$ npm install bodymovin
After Effects plugin for exporting animations to svg/canvas/html + js or natively on Android and iOS through Lottie
Lottie is the native engine that Airbnb's awesome team built. It uses Bodymovin as the animation exporter and is the ideal complement for getting animations to play natively everywhere. Follow these links to get each player:
Some animations can be exported for Android using the AVD format. It can fit for some cases where you'll gain a performance improvement. But Lottie brings much more features, a level of animation control and dynamic loading that couldn't be achieved with avd. Here's a link with a full comparison of both technologies.
Download it from from aescripts + aeplugins: http://aescripts.com/bodymovin/
Or get it from the adobe store https://creative.adobe.com/addons/products/12557 CC 2014 and up.
Close After Effects
Extract the zipped file on build/extension/bodymovin.zxp to the adobe CEP folder:
WINDOWS:
C:\Program Files (x86)\Common Files\Adobe\CEP\extensions or
C:<username>\AppData\Roaming\Adobe\CEP\extensions
MAC:
/Library/Application\ Support/Adobe/CEP/extensions/bodymovin
(you can open the terminal and type:
cp -R YOURUNZIPEDFOLDERPATH/extension /Library/Application\ Support/Adobe/CEP/extensions/bodymovin
then type:
ls /Library/Application\ Support/Adobe/CEP/extensions/bodymovin
to make sure it was copied correctly type)
Edit the registry key:
WINDOWS:
open the registry key HKEY_CURRENT_USER/Software/Adobe/CSXS.6 and add a key named PlayerDebugMode, of type String, and value 1.
MAC:
open the file ~/Library/Preferences/com.adobe.CSXS.6.plist and add a row with key PlayerDebugMode, of type String, and value 1.
Install the zxp manually following the instructions here: https://helpx.adobe.com/x-productkb/global/installingextensionsandaddons.html Skip directly to "Install third-party extensions"
# with npm
npm install bodymovin
# with bower
bower install bodymovin
Or you can use the script file from here: https://cdnjs.com/libraries/bodymovin Or get it directly from the AE plugin clicking on Get Player
See a basic implementation here.
Here's a video tutorial explaining how to export a basic animation and load it in an html page
<script src="js/bodymovin.js" type="text/javascript"></script>
You can call bodymovin.loadAnimation() to start an animation. It takes an object as a unique param with:
It returns the animation instance you can control with play, pause, setSpeed, etc.
bodymovin.loadAnimation({
container: element, // the dom element that will contain the animation
renderer: 'svg',
loop: true,
autoplay: true,
path: 'data.json' // the path to the animation json
});
Check this wiki page for an explanation for each setting. https://github.com/bodymovin/bodymovin/wiki/Composition-Settings
Animation instances have these main methods:
href
: usually pass as location.href
. Its useful when you experience mask issue in safari where your url does not have #
symbol.speed
: 1 is normal speed.value
: numeric value.isFrame
: defines if first argument is a time based value or a frame based (default false).value
: numeric value.isFrame
: defines if first argument is a time based value or a frame based (default false).direction
: 1 is forward, -1 is reverse.segments
: array. Can contain 2 numeric values that will be used as first and last frame of the animation. Or can contain a sequence of arrays each with 2 numeric values.forceFlag
: boolean. If set to false, it will wait until the current segment is complete. If true, it will update values immediately.useSubFrames
: If false, it will respect the original AE fps. If true, it will update on every requestAnimationFrame with intermediate values. Default is true.bodymovin.play() -- with 1 optional parameter name to target a specific animation
bodymovin.stop() -- with 1 optional parameter name to target a specific animation
bodymovin.setSpeed() -- first argument speed (1 is normal speed) -- with 1 optional parameter name to target a specific animation
bodymovin.setDirection() -- first argument direction (1 is normal direction.) -- with 1 optional parameter name to target a specific animation
bodymovin.searchAnimations() -- looks for elements with class "bodymovin"
bodymovin.loadAnimation() -- Explained above. returns an animation instance to control individually.
bodymovin.destroy() -- To destroy and release resources. The DOM element will be emptied.
bodymovin.registerAnimation() -- you can register an element directly with registerAnimation. It must have the "data-animation-path" attribute pointing at the data.json url
bodymovin.setQuality() -- default 'high', set 'high','medium','low', or a number > 1 to improve player performance. In some animations as low as 2 won't show any difference.
you can also use addEventListener with the following events:
bodymovin.loadAnimation({
container: element, // the dom element
renderer: 'svg',
loop: true,
autoplay: true,
animationData: animationData, // the animation data
rendererSettings: {
context: canvasContext, // the canvas context
scaleMode: 'noScale',
clearCanvas: false,
progressiveLoad: false, // Boolean, only svg renderer, loads dom elements when needed. Might speed up initialization for large number of elements.
hideOnTransparent: true, //Boolean, only svg renderer, hides elements when opacity reaches 0 (defaults to true)
className: 'some-css-class-name'
}
});
Doing this you will have to handle the canvas clearing after each frame
Another way to load animations is adding specific attributes to a dom element.
You have to include a div and set it's class to bodymovin.
If you do it before page load, it will automatically search for all tags with the class "bodymovin".
Or you can call bodymovin.searchAnimations() after page load and it will search all elements with the class "bodymovin".
<div style="width:1067px;height:600px" class="bodymovin" data-animation-path="animation/" data-anim-loop="true" data-name="ninja"></div>
You can preview or take an svg snapshot of the animation to use as poster. After you render your animation, you can take a snapshot of any frame in the animation and save it to your disk. I recommend to pass the svg through an svg optimizer like https://jakearchibald.github.io/svgomg/ and play around with their settings.
If you have any images or AI layers that you haven't converted to shapes (I recommend that you convert them, so they get exported as vectors, right click each layer and do: "Create shapes from Vector Layers"), they will be saved to an images folder relative to the destination json folder. Beware not to overwrite an exiting folder on that same location.
This is real time rendering. Although it is pretty optimized, it always helps if you keep your AE project to what is necessary
More optimizations are on their way, but try not to use huge shapes in AE only to mask a small part of it.
Too many nodes will also affect performance.
If you have any animations that don't work or want me to export them, don't hesitate to write.
I'm really interested in seeing what kind of problems the plugin has.
my email is hernantorrisi@gmail.com
npm install
or bower install
first
npm start
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