0Pricing
React Native Academy · 강의

스프링 및 감쇠 애니메이션

Animated.spring으로 탄성 물리 기반 움직임을 만들고 tension과 friction 매개변수를 조정한 다음, Animated.decay로 관성 기반 스크롤 효과를 적용합니다.

스프링 및 감쇠 애니메이션은(는) CoddyKit의 무료 React Native Academy 강의입니다. 이것은 4개 중 2번째 강의입니다. 아래에서 전체 강의를 무료로 읽을 수 있으며, 내장 코드 에디터와 24/7 AI 튜터와 함께 브라우저에서 직접 실습할 수 있습니다. 이 강의는 React Native Academy 학습 경로의 일부이며, 진행 상황이 웹과 CoddyKit 앱에 동기화됩니다. React Native Academy 강의에는 총 4개의 강의가 포함되어 있습니다.

이 강의의 일부는 아직 번역되지 않았으며 영어로 표시됩니다.

Beyond Linear: Physics-Based Motion

Linear timing animations feel mechanical because real-world objects rarely move at a constant speed. Physics-based animations simulate natural forces like springs and momentum, making UI motion feel alive and natural. React Native's Animated API provides two physics engines: Animated.spring for elastic bounce and Animated.decay for momentum-based deceleration.

Choosing the right animation type dramatically affects perceived quality. Timing suits opacity fades; spring suits interactive elements like buttons and cards; decay suits swipe-to-dismiss gestures.

Animated.spring: Bouncy Motion

Animated.spring simulates a spring pulling a value toward a target. The value overshoots the target and oscillates until it settles — the classic bouncy effect. At minimum you provide toValue and useNativeDriver.

Spring animations feel natural for elements that respond to user interaction, such as a button scaling up on press or a modal sliding in from below. The default spring parameters are already tuned to feel good on mobile, but you can customize them.

import { Animated } from 'react-native';
import { useRef } from 'react';

const scale = useRef(new Animated.Value(0)).current;

Animated.spring(scale, {
  toValue: 1,
  useNativeDriver: true,
}).start();

Tuning Spring with Tension and Friction

The feel of a spring animation is controlled by two parameters: tension and friction. Tension controls how fast the spring pulls toward the target — higher tension means faster, snappier motion. Friction controls how quickly the oscillations dampen out — lower friction means more bouncing.

The default tension is 40 and friction is 7. For a quick, responsive feel try tension 100, friction 10. For a slow, wobbly effect try tension 20, friction 3. Experiment to find the right feel for your UI.

Animated.spring(scale, {
  toValue: 1,
  tension: 100,    // higher = snappier
  friction: 10,    // higher = less bouncy
  useNativeDriver: true,
}).start();

// Wobbly alternative:
Animated.spring(scale, {
  toValue: 1,
  tension: 20,
  friction: 3,
  useNativeDriver: true,
}).start();

Spring with Stiffness, Mass, and Damping

React Native also supports a more physics-accurate spring model using stiffness, mass, and damping. These correspond to physical properties of a spring system — stiffness is the spring constant, mass is the object weight, and damping is the drag coefficient.

This model is compatible with iOS UIKit spring animations and Framer Motion on the web, making it easier to match animations designed in prototyping tools. Use either the tension/friction model or the stiffness/mass/damping model — not both at once.

Animated.spring(translateY, {
  toValue: 0,
  stiffness: 120,
  mass: 1,
  damping: 14,
  useNativeDriver: true,
}).start();

Building a Spring Button Press Effect

A common spring animation pattern is scaling a button down slightly on press and back to full size on release, giving satisfying tactile feedback. Use Pressable with onPressIn and onPressOut to trigger spring animations on the scale value.

The quick spring-down on press and spring-back on release makes buttons feel physical and responsive. This is more satisfying than a simple opacity change and is widely used in polished mobile apps.

const scale = useRef(new Animated.Value(1)).current;

const onPressIn = () => {
  Animated.spring(scale, { toValue: 0.9, useNativeDriver: true }).start();
};
const onPressOut = () => {
  Animated.spring(scale, { toValue: 1, useNativeDriver: true }).start();
};

return (
  <Pressable onPressIn={onPressIn} onPressOut={onPressOut}>
    <Animated.View style={{ transform: [{ scale }] }}>
      <Text>Press Me</Text>
    </Animated.View>
  </Pressable>
);

What Is Animated.decay?

Animated.decay simulates momentum: it starts a value moving at a given velocity and gradually slows it down over time, as if friction were acting on it. There is no target value — the animation runs until momentum runs out.

Decay is the natural complement to swipe gestures. When a user flicks a card or list, the release velocity from the gesture feeds directly into a decay animation, making the element continue moving and decelerate naturally — exactly how mobile apps behaved before digital UI.

// velocity is obtained from a gesture handler's onGestureEvent
Animated.decay(position, {
  velocity: 0.8,       // initial velocity (pixels per millisecond)
  deceleration: 0.997, // how quickly momentum fades (0-1)
  useNativeDriver: true,
}).start();

Decay After a Swipe Gesture

The typical decay pattern: track the finger position during a pan gesture, and when the finger lifts pass the final velocity from the gesture to Animated.decay. The deceleration value (default 0.997) controls how quickly the item slows — closer to 1 means longer glide, closer to 0 means quick stop.

After decay finishes, you typically snap the item to a final state using a spring animation if needed (e.g., snapping a card back to center or to a dismissed position).

