from manimlib import * import numpy as np # To watch one of these scenes, run the following: # manimgl example_scenes.py OpeningManimExample # Use -s to skip to the end and just save the final frame # Use -w to write the animation to a file # Use -o to write it to a file and open it once done # Use -n to skip ahead to the n'th animation of a scene. class OpeningManimExample(Scene): def construct(self): intro_words = Text(""" The original motivation for manim was to better illustrate mathematical functions as transformations. """) intro_words.to_edge(UP) self.play(Write(intro_words)) self.wait(2) # Linear transform grid = NumberPlane((-10, 10), (-5, 5)) matrix = [[1, 1], [0, 1]] linear_transform_words = VGroup( Text("This is what the matrix"), IntegerMatrix(matrix, include_background_rectangle=True), Text("looks like") ) linear_transform_words.arrange(RIGHT) linear_transform_words.to_edge(UP) linear_transform_words.set_stroke(BLACK, 10, background=True) self.play( ShowCreation(grid), FadeTransform(intro_words, linear_transform_words) ) self.wait() self.play(grid.animate.apply_matrix(matrix), run_time=3) self.wait() # Complex map c_grid = ComplexPlane() moving_c_grid = c_grid.copy() moving_c_grid.prepare_for_nonlinear_transform() c_grid.set_stroke(BLUE_E, 1) c_grid.add_coordinate_labels(font_size=24) complex_map_words = TexText(""" Or thinking of the plane as $\\mathds{C}$,\\\\ this is the map $z \\rightarrow z^2$ """) complex_map_words.to_corner(UR) complex_map_words.set_stroke(BLACK, 5, background=True) self.play( FadeOut(grid), Write(c_grid, run_time=3), FadeIn(moving_c_grid), FadeTransform(linear_transform_words, complex_map_words), ) self.wait() self.play( moving_c_grid.animate.apply_complex_function(lambda z: z**2), run_time=6, ) self.wait(2) class AnimatingMethods(Scene): def construct(self): grid = Tex(R"\pi").get_grid(10, 10, height=4) self.add(grid) # You can animate the application of mobject methods with the # ".animate" syntax: self.play(grid.animate.shift(LEFT)) # Both of those will interpolate between the mobject's initial # state and whatever happens when you apply that method. # For this example, calling grid.shift(LEFT) would shift the # grid one unit to the left, but both of the previous calls to # "self.play" animate that motion. # The same applies for any method, including those setting colors. self.play(grid.animate.set_color(YELLOW)) self.wait() self.play(grid.animate.set_submobject_colors_by_gradient(BLUE, GREEN)) self.wait() self.play(grid.animate.set_height(TAU - MED_SMALL_BUFF)) self.wait() # The method Mobject.apply_complex_function lets you apply arbitrary # complex functions, treating the points defining the mobject as # complex numbers. self.play(grid.animate.apply_complex_function(np.exp), run_time=5) self.wait() # Even more generally, you could apply Mobject.apply_function, # which takes in functions form R^3 to R^3 self.play( grid.animate.apply_function( lambda p: [ p[0] + 0.5 * math.sin(p[1]), p[1] + 0.5 * math.sin(p[0]), p[2] ] ), run_time=5, ) self.wait() class TextExample(Scene): def construct(self): # To run this scene properly, you should have "Consolas" font in your computer # for full usage, you can see https://github.com/3b1b/manim/pull/680 text = Text("Here is a text", font="Consolas", font_size=90) difference = Text( """ The most important difference between Text and TexText is that\n you can change the font more easily, but can't use the LaTeX grammar """, font="Arial", font_size=24, # t2c is a dict that you can choose color for different text t2c={"Text": BLUE, "TexText": BLUE, "LaTeX": ORANGE} ) VGroup(text, difference).arrange(DOWN, buff=1) self.play(Write(text)) self.play(FadeIn(difference, UP)) self.wait(3) fonts = Text( "And you can also set the font according to different