Legends in Motion: Crafting Dynamic Motion Blur for Heroes and Antiheroes with HTML, CSS & JS

Legends in Motion: Crafting Dynamic Motion Blur for Heroes and Antiheroes with HTML, CSS & JS

✨ Ever wondered how to bring the energy of heroes and antiheroes to life on the web? With the right techniques, HTML, CSS, and JavaScript can make your characters feel like they’re leaping off the screen! This article will guide you through the exciting world of motion blur, showing how to harness this effect to emphasize speed, power, and intensity in your characters. From quick dashes to dramatic lunges, each line will reveal how motion blur can make your web animations feel action-packed and cinematic. 🎬🚀

Here’s what you’ll be creating: 👇

Let’s leap into action and bring this epic animation to life! 🦸💥

HTML Code :

🏙️🎞️ Building Dynamic Animations with GSAP ✨🦹🏻

Our HTML structure is minimalist but powerful. We include a link to GSAP, a powerful animation library, which enables smooth motion effects. This link pulls GSAP directly from a CDN (Content Delivery Network), giving us the latest version without needing a local copy. GSAP provides smooth transitions, motion path support, and control over the animation timeline, making it ideal for crafting intricate, layered animations like those needed for our heroes and antiheroes.

Within the <body>, we define a single <canvas id="canvas"></canvas> element. The canvas is our drawing board, providing a space where motion blur and other visual effects can be rendered in real-time. Lastly, we include an external JavaScript file, <script type="module" src="index.js"></script>, where the animation logic is stored. Using the module type helps organize code and enables the use of import/export syntax, which is ideal for larger, more complex projects.


The output of the HTML Code :

Let's add some CSS to perfectly position our upcoming images on the canvas 🎨✨. With a few well-placed style rules, we can ensure that each image aligns neatly, creating a visually balanced and professional layout 🖌️💫. This approach will give our design a polished, gallery-ready look, making sure every element falls right where it should 🖼️📏. Ready to bring it to life and let our images shine? 🌟🚀


CSS Code :

🧠🎯 Understanding the Canvas Layout for Dynamic Motion Blur 💫😶🌫

Here, we’ll break down the accompanying CSS for our motion blur. It ensures that the canvas element where our animation takes place is displayed correctly and occupies the entire viewport.

  • margin: 0; removes any default margin applied by the browser to the body of the document, ensuring the canvas can extend edge-to-edge without any spacing around it.
  • width: 100%; makes the body element take up the full width of the viewport, ensuring there is no unwanted horizontal space.
  • height: 100%; ensures the body element takes up the full height of the viewport. This is crucial for setting the full-screen canvas experience for animations, especially when we want the canvas to scale dynamically with the browser window size.
  • display: block; changes the default inline display behavior of the <canvas> element to block-level. By default, a canvas element is treated as an inline element, which could cause layout issues, especially if it’s expected to fill the screen. Setting display: block; ensures that the canvas takes up the full width and height of its container (in this case, the body), and prevents any extra space that might occur around the canvas.

By combining these simple yet effective styles, we ensure that the canvas element behaves as expected and allows our motion blur animations to cover the entire viewport without interference from the default browser styling. This setup forms the foundation for crafting dynamic animations, where the canvas will render frames smoothly and responsively as part of our project.

The output of the CSS Code :

The output will closely resemble the HTML structure. Now, let’s add some JavaScript to bring the Marvel heroes and anti-heroes to life on the screen.


JS Code :

📦✨ Unpacking Essential Imports for Dynamic Graphics in Three.js 🧊🖌️

In the world of 3D rendering with Three.js, understanding essential imports is key to building engaging, high-performance scenes. This snippet begins with importing various modules from Three.js, version 0.120.0, hosted on a CDN (Content Delivery Network). The components include PlaneBufferGeometry, Mesh, ShaderMaterial, TextureLoader, Vector2, and Scene. Each of these serves a distinct role in constructing and manipulating 3D elements.

PlaneBufferGeometry provides the foundation for creating plane shapes, often used for surfaces or backgrounds. Mesh combines geometries and materials, effectively creating a renderable object. ShaderMaterial allows us to apply custom shaders, offering enhanced control over the object’s visual effects by adjusting attributes like color, texture, and light interactions. TextureLoader facilitates loading textures to wrap around objects, adding realism or artistic effects to the scene.

The Vector2 class is crucial for representing 2D vectors, often used for texture mapping and other coordinate-related operations. Lastly, Scene is the main container where all objects and lights are placed, forming the 3D environment that will be rendered.

There's also a custom utility, useThree, which likely serves as a hook or helper function from a local file to streamline Three.js integration, especially with frameworks like React. This modular setup provides an efficient way to leverage Three.js’s powerful features, allowing for structured 3D projects while keeping the flexibility to incorporate custom designs and animations. We'll dive deeper into how useThree functions and how to maximize its utility in later sections.

⚙️🏟️ Setting the Stage: Initializing a Dynamic Three.js Application with initializeApp() 💥📱

In this segment, we explore the setup function initializeApp(), designed to initialize a Three.js application. This function structures essential components such as image loading, scene setup, and event-driven animations, laying a strong foundation for a dynamic, interactive experience.

Within initializeApp(), the imageSources array holds the paths to various images that will later be rendered as textures, making the visuals dynamic and data-driven. This modular approach enables easy swapping or expansion of assets without modifying the core logic.

Several variables are declared for the main Three.js elements. threeInstance and sceneInstance will represent the Three.js rendering instance and the scene, respectively. These are foundational elements for any 3D scene, where threeInstance may refer to the WebGL renderer or other crucial Three.js utilities. firstImage and secondImage are likely placeholders for textures, which can be switched or layered, offering potential for creative effects like transitions or overlays.

