Lottie is a mobile library for Web, and iOS that parses Adobe After Effects animations exported as json with Bodymovin and renders them natively on mobile!
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Bodymovin has 8 main methods: 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 param speed (1 is normal speed) – with 1 optional parameter name to target a specific animation. Bodymovin 5.6.8 for After Effects MacOS. An After Effects extension to export animations for web. Animations are exported as.json files that use the bodymovin.js player that comes along with the plugin. Bodymovin is a free extension for Adobe CC Apps published by Hernan Torrisi. Free Stock Search 1.5.6. Bodymovin 5.7.1. EasyEdit Viewer. Bodymovin – Lottie v5.6.10 AEScripts. FreeAE June 22, 2020 June 22, 2020 0. 3D Photo Animator v5.3 13646883. 3D Toolkit-UI Elements Scene Creator Free Download. Isometric illustration kit – People Free Download. Videohive Instagram Stories Slides Vol. 7 27927395 Free. RAMPANT DESIGN TOOLS.
Option 1 (Recommended):
Download it from from aescripts + aeplugins:http://aescripts.com/bodymovin/
Option 2:
Or get it from the adobe storehttps://creative.adobe.com/addons/products/12557CC 2014 and up.
Other installation options:
Option 3:
- download the ZIP from the repo.
- Extract content and get the .zxp file from '/build/extension'
- Use the ZXP installer from aescripts.com.
Option 4:
- Close After Effects
- Extract the zipped file on
build/extension/bodymovin.zxp
to the adobe CEP folder:
WINDOWS:C:Program Files (x86)Common FilesAdobeCEPextensions or
C:<username>AppDataRoamingAdobeCEPextensions
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 keyHKEY_CURRENT_USER/Software/Adobe/CSXS.6
and add a key namedPlayerDebugMode
, of type String, and value1
.
MAC:
open the file~/Library/Preferences/com.adobe.CSXS.6.plist
and add a row with keyPlayerDebugMode
, of type String, and value1
.
Option 5:
Install the zxp manually following the instructions here:https://helpx.adobe.com/x-productkb/global/installingextensionsandaddons.htmlSkip directly to 'Install third-party extensions'
Option 6:
Install with Homebrew-adobe:
After installing
- Windows: Go to Edit > Preferences > Scripting & Expressions.. > and check on 'Allow Scripts to Write Files and Access Network'
- Mac: Go to Adobe After Effects > Preferences > Scripting & Expressions.. > and check on 'Allow Scripts to Write Files and Access Network'
Old Versions
- Windows: Go to Edit > Preferences > General > and check on 'Allow Scripts to Write Files and Access Network'
- Mac: Go to Adobe After Effects > Preferences > General > and check on 'Allow Scripts to Write Files and Access Network'
Or you can use the script file from here:https://cdnjs.com/libraries/bodymovinOr get it directly from the AE plugin clicking on Get Player
See a basic implementation here.
See examples on codepen.
How it works
Here's a video tutorial explaining how to export a basic animation and load it in an html page
After Effects
- Open your AE project and select the bodymovin extension on Window > Extensions > bodymovin
- A Panel will open with a Compositions tab listing all of your Project Compositions.
- Select the composition you want to export.
- Select a Destination Folder.
- Click Render
- look for the exported json file (if you had images or AI layers on your animation, there will be an images folder with the exported files)
HTML
- get the lottie.js file from the build/player/ folder for the latest build
- include the .js file on your html (remember to gzip it for production)
You can call lottie.loadAnimation() to start an animation.It takes an object as a unique param with:
- animationData: an Object with the exported animation data.
- path: the relative path to the animation object. (animationData and path are mutually exclusive)
- loop: true / false / number
- autoplay: true / false it will start playing as soon as it is ready
- name: animation name for future reference
- renderer: 'svg' / 'canvas' / 'html' to set the renderer
- container: the dom element on which to render the animation
It returns the animation instance you can control with play, pause, setSpeed, etc.
