motion-canvas
Motion Canvas
Base Scene Template
import {makeScene2D} from '@motion-canvas/2d';
export default makeScene2D(function* (view) {
});
Generator Functions & Animation Flow
function*defines a generator functionyieldpauses until next frameyield*delegates to another generator (composition)
export default makeScene2D(function* (view) {
const circle = createRef<Circle>();
view.add(<Circle ref={circle} width={100} height={100} fill={'red'} />);
yield* circle().position.x(300, 1);
yield* circle().position.x(-300, 1);
});
Reusable animation pattern:
function* flicker(circle: Circle, duration: number): ThreadGenerator {
const colors = ['#e13238', '#e6a700', '#99C47A'];
for (const color of colors) {
circle.fill(color);
yield* waitFor(duration);
}
}
yield* flicker(myCircle(), 0.5);
Signals System
import {createSignal} from '@motion-canvas/core';
const radius = createSignal(3);
radius(); // Get → 3
radius(5); // Set → 5
yield* radius(4, 2); // Tween to 4 over 2 seconds
Computed signals:
const area = createSignal(() => Math.PI * radius() * radius());
Signals in JSX:
<Circle width={() => radius() * 2} height={() => radius() * 2} />
yield* radius(200, 1); // Circle updates automatically
Vector signals:
const position = Vector2.createSignal(Vector2.up);
yield* position(Vector2.zero, 1);
Reset to default:
import {DEFAULT} from '@motion-canvas/core';
signal(DEFAULT); // Instant reset
yield* signal(DEFAULT, 2); // Tween to default
References (Refs)
createRef (single node):
const circle = createRef<Circle>();
<Circle ref={circle} width={100} height={100} fill={'red'} />
yield* circle().scale(2, 0.3);
makeRef (arrays):
const circles: Circle[] = [];
{range(10).map(index => (
<Circle ref={makeRef(circles, index)} x={index * 50} width={40} height={40} />
))}
yield* all(...circles.map(c => c.scale(1.5, 0.5)));
createRefMap (keyed):
const labels = createRefMap<Txt>();
<Txt ref={labels.a} text="Label A" />
<Txt ref={labels.b} text="Label B" />
yield* labels.a().text('Updated A', 0.3);
Scene Hierarchy
view.add(<Circle />); // Add to view
container().add(<Circle />); // Add to node
container().insert(<Circle />, 0); // Insert at index
circle().remove(); // Remove
container().removeChildren(); // Remove all children
circle().reparent(newParent()); // Move to new parent
Z-order: moveUp(), moveDown(), moveToTop(), moveToBottom(), moveTo(2)
Querying:
import {is} from '@motion-canvas/2d';
const textNodes = view.findAll(is(Txt));
const firstCircle = view.findFirst(is(Circle));
Save / Restore State
yield* circle().save();
yield* all(circle().position.x(300, 1), circle().scale(2, 1));
yield* circle().restore(1); // Animate back to saved state
Time Events & Waiting
import {waitFor, waitUntil, useDuration} from '@motion-canvas/core';
yield* waitFor(2); // Wait 2 seconds
yield* waitUntil('voice-line-2'); // Wait for named event
const dur = useDuration('segment'); // Get event duration
Utilities
Random: useRandom(42) → .nextInt(10, 100), .nextFloat(0, 1)
Logging: useLogger() → .debug(), .info(), .warn(), .error(); also debug('msg')
Hooks: useScene() → .getSize(); useTime()
Range: range(5) → [0,1,2,3,4]; range(2,5) → [2,3,4]
Threads:
// Spawn a background thread (do NOT yield — spawn starts it automatically)
const task = spawn(function* () {
yield* loop(Infinity, function* () {
yield* circle().rotation(360, 2);
circle().rotation(0);
});
});
// Cancel a running thread
cancel(task);
// Wait for a thread to finish
yield* join(task);
yield a(); // run a without waiting for a
yield* waitFor(0.5); // wait 0.5s
yield* b(1); // run b
Shape Components
Circle:
<Circle width={200} height={200} fill={'#e13238'} stroke={'#fff'} lineWidth={4}
startAngle={0} endAngle={270} closed={false} />
Rect:
<Rect width={300} height={200} fill={'#68ABDF'} radius={10} smoothCorners cornerSharpness={0.6} />
Line:
<Line points={[[0,0],[100,100],[200,50]]} stroke={'#fff'} lineWidth={4}
lineDash={[20,10]} lineCap={'round'} lineJoin={'round'} startArrow endArrow arrowSize={12} />
Polygon:
<Polygon sides={6} size={200} fill={'#99C47A'} />
Grid:
import {Grid} from '@motion-canvas/2d';
<Grid width={'100%'} height={'100%'} stroke={'#333'} lineWidth={1} spacing={80} start={0} end={1} />
Animate with start/end (0-1) for drawing/erasing effects.
