Extract the zipped file on build/extension/bodymovin.zip to the adobe CEP folder:
C:\Program Files (x86)\Common Files\Adobe\CEP\extensions or
(you can open the terminal and type:
cp -R YOURUNZIPEDFOLDERPATH/extension /Library/Application\ Support/Adobe/CEP/extensions/bodymovin
ls /Library/Application\ Support/Adobe/CEP/extensions/bodymovin
to make sure it was copied correctly type)
Edit the registry key:
open the registry key HKEY_CURRENT_USER/Software/Adobe/CSXS.6 and add a key named PlayerDebugMode, of type String, and value 1.
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”
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.
You can call bodymovin.loadAnimation() to start an animation. It takes an object as a unique param with:
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.
you can also use addEventListener with the following events:
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@example.com
This is version 2.1. It is even more stable but let me know if anything comes up.