Nanim Save

Nanim is an easy-to-use framework to create smooth GPU-accelerated animations that can be previewed live inside a glfw window and, when ready, rendered to videos at an arbitrary resolution and framerate.

Project README

Nanim

"Totally not manim in nim" - Erik

Tested and works on:
Linux | Windows | MacOS

About

Nanim is an easy-to-use framework to create smooth GPU-accelerated animations that can be previewed live inside a glfw window and, when ready, rendered to videos at an arbitrary resolution and framerate.

What can be done using Nanim?

I have a series of animations made using nanim posted to my Instagram Page. Some of them include:

Bricks Triangle Ball Dot Attack
Lots o' dots Daily Art Web

I also post art to my OpenSea Page where they can be bought as NFT:s.

Installation

From directory

Simply do nimble install nanim

From Source

do git clone [email protected]:EriKWDev/nanim.git --depth=1, cd nanim and finally nimble install. Once installed, you can add the optional dependency ffmpeg. For debian/ubuntu that would be sudo apt install ffmpeg. This allows you to render your animations to videos using --render.

Run one of the examples using nim c -r examples/example_001.nim --size:700 --debug:false!

Usage

Create a normal nim program where you create a Nanim Scene. This scene will carry the state of all animations and entities. This is what the bare minimum looks like:

import nanim


proc testScene(): Scene =
  let scene = newScene()

  return scene


when isMainModule:
  render(testScene)

But that's not very fun! Let's add some animation! Here is what a simple scene might look like:

# example.nim

import nanim

proc testScene(): Scene =
  # Creates a scene-state
  let scene = newScene()

  # You can load some nice colors from a palette on coolors.co!
  var colors = colorsFromCoolors("https://coolors.co/33658a-86bbd8-758e4f-f6ae2d-f26419")
  scene.randomize() # randomize the seed of the scene

  colors.shuffle()
  let bg = colors[0]
  colors.del(0)
  scene.setBackgroundColor(bg)

  # We can have text too! You have to put your TTF-fonts in a 'fonts' directory
  # next to the binary. 'Montserrat-Thin.ttf' will be known as 'montserrat-thin'
  var
    text = newText("Hello, World!", font="montserrat-thin")
    rect = newSquare()

  # We must add our entities to the scene in order for them to be drawn
  scene.add(rect, text)

  # Set some colors!
  text.fill(colors[1])
  rect.fill(colors[2])
  rect.stroke(colors[3], 4.0)

  # By discarding tweens, we can "set" values without animating the change
  discard text.move(150, 150)

  scene.wait(500)
  scene.showAllEntities()
  scene.wait(500)

  # scene.play() and scene.animate() animates any number of tweens and
  # can be used interchangeably
  scene.play(text.move(500, 500),
             rect.move(100, 500),
             rect.rotate(45))

  scene.animate(rect.pscale(3))
  scene.play(rect.setTension(0.6))
  scene.wait(500)

  scene.play(rect.pscale(1/3))

  scene.play(rect.setTension(0),
             rect.rotate(360*2),
             rect.pscale(4))

  scene.wait(500)
  scene.play(rect.move(600), rect.setCornerRadius(30))

  # Want to repeat an animation? Simply add a loop!
  for i in 0..5:
    scene.play(rect.move(-20),
               rect.rotate(-300),
               rect.pscale(if i mod 2 == 0: 1.0/10.0 else: 10.0))

  scene.wait(500)

  # ..and finally return our scene. Scenes don't have to be created inside a proc/func like
  # this one, but it helps a lot when we want to combine multiple scenes in the future, so
  # it should be considered "best practice".
  return scene


when isMainModule:
  # Finally, call render to render our scene.
  # render(testScene()) works as well.
  render(testScene)

The scenes can then be run by simply compiling the file like so: nim c -r <file_containing_scene>.nim. Once your scene is compiled, you can run it either in "live" mode (default), which opens a window and renders the scene in realtime where you can scrub around with your mouse and resize the window at will. That, or you can render it to a video by supplying --render with a specified --size:<size> after. (Make Sure ffmpeg is installed for this to work!).

Here are all the options (keep in mind that it is the last option(s) supplied that takes priority over others):

Options:
  -v, --video, --render
    Enables video rendering mode. Will output video to renders/<name>.mp4
  --gif
    WARNING: Huge files. Please use with --size:400 --fps:15 or, preferably,
             manually convert the mp4 from --render to a GIF.
    Enables gif rendering mode. Will output gif to renders/<name>.gif
  --snap, --screenshot, --image, --picture, --png
    Will create a PNG screenshot of the Scene. Will output to renders/<name>.png
  --fullhd, --1080p
    width 1920, height 1080 (16:9)
  --2k, --1440p
    width 2880, height 2560 (18:9)
  --4k, --2160p
    width 3840, height 2160 (18:9)
  --shorts
    width 1440, height 2560 (9:16)
  --square
    width 1000, height 1000 (1:1)
  --ratio:W:H
    Sets the ratio between width and height. Example: --ratio:16:9 --width:1920
    will set width to 1920 and height to 1080
  -w:WIDTH, --width:WIDTH
    Sets width to WIDTH
  -h:HEIGHT, --height:HEIGHT
    Sets height to HEIGHT
  -s:SIZE, --size:SIZE
    Sets both width andd height to SIZE
  --fps:FPS, --rate:FPS
    Sets the desired framerate to FPS
  --debug:true|false
    Enables debug mode which will visualize the scene's tracks.
    Default behaviour is to show the visualization in live mode
    but not in render mode.

Remember that the rendering to video requires FFMpeg to be installed and available in your PATH.

  • The majority[1] of the source for this project is released under the MIT license. See the LICENSE file for details on what this means for distribution. All source currently in this repository is free.
  • The Montserrat font families used in the examples in the examples/fonts directory are used under the OFL and are subject to copyright by The Montserrat Project Authors (https://github.com/JulietaUla/Montserrat). See examples/fonts/OFL.txt
  • This project has no association with 3b1b nor ManimCommunity's manim, but is indeed inspired by it.

[1]: Some files, like artwork and special entities, are not made public currently. This might change in the future.

Open Source Agenda is not affiliated with "Nanim" Project. README Source: EriKWDev/nanim
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