The currentProgress and targetProgress variables are initialized to control animations or transitions over time, where values can change gradually based on user interactions or scripted animations. mouseCenter, defined as a Vector2 instance, stores the central coordinates of the user’s mouse movement, potentially for tracking or effects that follow mouse position.

The TextureLoader is instantiated as textureLoader, which is responsible for loading images efficiently. By preloading images as textures, it ensures they are available in the correct format for Three.js to render on materials and surfaces seamlessly.

This initialization function sets the stage for building a rich 3D experience, providing both flexibility and interactivity. With these components in place, developers can proceed to implement animations, interactions, and scene updates, building upon this foundational setup.

🛠️🕹️ Setting Up an Interactive Three.js Scene with Asynchronous Image Loading 🖼️⏳

The initialize() function establishes the main scene and rendering environment in Three.js by combining essential asynchronous loading, event handling, and scene setup steps.

The function starts by creating an instance of Three.js, threeInstance, through a utility function useThree().init(). This helper function is set up with a configuration object, specifying canvas as the target HTML element (document.getElementById("canvas")). By enabling mouse_move: true, it ensures that the scene will react to mouse movements, a common feature for creating interactive effects like parallax, rotations, or object follow effects. This setup offers a clean and centralized method for managing Three.js initialization parameters and enhances maintainability.

To handle asynchronous loading of images, Promise.all() is used to wrap the imageSources array, mapping each image path to a loadTexture function. This method loads all textures in parallel and waits until every texture is fully loaded before proceeding. Once all textures are ready, Promise.all triggers three critical functions: setupScene(), setupEventListeners(), and animate().

  • setupScene(): This function will contain the main scene-building logic, adding geometries, materials, and textures to threeInstance. By separating this into a function, it keeps the code modular and focused, making it easier to adjust individual scene components.
  • setupEventListeners(): This function manages user interactions by listening for mouse movements and other events, connecting user input directly to the 3D scene’s behavior. With mouse_move enabled, this can lead to highly engaging interactions where the scene responds dynamically to user actions.
  • animate(): This function initiates the animation loop, ensuring smooth rendering of all elements. With animate() in play, we maintain a seamless, visually appealing scene that updates continuously.

🏙️🏞️ Building a Dynamic Scene with Motion Blur and Responsive Image Rendering 🖼️🎨

The function begins by creating a new Scene object, sceneInstance, which will hold all 3D objects and backgrounds. This scene is a container where various elements are added and managed, ready to be rendered by Three.js.

Two images, firstImage and secondImage, are added to the scene with a custom createMotionBlurImage() function. This function takes an object parameter specifying threeInstance, which provides the initialized Three.js settings. This setup suggests that createMotionBlurImage() returns objects with properties like mesh (the 3D model) and uStrength (a variable that controls motion blur strength), designed for smooth visual effects. By calling setMap() on each image and passing in a texture from imageSources, textures are assigned to each image, giving them an initial look.

The updateImageProgress(0) function initializes the visual state of the images, possibly setting up the blur effect’s starting point. This might involve setting initial properties for the images or their animations based on a progress value.

Next, gsap.fromTo() initiates an animation on the uStrength property of firstImage, using GSAP (GreenSock Animation Platform) for smooth motion. The animation gradually changes the uStrength value from -2 to 0 over three seconds, easing out with Power2.easeOut. This technique animates the motion blur, creating a gradual, visually appealing reveal effect.

The threeInstance.onAfterResize() function listens for window resizing and adjusts the image sizes with resize() calls on both images. This approach ensures that the images adapt to various screen sizes, maintaining their aspect ratios and enhancing the experience for users on different devices.

In summary, setupScene() combines motion blur, animations, and responsiveness to create a dynamic, adaptable 3D scene. Each element is modular, allowing for smooth transitions, interactivity, and a highly engaging viewer experience.

🌟🤳🏻 Enhancing User Interactivity with Scroll, Click, and Keyboard Events ⌨️✨

The setupEventListeners() function integrates user input into the Three.js scene, creating a responsive and interactive experience that responds to scrolling, clicking, and keyboard events. This event-driven approach enables smooth navigation and dynamic scene control based on user actions.

  1. Scroll Event: The function begins by adding a listener for the wheel event. This event detects the direction and intensity of scrolling. Inside the callback, event.preventDefault() prevents default scrolling behavior, allowing us to control how scrolling affects the scene. If the user scrolls down (deltaY > 0), setTargetProgress increases targetProgress by a small fraction, smoothly advancing the scene’s progression. Conversely, scrolling up decreases targetProgress. By fine-tuning the targetProgress increments, this interaction can create a smooth and visually pleasing scroll effect.
  2. Click Event: The click event listener detects clicks on the document, interpreting the clientY position (the y-coordinate of the click relative to the viewport). If the user clicks on the upper half of the viewport (clientY < threeInstance.size.height / 2), the function calls navigateToPrevious(), which likely shifts the scene to the previous state or image. Clicking on the lower half triggers navigateToNext(), advancing to the next state. This division of the viewport enhances usability by associating areas of the screen with navigation, making the interaction intuitive.
  3. Keyboard Navigation: The function also listens for the keyup event, which detects when a key is released. Here, the key property of the event checks for arrow keys: 37 (left) and 38 (up) keys trigger navigateToPrevious(), while 39 (right) and 40 (down) keys activate navigateToNext(). This keyboard support adds a layer of accessibility, enabling users to navigate scenes with familiar keys.

Together, these event listeners provide a seamless and engaging experience, allowing users to explore the 3D scene interactively. By handling multiple forms of input, setupEventListeners() maximizes accessibility and enhances user engagement across devices and interaction styles.

