| ========== |
| Quickstart |
| ========== |
|
|
| .. note:: |
|
|
| Before proceeding, install Manim and make sure it is running properly by |
| following the steps in :doc:`../installation`. For |
| information on using Manim with Jupyterlab or Jupyter notebook, go to the |
| documentation for the |
| :meth:`IPython magic command <manim.utils.ipython_magic.ManimMagic.manim>`, |
| ``%%manim``. |
|
|
|
|
| .. important:: |
|
|
| If you installed Manim in the recommended way, using the |
| Python management tool ``uv``, then you either need to make sure the corresponding |
| virtual environment is activated (follow the instructions printed on running ``uv venv``), |
| or you need to remember to prefix the ``manim`` command in the console with ``uv run``; |
| that is, ``uv run manim ...``. |
|
|
| Overview |
| ******** |
|
|
| This quickstart guide will lead you through creating a sample project using Manim: an animation |
| engine for precise programmatic animations. |
|
|
| First, you will use a command line |
| interface to create a ``Scene``, the class through which Manim generates videos. |
| In the ``Scene`` you will animate a circle. Then you will add another ``Scene`` showing |
| a square transforming into a circle. This will be your introduction to Manim's animation ability. |
| Afterwards, you will position multiple mathematical objects (``Mobject``\s). Finally, you |
| will learn the ``.animate`` syntax, a powerful feature that animates the methods you |
| use to modify ``Mobject``\s. |
|
|
|
|
| Starting a new project |
| ********************** |
|
|
| Start by creating a new folder:: |
|
|
| manim init project my-project |
|
|
| The ``my-project`` folder is the root folder for your project. It contains all the files that Manim needs to function, |
| as well as any output that your project produces. |
|
|
|
|
| Animating a circle |
| ****************** |
|
|
| 1. Open a text editor, such as Notepad. Open the file ``main.py`` in the ``my-project`` folder. |
| It should look something like this: |
|
|
| .. code-block:: python |
|
|
| from manim import * |
|
|
|
|
| class CreateCircle(Scene): |
| def construct(self): |
| circle = Circle() |
| circle.set_fill(PINK, opacity=0.5) |
| self.play(Create(circle)) |
|
|
|
|
| 2. Open the command line, navigate to your project folder, and execute |
| the following command: |
|
|
| .. code-block:: bash |
|
|
| manim -pql main.py CreateCircle |
|
|
| Manim will output rendering information, then create an MP4 file. |
| Your default movie player will play the MP4 file, displaying the following animation. |
|
|
| .. manim:: CreateCircle |
| :hide_source: |
|
|
| class CreateCircle(Scene): |
| def construct(self): |
| circle = Circle() |
| circle.set_fill(PINK, opacity=0.5) |
| self.play(Create(circle)) |
|
|
| If you see an animation of a pink circle being drawn, congratulations! |
| You just wrote your first Manim scene from scratch. |
|
|
| If you get an error |
| message instead, you do not see a video, or if the video output does not |
| look like the preceding animation, it is likely that Manim has not been |
| installed correctly. Please refer to our :doc:`FAQ section </faq/index>` |
| for help with the most common issues. |
|
|
|
|
| *********** |
| Explanation |
| *********** |
|
|
| Let's go over the script you just executed line by line to see how Manim was |
| able to draw the circle. |
|
|
| The first line imports all of the contents of the library: |
|
|
| .. code-block:: python |
|
|
| from manim import * |
|
|
| This is the recommended way of using Manim, as a single script often uses |
| multiple names from the Manim namespace. In your script, you imported and used |
| ``Scene``, ``Circle``, ``PINK`` and ``Create``. |
|
|
| Now let's look at the next two lines: |
|
|
| .. code-block:: python |
|
|
| class CreateCircle(Scene): |
| def construct(self): |
| [...] |
|
|
| Most of the time, the code for scripting an animation is entirely contained within |
| the :meth:`~.Scene.construct` method of a :class:`.Scene` class. |
| Inside :meth:`~.Scene.construct`, you can create objects, display them on screen, and animate them. |
|
|
| The next two lines create a circle and set its color and opacity: |
|
|
| .. code-block:: python |
|
|
| circle = Circle() |
| circle.set_fill(PINK, opacity=0.5) |
|
|
| Finally, the last line uses the animation :class:`.Create` to display the |
| circle on your screen: |
|
|
| .. code-block:: python |
|
|
| self.play(Create(circle)) |
|
|
| .. tip:: All animations must reside within the :meth:`~.Scene.construct` method of a |
| class derived from :class:`.Scene`. Other code, such as auxiliary |
| or mathematical functions, may reside outside the class. |
|
|
|
|
| Transforming a square into a circle |
| *********************************** |
|
|
