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A Website for Sore Eyes: Combining GSAP and Webflow to Showcase Flim

Admin by Admin
January 14, 2026
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Tech Stack and Instruments

Flim was inbuilt Webflow. We made good use of the built-in performance and added a couple of JavaScript libraries on high to assist issues go easily.

As at all times, we used GSAP for our animations. The brand new GSAP interactions constructed into Webflow weren’t out there on the time we began engaged on this, so our interactions are constructed utilizing customized code, which works very well too.

We additionally used Lenis for easy scrolling, Lottie for the baked animations, and Rapier for physics.

Transitions

We wished a fast, clear, masks animation for our web page transitions. To take action, we created two easy GSAP timelines. 

The primary one hides the web page with a repeating sample. It performs each time we click on on an inside hyperlink, earlier than navigating to the web page.

const hideTl = gsap.timeline();

hideTl.set(loaderElem, { visibility: 'seen' });

hideTl.fromTo(maskElem, {
  '--maskY': '0%',
}, {
  '--maskY': '100%',
  length: 0.5,
  ease: 'power2.inOut',
  onComplete: () => {
    window.location = vacation spot;
  }
});

The opposite one reveals the web page once more, enjoying when the web page hundreds.

const showTl = gsap.timeline();

showTl.addLabel('begin', 0.5);

showTl.fromTo(maskElem, {
  '--maskY': '100%',
}, {
  '--maskY': '200%',
  length: 0.5,
  ease: 'power2.inOut',
}, 'begin')
.set(loaderElem, {
  visibility: 'hidden'
});

And for the house web page, we have now a customized animation added, the place the emblem animates in with the transition. We created one other timeline that performs concurrently the transition masks. We are able to add the brand new residence timeline to the timeline we already created, utilizing the begin label we arrange.

const homeTl = gsap.timeline();

// …

showTl.add(homeTl, 'begin');

Textual content Animations

Like we regularly do, we wished the web page’s textual content to look when it comes into view. Right here, we wished every line to be staggered once they appeared. To take action, we use a mix of GSAP’s SplitText and ScrollTrigger.

We first focused each textual content container that wanted the build-on animation. Right here, we focused particular lessons, however we may additionally goal each aspect that has a particular attribute.

We first create a timeline that begins when the aspect comes into view with ScrollTrigger.

Then we create a SplitText occasion, and on cut up, we add a tween animating every line sliding up with a stagger. We additionally retailer that tween to have the ability to revert it if the textual content is cut up once more.

const tl = gsap.timeline({
  paused: true,
  scrollTrigger: {
    set off: el,
    begin: 'high 90%',
    finish: 'high 10%',
    as soon as: true
  }
});

let anim;

SplitText.create(el, {
  sort: 'traces',
  autoSplit: true,
  masks: 'traces',
  onSplit(self) {
    if (anim) anim.revert();

    anim = gsap.fromTo(self.traces, {
      yPercent: 100,
    }, {
      yPercent: 0,
      length: 0.8,
      stagger: 0.1,
      ease: 'power3.inOut',
    });
    tl.add(anim, 0);
  }
});

We even have a enjoyable animation on the button’s hover. Right here, we use GSAP’s SplitText with characters, and animate the opacity of these characters on mouse hover. We goal the containers and the textual content parts inside, with the information attribute data-hover’s worth. 

const hoverElems = doc.querySelectorAll('[data-hover="container"]');

hoverElems.forEach(elem => {
  const textElem = elem.querySelector('[data-hover="text"]');

  // animation

  let tl;

  SplitText.create(el, {
    sort: 'chars',
    onSplit(self) {
      if (tl) tl.revert();

      tl = gsap.timeline({ paused: true });

      tl.to(self.chars, {
        length: 0.1,
        autoAlpha: 0,
        stagger: { quantity: 0.2 },
      });
      tl.to(self.chars, {
        length: 0.1,
        autoAlpha: 1,
        stagger: { quantity: 0.2 },
      }, 0.3);
    }
  });

  // occasions

  const handleMouseEnter = () =>  tl.isActive()) return;
      tl.play(0);
  

  elem.addEventListener('mouseenter', handleMouseEnter);
});

Lotties

Lotties will be simply built-in with Webflow’s Lottie part. For this mission although, we opted so as to add our Lotties manually with customized code, to have full management over their loading and playback.