🚀🧭 Intuitive Scene Navigation with Precise Progress Control 🎯🕹️

The navigateToNext() and navigateToPrevious() functions handle smooth navigation between scenes or frames in the application. These functions adjust the targetProgress variable, which determines the current state or position in the 3D scene.

  1. navigateToNext(): This function increments targetProgress when the user navigates to the next scene or frame. It first checks if targetProgress is an integer using Number.isInteger(targetProgress). If it is, setTargetProgress(targetProgress + 1) is called, moving the scene forward by one unit. However, if targetProgress is a non-integer (suggesting the scene is between frames), Math.ceil(targetProgress) rounds it up to the nearest whole number, creating a smooth and accurate transition to the next frame without skipping over any content. This approach ensures precise control, especially during partial transitions.
  2. navigateToPrevious(): Similarly, this function handles backward navigation. It checks if targetProgress is an integer, and if so, it decreases targetProgress by one unit (setTargetProgress(targetProgress - 1)). If targetProgress is non-integer, Math.floor(targetProgress) rounds it down to the nearest whole number, aligning the progress precisely with the previous scene. This structure allows the scene to adjust accurately, ensuring no frames are unintentionally skipped.

These functions enable intuitive navigation through the scene by ensuring consistent progress steps while preventing abrupt jumps. By checking for integer states and rounding appropriately, they maintain smooth transitions, enhancing the user experience and ensuring each frame is presented clearly and sequentially.

📋📊 Managing Scene Progress with Circular Navigation Logic ⭕💡

The setTargetProgress() function plays a critical role in controlling the flow of scenes or frames in the application by updating targetProgress and applying circular navigation logic. This approach allows the scene to loop back to the beginning once it reaches the end and vice versa, creating a continuous, immersive experience.

  • Setting targetProgress: The function begins by setting targetProgress to the provided value. This variable likely determines which frame or scene is currently active. By updating it here, the application is prepared for smooth transitions when navigating forward or backward.
  • Handling Negative Progress Values: If targetProgress becomes negative (i.e., the user attempts to navigate backward beyond the first frame), the function triggers a looping mechanism. It does this by adding the total number of images, imageSources.length, to both currentProgress and targetProgress. This adjustment shifts targetProgress back within the valid range, effectively looping back to the last frame. This approach ensures seamless navigation without abrupt stops or "out of bounds" issues, maintaining continuity for the user.
  • Circular Navigation: By implementing this logic, the function enables an endless cycle through scenes. When navigating backward past the first frame, the application wraps to the last frame. This behavior is particularly valuable in interactive applications where a continuous loop enhances user engagement and creates a sense of flow.

🧈💫 Smooth Scene Transitions with Progress Interpolation and Image Switching 🖼️🔄

The updateProgress() function ensures smooth, interpolated transitions between scenes or frames in the application. By gradually moving from the currentProgress to targetProgress using linear interpolation and dynamically updating images based on this progression, it creates a visually continuous and seamless experience.

  1. Interpolating Progress with lerp: The function begins by calculating interpolatedProgress using a lerp (linear interpolation) function, which smoothly transitions currentProgress towards targetProgress by a small factor (0.05). This approach creates gradual, visually appealing transitions instead of abrupt jumps between frames, enhancing the user experience. The progressDifference variable tracks the change in currentProgress after each interpolation. If no change occurs (progressDifference === 0), the function returns early, avoiding unnecessary calculations.
  2. Calculating Frame Indices: The function computes currentIndex and nextIndex using modulo operations (% 1), which extract the fractional part of the progress values. This helps to determine the exact point within the current and next frames, contributing to precise image transitions.
  3. Conditional Image Switching: The main logic for switching images occurs within a conditional block that detects when a new frame is reached. The condition checks whether progressDifference is positive (moving forward) or negative (moving backward) and determines if the transition reaches a new image in either direction. If this condition is met, two indices, i and j, are calculated based on interpolatedProgress, representing the current and next images in the sequence. Using setMap(), the textures of firstImage and secondImage are updated with images from imageSources[i].texture and imageSources[j].texture, respectively. This approach seamlessly transitions the visuals in sync with the progress.
  4. Updating Current Progress: Finally, currentProgress is updated to match interpolatedProgress, ensuring continuity in subsequent calls to updateProgress. Additionally, updateImageProgress(currentProgress % 1) is called, likely to adjust image properties (such as opacity or position) based on the fractional part of currentProgress, further enhancing the smoothness of transitions.

In summary, updateProgress() uses interpolation, modular arithmetic, and conditional image switching to create a visually cohesive and fluid experience. This sophisticated approach ensures that each frame transition feels natural, even when navigating quickly through the scenes, maintaining a high level of responsiveness and engagement for users.

👀🛠️ Visual Updates with Progress-Driven Image Effects and Animation Loop 🎞️♾️

The updateImageProgress() and animate() functions work seamlessly to create an interactive, responsive animation experience that adjusts visual elements based on user interactions and progress.

The updateImageProgress(progress) function takes a progress value to dynamically alter visual properties for firstImage and secondImage. By adjusting the uStrength parameter, this function enables smooth, gradual changes in the images' appearance, with firstImage using the progress value directly, and secondImage using an inverse relation (-1 + progress) to create a complementary transition effect. This mechanism gives the appearance of blending between images, enhancing the visual fluidity.

