Working with Animations
You can use dynamic animations in MCML to create a full-fidelity experience in your Windows Media Center applications. MCML animation supports an event-driven model and provides a variety of effects so that you can integrate the animation with the rest of your layout.
At a simple level, an animation is based on a collection of keyframes, each of which is associated with a specific time and type-dependent value. For example, moving an image from one point to another, over a specific number of seconds.
You can create more complex animations by applying one or more of the following features:
- Trigger animations in response to different types of events.
- Use interpolation to describe how to transition from one keyframe to the next.
- Apply transforms to create a new animation from a reference animation.
You can attach an animation to a view item by using the Animation element.
The following example shows a very simple animation that animates an image in a Graphic view item by moving it in a diamond pattern. Several position keyframes are defined, each of which specifies a time and a position; in other words, how long it takes to move the image from the position in the previous keyframe to the position in the next keyframe.
<Content>
<Graphic Name="AnimStar" Content="file://GreenStar.PNG">
<Animations>
<!-- Create an animation that will loop forever -->
<Animation Loop="-1">
<Keyframes>
<!-- Move in a diamond pattern -->
<PositionKeyframe Time="0.0" Value="-100,0,0"/>
<PositionKeyframe Time="1.0" Value="0,-100,0"/>
<PositionKeyframe Time="2.0" Value="100,0,0"/>
<PositionKeyframe Time="3.0" Value="0,100,0"/>
<PositionKeyframe Time="4.0" Value="-100,0,0"/>
</Keyframes>
</Animation>
</Animations>
</Graphic>
</Content>
For more information about animations, see the following topics.
Note This section assumes a basic working knowledge of animation concepts.
Topic | Description |
Using Keyframes in Animation | Describes the different types of keyframes you can use in animations. |
Applying Interpolations to Keyframes | Describes the different types of interpolations you can apply between keyframes. |
Setting the Weight on Interpolations | Describes how the interpolation weight affects the interpolation curve. |
Playing Different Types of Animations in Response to Events | Describes the types of events that trigger animations. |
Applying Transforms to Animations | Describes the transforms you apply to a source animation to produce a new animation. |
Using Antialiasing and Transparent Borders for Animated Images | Explains how to adjust images to reduce pixelated edges during animation. |
Switching Between Animations | Describes how to specify multiple animations and switch between them. |
Best Practices for Animation | Lists guidelines for creating animations. |
Best Practices for Background Animations | Lists guidelines for creating background animations. |
Sample Explorer
- Animation – Keyframes > all samples
- Animation – Modifiers > all samples
- Animation – Interpolations > all samples
- Animation – Types > all samples
- Animation – Transform > all samples
- Animation – Transform By Attribute > all samples
See Also