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Quickstart

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========== Quickstart

.. note::

Before proceeding, install Manim and make sure it is running properly by following the steps in :doc:../installation. For information on using Manim with Jupyterlab or Jupyter notebook, go to the documentation for the :meth:IPython magic command <manim.utils.ipython_magic.ManimMagic.manim>, %%manim.

.. important::

If you installed Manim in the recommended way, using the Python management tool uv, then you either need to make sure the corresponding virtual environment is activated (follow the instructions printed on running uv venv), or you need to remember to prefix the manim command in the console with uv run; that is, uv run manim ....

Overview


This quickstart guide will lead you through creating a sample project using Manim: an animation engine for precise programmatic animations.

First, you will use a command line interface to create a Scene, the class through which Manim generates videos. In the Scene you will animate a circle. Then you will add another Scene showing a square transforming into a circle. This will be your introduction to Manim's animation ability. Afterwards, you will position multiple mathematical objects (Mobject\s). Finally, you will learn the .animate syntax, a powerful feature that animates the methods you use to modify Mobject\s.

Starting a new project


Start by creating a new folder::

manim init project my-project --default

The my-project folder is the root folder for your project. It contains all the files that Manim needs to function, as well as any output that your project produces.

Animating a circle


  1. Open a text editor, such as Notepad. Open the file main.py in the my-project folder. It should look something like this:

    .. code-block:: python

    from manim import *

    class CreateCircle(Scene): def construct(self): circle = Circle() # create a circle circle.set_fill(PINK, opacity=0.5) # set the color and transparency self.play(Create(circle)) # show the circle on screen

  2. Open the command line, navigate to your project folder, and execute the following command:

    .. code-block:: bash

    manim -pql main.py CreateCircle

Manim will output rendering information, then create an MP4 file. Your default movie player will play the MP4 file, displaying the following animation.

.. manim:: CreateCircle :hide_source:

class CreateCircle(Scene): def construct(self): circle = Circle() # create a circle circle.set_fill(PINK, opacity=0.5) # set the color and transparency self.play(Create(circle)) # show the circle on screen

If you see an animation of a pink circle being drawn, congratulations! You just wrote your first Manim scene from scratch.

If you get an error message instead, you do not see a video, or if the video output does not look like the preceding animation, it is likely that Manim has not been installed correctly. Please refer to our :doc:FAQ section </faq/index> for help with the most common issues.


Explanation


Let's go over the script you just executed line by line to see how Manim was able to draw the circle.

The first line imports all of the contents of the library:

.. code-block:: python

from manim import *

This is the recommended way of using Manim, as a single script often uses multiple names from the Manim namespace. In your script, you imported and used Scene, Circle, PINK and Create.

Now let's look at the next two lines:

.. code-block:: python

class CreateCircle(Scene): def construct(self): [...]

Most of the time, the code for scripting an animation is entirely contained within the :meth:~.Scene.construct method of a :class:.Scene class. Inside :meth:~.Scene.construct, you can create objects, display them on screen, and animate them.

The next two lines create a circle and set its color and opacity:

.. code-block:: python

       circle = Circle()  # create a circle
       circle.set_fill(PINK, opacity=0.5)  # set the color and transparency

Finally, the last line uses the animation :class:.Create to display the circle on your screen:

.. code-block:: python

       self.play(Create(circle))  # show the circle on screen

.. tip:: All animations must reside within the :meth:~.Scene.construct method of a class derived from :class:.Scene. Other code, such as auxiliary or mathematical functions, may reside outside the class.

Transforming a square into a circle


With our circle animation complete, let's move on to something a little more complicated.

