Implements animated effects, transitions, and motion in a Flutter app. Use when adding visual feedback, shared element transitions, or physics-based animations.
Implementing Flutter Animations Contents Core Concepts Animation Strategies Workflows Implementing Implicit Animations Implementing Explicit Animations Implementing Hero Transitions Implementing Physics-Based Animations Examples Core Concepts Manage Flutter animations using the core typed Animation system. Do not manually calculate frames; rely on the framework's ticker and interpolation classes. Animation<T>: Treat this as an abstract representation of a value that changes over time. It holds state (completed, dismissed) and notifies listeners, but knows nothing about the UI. AnimationController: Instantiate this to drive the animation. It generates values (typically 0.0 to 1.0) tied to the screen refresh rate. Always provide a vsync (usually via SingleTickerProviderStateMixin) to prevent offscreen resource consumption. Always dispose() controllers to prevent memory leaks. Tween<T>: Define a stateless mapping from an input range (usually 0.0-1.0) to an output type (e.g., Color, Offset, double). Chain tweens with curves using .animate(). Curve: Apply non-linear timing (e.g., Curves.easeIn, Curves.bounceOut) to an animation using a CurvedAnimation or CurveTween.
don't have the plugin yet? install it then click "run inline in claude" again.