words", font="Arial", t2f={"font": "Consolas", "words": "Consolas"}, t2c={"font": BLUE, "words": GREEN} ) fonts.set_width(FRAME_WIDTH - 1) slant = Text( "And the same as slant and weight", font="Consolas", t2s={"slant": ITALIC}, t2w={"weight": BOLD}, t2c={"slant": ORANGE, "weight": RED} ) VGroup(fonts, slant).arrange(DOWN, buff=0.8) self.play(FadeOut(text), FadeOut(difference, shift=DOWN)) self.play(Write(fonts)) self.wait() self.play(Write(slant)) self.wait() class TexTransformExample(Scene): def construct(self): to_isolate = ["B", "C", "=", "(", ")"] lines = VGroup( # Passing in muliple arguments to Tex will result # in the same expression as if those arguments had # been joined together, except that the submobject # hierarchy of the resulting mobject ensure that the # Tex mobject has a subject corresponding to # each of these strings. For example, the Tex mobject # below will have 5 subjects, corresponding to the # expressions [A^2, +, B^2, =, C^2] OldTex("A^2", "+", "B^2", "=", "C^2"), # Likewise here OldTex("A^2", "=", "C^2", "-", "B^2"), # Alternatively, you can pass in the keyword argument # "isolate" with a list of strings that should be out as # their own submobject. So the line below is equivalent # to the commented out line below it. OldTex("A^2 = (C + B)(C - B)", isolate=["A^2", *to_isolate]), # OldTex("A^2", "=", "(", "C", "+", "B", ")", "(", "C", "-", "B", ")"), OldTex("A = \\sqrt{(C + B)(C - B)}", isolate=["A", *to_isolate]) ) lines.arrange(DOWN, buff=LARGE_BUFF) for line in lines: line.set_color_by_tex_to_color_map({ "A": BLUE, "B": TEAL, "C": GREEN, }) play_kw = {"run_time": 2} self.add(lines[0]) # The animation TransformMatchingTex will line up parts # of the source and target which have matching tex strings. # Here, giving it a little path_arc makes each part sort of # rotate into their final positions, which feels appropriate # for the idea of rearranging an equation self.play( TransformMatchingTex( lines[0].copy(), lines[1], path_arc=90 * DEGREES, ), **play_kw ) self.wait() # Now, we could try this again on the next line... self.play( TransformMatchingTex(lines[1].copy(), lines[2]), **play_kw ) self.wait() # ...and this looks nice enough, but since there's no tex # in lines[2] which matches "C^2" or "B^2", those terms fade # out to nothing while the C and B terms fade in from nothing. # If, however, we want the C^2 to go to C, and B^2 to go to B, # we can specify that with a key map. self.play(FadeOut(lines[2])) self.play( TransformMatchingTex( lines[1].copy(), lines[2], key_map={ "C^2": "C", "B^2": "B", } ), **play_kw ) self.wait() # And to finish off, a simple TransformMatchingShapes would work # just fine. But perhaps we want that exponent on A^2 to transform into # the square root symbol. At the moment, lines[2] treats the expression # A^2 as a unit, so we might create a new version of the same line which # separates out just the A. This way, when TransformMatchingTex lines up # all matching parts, the only mismatch will be between the "^2" from # new_line2 and the "\sqrt" from the final line. By passing in, # transform_mismatches=True, it will transform this "^2" part into # the "\sqrt" part. new_line2 = OldTex("A^2 = (C + B)(C - B)", isolate=["A", *to_isolate]) new_line2.replace(lines[2]) new_line2.match_style(lines[2]) self.play( TransformMatchingTex( new_line2, lines[3], transform_mismatches=True, ), **play_kw ) self.wait(3) self.play(FadeOut(lines, RIGHT)) # Alternatively, if you don't want to think about breaking up # the tex strings deliberately, you can TransformMatchingShapes, # which will try to line up all pieces of a source mobject with # those of a target, regardless of the submobject hierarchy in # each one, according to whether those pieces have the same # shape (as best it can). source = Text("the morse code", height=1) target = Text("here