A lot of the lottie animations load a distinct lottie, and alter between the variations relying on the display screen dimension.

Then, the principle problem was enjoying the start of the animation when the aspect got here into view, and enjoying the top of the animation after we scroll previous it. For some sections, we additionally needed to look ahead to the earlier aspect’s animation to be over to begin the subsequent one.

Let’s use the title sections for instance. These sections have one lottie that animates in when the part comes into view, and animates out after we scroll previous it. We use two ScrollTriggers to deal with the playback. The primary scroll set off handles enjoying the lottie up till a particular body after we enter the world, and enjoying the remainder of the lottie after we go away. Then, the second ScrollTrigger handles resetting the lottie again to the beginning when the part is fully out of view. That is vital to keep away from seeing empty sections while you return to sections which have already performed.

let hasEnterPlayed, hasLeftPlayed = false;

// get complete frames from animation information
const totalFrames = animation.animationData.op;

// get the place the animation ought to cease after getting into 
// (both from an information attribute or the default worth)
const frameStopPercent = parseFloat(
  part.getAttribute('data-lottie-stop-percent') ?? 0.5
);

// get the particular body the place the animation ought to cease
const frameStop = Math.spherical(totalFrames * frameStopPercent);

// scroll triggers

ScrollTrigger.create({
  set off: part,
  begin: 'high 70%',
  finish: 'backside 90%',
  onEnter: () => {
    // don't play the enter animation if it has already performed
    if (hasEnterPlayed) return;

    // play lottie phase, stopping at a particular body
    animation.playSegments([0, frameStop], true);

    // replace hasEnterPlayed flag
    hasEnterPlayed = true;
  },
  onLeave: () => {
    // don't play the go away animation if it has already performed
    if (hasLeftPlayed) return;

    // play lottie phase, beginning at a particular body
    // right here, we don't power the phase to play instantly 
    // as a result of we need to look ahead to the enter phase to complete enjoying
    animation.playSegments([frameStop, totalFrames]);

    // replace hasLeftPlayed flag
    hasLeftPlayed = true;
  },
  onEnterBack: () => {
    // don't play the go away animation if it has already performed
    if (hasLeftPlayed) return;

    // play lottie phase, beginning at a particular body
    // right here, we do power the phase to play instantly
    animation.playSegments([frameStop, totalFrames], true);

    // replace hasLeftPlayed flag
    hasLeftPlayed = true;
  },
});

ScrollTrigger.create({
  set off: part,
  begin: 'high backside',
  finish: 'backside high',
  onLeave: () => {
    // on go away, we would like the lottie to have already got entered after we scroll 
    // again to the part

    // replace the state flags for getting into and leaving animations
    hasEnterPlayed = true;
    hasLeftPlayed = false;

    // replace lottie segments for future play, right here it begins on the finish 
    // of the enter animation
    animation.playSegments(
      [Math.min(frameStop, totalFrames - 1), totalFrames], true
    );

    // replace lottie playback place to begin and cease lottie
    animation.goToAndStop(0);
  },
  onLeaveBack: () => {
    // on go away again, we would like the lottie to be reset to the beginning

    // replace the state flags for getting into and leaving animations
    hasEnterPlayed = false;
    hasLeftPlayed = false;

    // replace lottie segments for future play, right here it begins on the 
    // begin of the enter animation
    animation.playSegments([0, totalFrames], true);

    // replace lottie playback place to begin and cease lottie
    animation.goToAndStop(0);
  },
});

Eyes

The eyes dotted across the web site have been at all times going to wish some character, so we opted for a cursor observe mixed with some more and more upset reactions to being poked.

After (quite a bit) of variable setup, together with constraints for the actions throughout the eyes, limits for the way shut the cursor needs to be to an eye fixed for it to observe, and numerous different randomly assigned values so as to add selection to every eye, we’re prepared to begin animating.

First, we monitor the mouse place and replace values for the iris place, scale and whether or not it ought to observe the cursor. We use a GSAP utility to clamp some values between -1 and 1.