// In a PanResponder onPanResponderRelease:
onPanResponderRelease: (evt, gestureState) => {
  Animated.decay(position, {
    velocity: gestureState.vx, // velocity at finger lift
    deceleration: 0.997,
    useNativeDriver: true,
  }).start(({ finished }) => {
    if (finished) {
      // optionally snap to final position
    }
  });
}

Comparing Spring, Decay, and Timing

Understanding when to use each animation type is key to natural-feeling UI:

  • Animated.timing — predictable, fixed duration. Best for UI feedback like opacity changes and progress bars where exact timing matters.
  • Animated.spring — elastic, overshoots target. Best for responsive interactive elements like buttons, cards, and modal entrances.
  • Animated.decay — momentum-based, no fixed end. Best for continuing motion after gesture releases like swipes and flicks.

Using velocity from User Interaction

Springs also have a velocity parameter that sets the initial velocity of the spring, making them connect naturally to gesture motion. When a user drags a card and releases, you can start a spring with the gesture's velocity to continue the motion smoothly.

This creates a seamless handoff between gesture and animation — the card feels like it was thrown by the user's hand rather than teleported to its resting position.

// After a pan gesture releases:
onPanResponderRelease: (evt, { vx, vy }) => {
  Animated.spring(position, {
    toValue: { x: 0, y: 0 }, // snap back to center
    velocity: { x: vx, y: vy },
    tension: 50,
    friction: 8,
    useNativeDriver: true,
  }).start();
}

Spring with Animated.ValueXY

Animated.ValueXY is a convenience wrapper that holds a pair of Animated.Values for x and y coordinates. It simplifies 2D animations like dragging cards. Spring and decay both work with ValueXY, and it has helper methods like getTranslateTransform() to produce the transform array automatically.

ValueXY reduces boilerplate when you need to animate an element's position in 2D space, as you don't need to manage two separate Animated.Values manually.

const position = useRef(new Animated.ValueXY({ x: 0, y: -200 })).current;

useEffect(() => {
  Animated.spring(position, {
    toValue: { x: 0, y: 0 },
    useNativeDriver: true,
  }).start();
}, []);

return (
  <Animated.View style={position.getTranslateTransform()}>
    <Text>Falls into place</Text>
  </Animated.View>
);

Resetting Animated Values

You can reset an Animated.Value to its initial state by calling .setValue(initialValue). This is useful before re-running an animation — for example, resetting a scale to 0 before running another pop-in spring, or resetting position before replaying an entry animation.

Always reset synchronously before starting the animation to avoid a flash. Call setValue inside the same event handler or useEffect, immediately followed by Animated.spring(...).start().

function replay() {
  // Reset to start position
  scale.setValue(0);
  // Then spring to final position
  Animated.spring(scale, {
    toValue: 1,
    tension: 80,
    friction: 8,
    useNativeDriver: true,
  }).start();
}

Quick Check

Test your understanding of React Native Mobile Development concepts from this lesson.

Lesson Recap

In this lesson you learned: Animated.spring creates physics-based bouncy motion tuned with tension and friction, Animated.decay simulates momentum-based deceleration from a starting velocity, and each animation type suits different interaction patterns — spring for tap feedback, decay for gesture release. Next up we explore composing multiple animations in parallel and sequence.

자주 묻는 질문

“스프링 및 감쇠 애니메이션” 강의는 무료인가요?

네 — “스프링 및 감쇠 애니메이션” 전체 내용을 이 웹사이트에서 무료로 읽을 수 있습니다. 인터랙티브하게 실습하려면(내장 코드 에디터와 24/7 AI 튜터), CoddyKit PRO로 업그레이드하면 React Native Academy 강의 전체를 잠금 해제할 수 있습니다. React Native Academy 강의에는 총 4개의 강의가 포함되어 있습니다.

“스프링 및 감쇠 애니메이션”에서 뭘 배우나요?

Animated.spring으로 탄성 물리 기반 움직임을 만들고 tension과 friction 매개변수를 조정한 다음, Animated.decay로 관성 기반 스크롤 효과를 적용합니다. 브라우저에서 직접 실행하는 실습 코드로 React Native Academy을(를) 배우며, 24/7 AI 튜터가 강의를 진행하면서 질문에 답변해줍니다.

React Native Academy을(를) 시작하는 데 경험이 필요한가요?

사전 경험은 필요하지 않습니다. CoddyKit의 React Native Academy은(는) 초급자부터 고급 학습자까지를 위해 구성되어 있으므로, 여기서 시작하거나 처음부터 시작할 수 있으며 자신의 속도대로 진행할 수 있습니다. 이것은 4개 중 2번째 강의입니다.

“스프링 및 감쇠 애니메이션” 강의는 얼마나 걸리나요?

대부분의 CoddyKit 강의는 약 5~10분이 소요됩니다. 각 강의는 간결하고 인터랙티브하여 꾸준한 진행이 가능하며, 웹과 앱에서 중단한 부분부터 바로 시작할 수 있습니다.

이 React Native Academy 강의에서 코드를 작성하고 실행할 수 있나요?

네. 모든 React Native Academy 강의에는 내장 코드 에디터가 포함되어 있으므로, 브라우저에서 바로 실제 코드를 작성하고 실행한 후 즉시 AI 피드백을 받을 수 있습니다 — 로컬 설정이 필요 없습니다.

이 강의의 모든 강의

  1. Animated.Value와 Animated.View
  2. 스프링 및 감쇠 애니메이션
  3. 여러 속성을 병렬 및 순차적으로 애니메이션 처리하기
  4. 60fps 애니메이션을 위한 useNativeDriver
← React Native Academy(으)로 돌아가기