Path (SVG path data):
import {Path} from '@motion-canvas/2d';
<Path data={'M 0 -100 L 29 -40 L 95 -31 Z'} stroke={'#e6a700'} lineWidth={3} />
Supports morphing: yield* path().data(newPathData, 1);
Filters
import {blur, brightness, grayscale, sepia, contrast, saturate, hue, invert} from '@motion-canvas/2d';
<Rect filters={[blur(5), brightness(1.5)]} />
yield* rect().filters([blur(0), grayscale(1)], 1); // Animated
See Filters for full details.
Gradients
import {Gradient} from '@motion-canvas/2d';
const grad = new Gradient({
type: 'linear',
from: [-100, 0], to: [100, 0],
stops: [{offset: 0, color: '#e13238'}, {offset: 1, color: '#68ABDF'}],
});
<Rect fill={grad} />
See Gradients for radial and conic types.
Path Components
Ray: <Ray from={[0,0]} to={[300,200]} endArrow /> — animate with start(1,1) / end(0,1)
CubicBezier: <CubicBezier p0={..} p1={..} p2={..} p3={..} />
QuadBezier: <QuadBezier p0={..} p1={..} p2={..} />
Spline: <Spline points={[..]} /> — smooth curves
Knot: new Knot([x,y], sharpness) — adjust curve sharpness within Spline
Text Rendering
See Txt for full details.
<Txt text={'Hello World'} fontSize={64} fontFamily={'Inter'} fill={'#ffffff'} wrap={true} />
Custom Components
export class Switch extends Node {
@initial(false) @signal()
public declare readonly initialState: SimpleSignal<boolean, this>;
public constructor(props?: SwitchProps) {
super({...props});
}
public *toggle(duration: number) { /* animation logic */ }
}
Decorators (import from @motion-canvas/2d): @signal(), @initial(value), @colorSignal(), @vector2Signal()
import {Node, NodeProps, initial, signal} from '@motion-canvas/2d';
Scene Transitions
import {slideTransition, fadeTransition, Direction} from '@motion-canvas/core';
yield* slideTransition(Direction.Left);
All transitions (from @motion-canvas/core):
slideTransition(Direction.Left)— slide in from directionfadeTransition(duration?)— cross-fadezoomInTransition(area, duration?)— zoom into a BBox areazoomOutTransition(area, duration?)— zoom out from a BBox areawaitTransition(duration?)— wait without visual transition
Directions: Top, Bottom, Left, Right, TopLeft, TopRight, BottomLeft, BottomRight
Custom:
import {useTransition} from '@motion-canvas/core';
const transition = useTransition(ctx => { /* current */ }, ctx => { /* previous */ });
yield* transition(1);
Advanced Patterns
Conditional: if (cond()) yield* a(); else yield* b();
Reactive: <Circle fill={() => val() > 150 ? 'red' : 'blue'} />
State machines: while/switch pattern with enum states
References
- Setup — Project creation, installation, troubleshooting
- Flow Control — all, any, chain, delay, sequence, loop
- Tweening — Property tweens, easing, interpolation
- Springs — Physics-based spring animations
- Transforms — Coordinates, positioning, matrix operations
- Presentation Mode — Slide-based playback
- Txt — Text rendering, dynamic text, multi-line
- Layout — Flexbox, cardinal directions, offset
- LaTeX — Mathematical equations
- Media — Images, icons, video
- SVG — Animatable SVG component
- Icons — Iconify icon usage and catalog
- Camera — Pan, zoom, follow
- Filters — blur, brightness, contrast, grayscale, sepia, hue, saturate, invert
- Gradients — Linear, radial, conic gradient fills
- Effects — createEffect, createDeferredEffect
- Rendering — Rendering settings and output configuration
- Sounds — Programmable sound playback (@alpha)
More from videozero/skills
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42motion-canvas-agent
Agent tooling for Motion Canvas — seek, screenshot, scene graph inspection, settings control, and rendering via HTTP API. Requires a browser with the editor open.
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