// Constraint Utility
const clampConstraints = gsap.utils.clamp(-1, 1);

// Monitor Mouse
const trackMouse = (e) => {
  // replace eye positions if space is dynamic
  if (isDynamic) {
    updateEyePositions();
  }

  mousePos.x = e.clientX;
  mousePos.y = e.clientY - space.getBoundingClientRect().high;

  // replace eye variables
  for (let x = 0; x < eyes.size; x++) {
    let xOffset = mousePos.x - eyePositions[x].x,
        yOffset = mousePos.y - eyePositions[x].y;

    let xClamped = clampConstraints(xOffset / movementCaps.x),
        yClamped = clampConstraints(yOffset / movementCaps.y);

    irisPositions[x].x = xClamped * pupilConstraint.x;
    irisPositions[x].y = yClamped * pupilConstraint.y;
    irisPositions[x].scale = 1 - 0.15 * 
      Math.max(Math.abs(xClamped), Math.abs(yClamped));

    if (
      Math.abs(xOffset) > trackingConstraint.x || 
      Math.abs(yOffset) > trackingConstraint.x
    ) {
      irisPositions[x].monitor = false;
    } else {
      irisPositions[x].monitor = true;
    };
  };
};

space.addEventListener('mousemove', trackMouse);

We then animate the eyes to these values in a requestAnimationFrame loop. Creating a brand new GSAP tween on each body right here might be overkill, particularly when issues like quickTo exist, nonetheless this enables us to keep up variation between the eyes, and we’re not often monitoring greater than a pair at a time, so it’s price it.

const animate = () => {
  animateRaf = window.requestAnimationFrame(animate);

  for (let x = 0; x < eyes.size; x++) {
    // if monitor is fake do not trouble
    if (!irisPositions[x].monitor) proceed;

    // if this eye was in the course of an ambient tween kill it first
    if (eyeTweens[x]) eyeTweens[x].kill();
 
    // irides are the plural of iris
    gsap.to(irides[x], {
      length: eyeSpeeds[x],
      xPercent: irisPositions[x].x,
      yPercent: irisPositions[x].y,
      scale: irisPositions[x].scale
    });
  };
};

let animateRaf = window.requestAnimationFrame(animate);

Subsequent we have now a operate that runs each 2.5 seconds, which randomly applies some ambient actions. This creates a bit extra character and much more selection, because the look route, rotation, and the delay, are all random.

const animateBoredEyes = () => {
  for (let x = 0; x < eyes.size; x++) {
    // skip eyes which can be monitoring the cursor
    if (irisPositions[x].monitor) proceed;

    // if this eye was in the course of an ambient tween kill it first
    if (eyeTweens[x]) eyeTweens[x].kill();

    // get a random place for the pupil to maneuver to and the matching scale
    const randomPos = randomPupilPosition();

    // perhaps do an enormous spin
    if (Math.random() > 0.8) gsap.to(inners[x], {
      length: eyeSpeeds[x],
      rotationZ: '+=360',
      delay: Math.random() * 2
    });

    // apply the random animation
    eyeTweens[x] = gsap.to(irides[x], {
      length: eyeSpeeds[x],
      xPercent: randomPos.x,
      yPercent: randomPos.y,
      scale: randomPos.scale,
      delay: Math.random() * 2
    });
  };
};

// Ambient motion
animateBoredEyes();
let boredInterval = setInterval(animateBoredEyes, 2500);

Lastly, when the consumer clicks an eye fixed we would like it to blink. We additionally need it to get angrier if the identical eye is picked on a number of occasions. We use a mix of GSAP to use the clip-path tween, and CSS class adjustments for different numerous model adjustments.

// Blinks
const blinks = [];

const blinkRandomEye = () => {
  // choose a random eye and play its blink at regular velocity
  const randomEye = Math.ground(Math.random() * eyes.size);
  blinks[randomEye].timeScale(1).play(0);
};

const blinkSpecificEye = (x) => {
  blinkInterval && clearInterval(blinkInterval);

  // set which class might be utilized primarily based on earlier clicks of this eye
  const clickedClass = 
    eyeClicks[x] > 8 ? 'livid' : eyeClicks[x] > 4 ? 'offended' : 'shocked';