Composition Settings:
Check this wiki page for an explanation for each setting.https://github.com/airbnb/lottie-web/wiki/Composition-Settings
Usage
Animation instances have these main methods:
play
stop
pause
setSpeed(speed)
speed
: 1 is normal speed.
goToAndStop(value, isFrame)
value
: numeric value.isFrame
: defines if first argument is a time based value or a frame based (default false).
goToAndPlay(value, isFrame)
value
: numeric value.isFrame
: defines if first argument is a time based value or a frame based (default false).
setDirection(direction)
direction
: 1 is forward, -1 is reverse.
playSegments(segments, forceFlag)
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.
setSubframe(useSubFrames)
useSubFrames
: If false, it will respect the original AE fps. If true, it will update on every requestAnimationFrame with intermediate values. Default is true.
destroy()
getDuration(inFrames)
inFrames
: If true, returns duration in frames, if false, in seconds.
Additional methods:
- updateTextDocumentData -- updates a text layer's dataMore Info
Lottie has several global methods that will affect all animations:
lottie.play() -- with 1 optional parameter name to target a specific animation
lottie.stop() -- with 1 optional parameter name to target a specific animation
lottie.goToAndStop(value, isFrame, name) -- Moves an animation with the specified name playback to the defined time. If name is omitted, moves all animation instances.
lottie.setSpeed() -- first argument speed (1 is normal speed) -- with 1 optional parameter name to target a specific animation
lottie.setDirection() -- first argument direction (1 is normal direction.) -- with 1 optional parameter name to target a specific animation
lottie.searchAnimations() -- looks for elements with class 'lottie' or 'bodymovin'
lottie.loadAnimation() -- Explained above. returns an animation instance to control individually.
lottie.destroy(name) -- Destroys an animation with the specified name. If name is omitted, destroys all animation instances. The DOM element will be emptied.
lottie.registerAnimation() -- you can register an element directly with registerAnimation. It must have the 'data-animation-path' attribute pointing at the data.json url
lottie.getRegisteredAnimations() -- returns all animations instances
lottie.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.
lottie.setLocationHref() -- Sets the relative location from where svg elements with ids are referenced. It's useful when you experience mask issues in Safari.
lottie.freeze() -- Freezes all playing animations or animations that will be loaded
lottie.unfreeze() -- Unfreezes all animations
lottie.inBrowser() -- true if the library is being run in a browser
lottie.resize() -- Resizes all animation instances
lottie.stop() -- with 1 optional parameter name to target a specific animation
lottie.goToAndStop(value, isFrame, name) -- Moves an animation with the specified name playback to the defined time. If name is omitted, moves all animation instances.
lottie.setSpeed() -- first argument speed (1 is normal speed) -- with 1 optional parameter name to target a specific animation
lottie.setDirection() -- first argument direction (1 is normal direction.) -- with 1 optional parameter name to target a specific animation
lottie.searchAnimations() -- looks for elements with class 'lottie' or 'bodymovin'
lottie.loadAnimation() -- Explained above. returns an animation instance to control individually.
lottie.destroy(name) -- Destroys an animation with the specified name. If name is omitted, destroys all animation instances. The DOM element will be emptied.
lottie.registerAnimation() -- you can register an element directly with registerAnimation. It must have the 'data-animation-path' attribute pointing at the data.json url
lottie.getRegisteredAnimations() -- returns all animations instances
lottie.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.
lottie.setLocationHref() -- Sets the relative location from where svg elements with ids are referenced. It's useful when you experience mask issues in Safari.
lottie.freeze() -- Freezes all playing animations or animations that will be loaded
lottie.unfreeze() -- Unfreezes all animations
lottie.inBrowser() -- true if the library is being run in a browser
lottie.resize() -- Resizes all animation instances
Events
- onComplete
- onLoopComplete
- onEnterFrame
- onSegmentStart
you can also use addEventListener with the following events:
- complete
- loopComplete
- enterFrame
- segmentStart
- config_ready (when initial config is done)
- data_ready (when all parts of the animation have been loaded)
- data_failed (when part of the animation can not be loaded)
- loaded_images (when all image loads have either succeeded or errored)
- DOMLoaded (when elements have been added to the DOM)
- destroy
Other loading options
- if you want to use an existing canvas to draw, you can pass an extra object: 'rendererSettings' with the following configuration:
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 'lottie'.If you do it before page load, it will automatically search for all tags with the class 'lottie'.Or you can call
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 'lottie'.If you do it before page load, it will automatically search for all tags with the class 'lottie'.Or you can call
lottie.searchAnimations()
after page load and it will search all elements with the class 'lottie'.- Add the data.json to a folder relative to the html
- Create a div that will contain the animation.
