Observe and experiencing motion in real time. What does motion really look like ? Step back, shift your perspective, and discover what you've never noticed before.
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A real-time motion simulator that makes abstract motion principles visible in space. Designed for designers who want to understand and apply motion as a means of visual communication – in animation, UI, print extensions, or generative design.
Glossary
Pattern
The shape of the motion path – Straight, Circle, Figure 8, Stairs, Wave, Pendulum, Spiral, Jump, Swing.
Easing
How speed changes over time. «Linear» = constant. «Ease-In» = slow start, fast finish. «Ease-Out» = the reverse. Quad / Sine / Expo / Bounce are families with varying degrees of curvature.
Easing curve in space
Visualizes the easing function as a 3D line. From the top view the motion looks like a 1D straight line with easing – from the front view the mathematical curve becomes visible. Works only with the «Straight H» or «Straight V» patterns.
Time (timing)
Duration of one complete motion cycle in seconds.
Delay (phase offset)
Time offset between objects – the basis for coordinated motion such as gaits.
Amplitude
Range of the motion. «off» = stationary; «minimal/medium/maximum» = increasing range of motion.
Rhythm
How the cycle repeats: Loop (always in the same direction), Ping-Pong (back and forth), Loop R (reverse).
Weight
Deformation in the direction of motion – simulates inertia and makes movement physically tangible.
Echo
Multiple copies of the object with a time offset. Visualizes the immediate past of the motion.
Path
A line documenting the route traveled – essential for making easing curves in space legible.
Glow
Optical halo around bright objects – brings out accents.
Focal length
Like a camera lens: short focal length (12 mm) = wide angle with strong perspective distortion, long focal length (1000 mm) = telephoto, nearly orthographic.
Position (camera)
Distance of the camera from the center. Together with focal length, it shapes the effect of perspective.
Perspective
The camera's viewpoint: Front, Back, Top, Bottom, Left, Right, 3/4. From each perspective, the same motion appears different.
FHNW, Basel Academy of Art and Design Institute Digital Communication Environments Bachelor Visual Communication and Digital Spaces Specialization: Visual Communication