  // the time till this eye is re-clickable will increase because it will get angrier
  const clickedTimeout = 
    eyeClicks[x] > 8 ? 3000 : eyeClicks[x] > 4 ? 2000 : 500;

  // enhance the clicking rely
  eyeClicks[x]++;

  // apply the brand new class
  eyes[x].classList.add(clickedClass);

  // fast agitated blink
  blinks[x].timeScale(3).play(0);

  // reset after cooldown
  setTimeout(() => {
    eyes[x].classList.take away(clickedClass);
    blinkInterval = setInterval(blinkRandomEye, 5000);
  }, clickedTimeout);
}

const setupBlinks = () => {
  // loop via every eye and create a blink timeline 
  for (let x = 0; x < eyes.size; x++) {
    const tl = gsap.timeline({
      defaults: {
        length: .5
      },
      paused: true
    });

    tl.to(innerScales[x], {
      clipPath: `ellipse(3.25rem 0rem at 50% 50%)`
    });

    tl.to(innerScales[x], {
      clipPath: `ellipse(3.25rem 3.25rem at 50% 50%)`
    });

    // retailer the blinks in order that the random blink 
    // and particular eye blink capabilities can use them
    blinks.push(tl);

    // blink when clicked
    eyes[x].addEventListener('click on', () => blinkSpecificEye(x));
  };
};

setupBlinks();
blinkRandomEye();
let blinkInterval = setInterval(blinkRandomEye, 5000);

Right here is a Codepen hyperlink displaying an early demo of the eyes created throughout concepting. The eyes on the reside web site get angrier, although.

Hero Animation

The house hero contains a looping timeline which reveals numerous samples of images to match a pre-set search time period within the search bar. Moreover, the timeline wanted to be interruptible, hiding the pictures when the consumer clicks to sort their very own search time period and persevering with if the search bar is concentrated out with no enter.

The GSAP timeline code itself right here is kind of easy, however one factor to notice is that we determined to have the timeline of photos being revealed after which hidden be recreated every time on a setInterval, quite than having one grasp timeline which controls your complete sequence. This made issues less complicated after we wanted to interrupt the pictures and conceal them rapidly because it permits us to keep away from having a grasp timeline competing with an interrupt timeline or tween making use of updates to the identical parts.

const imageGroupCount = imageGroups.size;

const nextImages = () => {
  if (imageTl) imageTl.kill();
  if (clearTl) clearTl.kill();

  imageTl = gsap.timeline({
    defaults: {
      length: .7,
      stagger: operate (index, goal, checklist) {
        return index === 0 ? 0 : Math.ground(index / 3.01) * 0.3 + .3;
      }
    }
  });

  …

  prevIndex = nextIndex;
  nextIndex = (nextIndex + 1) % imageGroupCount
};

const hideImages = () => {
  if (imageTl) imageTl.kill();
  if (clearTl) clearTl.kill();

  clearTl = gsap.timeline({
    defaults: {
      length: .7
    }
  });

  …
};

Model Carousel

The model carousel has a easy marquee animation that was arrange with a looping GSAP timeline.

First, we clone the internal aspect to permit us to have a seamless loop.

const cloneElem = innerElem.cloneNode(true);
wrapperElem.appendChild(cloneElem);

Right here, we solely cloned it as soon as as a result of the internal aspect is massive sufficient to imagine one clone will cowl the display screen irrespective of the display screen dimension. In any other case, we must calculate what number of clones we want for the display screen to be crammed when the primary aspect has been translated fully to its full width.

Then we arrange a looping timeline, the place we translate each the internal aspect and its clone, 100% to their left. The length will be modified for various speeds, it could possibly even be dynamic relying on the variety of parts inside our marquee.

const loopTl = gsap.timeline({ repeat: -1, paused: true });

loopTl.fromTo([innerElem, cloneElem], {
  xPercent: 0,
}, {
  xPercent: -100,
  length: 10,
  ease: 'linear'
});

Lastly, we play and pause the timeline relying on if the part is in view, utilizing ScrollTrigger.

const scrollTrigger = ScrollTrigger.create({
  set off: wrapperElem,
  begin: 'high backside',
  finish: 'backside high',
  onToggle: (self) => {
    if (self.isActive) {
      loopTl.play();
    } else {
      loopTl.pause();
    }
  }
});

What’s Flim Part

The subsequent part, introducing Flim, had a wide range of interactions we would have liked to create.