| With our circle animation complete, let's move on to something a little more complicated. |
|
|
| 1. Open ``scene.py``, and add the following code snippet below the ``CreateCircle`` class: |
|
|
| .. code-block:: python |
|
|
| class SquareToCircle(Scene): |
| def construct(self): |
| circle = Circle() |
| circle.set_fill(PINK, opacity=0.5) |
|
|
| square = Square() |
| square.rotate(PI / 4) |
|
|
| self.play(Create(square)) |
| self.play(Transform(square, circle)) |
| self.play(FadeOut(square)) |
|
|
| 2. Render ``SquareToCircle`` by running the following command in the command line: |
|
|
| .. code-block:: bash |
|
|
| manim -pql scene.py SquareToCircle |
|
|
| The following animation will render: |
|
|
| .. manim:: SquareToCircle2 |
| :hide_source: |
|
|
| class SquareToCircle2(Scene): |
| def construct(self): |
| circle = Circle() |
| circle.set_fill(PINK, opacity=0.5) |
|
|
| square = Square() |
| square.rotate(PI / 4) |
|
|
| self.play(Create(square)) |
| self.play(Transform(square, circle)) |
| self.play(FadeOut(square)) |
|
|
| This example shows one of the primary features of Manim: the ability to |
| implement complicated and mathematically intensive animations (such as cleanly |
| interpolating between two geometric shapes) with just a few lines of code. |
|
|
|
|
| Positioning ``Mobject``\s |
| ************************* |
|
|
| Next, let's go over some basic techniques for positioning ``Mobject``\s. |
|
|
| 1. Open ``scene.py``, and add the following code snippet below the ``SquareToCircle`` method: |
|
|
| .. code-block:: python |
|
|
| class SquareAndCircle(Scene): |
| def construct(self): |
| circle = Circle() |
| circle.set_fill(PINK, opacity=0.5) |
|
|
| square = Square() |
| square.set_fill(BLUE, opacity=0.5) |
|
|
| square.next_to(circle, RIGHT, buff=0.5) |
| self.play(Create(circle), Create(square)) |
|
|
| 2. Render ``SquareAndCircle`` by running the following command in the command line: |
|
|
| .. code-block:: bash |
|
|
| manim -pql scene.py SquareAndCircle |
|
|
| The following animation will render: |
|
|
| .. manim:: SquareAndCircle2 |
| :hide_source: |
|
|
| class SquareAndCircle2(Scene): |
| def construct(self): |
| circle = Circle() |
| circle.set_fill(PINK, opacity=0.5) |
|
|
| square = Square() |
| square.set_fill(BLUE, opacity=0.5) |
|
|
| square.next_to(circle, RIGHT, buff=0.5) |
| self.play(Create(circle), Create(square)) |
|
|
| ``next_to`` is a ``Mobject`` method for positioning ``Mobject``\s. |
|
|
| We first specified |
| the pink circle as the square's reference point by passing ``circle`` as the method's first argument. |
| The second argument is used to specify the direction the ``Mobject`` is placed relative to the reference point. |
| In this case, we set the direction to ``RIGHT``, telling Manim to position the square to the right of the circle. |
| Finally, ``buff=0.5`` applied a small distance buffer between the two objects. |
|
|
| Try changing ``RIGHT`` to ``LEFT``, ``UP``, or ``DOWN`` instead, and see how that changes the position of the square. |
|
|
| Using positioning methods, you can render a scene with multiple ``Mobject``\s, |
| setting their locations in the scene using coordinates or positioning them |
| relative to each other. |
|
|
| For more information on ``next_to`` and other positioning methods, check out the |
| list of :class:`.Mobject` methods in our reference manual. |
|
|
|
|
| Using ``.animate`` syntax to animate methods |
| ******************************************** |
|
|
| The final lesson in this tutorial is using ``.animate``, a ``Mobject`` method which |
| animates changes you make to a ``Mobject``. When you prepend ``.animate`` to any |
| method call that modifies a ``Mobject``, the method becomes an animation which |
| can be played using ``self.play``. Let's return to ``SquareToCircle`` to see the |
| differences between using methods when creating a ``Mobject``, |
| and animating those method calls with ``.animate``. |
|
|
| 1. Open ``scene.py``, and add the following code snippet below the ``SquareAndCircle`` class: |
|
|
| .. code-block:: python |
|
|
| class AnimatedSquareToCircle(Scene): |
| def construct(self): |
| circle = Circle() |
| square = Square() |
|
|
| self.play(Create(square)) |
| self.play(square.animate.rotate(PI / 4)) |
| self.play(Transform(square, circle)) |
| self.play( |
| square.animate.set_fill(PINK, opacity=0.5) |
| ) |
|
|
| 2. Render ``AnimatedSquareToCircle`` by running the following command in the command line: |
|
|
| .. code-block:: bash |
|
|
| manim -pql scene.py AnimatedSquareToCircle |
|
|
| The following animation will render: |
|
|
| .. manim:: AnimatedSquareToCircle2 |
| :hide_source: |
|
|
| class AnimatedSquareToCircle2(Scene): |
| def construct(self): |
| circle = Circle() |
| square = Square() |
|
|
| self.play(Create(square)) |
