Card Animations
01 expand_moreText Micro Interactions
02 expand_moreForm and Input Interactions
03 expand_moreInteractive Particle Field
04 expand_moreMagnetic Field Lines
05 expand_moreCursor Micro Interactions
06 expand_morePhysics-based Mechanics
07 expand_moreAudio-reactive Interactions
08 expand_moreScroll-triggered Interactions
09 expand_moreTime-based Interactions
11 expand_moreAI and ML-feel Interactions
12 expand_moreInteractive Color Field
12 expand_moreCard Motion Lab
13 expand_more01 · Spring tilt with depth
Pointer position drives target rotation. Springs chase it. Inner layers sit at different Z depths for parallax, plus a cursor tracked glare.
Layered parallax card
Three content layers at translateZ 18, 34 and 52 pixels create depth as the card rotates under the cursor.
02 · Swipe deck with velocity
Release decision uses flick velocity, not just distance. A slow long drag and a short sharp flick both dismiss. Everything else springs back.
03 · FLIP shared element expand
First, Last, Invert, Play. The card is measured in place, repositioned as a fixed modal, then the inverse transform is animated away. One element, no clones.
Press to expand
This exact element becomes the modal. The readout shows the inverted transform the animation starts from.
04 · Drag to reorder, FLIP the rest
The dragged card follows the pointer. Every displaced sibling FLIPs into its new slot. Keyboard users can focus a card and move it with arrow keys.
05 · Magnetic field with falloff
Each card feels a pull toward the cursor scaled by a quadratic falloff of distance. Not a hover state, a continuous force field.
Pull radius 170
force = (1 − d/r)² × 26px
Quadratic falloff
Smooth entry, no snap at the boundary.
Springs everywhere
Release and they settle with overshoot.
06 · Scrubbable stack timeline
The whole choreography is a pure function of progress t. Scrub it by hand to inspect any frame, or press play to drive t with a spring.
07 · Underdamped flip reveal
Damping is set deliberately low so the rotation overshoots 180° and wobbles into place, with a 70ms stagger across the row.
08 · Deal along an arc
Five cards spring from a single deck position out to fanned targets on a circular arc, staggered, then gather back in reverse order.
09 · Bottom sheet with detents
Three resting positions. On release the sheet projects where your flick would land (y + v × 0.18s) and springs to the nearest detent, exactly how native sheets decide.
Map view behind
The content under the sheet stays put. Drag the handle, or focus the sheet and use up and down arrows.
Nearby results
Release velocity is projected forward before picking a detent, so a flick from PEEK can jump straight to FULL without passing through HALF.
10 · Throw with gravity and bounce
No springs here. Flick the card and it travels under real gravity, loses energy on each wall hit, and comes to rest from friction. Catch it mid-flight to interrupt.
Throw me anywhere
Newtonian: x″ = 0, y″ = g. Restitution 0.62, friction 0.985.
11 · Chained spring trail
Five followers, each chasing the one ahead with its own spring. Drag the leader; the trail snakes behind it because every link integrates lag from the previous one.
12 · Filter and FLIP grid
Click a chip. Surviving cards FLIP into their new grid positions, exiting cards fade and scale out, and entering ones fade in. The list reads exactly the same to a screen reader.
13 · Cascade from hero
A "deal from deck" or stagger cascade. Every secondary card starts stacked behind the hero, then springs out to its grid position in sequence. Useful for the moment a color system, dashboard, or spec sheet first loads.
Main Color
Success
Error
Tolerance
D1
D2
D3
14 · Grid expand in place
Click a card and it grows to span two columns and two rows. Neighbors FLIP into the new layout. Reveal content lives inside the same node — no separate detail view, no clones.
15 · Masonry cascade
Variable-height items packed into three columns via CSS columns, with a staggered fall-from-above entrance. The order is logical (each child is the next in the list), while the layout is visual.