First, the pictures wanted to look over some textual content, after which go to their particular place inside a recreation of a Flim interface. This could be a tough factor to perform whereas retaining issues responsive. A very good resolution for this type of animation is to make use of GSAP’s Flip.

Right here, we have now the pictures styled throughout the first container, and elegance them otherwise within the second container. We then add a ScrollTrigger to the textual content aspect, and when it comes into the middle of the display screen, we use Flip to avoid wasting the state, transfer the pictures from their preliminary container, to the second container, and animate the change of state.

ScrollTrigger.create({
  set off: textElem,
  begin: 'middle middle',
  finish: 'high 10%',
  onEnter: () => {
    const state = Flip.getState(photos);

    interfaceWrapper.append(...photos);

    Flip.from(state, {
      length: 1,
      ease: 'power2.inOut',
    });
  }
});

The opposite portion of this part has falling shapes, which we’ll discuss quickly, that fall into a component that scrolls horizontally. To set off this animation we used ScrollTrigger, in addition to matchMedia, to maintain the common scroll on cellular.

On desktop breakpoints we create a tween on a slider aspect that interprets it 100% of its width to its left. We add a scroll set off to that tween, that scrubs the animation and pins the wrapper into place at some point of this animation.

const mm = gsap.matchMedia();

mm.add('(min-width:992px)', () => {
  gsap.to(sliderElem, {
    xPercent: -100,
    ease: 'power2.inOut',
    scrollTrigger: {
      set off: triggerElem,
      begin: 'high high',
      finish: 'backside backside',
      pin: wrapperElem,
      scrub: 1,
    }
  });
});

Physics

An enormous problem for us was the physics sections, that are featured each on the house web page and the 404 web page. We are able to consider these sections as being constructed twice: we have now the precise rendered scene, with DOM parts, and the physics scene, which isn’t rendered and solely handles the best way the weather ought to transfer.

The rendered scene is kind of easy. Every form is added inside a container, and is styled like some other Webflow aspect. Relying on the form, it may be a easy div that’s styled, or an SVG. We add some helpful info to information attributes like the kind of form it’s, to have the ability to use that when organising the physics scene.

For the physics aspect, we first create a Rapier world with gravity.

const world = new RAPIER.World({ x: 0, y: -9.81 });

Then, we undergo every form throughout the container, and arrange their physics counterpart. We create a rigidBody, and place it the place we would like the form to begin. We then create a collider that matches the form. Rapier gives some colliders for widespread shapes like circles (ball), rectangles (cuboid) or tablets (capsule). For different shapes just like the triangle, hexagon and numbers, we needed to create customized colliders with Rapier’s convexHull colliders. 

We use the DOM aspect’s dimension to arrange the colliders to match the precise form.

Right here’s an instance for a sq.:

const setupSquare = (startPosition, domElem) => {
  const rigidBodyDesc = RAPIER.RigidBodyDesc.dynamic();
  const rigidBody = world.createRigidBody(rigidBodyDesc);

  const x = startPosition.x * containerWidth / SIZE_RATIO;
  const width = domElem.clientWidth * 0.5 / SIZE_RATIO;
  const top = domElem.clientHeight * 0.5 / SIZE_RATIO;
  const y = startPosition.y * containerHeight / SIZE_RATIO + top;

  const colliderDesc = RAPIER.ColliderDesc.cuboid(width, top);
  const collider = world.createCollider(colliderDesc, rigidBody);

  return rigidBody;
}

Right here, startPosition is the world place we would like the form to begin at, containerWidth & containerHeight are the container DOM aspect’s dimension and domElem is the form’s DOM aspect. Lastly, SIZE_RATIO is a continuing (in our case, equal to 80) that permits us to transform pixel sizes to physics world sizes. You possibly can check out totally different values and see how that is helpful, however principally, if the weather are actually large within the physics world, they are going to be very heavy and fall very quick.

Now we simply create some inflexible our bodies and colliders for the bottom and the partitions, in order that our shapes can keep away from simply falling perpetually. We are able to use the container DOM aspect’s dimension to correctly dimension our floor and partitions.