| self.play(square.animate.rotate(PI / 4)) |
| self.play(Transform(square, circle)) |
| self.play(square.animate.set_fill(PINK, opacity=0.5)) |
|
|
| The first ``self.play`` creates the square. The second animates rotating it 45 degrees. |
| The third transforms the square into a circle, and the last colors the circle pink. |
| Although the end result is the same as that of ``SquareToCircle``, ``.animate`` shows |
| ``rotate`` and ``set_fill`` being applied to the ``Mobject`` dynamically, instead of creating them |
| with the changes already applied. |
|
|
| Try other methods, like ``flip`` or ``shift``, and see what happens. |
|
|
| 3. Open ``scene.py``, and add the following code snippet below the ``AnimatedSquareToCircle`` class: |
|
|
| .. code-block:: python |
|
|
| class DifferentRotations(Scene): |
| def construct(self): |
| left_square = Square(color=BLUE, fill_opacity=0.7).shift(2 * LEFT) |
| right_square = Square(color=GREEN, fill_opacity=0.7).shift(2 * RIGHT) |
| self.play( |
| left_square.animate.rotate(PI), Rotate(right_square, angle=PI), run_time=2 |
| ) |
| self.wait() |
|
|
| 4. Render ``DifferentRotations`` by running the following command in the command line: |
|
|
| .. code-block:: bash |
|
|
| manim -pql scene.py DifferentRotations |
|
|
| The following animation will render: |
|
|
| .. manim:: DifferentRotations2 |
| :hide_source: |
|
|
| class DifferentRotations2(Scene): |
| def construct(self): |
| left_square = Square(color=BLUE, fill_opacity=0.7).shift(2*LEFT) |
| right_square = Square(color=GREEN, fill_opacity=0.7).shift(2*RIGHT) |
| self.play(left_square.animate.rotate(PI), Rotate(right_square, angle=PI), run_time=2) |
| self.wait() |
|
|
| This ``Scene`` illustrates the quirks of ``.animate``. When using ``.animate``, Manim |
| actually takes a ``Mobject``'s starting state and its ending state and interpolates the two. |
| In the ``AnimatedSquareToCircle`` class, you can observe this when the square rotates: |
| the corners of the square appear to contract slightly as they move into the positions required |
| for the first square to transform into the second one. |
|
|
| In ``DifferentRotations``, the difference between ``.animate``'s interpretation of rotation and the |
| ``Rotate`` method is far more apparent. The starting and ending states of a ``Mobject`` rotated 180 degrees |
| are the same, so ``.animate`` tries to interpolate two identical objects and the result is the left square. |
| If you find that your own usage of ``.animate`` is causing similar unwanted behavior, consider |
| using conventional animation methods like the right square, which uses ``Rotate``. |
|
|
|
|
| ``Transform`` vs ``ReplacementTransform`` |
| ***************************************** |
| The difference between ``Transform`` and ``ReplacementTransform`` is that ``Transform(mob1, mob2)`` transforms the points |
| (as well as other attributes like color) of ``mob1`` into the points/attributes of ``mob2``. |
|
|
| ``ReplacementTransform(mob1, mob2)`` on the other hand literally replaces ``mob1`` on the scene with ``mob2``. |
|
|
| The use of ``ReplacementTransform`` or ``Transform`` is mostly up to personal preference. They can be used to accomplish the same effect, as shown below. |
|
|
| .. code-block:: python |
|
|
| class TwoTransforms(Scene): |
| def transform(self): |
| a = Circle() |
| b = Square() |
| c = Triangle() |
| self.play(Transform(a, b)) |
| self.play(Transform(a, c)) |
| self.play(FadeOut(a)) |
|
|
| def replacement_transform(self): |
| a = Circle() |
| b = Square() |
| c = Triangle() |
| self.play(ReplacementTransform(a, b)) |
| self.play(ReplacementTransform(b, c)) |
| self.play(FadeOut(c)) |
|
|
| def construct(self): |
| self.transform() |
| self.wait(0.5) |
| self.replacement_transform() |
|
|
|
|
| However, in some cases it is more beneficial to use ``Transform``, like when you are transforming several mobjects one after the other. |
| The code below avoids having to keep a reference to the last mobject that was transformed. |
|
|
| .. manim:: TransformCycle |
|
|
| class TransformCycle(Scene): |
| def construct(self): |
| a = Circle() |
| t1 = Square() |
| t2 = Triangle() |
| self.add(a) |
| self.wait() |
| for t in [t1,t2]: |
| self.play(Transform(a,t)) |
|
|
| ************ |
| You're done! |
| ************ |
|
|
| With a working installation of Manim and this sample project under your belt, |
| you're ready to start creating animations of your own. To learn |
| more about what Manim is doing under the hood, move on to the next tutorial: |
| :doc:`output_and_config`. For an overview of |
| Manim's features, as well as its configuration and other settings, check out the |
| other :doc:`Tutorials <../tutorials/index>`. For a list of all available features, refer to the |
| :doc:`../reference` page. |
|
|