\ I love Excalidraw for sketching system architectures . But sketches are static. When I want to show how a packet moves through a load balancer, or how a database shard splits, I have to wave my hands frantically or create 10 different slides. I wanted the ability to “Sketch Logic, Export Motion” . The Goal I didn’t want a timeline editor (like After Effects). That’s too much work for a simple diagram. \n I wanted “Keyless Animation” : Draw Frame 1 (The start state). Clone it to Frame 2 . Move elements to their new positions. The engine automatically figures out the transition. I built this engine using Next.js , Excalidraw , and Framer Motion . Here is a technical deep dive into how I implemented the logic. 1. The Core Logic: Diffing States The hardest part isn’t the animation loop; it’s…
\ I love Excalidraw for sketching system architectures . But sketches are static. When I want to show how a packet moves through a load balancer, or how a database shard splits, I have to wave my hands frantically or create 10 different slides. I wanted the ability to “Sketch Logic, Export Motion” . The Goal I didn’t want a timeline editor (like After Effects). That’s too much work for a simple diagram. \n I wanted “Keyless Animation” : Draw Frame 1 (The start state). Clone it to Frame 2 . Move elements to their new positions. The engine automatically figures out the transition. I built this engine using Next.js , Excalidraw , and Framer Motion . Here is a technical deep dive into how I implemented the logic. 1. The Core Logic: Diffing States The hardest part isn’t the animation loop; it’s the diffing . When we move from Frame A to Frame B , we identify elements by their stable IDs and categorize them into one of three buckets: Stable: The element exists in both frames (needs to morph/move). Entering: Exists in B but not A (needs to fade in). Exiting: Exists in A but not B (needs to fade out). I wrote a categorizeTransition utility that maps elements efficiently: \n // Simplified logic from src/utils/editor/transition-logic.ts export function categorizeTransition(prevElements, currElements) { const stable = []; const morphed = []; const entering = []; const exiting = []; const prevMap = new Map(prevElements.map(e => [e.id, e])); const currMap = new Map(currElements.map(e => [e.id, e])); // 1. Find Morphs (Stable) & Entering currElements.forEach(curr => { if (prevMap.has(curr.id)) { const prev = prevMap.get(curr.id); // We separate “Stable” (identical) from “Morphed” (changed) // to optimize the render loop if (areVisuallyIdentical(prev, curr)) { stable.push({ key: curr.id, element: curr }); } else { morphed.push({ key: curr.id, start: prev, end: curr }); } } else { entering.push({ key: curr.id, end: curr }); } }); // 2. Find Exiting prevElements.forEach(prev => { if (!currMap.has(prev.id)) { exiting.push({ key: prev.id, start: prev }); } }); return { stable, morphed, entering, exiting }; } 2. Interpolating Properties For the “Morphed” elements, we need to calculate the intermediate state at any given progress (0.0 to 1.0). You can’t just use simple linear interpolation for everything. Numbers (x, y, width): Linear works fine. Colors (strokeColor): You must convert Hex to RGBA, interpolate each channel, and convert back. Angles: You need “shortest path” interpolation. If an object is at 10 degrees and rotates to 350 degrees , linear interpolation goes the long way around. We want it to just rotate -20 degrees. \n // src/utils/smart-animation.ts const angleProgress = (oldAngle, newAngle, progress) => { let diff = newAngle - oldAngle; // Normalize to -PI to +PI to find shortest direction while (diff > Math.PI) diff -= 2 * Math.PI; while (diff 3. The Render Loop & Overlapping Phases Instead of CSS transitions (which are hard to sync for complex canvas repaints), I used a requestAnimationFrame loop in a React hook called useTransitionAnimation . A key “secret sauce” to making animations feel professional is overlap . \n If you play animations sequentially (Exit -> Move -> Enter), it feels robotic. \n I overlapped the phases so the scene feels alive: \n // Timeline Logic const exitEnd = hasExit ? 300 : 0; const morphStart = exitEnd; const morphEnd = morphStart + 500; // [MAGIC TRICK] Start entering elements BEFORE the morph ends // This creates that “Apple Keynote” feel where things arrive // just as others are settling into place. const overlapDuration = 200; const enterStart = Math.max(morphStart, morphEnd - overlapDuration); 4. Making it feel “Physical” Linear movement ( progress = time / duration ) is boring. \n I implemented spring-based easing functions. Even though I’m manually calculating specific frames, I apply an easing curve to the progress value before feeding it into the interpolator. \n // Quartic Ease-Out Approximation for a “Heavy” feel const springEasing = (t) => { return 1 - Math.pow(1 - t, 4); }; This ensures that big architecture blocks “thud” into place with weight, rather than sliding around like ghosts. What’s Next? I’m currently working on: Sub-step animations: Allowing you to click through bullet points within a single frame. Export to MP4: Recording the canvas stream directly to a video file. The project is live, and I built it to help developers communicate better. Try here: https://postara.io/ Free Stripe Promotion Code: postara Let me know what you think of the approach! \