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Mo.js: motion graphics toolbelt for the web

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Re: Mo.js: motion graphics toolbelt for the web

#21

Hi guys, happy to see `mojs` here! I'm the person who've started the project and would be more than happy to answer any questions you have.

I've been following this project since the very first time I saw it on Codepen [0].

You've done an amazing job creating an amazing library. One that I advertise every opportunity I get. Thank you!

[0] http://codepen.io/sol0mka/pen/ogOYJj

Re: Mo.js: motion graphics toolbelt for the web

#22
post #9

This is a fantastic library but one warning based on past experiences is that you'll hit performance bottlenecks for full screen type animations on mobile browsers. I ended up re-writing some of my animations in plain old CSS3 transitions to utilize the GPU on Chrome for Android but this library made it so much easier for me to visualize on the desktop first.

I wonder why this lib doesn't use CSS transitions.

Re: Mo.js: motion graphics toolbelt for the web

#23

The demos look nice, but I'm not a fan of dependencies (Babel or Stylus). Are there any raw js + css code examples?

Thank you! `mojs` has no dependencies at all, you can find some examples in the docs that are in the /api folder. There is very basic one: http://codepen.io/sol0mka/pen/ZpvLzX/

Re: Mo.js: motion graphics toolbelt for the web

#25

Is "toolbelt" an actual term for a piece of software? Every single week I see another github project with a completely new term, similar to this one. If it's real what does it mean?

I actually really like it.

There's a lot of bikeshedding over terms in this field (especially in web development!), so calling something a framework vs a library vs a tool vs a package vs whatever else will eventually cause comment threads about it to be bogged down in debates on how it's not a "real framework" or that it's too big to be a tool, etc...

Calling it a "toolbelt" is a perfect word to me, and I really like it. To me it reads like a collection of "things" which can all be used together for some purpose.

Re: Mo.js: motion graphics toolbelt for the web

#26
post #7

I think it's worth to check the workflow video[1], how it is to actually build those animations. It really surprised me positively! [1] https://vimeo.com/185587462

Wow, I'm surprised mojs-player and mojs-curve-editor aren't right at the top of the README and the website. Those are awesome tools! The best part is they don't try to do too much. Since you invoke them via code, not some all-in-one editor, that makes it much easier to go back to your code when you're done. I feel like that transition is most of the problem when dealing with other tooling (see Photoshop's "copy layer…

Thanks! They were designed to make only one isolated thing and be "debugging" tools instead of creating the entirely new environment as you can get in most animation tools.

So the idea was: you have your page -> you add debugging tools -> craft your animations -> remove the tools and animation still there.

Also, since project's resources are limited - we had to make those simple tools and then connect them to something more matured like https://github.com/legomushroom/mojs-timeline-editor (which is in the process right now). This way we are able to release MVP early and get feedback early while constantly improving the tools.

Re: Mo.js: motion graphics toolbelt for the web

#27
post #8

Why in 2017, where we have 8 core processors and 1080 videocards and games that look like real life, even my 2016 high specs rMBP starts to blow fans full speed and lag whenever I try to run this basic animation in the browser, why these basic web animations require so much processing?? btw Great job with this project, I am going to use it for some ui elements in my projects, I especially love the twitter stars anima…

Are you talking about Mojs animations or web animations in general?

Re: Mo.js: motion graphics toolbelt for the web

#28
Slightly off-topic, Chrome on my early-2015 MacBook (16GB RAM) lags significantly while rendering most of the demos listed in the repository. If things like this become the norm on the web, one can easily claim that such technologies are not inclusive to most users of the world-wide-web, who do not buy a new latest&greatest desktop computer every 2 years.

Re: Mo.js: motion graphics toolbelt for the web

#29
post #28

Slightly off-topic, Chrome on my early-2015 MacBook (16GB RAM) lags significantly while rendering most of the demos listed in the repository. If things like this become the norm on the web, one can easily claim that such technologies are not inclusive to most users of the world-wide-web, who do not buy a new latest&greatest desktop computer every 2 years.

I have a Zenbook UX32LN from 2015, with 12GB RAM, elementaryOS linux installed as a system, and on Firefox they work like a charm! Try it on different browser or update chrome?

Re: Mo.js: motion graphics toolbelt for the web

#30
post #6

I think it's worth to check the workflow video[1], how it is to actually build those animations. It really surprised me positively! [1] https://vimeo.com/185587462

Wow those embedded curve editors with copy and paste conversion into final code are a terrific idea. I've not seen that workflow before, but it is inspired!

Curve editors are heavily used by animators in most animation packages like Maya. The fact that it's supplied for a Javascript library like this shows the creators have really done their homework.
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