The animate() function forms the backbone of the animation loop, continuously rendering the scene with requestAnimationFrame for smooth, real-time updates. Key scene elements, such as the renderer, camera, camera control, and mouse position, are accessed and adjusted, with the mouse position set to mouseCenter to focus interaction towards the scene’s center. Through linear interpolation with lerpVector2, animate() adjusts the center of effect (`uCenter.value`) on both images, creating an immersive effect that responds to mouse movement. Additionally, by updating the camera controls and interpolating progress values, the function maintains fluid motion and interactivity, allowing for zoom, pan, or orbit effects that let the user explore the scene dynamically. In its final step, the scene is rendered from the camera’s perspective, integrating all updates for a cohesive visual experience.

Together, updateImageProgress() and animate() create a harmonious blend of controlled transitions, responsive interaction, and continuous rendering, bringing the 3D scene to life in an engaging, real-time display.

⚡🎨 Efficient Texture Loading with Promises in JavaScript 🤝🧩

The loadTexture() function is designed to load an image texture asynchronously, using a Promise to ensure that each texture is fully loaded before proceeding. This approach is crucial in complex scenes or interactive applications, where textures must load reliably to maintain a seamless user experience.

loadTexture(img)

This function accepts an image object (img) as a parameter ( containing our images which was defined in the start ) specifying the image source URL. Here’s how it processes each image texture:

  1. Creating a Promise: The function wraps the texture-loading process in a Promise, allowing it to handle the asynchronous nature of image loading. Using a Promise makes it easy to work with multiple images in sequence, as each texture is only considered "loaded" once the promise resolves. This way, other parts of the code can wait for all textures to load before starting animations or rendering.
  2. Loading the Texture with textureLoader: Within the Promise, textureLoader.load() loads the texture from img.src. The TextureLoader object (textureLoader) manages the loading of textures in Three.js, returning the texture once it's ready.
  3. Setting and Resolving the Texture: Once the texture has successfully loaded, it’s assigned to img.texture, making it readily available for use in rendering or other transformations. The resolve(texture) call then marks the promise as complete, passing the loaded texture to any further .then() calls that may be chained to loadTexture().

Why Use a Promise for Texture Loading?

By using Promise, loadTexture() enables asynchronous operations to fit into workflows where textures must be fully loaded before the application proceeds. For example, calling Promise.all(imageSources.map(loadTexture)) can load multiple textures concurrently, only continuing to the next steps (such as setting up scenes or rendering frames) once every image is loaded. This way, the function efficiently manages asynchronous loading and provides error-free rendering.

✂️🌫️ Crafting a Motion Blur Effects with Shaders 🔮🕶️

The createMotionBlurImage() function is a setup for creating an image mesh with motion blur effects, leveraging shader uniforms to manage several key properties that directly influence the visual appearance of the effect. It takes an object with a Three.js instance (likely containing core elements like the renderer and camera) as an argument, which provides the necessary context for the function to operate within the 3D scene. The function is designed to define essential variables and uniforms that are crucial for controlling the motion blur effect in real-time. These include uMap, uCenter, uStrength, uUVOffset, and uUVScale, each of which plays a significant role in crafting the final effect.

The uMap uniform stores the texture map, which represents the image to be applied to the mesh. Initially set to null, the texture is later loaded and assigned to this uniform, enabling it to be dynamically manipulated by the shader. The flexibility of this setup lies in the fact that the texture can be altered or replaced during runtime, allowing for interactive and visually compelling effects. The uCenter uniform is defined as a Vector2(0.5, 0.5) by default, which represents the center of the image and serves as the focal point for the motion blur. By default, the center is positioned at the middle of the image, creating a balanced starting point for the effects that radiate outward, but this can be adjusted for different dynamic effects based on user interaction or animation.

Another critical parameter is uStrength, which controls the intensity of the motion blur effect. It is initially set to -1, meaning that the effect may start off subtly or in an inverted manner, but it can be modified to increase or decrease the blur strength over time, giving the user control over the visual impact of the effect. The uUVOffset vector, which determines the starting position of the texture mapping, plays an essential role in generating a sliding or shifting effect. This offset is crucial for creating the illusion of movement, especially when combined with the motion blur, by making the texture appear as though it is dynamically sliding across the mesh surface.

The uUVScale uniform, which controls the scale of the texture mapping, works in tandem with uUVOffset to adjust the texture's zoom level. By setting it to Vector2(1, 1), the texture is scaled to fit the entire mesh by default, but altering the scale can create zoom effects, further intensifying the sense of motion and dynamism in the image.

Although the function itself doesn’t explicitly showcase the initialization of the mesh, it’s assumed that the initialize() function sets up the geometry, material, and mesh required to display the image with the motion blur effect. For the geometry, a PlaneBufferGeometry is likely used, providing a flat surface ideal for displaying textures in a 3D environment.

The material, most likely a ShaderMaterial, allows for the custom shaders to manipulate the motion blur effect based on the uniforms defined earlier, creating a highly customizable and flexible rendering system. The mesh ties together the geometry and material, making it possible to render the image with the motion blur effect in the 3D scene.

Once the setup is complete, the function returns an object containing the geometry, material, and mesh that form the core structure of the image with motion blur. It also provides access to the uCenter and uStrength uniforms, enabling real-time adjustments to the effect. Additionally, a setMap function is likely included, allowing the user to assign a texture map to the mesh, while the resize function ensures that the mesh adapts to changes in screen size, maintaining the motion blur effect’s integrity across various display resolutions. In essence, this function provides a highly flexible, interactive approach to creating visually dynamic images that incorporate motion blur, allowing for real-time adjustments and customization.

🎨🌫️ Creating Motion Blur with a Custom Shader Material 🔮🧶

In the initialize() function, we create a mesh using PlaneBufferGeometry and a custom ShaderMaterial to render a motion blur effect. First, we define the geometry as a flat 1x1 plane without additional subdivisions. This simple plane surface acts as a canvas for the image texture, where the motion blur will be displayed.