Organising the bottom:

const groundRigidBodyType = RAPIER.RigidBodyDesc.mounted()
  .setTranslation(0, -0.1);
const floor = world.createRigidBody(groundRigidBodyType);

const groundColliderType = RAPIER.ColliderDesc.cuboid(
  containerWidth * 0.5 / SIZE_RATIO, 0.1
);

world.createCollider(groundColliderType, floor);

Now that all the things is about up, we have to really replace the physics on each body for issues to begin shifting. We are able to name requestAnimationFrame, and name Rapier’s world’s step operate, to replace the physics world on every body.

Our precise rendered scene doesn’t transfer but although. Like we mentioned, these are two totally different scenes, so we have to make the rendered scene transfer just like the physics one does. On every body, we have to undergo every form. For every form, we get the rigidBody’s translation and rotation, and we are able to use CSS remodel to maneuver and rotate the DOM aspect to match the physics aspect.

let frameID = null;

const updateShape = (rigidBody, domElem) => {
  // get place & rotation
  const place = rigidBody.translation();
  const rotation = rigidBody.rotation();

  // replace DOM aspect’s remodel
  domElem.model.remodel =
  `translate(-50%, 50%) translate3d(
    ${place.x * SIZE_RATIO}px,
    ${(-position.y) * SIZE_RATIO}px,
    0
  ) rotate(${-rotation}rad)`;
}

const replace = () => {
  // replace world
  world.step();

  // replace form remodel
  updateShape(shapeRigidBody, shapeDomElem);

  // request subsequent body
  frameID = requestAnimationFrame(replace);
}

We now have to make it in order that the weather begin falling when the part comes into view, or else we’ll miss our good falling animation. We additionally don’t need our physics simulation to maintain operating for no cause after we can’t really see the part. That is after we use GSAP’s ScrollTrigger, and arrange a set off on the part. After we enter the part, we begin the requestAnimationFrame loop and after we go away the part, we cease it.

const begin = () => {
  // begin body loop
  frameID = requestAnimationFrame(replace);
}

const cease = () => {
  cancelAnimationFrame(frameID);
  frameID = null;
}

ScrollTrigger.create({
  set off: '#intro-physics-container',
  endTrigger: '#intro-section',
  begin: 'top-=20% backside',
  finish: 'backside high',
  onEnter: () => {
    begin();
  },
  onEnterBack: () => {
    begin();
  },
  onLeave: () => {
    cease();
  },
  onLeaveBack: () => {
    cease();
  },
});

One last item to bear in mind, is that we use the DOM aspect’s dimension to create all of our colliders. Meaning we even have to scrub up all the things and create our colliders once more on resize, or our physics scene won’t match our rendered scene anymore.

Footer

A enjoyable little animation we like on this mission is the dot of the “i” within the emblem revealing a video like a door.

It’s really fairly easy to do utilizing ScrollTrigger. With door being our black sq. aspect, and video being the video hidden behind it, we are able to arrange an animation on the door aspect’s rotation, and create a scroll set off to wash it with the scroll when it comes into view.

gsap.to(door, {
  rotationY: 125,
  scrollTrigger: {
    set off: door,
    begin: 'high 90%',
    finish: 'max',
    scrub: true,
  },
  onStart: () => {
    video.play();
  }
});

The ScrollTrigger’s finish worth is about to max as a result of these parts are contained in the footer, so we would like the animation to finish when the consumer reaches the underside of the web page.

The door aspect must have a remodel perspective arrange for the rotation to look like 3D. We additionally solely begin enjoying the video when the animation begins, as a result of it isn’t seen earlier than that anyway.

Conclusion

Flim was actually fascinating and introduced lots of challenges. From a number of Lotties guiding the consumer all through the web page, to physics on some 2D parts, there was loads to work on! Utilizing GSAP and Webflow was a strong pairing even earlier than the brand new GSAP options have been added, so we sit up for giving these a strive within the close to future.

C’était un tremendous projet et on est très contents du résultat 🙂 🇫🇷

Our Stack

  • Webflow
  • GSAP for animation
  • Lenis for scroll
  • Lottie for After Results animation
  • Rapier for physics
Tags: CombiningEyesFlimGSAPShowcaseSiteSoreWebflow
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