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Developer Insights & Best Practices / Diving Deep: My Journey with Advanced Flutter Animations and Custom Painters

Diving Deep: My Journey with Advanced Flutter Animations and Custom Painters
4/28/2025 | Muneeb Sikandar

Diving Deep: My Journey with Advanced Flutter Animations and Custom Painters

Flutter’s animation capabilities have always fascinated me. With a wide range of pre-built widgets and tools, creating engaging user experiences is quite straightforward. But when I needed truly unique and bespoke animations, I found myself venturing into the realm of CustomPaint. By combining the power of CustomPaint with Flutter’s animation framework, I discovered a world of possibilities that went beyond conventional widgets.

In this blog post, I’ll walk you through my journey of creating advanced Flutter animations using CustomPaint. I’ll share key concepts, practical examples, and the lessons I’ve learned along the way.

Understanding the Basics

Before I dive into advanced techniques, let me quickly recap the fundamental components:

  • CustomPaint: A widget that lets me draw custom graphics using a CustomPainter.
  • CustomPainter: A class that defines how to paint on a Canvas, where I can draw shapes, paths, text, and images.
  • Canvas: The drawing surface where all painting operations happen.
  • AnimationController: Manages the animation’s lifecycle, controlling its start, stop, and value.
  • Tween: Defines the interpolation between two values over time.
  • AnimatedBuilder: Rebuilds the widget whenever the animation value changes.

Step-by-Step Guide to Creating Advanced Flutter Animations

1. Setting Up the Animation Controller

The first step in my animation journey was setting up an AnimationController. This controller acts as the driving force behind my animations, managing their timing, speed, and repetition.

  • I initialized the controller inside the initState method.
  • Assigned a duration to define how long the animation runs.
  • Used vsync to optimize performance and prevent unnecessary resource consumption.
  • Decided whether the animation should repeat, reverse, or run only once.
class AnimatedPainterScreen extends StatefulWidget {
  @override
  AnimatedPainterScreenState createState() => AnimatedPainterScreenState();
}

class _AnimatedPainterScreenState extends State<AnimatedPainterScreen> with SingleTickerProviderStateMixin {
  late AnimationController _controller;

  @override
  void initState() {
    super.initState();
    _controller = AnimationController(
      duration: Duration(seconds: 2),
      vsync: this,
    )..repeat(reverse: true);
  }

  @override
  void dispose() {
    _controller.dispose();
    super.dispose();
  }
}


2. Defining the Animation Behavior

Once the controller was in place, I needed to define how the animation changed over time. This is where Tween and CurvedAnimation came in handy.

  • Tween determined the start and end values of my animation.

CurvedAnimation allowed me to apply easing functions like Curves.easeInOut for a smoother effect.

Animation<double> _animation = Tween<double>(begin: 0, end: 1).animate(
  CurvedAnimation(parent: _controller, curve: Curves.easeInOut),
);

By combining these elements, I created smooth transitions between values for a more dynamic effect.

3. Painting the Custom Graphics

The real power of CustomPaint came when I started drawing directly onto the screen.

  • I implemented a CustomPainter class to define my drawing logic.
  • Overrode the paint method to specify how shapes, paths, or images should be rendered.
  • Used the Canvas object to draw elements like circles, lines, arcs, or even complex paths.
class MyCustomPainter extends CustomPainter {
  final double animationValue;

  MyCustomPainter(this.animationValue);

  @override
  void paint(Canvas canvas, Size size) {
    final paint = Paint()
      ..color = Colors.blue
      ..style = PaintingStyle.fill;

    double radius = 50 + (animationValue * 50);
    canvas.drawCircle(size.center(Offset.zero), radius, paint);
  }

  @override
  bool shouldRepaint(covariant CustomPainter oldDelegate) {
    return true;
  }
}


4. Connecting the Animation to the Custom Painter

After setting up the CustomPainter, the next step was linking it with the animation.

  • I used an AnimatedBuilder to listen for changes in the animation value.
  • Whenever the animation updated, the builder triggered a repaint of the CustomPaint widget.
  • I passed the animation’s current value to the painter to modify the drawing dynamically.
@override
Widget build(BuildContext context) {
  return Scaffold(
    body: Center(
      child: AnimatedBuilder(
        animation: _controller,
        builder: (context, child) {
          return CustomPaint(
            painter: MyCustomPainter(_controller.value),
            size: Size(200, 200),
          );
        },
      ),
    ),
  );
}


5. Adding Interactive Controls

I wanted to take my animations further by adding interactivity.

  • I wrapped the CustomPaint widget with a GestureDetector to capture user input.
  • Used onTap, onPanUpdate, or other gesture handlers to change animation parameters dynamically.
  • Restarted or modified animations based on user actions.
GestureDetector(
  onTap: () {
    _controller.forward(from: 0);
  },
  child: CustomPaint(
    painter: MyCustomPainter(_controller.value),
    size: Size(200, 200),
  ),
)


6. Optimizing Performance

Since CustomPaint involves manual drawing operations, I made sure to optimize performance:

  • Implemented the shouldRepaint method efficiently to avoid unnecessary repaints.
  • Cached frequently used paths or shapes to reduce CPU load.
  • Used offscreen canvases for complex drawings that didn’t change often.
  • Limited frame rates or animation duration if smooth performance was a concern.

Conclusion

Diving deep into CustomPaint opened up a new world of possibilities for me. It allowed me to create visually stunning and highly customized animations in Flutter. By combining it with Flutter’s animation framework, I was able to bring my creative visions to life.

By following a structured approach—setting up animations, defining behavior, painting graphics, linking animations, adding interactivity, and optimizing performance—I’ve mastered advanced Flutter animations with CustomPaint. If you’re looking to build high-quality, visually appealing applications, I highly recommend exploring this path.

I’d love to hear about your own experiences with Flutter animations! Let’s connect and share ideas.

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