Next, we configure a custom ShaderMaterial, which forms the heart of the motion blur effect, enabling fine control over each pixel and providing flexibility to create sophisticated visual effects that go beyond what standard materials allow. By setting transparent: true, we allow transparent areas in the texture to display properly in the scene, which is essential for a smooth, blended motion blur effect. The shader material also includes uniforms, parameters that allow us to adjust various aspects of the texture.

The vertex shader, the first stage in the graphics pipeline, processes each vertex of the geometry, setting coordinates and passing them to the fragment shader. Within the vertex shader, we declare a varying variable vUv, which holds UV coordinates that map the texture accurately onto the plane. The main() function assigns these UV coordinates to vUv and calculates the final screen-space position for each vertex by multiplying the vertex position with the projection and model-view matrices, preparing it for the next shader stage.

🌌🔮 Motion Blur Shader: Realistic Weighted Sampling and Custom Blending ✨💯

This fragment shader applies a sophisticated motion blur effect to an image by using custom blending and weighted sampling across the texture, enhancing realism by dynamically blurring the image around a central point. The shader starts by defining uniforms and varying variables: map (a sampler2D for the texture), center (the origin point for the blur effect), strength (controlling blur intensity), and uvOffset and uvScale (for scaling and positioning adjustments on the texture plane). The vUv variable, passed from the vertex shader, provides UV coordinates for each fragment, guiding texture sampling.

A key component is a random function that introduces slight variability to the blur sampling, giving the effect a more organic, natural feel. The main() function then implements the motion blur through several steps. First, it calculates transformed UV coordinates using uvScale and uvOffset, adapting the effect to different image sizes and positions. If strength is close to zero, an early exit renders the texture directly, optimizing performance by bypassing the blur effect.

The core motion blur effect occurs within a loop that accumulates color samples between each pixel and the center point, applying weighted sampling to emphasize samples closer to the center. This is done by adding each sample’s color, weighted by distance, to a cumulative color variable. After all samples are accumulated, the final color is normalized by dividing by the total weight, producing a smooth, balanced blur.

The output color’s alpha is set inversely to the blur strength, creating a subtle fade effect that scales with blur intensity. If strength is zero, the shader renders the original texture without the blur, enhancing efficiency. The final blurred effect, displayed through a Mesh created from geometry and material, brings the shader’s result to the Three.js scene. This shader is a creative approach to achieving visually compelling, real-time image effects, especially for interactive and animated applications where dynamic visual feedback is essential.

🖼️📈 Image Scaling with Custom UV Mapping in Three.js ✨🎯

The setMap and resize functions work together to ensure an image texture is displayed correctly within a scene, adjusting its scale and positioning based on the viewport’s dimensions and the image's aspect ratio. The setMap function updates the texture map on the mesh and automatically calls resize to ensure the image is scaled and centered appropriately.

The texture is held in a uniform variable, uMap.value, which passes it to the shader for application on the plane geometry. The resize function is crucial as it adjusts the mesh’s scale and texture coordinates to preserve the image's aspect ratio within the viewport, handling situations where the image may be wider or taller than the screen.

This function sets the mesh's scale to match the viewport's dimensions (mesh.scale.set(three.size.wWidth, three.size.wHeight, 1)), ensuring the image fills the canvas. If the image’s aspect ratio differs from the viewport’s, it scales the image horizontally or vertically as needed to avoid cropping.

Additionally, uUVScale and uUVOffset are used to fine-tune the texture’s fit, with uUVScale adjusting the texture’s scale on the geometry and uUVOffset centering the texture by offsetting it slightly, especially for images with non-matching aspect ratios. This ensures the image texture fills the viewport smoothly and without distortion, creating a visually balanced display within the scene.

🎓📐 Mastering Linear Interpolation with lerp Functions 🔌🛠️

The lerp and lerpVector2 functions allow us to easily animate changes in values or vectors, providing seamless movement or transformation effects.

The lerp function, short for linear interpolation, calculates an intermediate value between two points, a and b, based on a factor n. This factor, typically between 0 and 1, determines how close the result is to either a or b. When n is 0, the function returns a; when n is 1, it returns b. Any value of n between 0 and 1 produces a result proportionally between these two endpoints, creating a smooth transition as n gradually changes over time.

In an animation context, adjusting n incrementally lets developers create effects such as fading in/out, scaling up/down, or moving objects in a smooth, controlled manner.

Expanding on this, the lerpVector2 function applies linear interpolation to each component (x and y) of a 2D vector. By interpolating both x and y components independently, this function enables smooth transitions in 2D space, such as an object moving toward a target position. Here, lerpVector2 takes two vectors, a and b, along with a factor n, and modifies vector a to move incrementally closer to vector b. This makes lerpVector2 perfect for animating objects in graphics contexts where smooth and natural movement is essential, like following a cursor or moving an element across a screen without abrupt jumps.


Before progressing to the final animation output, let's examine the use-three.js file, which we imported at the start. This file plays a crucial role in our project.

use-three.js File :

🎓🧊 Mastering 3D Rendering with Three.js: Understanding Core Imports and Camera Setup 🎯📸

From this file, we’re initializing essential components that bring the scene to life, focusing on the setup of a PerspectiveCamera, Raycaster, OrbitControls, and other core Three.js elements.

First, let’s break down what each import does and why it's critical to building an interactive 3D scene. The PerspectiveCamera provides the illusion of depth, which is essential for a realistic 3D perspective. It mimics the way we perceive the world, with closer objects appearing larger than those farther away, a technique that makes any virtual environment feel dynamic and lifelike. Alongside this, Raycaster is an invaluable tool for detecting intersections within the scene. It projects rays, helping us identify interactions between objects, making it especially useful in applications like games, where interaction is key.

