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Airbnb Github Animation

Airbnb Github Animation

In the past, building complex animations for Android, iOS, and React Native apps was a difficult and lengthy process. You either had to add bulky image files for each screen size or write a thousand lines of brittle, hard-to-maintain code. Because of this, most apps weren’t using animation — despite it being a powerful tool for communicating ideas and creating compelling user experiences. One year ago, we set out to change that.

Today, we’re happy to introduce our solution. Lottie is an iOS, Android, and React Native library that renders After Effects animations in real time, and allows native apps to use animations as easily as they use static assets. Lottie uses animation data exported as JSON files from an open-source After Effects extension called Bodymovin . The extension is bundled with a JavaScript player that can render the animations on the web. Since February of 2015, Bodymovin’s creator, Hernan Torrisi , has built a solid foundation by adding features and improvements to the plugin on a monthly basis. Our team (Brandon Withrow on iOS , Gabriel Peal on Android , Leland Richardson on React Native , and I on experience design) began our journey by building on top of Torrisi’s phenomenal work.

Airbnb

Lottie allows engineers to build richer animations without the painstaking overhead of re-writing them. Nick Butcher’s jump through animation, Bartek Lipinski’s hamburger menu , and Miroslaw Stanek’s Twitter heart demonstrate just how difficult and time consuming it can be to re-create animations from scratch. With Lottie, digging through frameworks for reference, guessing durations, manually creating Bézier curves, and re-making animations with nothing more than a GIF for reference will be a thing of the past. Now engineers can use exactly what the designer intended, exactly how it was made. To demonstrate that, we’ve recreated their animations and provided After Effects and JSON files of each in our sample app.

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Our goal is to support as many After Effects features as we possibly can, to allow for a lot more than simple icon animations. We’ve created a handful of other examples to show the library’s flexibility, richness, and deep feature set. In the sample app, there are also source files for a variety of different kinds of animations, including basic line art, character-based animations, and dynamic logo animations with multiple angles and cuts.

We’ve already started shipping our own Lottie animations on several screens, including in-app notifications, full-frame animated illustrations, and in our review flow. And we plan to greatly expand our usage of animations in a fun yet useful way moving forward.

Is a global company that supports millions of guests and hosts, so having a flexible animation format that is playable on multiple platforms was extremely important to us. There are libraries similar to Lottie, such as Marcus Eckert’s Squall and Facebook’s Keyframes , but our goals are slightly different. Facebook picked a small set of After Effects features to support, since they were focusing mainly on reactions, but we want to support as many as possible. As for Squall, designers at use it in combination with Lottie because it has an amazing After Effects preview app that’s become a necessary part of our workflow. However, it only supports iOS and our engineering teams needed a cross-platform solution.

Zendesk Github Integration: The Complete Guide [2024]

Lottie also has several features built into its API to make it more versatile and efficient. It supports loading JSON files over the network, which is useful for A/B testing. It also has an optional caching mechanism, so frequently used animations, such as a wish-list heart, can load a cached copy each time. Lottie animations can be driven by gestures using the animated progress feature, and animation speed can be manipulated by changing a simple value. iOS even supports adding additional native UI to an animation at runtime, which can be used for complex animated transitions.

In addition to all of the After Effects features and API additions we’ve worked on so far, we have many ideas for the future. These include mapping views to Lottie animations, controlling view transitions with Lottie, support for Battle Axe’s RubberHose , gradient, type, and image support. The hardest part is picking which features to tackle next.

Releasing something as open source is more than just putting it out there for the public to use. It’s a bridge that connects people and creates community. As we got closer to releasing Lottie to designers and engineers via GitHub, we wanted to be sure to connect with the animation folks as well.

The Future Of Lottie

We were inspired by the communities that 9 Squares , Motion Corpse , and Animography have created. All three have brought together people from around the world, who otherwise would never have worked together, to collaborate on public animation projects. These projects take months of work and a lot of organization and wrangling by the respective teams, but they undoubtedly provide immense value for the animation community as a whole. Motion Corpse and Animography publicly share the After Effects source files as well, which provide tons of insights on how people work.

Lottie

Following their collaborative lead, we reached out to all three teams to contribute animations to our sample app. We’ve included an animation from Motion Corpse created by J.R. Canest, one of Al Boardman’s squares from the 9 Squares project, and an animated keyboard using Animography’s Mobilo animated typeface, which features work from more than two dozen artists. We’re hoping that the merging of these animation communities with the powerful engineering community will spark something special.

We’d love to hear how you’re using Lottie — no matter if you’re a designer, animator, or engineer. Feel free to reach out to us directly at lottie@.com with your thoughts, feedback, and insights. We’re excited to see what the community around the world will do when they begin to use Lottie in ways we never imagined.You signed in with another tab or window. Reload to refresh your session. You signed out in another tab or window. Reload to refresh your session. You switched accounts on another tab or window. Reload to refresh your session.

The `playsegments()` Plays The Whole Animation Before Playing The Segment · Issue #1965 · Airbnb/lottie Web · Github

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Animation

As you can see on the Web Preview animation looks cool, but on iOS with mainThread there is some glitches on the top, on iOS with automatic rendering mode animation is broken.

Lottie Library (add Animations In Android App Using Lottie)

Thanks for the report. I've investigated some and understand why this issue is happening, but don't know a good way to fix it. Leaving some notes for future reference:

With the red fill. This means both paths are opaque and are just drawn on top of each other (rather than smaller rectangle being subtracted from the larger rectangle). Each path has its own transform, and we currently only apply transforms to

I'm not sure there's a way to fix this without substantially rewriting how groups are handled by the Core Animation rendering engine, and I'm not sure we have a good way to detect this unsupported case without having too many false-positives.

Airbnb

Track Matte Problem · Issue #2911 · Airbnb/lottie Web · Github

Thanks for the report. I've investigated some and understand why this issue is happening, but don't know a good way to fix it. Leaving some notes for future reference: The Tower Poles shape has a structure like this: Group Larger Rectangle Shape transform Group Smaller Rectangle Shape transform Red Fill In the main thread rendering engine, the two rectangles are combined into a single CGPath that is that rendered with the red fill. Drawing the two shapes as a single CGPath causes the small rectangle to be subtracted from the larger rectangle, which is effective rendered as a red outlined triangle. The Core Animation rendering engine converts each Group into a CAShapeLayer drawing a single CGPath with the red fill. This means both paths are opaque and are just drawn on top of each other (rather than smaller rectangle being subtracted from the larger rectangle). Each path has its own transform, and we currently only apply transforms to CAShapeLayers, so we don't currently have a way to correctly apply the transform before then merging the shapes. I'm not sure there's a way to fix this without substantially rewriting how groups are handled by the Core Animation rendering engine, and I'm not sure we have a good way to detect this unsupported case without having too many false-positives. A workaround would be to either: manually use the main thread rendering engine for this animation update the animation to just use a single path shape for the Tower Poles item (specifically drawing just the tower outline) instead of multiple shapes that have to be combined at runtime.

Thanks for your comment. So if Core animation engine can’t handle animations with such structure - .automatic mode should select main thread, isn’t it?

. We'd just have to manually implement a step that checks for this specific unsupported configuration. When implementing new checks like this we just need to make sure there aren't any

Lottie Animation And Jetpack Compose

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