  1. Open scene.py, and add the following code snippet below the CreateCircle class:

.. code-block:: python

class SquareToCircle(Scene): def construct(self): circle = Circle() # create a circle circle.set_fill(PINK, opacity=0.5) # set color and transparency

       square = Square()  # create a square
       square.rotate(PI / 4)  # rotate a certain amount

       self.play(Create(square))  # animate the creation of the square
       self.play(Transform(square, circle))  # interpolate the square into the circle
       self.play(FadeOut(square))  # fade out animation

2. Render SquareToCircle by running the following command in the command line:

.. code-block:: bash

manim -pql scene.py SquareToCircle

The following animation will render:

.. manim:: SquareToCircle2 :hide_source:

class SquareToCircle2(Scene): def construct(self): circle = Circle() # create a circle circle.set_fill(PINK, opacity=0.5) # set color and transparency

       square = Square()  # create a square
       square.rotate(PI / 4)  # rotate a certain amount

       self.play(Create(square))  # animate the creation of the square
       self.play(Transform(square, circle))  # interpolate the square into the circle
       self.play(FadeOut(square))  # fade out animation

This example shows one of the primary features of Manim: the ability to implement complicated and mathematically intensive animations (such as cleanly interpolating between two geometric shapes) with just a few lines of code.

Positioning Mobject\s


Next, let's go over some basic techniques for positioning Mobject\s.

  1. Open scene.py, and add the following code snippet below the SquareToCircle class:

.. code-block:: python

class SquareAndCircle(Scene): def construct(self): circle = Circle() # create a circle circle.set_fill(PINK, opacity=0.5) # set the color and transparency

       square = Square()  # create a square
       square.set_fill(BLUE, opacity=0.5)  # set the color and transparency

       square.next_to(circle, RIGHT, buff=0.5)  # set the position
       self.play(Create(circle), Create(square))  # show the shapes on screen

2. Render SquareAndCircle by running the following command in the command line:

.. code-block:: bash

manim -pql scene.py SquareAndCircle

The following animation will render:

.. manim:: SquareAndCircle2 :hide_source:

class SquareAndCircle2(Scene): def construct(self): circle = Circle() # create a circle circle.set_fill(PINK, opacity=0.5) # set the color and transparency

       square = Square() # create a square
       square.set_fill(BLUE, opacity=0.5) # set the color and transparency

       square.next_to(circle, RIGHT, buff=0.5) # set the position
       self.play(Create(circle), Create(square))  # show the shapes on screen

next_to is a Mobject method for positioning Mobject\s.

We first specified the pink circle as the square's reference point by passing circle as the method's first argument. The second argument is used to specify the direction the Mobject is placed relative to the reference point. In this case, we set the direction to RIGHT, telling Manim to position the square to the right of the circle. Finally, buff=0.5 applied a small distance buffer between the two objects.

Try changing RIGHT to LEFT, UP, or DOWN instead, and see how that changes the position of the square.

Using positioning methods, you can render a scene with multiple Mobject\s, setting their locations in the scene using coordinates or positioning them relative to each other.

For more information on next_to and other positioning methods, check out the list of :class:.Mobject methods in our reference manual.

Using .animate syntax to animate methods


The final lesson in this tutorial is using .animate, a Mobject method which animates changes you make to a Mobject. When you prepend .animate to any method call that modifies a Mobject, the method becomes an animation which can be played using self.play. Let's return to SquareToCircle to see the differences between using methods when creating a Mobject, and animating those method calls with .animate.

  1. Open scene.py, and add the following code snippet below the SquareAndCircle class:

.. code-block:: python

class AnimatedSquareToCircle(Scene): def construct(self): circle = Circle() # create a circle square = Square() # create a square

       self.play(Create(square))  # show the square on screen
       self.play(square.animate.rotate(PI / 4))  # rotate the square
       self.play(Transform(square, circle))  # transform the square into a circle
       self.play(
           square.animate.set_fill(PINK, opacity=0.5)
       )  # color the circle on screen

2. Render AnimatedSquareToCircle by running the following command in the command line:

.. code-block:: bash

manim -pql scene.py AnimatedSquareToCircle

The following animation will render:

.. manim:: AnimatedSquareToCircle2 :hide_source:

class AnimatedSquareToCircle2(Scene): def construct(self): circle = Circle() # create a circle square = Square() # create a square

       self.play(Create(square))  # show the square on screen
       self.play(square.animate.rotate(PI / 4))  # rotate the square
       self.play(Transform(square, circle))  # transform the square into a circle
       self.play(square.animate.set_fill(PINK, opacity=0.5))  # color the circle on screen

The first self.play creates the square. The second animates rotating it 45 degrees. The third transforms the square into a circle, and the last colors the circle pink. Although the end result is the same as that of SquareToCircle, .animate shows rotate and set_fill being applied to the Mobject dynamically, instead of creating them with the changes already applied.

