1 00:00:01,040 --> 00:00:07,520 OK, we arrived at the animation shorthand of the animation, Hortensia says property applies in animation 2 00:00:07,520 --> 00:00:13,960 between styles and it is the shorthand for animation, name, animation, duration, animation, panning 3 00:00:13,970 --> 00:00:18,800 function, animation, delay animation, iteration, count animation, direction, animation, feel 4 00:00:18,800 --> 00:00:19,880 mode and animation. 5 00:00:19,880 --> 00:00:21,740 Please state, please take this. 6 00:00:21,960 --> 00:00:26,120 Simply pause then and stopped and so forth and so on. 7 00:00:26,720 --> 00:00:28,510 That's why I didn't even cover it. 8 00:00:29,210 --> 00:00:31,970 But let's take a look at the short term property. 9 00:00:31,980 --> 00:00:35,870 So let's go back into our system in a comment nation. 10 00:00:39,490 --> 00:00:40,300 Shorthand. 11 00:00:43,380 --> 00:00:43,880 Crop. 12 00:00:46,880 --> 00:00:53,090 All right, so let's get on with animation shorthand. 13 00:00:58,260 --> 00:01:02,730 OK, I'm going to copy, copy, copy, copy this. 14 00:01:04,000 --> 00:01:04,940 Paste it in here. 15 00:01:05,860 --> 00:01:07,480 Let's go with the purple one. 16 00:01:10,520 --> 00:01:20,140 So we usually do something like, first of all, let me create a keyframe go up here or down here as 17 00:01:20,180 --> 00:01:20,750 we go up here. 18 00:01:20,810 --> 00:01:21,680 It doesn't matter what the key. 19 00:01:21,770 --> 00:01:27,740 It doesn't matter if you put it up or down because, you know, Cascadian Stylesheet will always overwrite 20 00:01:27,980 --> 00:01:30,800 the upcoming value, but this value will be called. 21 00:01:30,800 --> 00:01:34,560 So it can be called it's it's called event propagation. 22 00:01:34,580 --> 00:01:39,710 There's going to be called whatever wherever you you you place it. 23 00:01:40,700 --> 00:01:41,540 So let's go. 24 00:01:41,540 --> 00:01:46,520 Keyframe animations short and. 25 00:01:51,260 --> 00:01:56,120 Not once again, I'm just naming this, you can name it grandma, if you wanted to still have the same 26 00:01:56,120 --> 00:02:01,280 effect, you just need to call the name then in your estimation, just by naming the animation, shorthand 27 00:02:01,280 --> 00:02:05,540 will not replace the actual puppet property, but they already know that. 28 00:02:06,110 --> 00:02:08,150 So let's create on keyframe. 29 00:02:08,270 --> 00:02:09,830 Let's go from zero percent. 30 00:02:11,990 --> 00:02:18,380 The background, color action on it, we know what we have as a background call says, go from left 31 00:02:18,380 --> 00:02:23,030 with zero and top zero. 32 00:02:26,250 --> 00:02:29,730 They're going to copy us a few times. 33 00:02:32,220 --> 00:02:34,740 Then we will have 25 percent. 34 00:02:36,030 --> 00:02:46,470 And to change the background color to yellow and change its position to two hundred pixels. 35 00:02:48,370 --> 00:02:49,270 Not Cabot's. 36 00:02:51,760 --> 00:02:58,570 Fifty percent actually going to combat this change is called the blue. 37 00:03:01,430 --> 00:03:05,300 And down here, we're going to have two hundred pixels. 38 00:03:07,930 --> 00:03:09,700 Than 75 percent. 39 00:03:17,840 --> 00:03:19,250 That's a green color. 40 00:03:23,780 --> 00:03:31,970 Wait just a second, there's and we're going to be positioned left zero pixels. 41 00:03:33,490 --> 00:03:37,360 And the last one will be, I just need to get back to. 42 00:03:40,410 --> 00:03:48,150 There, but at 100 percent should be a background color of red. 43 00:03:48,660 --> 00:03:49,770 We're going to finish with red. 44 00:03:51,250 --> 00:04:00,180 It is going to be at the position zero zero zero, so let's call this and usually Hooverville down here. 45 00:04:03,510 --> 00:04:06,810 And usually we would do something like animation. 46 00:04:09,440 --> 00:04:15,320 Name will be Funimation mean that we just create this animation shorthand. 47 00:04:18,390 --> 00:04:25,650 Then the animation should have a duration of, let's say, five seconds. 48 00:04:27,720 --> 00:04:33,300 Then the animation timing function should be linear, that's the same speed. 49 00:04:34,680 --> 00:04:36,210 The animation delay. 50 00:04:38,130 --> 00:04:39,300 Should be two seconds. 51 00:04:39,700 --> 00:04:47,750 It only starts after a delay of two seconds, animation iteration count should be infinite. 52 00:04:48,360 --> 00:04:49,670 Should we do three? 53 00:04:49,680 --> 00:04:52,680 No, let's leave with a whimper and animation. 54 00:04:54,120 --> 00:05:01,620 Direction, nutrition, direction should be alternate, it's going to change us. 55 00:05:02,070 --> 00:05:05,160 It's going to go in one direction and then it's going to come back. 56 00:05:05,830 --> 00:05:09,720 OK, so let's take a look at our animation and you. 57 00:05:09,720 --> 00:05:11,850 But you don't hear. 58 00:05:13,320 --> 00:05:14,010 And there we go. 59 00:05:14,280 --> 00:05:20,700 So let me refresh it again, going to start up and she goes right down. 60 00:05:22,610 --> 00:05:28,250 I should come back because we have it alternating and it's going to do this infinitely. 61 00:05:28,420 --> 00:05:28,820 OK. 62 00:05:30,230 --> 00:05:37,100 Now, this that right here is a lot of typing, I don't want to do that, what you can do is just type 63 00:05:37,100 --> 00:05:38,330 in animation. 64 00:05:38,510 --> 00:05:41,450 Then comes the name of the animation. 65 00:05:46,140 --> 00:05:53,370 After any major name comes the duration, which will be five seconds, then the animation timing function, 66 00:05:53,370 --> 00:05:57,360 which will be linear, then the delay of two seconds. 67 00:05:58,420 --> 00:06:02,530 Then our iteration count, which will be infinite. 68 00:06:04,880 --> 00:06:09,080 And then our animation there in action, which would be alternate. 69 00:06:11,090 --> 00:06:16,120 OK, so when I comment all of them out, I should get the same effect. 70 00:06:16,180 --> 00:06:16,890 Let's check it out. 71 00:06:17,330 --> 00:06:21,020 Let's hit refresh and there we go. 72 00:06:21,300 --> 00:06:22,370 There's our animation. 73 00:06:28,370 --> 00:06:32,510 OK, so hope you enjoyed it and let's get into a project now.