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Don't forget, when you use these transitions, that computation is a very small fraction of the animation as it's run once by the CPU. You can think of it as setting a uniform on a shader.

The other reason I like using analytic functions is because: 1) You can easily generate a linearly interpolated point set if you want, I've done it for CSS in stylus (for spring animations that can't be represented by a single bezier). 2) With the right formulation, it's very easy to tweak the shape as it is in this case 3) You can analyze the functions easily




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