Try other methods, like flip or shift, and see what happens.

  1. Open scene.py, and add the following code snippet below the AnimatedSquareToCircle class:

.. code-block:: python

class DifferentRotations(Scene): def construct(self): left_square = Square(color=BLUE, fill_opacity=0.7).shift(2 * LEFT) right_square = Square(color=GREEN, fill_opacity=0.7).shift(2 * RIGHT) self.play( left_square.animate.rotate(PI), Rotate(right_square, angle=PI), run_time=2 ) self.wait()

  1. Render DifferentRotations by running the following command in the command line:

.. code-block:: bash

manim -pql scene.py DifferentRotations

The following animation will render:

.. manim:: DifferentRotations2 :hide_source:

class DifferentRotations2(Scene): def construct(self): left_square = Square(color=BLUE, fill_opacity=0.7).shift(2LEFT) right_square = Square(color=GREEN, fill_opacity=0.7).shift(2RIGHT) self.play(left_square.animate.rotate(PI), Rotate(right_square, angle=PI), run_time=2) self.wait()

This Scene illustrates the quirks of .animate. When using .animate, Manim actually takes a Mobject's starting state and its ending state and interpolates the two. In the AnimatedSquareToCircle class, you can observe this when the square rotates: the corners of the square appear to contract slightly as they move into the positions required for the first square to transform into the second one.

In DifferentRotations, the difference between .animate's interpretation of rotation and the Rotate method is far more apparent. The starting and ending states of a Mobject rotated 180 degrees are the same, so .animate tries to interpolate two identical objects and the result is the left square. If you find that your own usage of .animate is causing similar unwanted behavior, consider using conventional animation methods like the right square, which uses Rotate.

Transform vs ReplacementTransform


The difference between Transform and ReplacementTransform is that Transform(mob1, mob2) transforms the points (as well as other attributes like color) of mob1 into the points/attributes of mob2.

ReplacementTransform(mob1, mob2) on the other hand literally replaces mob1 on the scene with mob2.

The use of ReplacementTransform or Transform is mostly up to personal preference. They can be used to accomplish the same effect, as shown below.

.. code-block:: python

class TwoTransforms(Scene):
    def transform(self):
        a = Circle()
        b = Square()
        c = Triangle()
        self.play(Transform(a, b))
        self.play(Transform(a, c))
        self.play(FadeOut(a))

    def replacement_transform(self):
        a = Circle()
        b = Square()
        c = Triangle()
        self.play(ReplacementTransform(a, b))
        self.play(ReplacementTransform(b, c))
        self.play(FadeOut(c))

    def construct(self):
        self.transform()
        self.wait(0.5)  # wait for 0.5 seconds
        self.replacement_transform()

However, in some cases it is more beneficial to use Transform, like when you are transforming several mobjects one after the other. The code below avoids having to keep a reference to the last mobject that was transformed.

.. manim:: TransformCycle

class TransformCycle(Scene):
    def construct(self):
        a = Circle()
        t1 = Square()
        t2 = Triangle()
        self.add(a)
        self.wait()
        for t in [t1,t2]:
            self.play(Transform(a,t))

You're done!


With a working installation of Manim and this sample project under your belt, you're ready to start creating animations of your own. To learn more about what Manim is doing under the hood, move on to the next tutorial: :doc:output_and_config. For an overview of Manim's features, as well as its configuration and other settings, check out the other :doc:Tutorials <../tutorials/index>. For a list of all available features, refer to the :doc:../reference page.