Additionally, Plane and Vector2/Vector3 are core to the mathematical constructs of Three.js, with Plane representing a mathematical plane that can be used for intersections or constraints within the scene, and Vector2 and Vector3 defining points in two and three-dimensional space, respectively. Finally, WebGLRenderer is the powerhouse behind Three.js’s rendering, handling the WebGL API to bring 3D graphics to the screen with performance optimization.

Adding to the interactive capabilities, OrbitControls enables intuitive navigation, allowing users to orbit around objects, zoom in, and pan across the scene. This set of imports serves as the foundation for building engaging and immersive 3D experiences, laying the groundwork for the rendering and interaction logic that follows. In the upcoming code, we’ll delve deeper into how these components work together to create a fully interactive and navigable 3D environment.

🔎🛠️ Exploring the Three.js Helper Function: Configuring Scene Essentials with useThree() ✨🧩

In building a 3D experience with Three.js, it’s crucial to have a flexible and adaptable setup. The useThree helper function is designed to streamline the configuration of essential Three.js settings, making it easier to create scenes with consistent performance and visual quality. This function initializes a set of default parameters that cover fundamental elements, such as the canvas and camera settings, along with optional features for enhanced interactivity and responsiveness.

The configuration object, conf, defines these core settings:

  • canvas: Defines the HTML canvas element that Three.js will use to render the 3D scene. By setting it as null initially, the function allows for customization later, giving flexibility in specifying a custom canvas or defaulting to a primary one.
  • antialias: Set to true, this enables smoother edges on rendered objects, improving visual quality by reducing the jagged appearance along object boundaries.
  • alpha: By default, alpha is set to false, indicating a fully opaque background. Changing this to true would allow for transparency, making the scene’s background appear see-through.
  • camera_fov: This field of view (FOV) value is set to 50, providing a balanced perspective depth. Adjusting this value allows for wide or narrow viewing angles depending on the scene requirements.
  • camera_pos: Defines the camera’s position using a Vector3 object, positioning it at (0, 0, 100) along the z-axis. This starting position gives a default view of the scene from a moderate distance, ideal for most general 3D setups.
  • camera_ctrl: Enables or disables camera controls. If set to true, it would allow for user-controlled interaction with the camera, such as zooming and rotating.
  • mouse_move: Enables interactivity through mouse movements when set to true, allowing the camera or objects in the scene to respond to the mouse.
  • mouse_raycast: Configures whether the Raycaster will respond to mouse actions, detecting intersections between mouse clicks or movements and objects in the 3D space.
  • window_resize: When set to true, this setting enables automatic resizing of the 3D scene to match window size changes, ensuring a responsive experience.

⚙️🏞️ Configuring Scene Dimensions and Handling Window Resize 🪟📏

n Three.js, having a responsive and adaptable canvas size is essential for rendering a 3D scene that dynamically fits various screen dimensions. Within the useThree function, the size object is designed to manage these dimensions, providing a foundation for responsive rendering across devices.

The size object includes the following properties:

  • width and height: These represent the current width and height of the rendering canvas. By default, they’re set to 0 and will be updated dynamically to match the actual canvas dimensions.
  • wWidth and wHeight: These store the width and height of the browser’s viewport, allowing Three.js to adapt to the full screen when needed. Like width and height, they start at 0 but will be updated to the viewport dimensions when the scene initializes or the window is resized.
  • ratio: The aspect ratio, initially set to 0, is calculated as the width divided by the height. This is crucial for ensuring that the 3D scene doesn’t appear distorted when viewed on screens of different sizes.

Additionally, afterResizeCallbacks is an array that holds any callback functions intended to be executed after a window resize event. This structure allows for the registration of specific actions that should occur once resizing is complete. For example, these callbacks could include adjusting the camera's aspect ratio or recalculating object positions to maintain a balanced layout in the scene.

The size object, along with the afterResizeCallbacks array, offers a robust framework for handling window resize events, ensuring a responsive and consistent 3D rendering experience. In the following sections, we’ll explore how these values are updated in real-time and how they interact with other components, like the camera and renderer, to deliver a seamless 3D view across devices.

🔨🖱️ Implementing Mouse Tracking and Creating a Three.js Utility Object 🔧📦

These helper functions focuses on setting up mouse tracking and organizing essential components into an accessible object. By tracking the mouse in both 2D and 3D space, the function enables dynamic interactions, such as highlighting objects, rotating views, or triggering animations based on mouse movements and clicks.

Here’s a closer look at each component involved:

  • mouse: The mouse variable, initialized as a Vector2, captures the current 2D mouse position on the screen. This is often used for basic UI interactions or to assist in mapping mouse coordinates to 3D space.
  • mouseV3: Similarly, mouseV3, a Vector3, stores the mouse position in 3D space, useful for aligning objects to mouse coordinates or creating depth-based interactions.
  • mousePlane: This Plane object, defined with a normal vector of (0, 0, 1), acts as an imaginary plane in the scene. It's typically placed parallel to the viewport, allowing for precise depth-based tracking of the mouse cursor in 3D space.
  • raycaster: The Raycaster enables detecting intersections between the mouse position and objects in the scene. This is essential for interactivity, as it identifies which 3D objects the user is hovering over or clicking on, providing the basis for features like object selection or triggering animations.

