),
);
},
),
);
Radial Hero Animation
Transform from circle to rectangle during transition:
class RadialExpansion extends StatelessWidget {
const RadialExpansion({
super.key,
required this.maxRadius,
this.child,
}) : clipRectSize = 2.0 * (maxRadius / math.sqrt2);
final double maxRadius;
final double clipRectSize;
final Widget? child;
Widget build(BuildContext context) {
return ClipOval(
child: Center(
child: SizedBox(
width: clipRectSize,
height: clipRectSize,
child: ClipRect(child: child),
),
),
);
}
}
Use with MaterialRectCenterArcTween for center-based interpolation:
static RectTween _createRectTween(Rect? begin, Rect? end) {
return MaterialRectCenterArcTween(begin: begin, end: end);
}
Hero Best Practices
- Use unique, consistent tags (often the data object itself)
- Keep hero widget trees similar between routes
- Wrap images in
Materialwith transparent color for "pop" effect - Use
timeDilationto debug transitions - Consider
HeroModeto disable hero animations when needed
Staggered Animations
Run multiple animations with different timing.
Basic Staggered Animation
All animations share one controller:
class StaggerAnimation extends StatelessWidget {
StaggerAnimation({super.key, required this.controller})
: opacity = Tween<double>(begin: 0.0, end: 1.0).animate(
CurvedAnimation(
parent: controller,
curve: const Interval(0.0, 0.100, curve: Curves.ease),
),
),
width = Tween<double>(begin: 50.0, end: 150.0).animate(
CurvedAnimation(
parent: controller,
curve: const Interval(0.125, 0.250, curve: Curves.ease),
),
);
final AnimationController controller;
final Animation<double> opacity;
final Animation<double> width;
Widget _buildAnimation(BuildContext context, Widget? child) {
return Container(
alignment: Alignment.bottomCenter,
child: Opacity(
opacity: opacity.value,
child: Container(
width: width.value,
height: 150,
color: Colors.blue,
),
),
);
}
Widget build(BuildContext context) {
return AnimatedBuilder(
animation: controller,
builder: _buildAnimation,
);
}
}
Interval-Based Timing
Each animation has an Interval between 0.0 and 1.0:
animation = Tween<double>(begin: 0, end: 300).animate(
CurvedAnimation(
parent: controller,
curve: const Interval(
0.25, // Start at 25% of controller duration
0.50, // End at 50% of controller duration
curve: Curves.ease,
),
),
);
Common Tweens
borderRadius = BorderRadiusTween(
begin: BorderRadius.circular(4),
end: BorderRadius.circular(75),
).animate(
CurvedAnimation(
parent: controller,
curve: const Interval(0.375, 0.500, curve: Curves.ease),
),
);
Staggered Menu Animation
class _MenuState extends State<Menu> with SingleTickerProviderStateMixin {
static const _initialDelayTime = Duration(milliseconds: 50);
static const _itemSlideTime = Duration(milliseconds: 250);
static const _staggerTime = Duration(milliseconds: 50);
static const _buttonDelayTime = Duration(milliseconds: 150);
static const _buttonTime = Duration(milliseconds: 500);
final _animationDuration =
_initialDelayTime +
(_staggerTime * _menuTitles.length) +
_buttonDelayTime +
_buttonTime;
late AnimationController _controller;
void initState() {
super.initState();
_controller = AnimationController(
duration: _animationDuration,
vsync: this,
);
_controller.forward();
}
void dispose() {
_controller.dispose();
super.dispose();
}
}
Stagger Best Practices
- Use
Intervalto offset animations in time - Ensure controller duration covers all intervals
- Use curves for natural motion within intervals
- Consider
timeDilationto debug timing - Stagger menu items with increasing delay for ripple effect
Physics-Based Animations
Create natural-feeling animations using physics simulations.
Fling Animation
_controller.fling(
velocity: 2.0, // Units per second
);
Custom Physics Simulation
_controller.animateWith(
SpringSimulation(
spring: const SpringDescription(
mass: 1,
stiffness: 100,
damping: 10,
),
start: 0.0,
end: 1.0,
velocity: 0.0,
),
);
Common Physics Simulations
SpringSimulation- Spring physicsBouncingScrollSimulation- Scroll with bounceClampingScrollSimulation- Scroll without bounceGravitySimulation- Gravity-based
Best Practices
DO
- Dispose AnimationController in widget disposal
- Use
AnimatedBuilder/AnimatedWidgetinstead ofsetState()in listeners - Choose appropriate curves for natural motion
- Use
timeDilationfor debugging animations - Consider performance (avoid heavy widgets in animation builds)
- Test animations on various devices
- Support reverse animations for intuitive feel
DON'T
- Forget to dispose AnimationController (memory leak)
- Use
setState()in animation listeners whenAnimatedBuildersuffices - Assume animation completes instantly (handle
AnimationStatus) - Over-animate (animations can distract users)
- Create animations that feel "jerky" (use smooth curves)
- Ignore accessibility (respect
disableAnimationspreference)
Resources
references/
implicit.md - Complete reference for implicit animation widgets with examples and best practices.
explicit.md - Deep dive into explicit animations, AnimationController, and patterns.
hero.md - Hero animations guide with standard and radial transitions.
staggered.md - Staggered animation patterns and timing strategies.
physics.md - Physics-based animations and simulations.
curves.md - Reference for Curves class and choosing appropriate curves.
assets/templates/
Template code for common animation patterns:
implicit_animation.dart- Implicit animation examplesexplicit_animation.dart- Explicit animation setuphero_transition.dart- Hero animation boilerplatestaggered_animation.dart- Staggered animation template