come dots", height=1) self.play(Write(source)) self.wait() kw = {"run_time": 3, "path_arc": PI / 2} self.play(TransformMatchingShapes(source, target, **kw)) self.wait() self.play(TransformMatchingShapes(target, source, **kw)) self.wait() class UpdatersExample(Scene): def construct(self): square = Square() square.set_fill(BLUE_E, 1) # On all frames, the constructor Brace(square, UP) will # be called, and the mobject brace will set its data to match # that of the newly constructed object brace = always_redraw(Brace, square, UP) text, number = label = VGroup( Text("Width = "), DecimalNumber( 0, show_ellipsis=True, num_decimal_places=2, include_sign=True, ) ) label.arrange(RIGHT) # This ensures that the method deicmal.next_to(square) # is called on every frame always(label.next_to, brace, UP) # You could also write the following equivalent line # label.add_updater(lambda m: m.next_to(brace, UP)) # If the argument itself might change, you can use f_always, # for which the arguments following the initial Mobject method # should be functions returning arguments to that method. # The following line ensures thst decimal.set_value(square.get_y()) # is called every frame f_always(number.set_value, square.get_width) # You could also write the following equivalent line # number.add_updater(lambda m: m.set_value(square.get_width())) self.add(square, brace, label) # Notice that the brace and label track with the square self.play( square.animate.scale(2), rate_func=there_and_back, run_time=2, ) self.wait() self.play( square.animate.set_width(5, stretch=True), run_time=3, ) self.wait() self.play( square.animate.set_width(2), run_time=3 ) self.wait() # In general, you can alway call Mobject.add_updater, and pass in # a function that you want to be called on every frame. The function # should take in either one argument, the mobject, or two arguments, # the mobject and the amount of time since the last frame. now = self.time w0 = square.get_width() square.add_updater( lambda m: m.set_width(w0 * math.sin(self.time - now) + w0) ) self.wait(4 * PI) class CoordinateSystemExample(Scene): def construct(self): axes = Axes( # x-axis ranges from -1 to 10, with a default step size of 1 x_range=(-1, 10), # y-axis ranges from -2 to 2 with a step size of 0.5 y_range=(-2, 2, 0.5), # The axes will be stretched so as to match the specified # height and width height=6, width=10, # Axes is made of two NumberLine mobjects. You can specify # their configuration with axis_config axis_config=dict( stroke_color=GREY_A, stroke_width=2, numbers_to_exclude=[0], ), # Alternatively, you can specify configuration for just one # of them, like this. y_axis_config=dict( numbers_with_elongated_ticks=[-2, 2], ) ) # Keyword arguments of add_coordinate_labels can be used to # configure the DecimalNumber mobjects which it creates and # adds to the axes axes.add_coordinate_labels( font_size=20, num_decimal_places=1, ) self.add(axes) # Axes descends from the CoordinateSystem class, meaning # you can call call axes.coords_to_point, abbreviated to # axes.c2p, to associate a set of coordinates with a point, # like so: dot = Dot(color=RED) dot.move_to(axes.c2p(0, 0)) self.play(FadeIn(dot, scale=0.5)) self.play(dot.animate.move_to(axes.c2p(3, 2))) self.wait() self.play(dot.animate.move_to(axes.c2p(5, 0.5))) self.wait() # Similarly, you can call axes.point_to_coords, or axes.p2c # print(axes.p2c(dot.get_center())) # We can draw lines from the axes to better mark the coordinates # of a given point. # Here, the always_redraw command means that on each new frame # the lines will be redrawn h_line = always_redraw(lambda: axes.get_h_line(dot.get_left())) v_line = always_redraw(lambda: axes.get_v_line(dot.get_bottom())) self.play( ShowCreation(h_line), ShowCreation(v_line), ) self.play(dot.animate.move_to(axes.c2p(3, -2))) self.wait() self.play(dot.animate.move_to(axes.c2p(1, 