- Fixed easing bezier values for dimensional properties
- removing non ASCII chars from file that would break the extension in some languages.
- module definition fix
- stroke transform fix
- last hold keyframe fix
- Unary expressions
- svg compositions opacity fix
- data-bm-renderer tag fix
- evaluating expression slider values before returning
- UMD fix
- UMD compatible
- more expressions
- improved bezier interpolation
- fixes
- miter join trim fix
- html renderer shape fix
- some expression fixes
- trimmed closed shapes fix
- more expressions supported
- miter closed shapes fix
- demo.html can be exported from AE for local playback
- Snapshot button renamed to Preview
- separate dimensions fix
- 3d
- expressions
- text
- star shape
- Fix rounded rects
- Fix AE 13.6
- svg transform bug fix
- if you name your AE layers with a '#' in front, they will get their id attribute set to that name on the svg renderer. You can use it to add interaction to specific shapes or add additional styles.
- shape hold keyframe fix
- snapshot feature fix
- translation bug fix
- reduced filesize
- increased performance
- improved memory management
- fixed scaled strokes on canvas
- events
- changed masks to clipping paths when only using AE additive masks. Performance improvement and fixes issue with strokes.
- rounded rects fix
- stroke dash export fix
- major memory management optimizations. and more to come.
- big performance improvements for svg animations
- segments fixes
- devicePixelRatio support. contribution from @snorpey
- nested strokes and shapes fix
- reverse rectangles fix
- mask fix
- reversed non closed shapes fix
- bug fix for rounded rectangles
- default quality settings modified
- bodymovin.setQuality to optimize player performance. explained below.
- segments: export animation in segments. more below.
- snapshot: take an svg snapshot of the animation to use as poster. more below.
Installing extensions: Until I find a way to upload it to the Adobe Exchange store, there are two possible ways to install it.
-
Close After Effects
-
Extract the zipped file on build/extension/bodymovin.zip 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
Jump directly to "Install third-party extensions"
- Go to Edit > Preferences > General > and check on "Allow Scripts to Write Files and Access Network"
- Open your AE project and select the bodymovin extension on Window > Extensions > bodymovin
- A Panel will open with a Compositions tab.
- On the Compositions tab, click Refresh to get a list of all you project Comps.
- Select the composition you want to export
- Select 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)
segments: export animation in segments. If you have a main comp with more than one layer you can export the animation in parts so you won't load all at once. The exporter will segment your main comp considering where a layer starts in time.
snapshot: 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 aroud with their settings.
- get the bodymovin.js file from the build/player/ folder for the latest build
- include the .js file on your html (remember to gzip it for production)
<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:
- animationData: an Object with the exported animation data.
- path: the relative path to the animation object. (animationData and path are exclusive)
- loop: true / false / number
- autoplay: true / false it will start playing as soon as it is ready
- name: animation name for future reference
- animType: 'svg' / 'canvas' to set the renderer
- prerender: true / false to prerender all animation before starting (true recommended)
Returns the animation object you can control with play, pause, setSpeed, etc. ``` bodymovin.loadAnimation({ wrapper: element, // the dom element animType: 'svg', loop: true, autoplay: true, animationData: JSON.parse(animationData) // the animation data }); ``` - if you want to use an existing canvas to draw, you can pass an extra object: 'renderer' with the following configuration: ``` bodymovin.loadAnimation({ wrapper: element, // the dom element animType: 'svg', loop: true, autoplay: true, animationData: animationData, // the animation data renderer: { context: canvasContext, // the canvas context scaleMode: 'noScale', clearCanvas: false } }); ``` If you do 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".
- add the data.json to a folder relative to the html - create a div that will contain the animation.
**Required**
. a class called "bodymovin" . 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**
``` ```
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.setDirection() -- first param 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() -- 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.
- onComplete
- onLoopComplete
- onEnterFrame
- onSegmentStart
you can also use addEventListener with the following events:
- complete
- loopComplete
- enterFrame
- segmentStart
See the demo folders for examples or go to http://codepen.io/airnan/ to see some cool animations
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 [email protected]
This is version 2.1. It is even more stable but let me know if anything comes up.
http://codepen.io/collection/nVYWZR/
- The script supports precomps, shapes, solids, images, null objects,
- Text, image sequences, videos and audio are not supported (maybe some of them coming soon)
- It supports masks and inverted masks. Maybe other modes will come but it has a huge performance hit.
- It supports time remapping (yeah!)
- The script supports shapes, rectangles and ellipses. It doesn't support stars yet.
- No effects whatsoever. (stroke is on it's way)
- No expressions (maybe some coming)
- No layer stretching! No idea why, but stretching a layer messes with all the data.
- 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 the demo folder
- gzipping the animation jsons and the player have a huge impact on the filesize. I recommend doing it if you use it for a project.
- Text
- Exporting images in a sprite
- Stroke Effect support
- Experimenting with the webAnimationAPI export
- Exporting 3D animations (not vectors because there is no 3d svg support on browsers)