Mastering transitions and easing in Framer
In this Framer tutorial, you will learn Mastering transitions and easing in Framer. We explain a practical workflow, highlight the key settings that affect the result, and show how to apply the technique on real pages for cleaner UX and better site performance.
What are the different easing options available in Framer, and when should I use each?
Framer provides several easing options: linear, easeIn, easeOut, easeInOut, and spring. Linear moves at a constant speed and works well for animations that begin and end off-screen, such as tickers or continuous rotations. EaseIn accelerates gradually at the start and is useful when the viewer mainly sees the animation begin. EaseOut slows down toward the end and is best when the focus is on how an element comes to rest. EaseInOut combines both acceleration and deceleration, creating a smooth and natural motion that fits animations starting and ending on screen, like modals appearing and disappearing. Spring creates more playful, physics-based movement and gives you control over behavior through properties like stiffness, damping, and mass.
How can I customize easing curves in Framer for more precise animations?
You can customize easing curves in Framer using the graph editor found in the transition settings. Start with a preset like ease in out, then use the bezier handles in the graph editor to adjust how quickly the animation ramps up or down. The coordinates of the bezier handles are shown in the bezier field, allowing you to copy and paste specific curves for consistency across layers. You can also directly input values for precise control.
What is the difference between time-based and physics-based spring transitions in Framer?
Time-based springs use a set duration for the animation and let you adjust the bounce to control how much the motion overshoots or wiggles before stopping. The duration is based on how long the animation feels like it takes, which makes it easy to match with other timed animations. Physics-based springs work differently because you don’t set the duration directly. Instead, you adjust stiffness, damping, and mass, and the timing comes from how these values interact. Stiffness affects how fast and tight the motion feels, damping reduces the bounce and helps the object settle sooner, and mass changes how much momentum the object carries. When these values are balanced, you get motion that feels natural and reacts more realistically to your input.

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