1))) self.wait() # If we tie the dot to a particular set of coordinates, notice # that as we move the axes around it respects the coordinate # system defined by them. f_always(dot.move_to, lambda: axes.c2p(1, 1)) self.play( axes.animate.scale(0.75).to_corner(UL), run_time=2, ) self.wait() self.play(FadeOut(VGroup(axes, dot, h_line, v_line))) # Other coordinate systems you can play around with include # ThreeDAxes, NumberPlane, and ComplexPlane. class GraphExample(Scene): def construct(self): axes = Axes((-3, 10), (-1, 8)) axes.add_coordinate_labels() self.play(Write(axes, lag_ratio=0.01, run_time=1)) # Axes.get_graph will return the graph of a function sin_graph = axes.get_graph( lambda x: 2 * math.sin(x), color=BLUE, ) # By default, it draws it so as to somewhat smoothly interpolate # between sampled points (x, f(x)). If the graph is meant to have # a corner, though, you can set use_smoothing to False relu_graph = axes.get_graph( lambda x: max(x, 0), use_smoothing=False, color=YELLOW, ) # For discontinuous functions, you can specify the point of # discontinuity so that it does not try to draw over the gap. step_graph = axes.get_graph( lambda x: 2.0 if x > 3 else 1.0, discontinuities=[3], color=GREEN, ) # Axes.get_graph_label takes in either a string or a mobject. # If it's a string, it treats it as a LaTeX expression. By default # it places the label next to the graph near the right side, and # has it match the color of the graph sin_label = axes.get_graph_label(sin_graph, "\\sin(x)") relu_label = axes.get_graph_label(relu_graph, Text("ReLU")) step_label = axes.get_graph_label(step_graph, Text("Step"), x=4) self.play( ShowCreation(sin_graph), FadeIn(sin_label, RIGHT), ) self.wait(2) self.play( ReplacementTransform(sin_graph, relu_graph), FadeTransform(sin_label, relu_label), ) self.wait() self.play( ReplacementTransform(relu_graph, step_graph), FadeTransform(relu_label, step_label), ) self.wait() parabola = axes.get_graph(lambda x: 0.25 * x**2) parabola.set_stroke(BLUE) self.play( FadeOut(step_graph), FadeOut(step_label), ShowCreation(parabola) ) self.wait() # You can use axes.input_to_graph_point, abbreviated # to axes.i2gp, to find a particular point on a graph dot = Dot(color=RED) dot.move_to(axes.i2gp(2, parabola)) self.play(FadeIn(dot, scale=0.5)) # A value tracker lets us animate a parameter, usually # with the intent of having other mobjects update based # on the parameter x_tracker = ValueTracker(2) f_always( dot.move_to, lambda: axes.i2gp(x_tracker.get_value(), parabola) ) self.play(x_tracker.animate.set_value(4), run_time=3) self.play(x_tracker.animate.set_value(-2), run_time=3) self.wait() class SurfaceExample(Scene): default_camera_config = dict(samples=4) def construct(self): surface_text = Text("For 3d scenes, try using surfaces") surface_text.fix_in_frame() surface_text.to_edge(UP) self.add(surface_text) self.wait(0.1) torus1 = Torus(r1=1, r2=1) torus2 = Torus(r1=3, r2=1) sphere = Sphere(radius=3, resolution=torus1.resolution) # You can texture a surface with up to two images, which will # be interpreted as the side towards the light, and away from # the light. These can be either urls, or paths to a local file # in whatever you've set as the image directory in # the custom_config.yml file # day_texture = "EarthTextureMap" # night_texture = "NightEarthTextureMap" day_texture = "https://upload.wikimedia.org/wikipedia/commons/thumb/4/4d/Whole_world_-_land_and_oceans.jpg/1280px-Whole_world_-_land_and_oceans.jpg" night_texture = "https://upload.wikimedia.org/wikipedia/commons/thumb/b/ba/The_earth_at_night.jpg/1280px-The_earth_at_night.jpg" surfaces = [ TexturedSurface(surface, day_texture, night_texture) for surface in [sphere, torus1, torus2] ] for mob in surfaces: