new build
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  1. build/
  2. demo/
  3. parser/
  4. player/
  5. .gitignore
  6. gulpfile.js
  7. README.md
README.md

bodymovin

After Effects to html - svg library

Setting up After Effects

  • Close After Effects
  • Look for the ScriptUI Panels in your Adobe AE install folder.For example:
    C:\Program Files\Adobe\Adobe After Effects CS6\Support Files\Scripts\ScriptUI Panels
  • Paste the 2 files “bodymovin_parser.jsx” and “helperProject.aep” located in the build/parser/ folder
  • Open After Effects
  • Go to Edit > Preferences > General > and check on “Allow Scripts to Write Files and Access Network”

How it works

After Effects

  • Open your AE project and select the script (bodymovin_parser.jsx) on the Window menu.
  • 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 Add to Render Queue
  • Select Destination Folder
  • Click Render (render may take a while, depending on the complexity of the animation, and will block AE until it's done. be patient and understanding)
  • look for the exported data.json file (if you had images or AI layers on your animation, there will be a files folder with the exported files)

HTML

  • get the bodymovin.js file from the build/player/ folder
  • include the .js file on your html
<script src="js/bodymovin.js" type="text/javascript"></script>
  • 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
<div style="width:1067px;height:600px" class="bodymovin" data-animation-path="animation/" data-anim-loop="true" data-name="ninja"></div>

Usage

bodymovin has 6 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.registerAnimation() -- you can register an element directly with registerAnimation. It must have the “data-animation-path” attribute pointing at the data.json url

See the demo folders for examples

Disclaimer! Alerts! Warnings!

Undos

The script is very invasive. It will perform a lot of actions in your project that will go to the undo stack. So you‘ll probably won’t be able to undo your work after exporting. I haven't figured out how to prevent this.

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), they will be added to the render queue and exported. So expect a lot of “render ready chimes” coming out from your speakers that will scare your cats and wake your neighbours.

Time

Some animations take a lot of time to render. If you see AE is not responding, be patient, give it some minutes. There is a lot going on and I haven't used an interval function on this version.

Performance

This is real time rendering. Although it does some optimizations, too complex animations can have an impact on performance. (remember flash?)
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 as well as lots of transformations at the same time.

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 hernantorrisi@gmail.com

Version

this is a very first version of the plug in. It will have bugs for sure. Let me know if anything comes up.

Examples

http://lab.nearpod.com/bodymovin/demo/ninja/
http://lab.nearpod.com/bodymovin/demo/shapes/
http://lab.nearpod.com/bodymovin/demo/gatin/

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 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.

Support

  • 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 but only in “Add” mode. 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.
  • Trim paths are supported.
  • 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.

Coming up

  • Exporting images in a sprite
  • Stroke Effect support
  • Experimenting with the webAnimationAPI export
  • Importing into a canvas instead of SVG
  • Exporting 3D animations (not vectors because there is no 3d svg support on browsers)