- Required
- A class called 'lottie'
- A 'data-animation-path' attribute with relative path to the data.json
- Optional
- A 'data-anim-loop' attribute
- A 'data-name' attribute to specify a name to target play controls specifically
Example
Preview
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.
Recommendations
Files
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 existing folder on that same location.
Performance
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.
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.
Help
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 [email protected]
I'm really interested in seeing what kind of problems the plugin has.
my email is [email protected]
AE Feature Support
- The script supports precomps, shapes, solids, images, null objects, texts
- It supports masks and inverted masks. Maybe other modes will come but it has a huge performance hit.
- It supports time remapping
- The script supports shapes, rectangles, ellipses and stars.
- Expressions. Check the wiki page for more info.
- Not supported: image sequences, videos and audio are not supported
- No negative layer stretching! No idea why, but stretching a layer messes with all the data.
Development
npm install
or bower install
firstnpm start
Notes
- If you want to modify the parser or the player, there are some gulp commands that can simplify the task
- look at the great animations exported on codepen See examples on codepen.
- gzipping the animation jsons and the player have a huge reduction on the filesize. I recommend doing it if you use it for a project.
Issues
- For missing mask in Safari browser, please call lottie.setLocationHref(locationHref) before animation is generated. It usually caused by usage of base tag in html. (see above for description of setLocationHref)
Features
- Fast ‘bones’ based on a single expression (CC2018 and newer only)
- The only After Effects IK tool with seamless IK-FK blending
- Highly customizable tapered limb shapes and styles
- Built in controls for anti-pop and stretchy or fixed length limbs
- All vector workflow - infinitely scalable
- Quick and simple - make a limb in two clicks
Workflow
Each new limb is comprised of three layers: the rendering limb layer and a Start (e.g. Hip) and End (e.g. Ankle) controller. Usually, you’d parent the Start controller to your characters body layer and animate the Position value of the End controller. Both controllers can be set to auto-rotate. The End controller has an Effect on it with properties that determine the limb’s length, shape, colors and so on. Once you have a limb looking how you want, you can hit 'Dupe' to duplicate the limb and it's controllers into a new, independent copy.


Hit 'Hide' to make the controllers transparent if they are distracting. If you have a Limber layer selected, it'll hide the controllers from that limb only. If no Limber layers are selected it'll hide all the controllers in your comp. Hold ALT and click Hide to show them again.
In AE CC2018 you can ‘swap' from a tapered limb to a fast, path-based bone, and back again, without losing any of your basic design choices. Bones are designed to run fast and allow you to animate with more limbs in a comp or on slower computers without the interface becoming unresponsive. The Swap button does not function in AE CC2017 and earlier.
To use FK, simply dial up the FK Slider from 0 to 100 and keyframe your Upper and Lower FK Rotation values. If you’re using another layer as a hand or foot, the +FK button will add a new FK controller that will follow the end of the limb over both IK and FK. Simply re-parent your foot layer to the FK controller whilst FK is set to zero, and you’re good to go again. Use the+Joint button in the same way if you need to parent a layer to the position of the knee.


Aescripts Bodymovin 5 6 2 Download Free For Pc
Copy and Paste will copy the style of one limb and apply it to another. Select any of the limb’s layers to use.


You can customize the limb shape layer in any way you like: add extra shapes and properties like strokes or gradient fills, remove parts of the limb to get separate layers for each part, and much more. Once a limb is styled the way you want, you can duplicate it, or copy and paste the customizations to another limb (Paid version only). Limb layer customizations are lost when using the Swap button, so you may want to retain a copy of your customized limb somewhere so you can paste it back later - usually in a separate, dedicated comp.
The paid version of Limber ships with a pre-made 'Limb Library' of customized limbs for you to copy, paste and adapt, with features like integrated hands and feet, muscles that bulge out of the normal shape and more.
5/6 Simplified
Compatibility
Limber is officially supported in After Effects CC2015 and up. Bones are only available in CC2018 and newer. The default tapered limbs come in two types - one for CC2018 and newer, and the other for CC2017 and older. You can swap between these two types in CC2018 and they are visually identical when rendered.