mob.shift(IN) mob.mesh = SurfaceMesh(mob) mob.mesh.set_stroke(BLUE, 1, opacity=0.5) # Set perspective frame = self.camera.frame frame.set_euler_angles( theta=-30 * DEGREES, phi=70 * DEGREES, ) surface = surfaces[0] self.play( FadeIn(surface), ShowCreation(surface.mesh, lag_ratio=0.01, run_time=3), ) for mob in surfaces: mob.add(mob.mesh) surface.save_state() self.play(Rotate(surface, PI / 2), run_time=2) for mob in surfaces[1:]: mob.rotate(PI / 2) self.play( Transform(surface, surfaces[1]), run_time=3 ) self.play( Transform(surface, surfaces[2]), # Move camera frame during the transition frame.animate.increment_phi(-10 * DEGREES), frame.animate.increment_theta(-20 * DEGREES), run_time=3 ) # Add ambient rotation frame.add_updater(lambda m, dt: m.increment_theta(-0.1 * dt)) # Play around with where the light is light_text = Text("You can move around the light source") light_text.move_to(surface_text) light_text.fix_in_frame() self.play(FadeTransform(surface_text, light_text)) light = self.camera.light_source self.add(light) light.save_state() self.play(light.animate.move_to(3 * IN), run_time=5) self.play(light.animate.shift(10 * OUT), run_time=5) drag_text = Text("Try moving the mouse while pressing d or f") drag_text.move_to(light_text) drag_text.fix_in_frame() self.play(FadeTransform(light_text, drag_text)) self.wait() class InteractiveDevelopment(Scene): def construct(self): circle = Circle() circle.set_fill(BLUE, opacity=0.5) circle.set_stroke(BLUE_E, width=4) square = Square() self.play(ShowCreation(square)) self.wait() # This opens an iPython terminal where you can keep writing # lines as if they were part of this construct method. # In particular, 'square', 'circle' and 'self' will all be # part of the local namespace in that terminal. self.embed() # Try copying and pasting some of the lines below into # the interactive shell self.play(ReplacementTransform(square, circle)) self.wait() self.play(circle.animate.stretch(4, 0)) self.play(Rotate(circle, 90 * DEGREES)) self.play(circle.animate.shift(2 * RIGHT).scale(0.25)) text = Text(""" In general, using the interactive shell is very helpful when developing new scenes """) self.play(Write(text)) # In the interactive shell, you can just type # play, add, remove, clear, wait, save_state and restore, # instead of self.play, self.add, self.remove, etc. # To interact with the window, type touch(). You can then # scroll in the window, or zoom by holding down 'z' while scrolling, # and change camera perspective by holding down 'd' while moving # the mouse. Press 'r' to reset to the standard camera position. # Press 'q' to stop interacting with the window and go back to # typing new commands into the shell. # In principle you can customize a scene to be responsive to # mouse and keyboard interactions always(circle.move_to, self.mouse_point) class ControlsExample(Scene): def setup(self): self.textbox = Textbox() self.checkbox = Checkbox() self.color_picker = ColorSliders() self.panel = ControlPanel( Text("Text", font_size=24), self.textbox, Line(), Text("Show/Hide Text", font_size=24), self.checkbox, Line(), Text("Color of Text", font_size=24), self.color_picker ) self.add(self.panel) def construct(self): text = Text("text", font_size=96) def text_updater(old_text): assert(isinstance(old_text, Text)) new_text = Text(self.textbox.get_value(), font_size=old_text.font_size) # new_text.align_data_and_family(old_text) new_text.move_to(old_text) if self.checkbox.get_value(): new_text.set_fill( color=self.color_picker.get_picked_color(), opacity=self.color_picker.get_picked_opacity() ) else: new_text.set_opacity(0) old_text.become(new_text) text.add_updater(text_updater) self.add(MotionMobject(text)) self.textbox.set_value("Manim") # self.wait(60) # self.embed() # See https://github.com/3b1b/videos for many, many more