The obj object consolidates these configurations and components, providing a structured way to access various parts of the Three.js scene setup. Here’s a breakdown of what obj includes:

  • conf: The configuration object, holding default settings for the canvas, camera, and interactive features.
  • renderer, camera, and cameraCtrl: These properties will store the Three.js WebGLRenderer, PerspectiveCamera, and camera controls, which will be initialized later to render the scene and enable camera movement.
  • size: The responsive size object defined earlier, which stores the canvas and viewport dimensions.
  • mouse and mouseV3: The 2D and 3D mouse tracking vectors.
  • init and dispose: Placeholder functions for initializing and disposing of the Three.js scene, to be implemented later.
  • setSize: A method to set the canvas size and update related properties.
  • onAfterResize: A method to register callbacks that execute after resizing, maintaining a responsive layout.

🚀🏞️ Initializing the Scene: Setting Up the Renderer, Camera, and Controls ⚙️📸

The init function within the useThree helper serves as the foundation for setting up and configuring a Three.js scene, including the renderer, camera, controls, and interactivity. It starts by accepting an optional params object, which allows for dynamic adjustments to the settings during initialization. If any parameters are provided, the function updates the conf object using Object.entries(), which streamlines customization and avoids hard-coding. The WebGL renderer is then instantiated to render the 3D scene onto a canvas. It’s configured with options from the conf object, such as the canvas element, which serves as the rendering surface, antialias, to smooth out edges for better visuals, and alpha, which determines whether the background is transparent (defaulting to opaque).

Next, a PerspectiveCamera is created to provide a realistic depth perspective, with its field of view (FOV) and initial position set using conf.camera_fov and conf.camera_pos, respectively. The camera’s starting position in the 3D space is important for ensuring that the scene is correctly framed and viewable.

For user interactivity, the init function initializes OrbitControls if conf.camera_ctrl is enabled, allowing users to manipulate the camera with mouse movements. Any additional control properties, like damping or zoom restrictions, are set here by iterating over conf.camera_ctrl settings and applying them to the cameraCtrl object, enhancing the interactivity and responsiveness of the scene. Additionally, if the window_resize setting is active, the onResize function ensures that the 3D scene scales appropriately when the window size changes, adding a resize event listener to the window for dynamic adaptation. Mouse interactivity can also be enabled with mouse_move, adding event listeners on the canvas for mousemove and mouseleave, which enable real-time tracking and allow developers to respond to user actions such as hiding UI elements or stopping animations when the mouse leaves the scene.

Once configured, the function returns an obj object containing essential elements like the renderer, camera, and controls, as well as functions for handling resize and mouse events. This structure makes the init function versatile and highly adaptable, allowing seamless integration of the 3D scene into a web application while maintaining full control over its rendering and interactivity. This approach ensures a flexible, responsive, and interactive 3D experience that can be customized to suit various application needs.

🗑️♻️ Disposing of Resources: Cleaning Up After Scene Removal 🧹🚚

The dispose function plays a vital role in ensuring efficient memory management and maintaining optimal performance within a Three.js scene by cleaning up event listeners and resources associated with the scene’s lifecycle. This process is especially important in dynamic, interactive web applications, such as single-page applications (SPAs), where seamless performance is critical and scenes or 3D views may need to be disposed of or replaced. The dispose function begins by addressing the window resize event listener, which is typically added during the initialization phase to trigger the onResize function whenever the window size changes.

Once the scene is no longer in use, this event listener is removed, preventing any unnecessary recalculations from occurring in response to window resizing after the scene has been disposed of. In addition, dispose removes the mouse event listeners, specifically the mousemove and mouseleave events, from the renderer's DOM element, which is typically the canvas displaying the 3D scene. These listeners track user interactions and respond to mouse movements within the scene, which can be resource-intensive and would be redundant once the scene is no longer active.

Disposing of these resources and listeners is essential for preventing potential memory leaks, a common issue in applications using rendering libraries like Three.js that rely on continuous interaction and animation. Memory leaks can gradually degrade performance by retaining resources that are no longer needed, leading to increased memory usage and potential slowdowns or crashes over time. By releasing these resources, dispose not only frees up memory but also ensures that the event listeners are no longer active, preventing them from executing on scenes that have been removed.

This careful cleanup process preserves application performance by halting unnecessary operations, making it especially valuable in SPAs, where different scenes or views may be swapped frequently. In sum, proper disposal contributes significantly to the overall stability and efficiency of the application, allowing it to run smoothly without accumulating unneeded processes or resource loads.

🔧🖱️ Handling Mouse and Resize Events: Enhancing Interactivity ✨🌟

In this section, we explore several important functions that play a crucial role in creating a dynamic and responsive experience within a Three.js scene, focusing on window resizing and mouse movement tracking. These functions allow the user to interact seamlessly with the 3D environment, adapting to changes in the window's size and responding to mouse movements within the canvas.

The onAfterResize function is designed to handle actions that should take place after the window is resized. When this function is invoked, it accepts a callback function as an argument, which is then pushed onto an array called afterResizeCallbacks. This array stores all the callback functions that need to be executed when the window is resized. When the window undergoes resizing, all stored callbacks are triggered, ensuring that any adjustments necessary after resizing are made. This functionality is incredibly useful in situations where you need to recalculate layout elements, adjust user interface components, or modify specific properties within the 3D scene to ensure that everything is displayed correctly after the resize. The ability to register multiple callback functions provides flexibility, making it easier to maintain and update your Three.js scenes dynamically.

Next, we have the onMousemove function, which plays a vital role in tracking the mouse's position relative to the canvas. This function updates the mouse object, allowing it to reflect the mouse position within the browser window. The values for e.clientX and e.clientY represent the horizontal and vertical position of the mouse, respectively, within the browser's viewport. However, for Three.js to work correctly, these values need to be converted into a normalized coordinate space ranging from -1 to 1. This conversion ensures that the mouse position is mapped into the coordinate system Three.js expects when working with 3D scenes.

