正在加载视频...

视频加载失败

Found that In iOS 27, adding the “matchedTransitionSource” modifier before applying a glass effect modifier will result in the same transition as a menu-style morphing effect! Full Implementation With Custom Tab Bar: NOTES: Video 2: Applying transition source modifier before the glass effect. Video 3: Applying transition source modifier...

43,653 次观看 • 5 天前 •via X (Twitter)

0 条评论

暂无评论

原始帖子的评论将显示在这里

相关视频

Started using React Native two days ago and immediately fell down a tab-bar rabbit hole. I’d seen Instagram and Revolut collapse their tab bars on scroll while keeping every icon visible. I wanted that without giving up real iOS Liquid Glass. Turns out iOS 26’s public API can’t express that state. UITabBarMinimizeBehavior is an enum of when, not what. With onScrollDown, UIKit minimizes the bar to the active tab alone. There’s no parameter controlling what survives. So most implementations rebuild the visible bar as a custom component. Some use genuine glass materials, but the real UITabBar is gone and with it, the native selection capsule: that little blob that moves like a drop of water between tabs. You can reproduce it with separate springs on the leading and trailing edges. I didn’t want a reproduction. I wanted UIKit’s. Then I remembered a Flutter app i built some months back which uses cupertino_native. Flutter runs the app while a platform-view bridge renders a real UIKit UITabBar. Finding expo-glass-tabs clarified the compact geometry I wanted. The two ideas clicked: why not bridge a real UITabBar into React Native? Here’s the trick: a standalone UITabBar has no UITabBarController managing it, so Apple’s minimization rule never applies. That means I can control its frame and items myself. Expo Router still owns navigation and screen lifecycle. React Native detects scroll direction. Swift removes and restores the real item labels, recentres the icons and animates the native bar’s size. All five icons remain visible. The result keeps Apple’s Liquid Glass, water-drop capsule, hit testing and accessibility, while adding a compact state its public API doesn’t provide. One gotcha tho: detaching the bar means reimplementing everything the controller previously gave you for free. Active-tab reselect scrolling was one example

kelvin.dart

67,945 次观看 • 22 天前

Hold up, here is the prompt: works with almost any model. enjoy :) Role & Objective: Act as an Elite UI/UX Front-End Engineer specializing in Apple-tier micro-interactions and advanced CSS. Your task is to program a perfectly centered navigation bar in a strictly SINGLE HTML file containing all HTML, vanilla CSS, and vanilla JavaScript. No external libraries or frameworks (No Tailwind, React, etc.). Design Concept - "True Liquid Glass": CRITICAL INSTRUCTION: Do NOT generate standard, flat "glassmorphism" or basic frosted glass. I require a physically accurate "Liquid Glass" aesthetic. It must look like wet, poured clear resin, combining the high-gloss specular highlights of classic macOS Aqua with the volumetric spatial depth of modern Apple VisionOS. 1. The Liquid Glass Material & Lighting (CSS): - Deep Refraction: Use `backdrop-filter` with extreme blur (e.g., 50px) and over-saturation (200%). - Specular Highlight: Create a curved, semi-transparent white gradient on the top half using a pseudo-element (`::before`) to simulate a hard light reflection on a wet, rounded 3D surface. - Caustics & Volume: Use multi-layered inner and outer `box-shadow` properties to simulate light refracting at the bottom edge and casting a realistic ambient drop shadow. - Interactive Glare: Implement a soft radial-gradient spotlight inside the glass that dynamically tracks the user's mouse cursor (X/Y coordinates) using JavaScript and CSS variables (`mix-blend-mode: overlay`). 2. Navigation Layout & Elements: - Center the pill-shaped navigation bar perfectly in the middle of the viewport. - Include 3 main navigation items with minimalist, inline SVG stroke icons and text labels: "Home", "Call", and "List". - Add a subtle vertical divider line after the main buttons. - Next to the divider, add a Dark/Light Mode toggle button containing inline SVG Sun and Moon icons. 3. Animations & "Apple Magic": - Sliding Active Pill: Create a solid background "pill" that sits *behind* the active navigation item's text/icon. When a different item is clicked, this pill must dynamically recalculate its width and slide to the new position. - Spring Physics: The sliding transition MUST use an exact Apple-style bouncy spring easing curve (e.g., `transition: all 0.5s cubic-bezier(0.34, 1.2, 0.64, 1)`). - Tactile Feedback: Buttons and icons must physically press down slightly (`transform: scale(0.92)`) when clicked (`:active`). - Theme Switch: The Sun and Moon icons must smoothly rotate, scale, and cross-fade during the transition. 4. Background Environment (Crucial): - Glass needs light and color to refract! Create a full-viewport, smoothly animated mesh gradient background using 3 large, heavily blurred, floating color blobs. - Implement full Dark/Light mode logic using CSS variables (`:root` and `[data-theme="dark"]`). Toggling the theme must seamlessly transition the background blob colors, glass opacity, shadow intensity, and text colors. Output ONLY the pristine, production-ready code. Prioritize maximum visual fidelity and silky-smooth 60fps animations.

Leon Lin

128,501 次观看 • 5 个月前

home page hero ✨ Design notes: - "Forever" hero text dot pixel FX done in Unicorn Studio. (I will do a whole tutorial on this later. Unicorn's WebGL engine is absolutely wild and very powerful / robust) - built in Framer - I wanted to recreate the iOS unlock effect where your home screen icons cascade into place in a beautifully timed choreography. This took a lot of careful timing using Framer's "Appear" effect on the hero text and surrounding avatars because it was super important that we didn't lose the legibility of our main message ("Build Your Forever Audience") with all the animations. - If you look closely, the choreography is setup to lead your eye through the hero text first starting with "Build Your" then "Forever" and finally "Audience." - With those text layers in place + the surrounding avatars, there is a slight 1 sec pause before the remaining elements slide in below and above (How it works, CTA buttons, announcement badge, and lastly the main nav). - All told the entire loading sequence is 6 seconds - Custom particle system powers the interactive star field (the stars slowly gravitate to your pointer position, and the star field perspective changes ever so subtly as you move your mouse around on the page) - I have 3 shooting stars made of small white line layers that start out off canvas rotated at different angles that shoot across to another point off canvas at random times on a loop effect. - Given this hero scene is in space, I wanted the surrounding avatar elements to "float" in low gravity mode. For this I used Framer's loop effect that slowly oscillates the layer's y position. I then offset the delay of each element randomly to stagger the floating loop so each avatar floats independently/randomly - The final major treatment for this hero scene was the scroll animations on the avatars. I wanted to create a bit of a warp speed effect when you scroll down, as if the avatars were being pulled or sucked into a worm hole as you scroll down below this hero fold. - To accomplish this, I applied Framer's scroll transform affect set to "section in view" on each of the floating avatars, and set the "scroll to" position of the upper avatars to be much, much further away on the y-axis than the "scroll to" position of the lower avatars. (eg. -1700px on upper most avatars vs. -600px on lowest positioned avatars). This effectively causes the upper avatars to slide up off the hero canvas with much greater velocity than the lower positioned avatars. - And when you scroll back up to the hero section, the inverse happens where the lower positioned avatars "arrive back in place" from up above the hero canvas before the upper avatars come back into the scene and settle in place. - Overall I wanted this hero section to feel alive. The floating avatars, particle system with very subtle star movements, and the Caustics effect on the "Forever" text all sort of move at the pace of slow breathing - which is a great pace to create a sense of life and comfort in your scene. Conversion Results (so far) - When this new Framer site launched along with Calaxy v1.9 release on Base a couple weeks ago, we saw a surge in traffic, around 20k page views in the first few days. - Of those 20k hits, 11k visited the app install page ( - which is our main CTA - We saw around 10K new users in the first week after v1.9 launch Overall I'm very happy with the new site and early performance metrics. Lots of tweaking to do but its a good start. If you are a designer building in Framer - hit me with any questions on the above hero notes. Happy to share more specifics! 👾

Chadd Weston

16,281 次观看 • 10 个月前

Not every hero wears a cap. Some carry a school bag. 🎒 Brought this cinematic animation to life with Seedance 2.0 on BudgetPixel AI Prompt 👇 Style: High-end 3D animated cartoon, cinematic Pixar-style lighting, expressive characters, shallow depth of field, dynamic motion blur, viral short-form pacing, 4K Scene 1 (0–3s) “Establish + Hook” Wide tracking shot from behind: a cartoon school boy walks alone on a quiet street, backpack bouncing slightly. Camera slowly pushes in (dolly-in). Subtle wind + soft suspense beat starts. Transition: quick whip pan left into next scene. Scene 2 (3–6s) “Threat Reveal” Snap zoom cut-in to a girl near a parked bike being threatened by two sneaky snatchers. One grabs her purse aggressively. Camera angle: low-angle wide shot to make snatchers look bigger and intense. Music intensifies sharply. Transition: fast heartbeat zoom blur into hero reaction. Scene 3 (6–9s) “Hero Moment Build” Close-up on the boy’s face determined expression, eyes reflecting light. He bends down (camera follows in slow-motion orbit shot) and picks up a small stone. Cinematic slow-motion throw with motion blur and dramatic lighting flare. Transition: impact cut (flash frame white) Scene 4 (9–11s) “Impact Chaos” Stone hits the bike with stylized spark FX + metallic clang sound vibe. Camera shakes slightly (handheld effect). Purse falls in slow motion. Snatchers react in exaggerated cartoon shock. Transition: speed ramp + forward push-in tracking shot Scene 5 (11–13s) “Action Resolution” The boy runs in smooth tracking side-shot (parallax motion), grabs the purse mid-motion. He steps in front of the girl protectively. Snatchers retreat in exaggerated cartoon panic (blurred background motion). Transition: soft stabilized slow fade motion Scene 6 (13–15s) “Hero Ending / Viral Hook Finish” Golden warm lighting. Medium close-up: boy returns purse gently. Girl smiles relieved. Camera slowly rotates around them (hero orbit shot). He puts on black sunglasses inslow-motion swag reveal. Soft romantic outro music fades. Final frame freezes for 0.5s (TikTok-style end lock).

Ai Arainz

45,754 次观看 • 2 个月前