The formula used for the conversion (e.clientX / size.width) 2 - 1 maps the horizontal position (x-axis) onto a range from -1 (the left edge of the screen) to +1 (the right edge of the screen), while the vertical position (y-axis) is mapped similarly using -(e.clientY / size.height) 2 + 1, where the negative sign flips the Y-axis to match the typical conventions used in 3D space (where the positive Y axis points upward). Once the 2D mouse position is updated, the function calls updateMouseV3(), which further updates the 3D mouse position, allowing the user to interact with the 3D scene in a meaningful way.

Lastly, the onMouseleave function is responsible for resetting the mouse position when the cursor exits the canvas area. When the mouse leaves the canvas, this function is triggered, and it resets both mouse.x and mouse.y to zero, placing the mouse back at the center of the canvas. This reset ensures that any interaction with the scene is done from a consistent starting point, preventing unexpected behavior when the mouse leaves and re-enters the canvas area. After resetting the mouse's 2D position, updateMouseV3() is called again to update the 3D mouse position, maintaining the integrity of the interaction.

Together, these functions create a robust and seamless user experience by offering flexible resizing capabilities, precise mouse tracking, and intuitive handling of mouse exits from the canvas. The onAfterResize function ensures that the scene adapts correctly after window resizing, while the onMousemove function tracks and normalizes the mouse position, facilitating interaction with the 3D environment.

The onMouseleave function ensures smooth transitions by resetting the mouse position when the cursor leaves the canvas. With these functionalities in place, the Three.js scene becomes highly responsive, adapting to both window resizing and user input, resulting in a more dynamic and interactive experience for users.

🛠️🖱️ Handling Mouse Raycasting and Window Resizing 🪟📏

The functions updateMouseV3 and onResize work together to make the Three.js scene more interactive and responsive, adapting dynamically to user input, like mouse movement, and changes in browser window size. The updateMouseV3 function is designed to interpret 2D mouse positions as 3D coordinates, creating a more immersive and interactive experience. To achieve this, the function uses raycasting, a core technique in Three.js for detecting objects along a ray that extends from the camera through a point in space.

Specifically, the function computes the intersection between this ray, based on the 2D mouse position, and a virtual plane called mousePlane. By casting the ray from the camera's viewpoint and intersecting it with mousePlane, which is aligned with the camera's direction, the function converts the 2D mouse movement into meaningful 3D coordinates. The Raycaster object is at the heart of this process. It’s set to match the camera’s view, using obj.camera.getWorldDirection(v3) to align with the world space, and this ensures the ray accurately reflects the mouse’s 3D position relative to the camera.

The raycaster is updated with raycaster.setFromCamera(mouse, obj.camera), which recalculates the ray direction based on the normalized mouse coordinates, allowing intersectPlane to determine the mouse’s exact location in 3D space.

In addition to mouse-based interaction, the onResize function adjusts the Three.js scene to any changes in the browser window size, ensuring that the canvas and scene elements are resized correctly. Whenever the window is resized, onResize automatically updates properties like the canvas size, camera aspect ratio, and renderer dimensions, using window.innerWidth and window.innerHeight to adapt to the new window size.

By using setSize, the renderer size is immediately adjusted to prevent visual distortion, keeping the scene proportional and centered. Additionally, onResize can trigger custom actions defined in the afterResizeCallbacks array. Any functions added to this array using onAfterResize will execute after resizing, allowing for further adjustments such as repositioning UI elements or recalculating 3D object positions.

Together, these two functions maintain a responsive, user-friendly experience within the Three.js application, seamlessly translating 2D mouse input into 3D coordinates and dynamically adapting to different screen sizes. This integration ensures that the 3D scene remains engaging, visually consistent, and responsive, regardless of window adjustments or mouse interactions.

⚡📏 Dynamic Resizing and Camera Adjustments in Three.js 📸🛠️

The setSize and getCameraSize functions work together to dynamically adjust the Three.js renderer's size and ensure that the camera’s perspective remains accurate whenever the browser window is resized. The setSize function begins by updating the size variables with the new width, height, and aspect ratio of the window. It then resizes the WebGL renderer using obj.renderer.setSize(width, height, false), so that the rendered output scales with the window. To maintain the correct perspective, setSize also updates the camera’s aspect ratio (obj.camera.aspect) and calls updateProjectionMatrix() to recompute the camera's projection matrix. Finally, getCameraSize is invoked to adjust the size.wWidth and size.wHeight properties, ensuring the viewable area aligns with the new window dimensions.

The getCameraSize function calculates the width and height of the area visible from the camera, considering the camera’s field of view (FOV) and aspect ratio. It first converts the vertical FOV from degrees to radians, then calculates the height of the visible area using trigonometry: 2 * Math.tan(vFOV / 2) * Math.abs(obj.camera.position.z), where the camera’s distance from the scene (obj.camera.position.z) defines the viewing span.

The width is determined by multiplying this height by the camera’s aspect ratio, accounting for horizontal stretch. By returning these values as [w, h], getCameraSize helps ensure that the view remains correctly scaled. Together, setSize and getCameraSize ensure the 3D scene is displayed accurately and proportionally, even when the window size changes.


Final Output :

Legends in Motion: Crafting Dynamic Motion Blur for Heroes and Antiheroes with HTML, CSS & JS

For those looking for access to the layout plan of the project, please use the link I've shared below. By referring to this link, you'll gain access to the layout plan, for getting some perspectives crucial for understanding the project's layout.

Checkout the Layout Plan here...

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