Theatre.js: Animation motion design editor / library for high-fidelity graphics
1–10 of 12 posts
Re: Theatre.js: Animation motion design editor / library for high-fidelity graphics
#2Could people please just stop using GIFs for this. It’s a bad format that has no place here. Or anywhere, frankly. Use a real video format, because they produce higher quality results in less space with less client-side resource usage, and handle loading better (generally granting users more control, like blocking autoload/autoplay). And yes, GitHub supports videos, so you can’t even claim GIF as a pragmatic option any more. (I maintain that such animated GIFs were inappropriate even before that was the case, but now we don’t even have to quibble over that point.)
But although I am complaining about GIFs, I do want to praise Aria for putting those things in a separate repository so that they’re not bloating the main code repository with big stuff that needs updating every so often anyway.
Re: Theatre.js: Animation motion design editor / library for high-fidelity graphics
#3Re: Theatre.js: Animation motion design editor / library for high-fidelity graphics
#4Warning for those with limited data allowances: the page has almost 15MB of animated GIFs. Far from the largest I’ve seen (we’ve had submissions with over 200MB of GIFs, which is beyond the pale), but decidedly bigger than I consider acceptable. Could people please just stop using GIFs for this. It’s a bad format that has no place here. Or anywhere, frankly. Use a real video format, because they produce higher qualit…
And yeah, browser extensions, but that doesn't help on work-issued laptops.
Re: Theatre.js: Animation motion design editor / library for high-fidelity graphics
#5Warning for those with limited data allowances: the page has almost 15MB of animated GIFs. Far from the largest I’ve seen (we’ve had submissions with over 200MB of GIFs, which is beyond the pale), but decidedly bigger than I consider acceptable. Could people please just stop using GIFs for this. It’s a bad format that has no place here. Or anywhere, frankly. Use a real video format, because they produce higher qualit…
I was weighing whether to go with videos or GIFs a few days ago. Sadly, video in markdown is not supported everywhere (eg. in npmjs.com) so some users wouldn't see them. And the readme wouldn't make much sense without the videos as this project is about motion design, so not much to explain in text.
So I opted for GIFs and spent a couple of hours cutting/speeding up videos to get the file sizes down.
The docs OTOH, contain no GIFs :) https://docs.theatrejs.com/getting-started/
Re: Theatre.js: Animation motion design editor / library for high-fidelity graphics
#6One minor nitpick: could you disable the auto play video on the “Get Started” page?
Re: Theatre.js: Animation motion design editor / library for high-fidelity graphics
#7Warning for those with limited data allowances: the page has almost 15MB of animated GIFs. Far from the largest I’ve seen (we’ve had submissions with over 200MB of GIFs, which is beyond the pale), but decidedly bigger than I consider acceptable. Could people please just stop using GIFs for this. It’s a bad format that has no place here. Or anywhere, frankly. Use a real video format, because they produce higher qualit…
if only desktop browsers supported throttled internet connections by offering filters for large embedded media. And yeah, browser extensions, but that doesn't help on work-issued laptops.
The best solution I can think of is either using addons or maybe a data saving proxy to help out. I doubt either will work on a work-issued laptop, though. Regardless, I'd personally assume that with a laptop I don't control, I also don't have any control over how much data it's using. I can't imagine having to browse the web with a browser I can't even install Ublock Origin onto.
Re: Theatre.js: Animation motion design editor / library for high-fidelity graphics
#8Great to find this on the front page!
I call Theatre.js a hackable animation tool. It helps you to:
- craft detailed motion for JS values,
- route those values to actual visual objects, like DOM nodes, THREE.js objects, or your homemade libraries, (someone even did a lightshow with Arduino and Theatre.js)
- and build visual tools for your own tech stack.
I've posted more screenshots here: https://twitter.com/ariaminaei/status/1439918117807853575
Happy to answer any questions!
Re: Theatre.js: Animation motion design editor / library for high-fidelity graphics
#9(Author here) Great to find this on the front page! I call Theatre.js a hackable animation tool. It helps you to: - craft detailed motion for JS values, - route those values to actual visual objects, like DOM nodes, THREE.js objects, or your homemade libraries, (someone even did a lightshow with Arduino and Theatre.js) - and build visual tools for your own tech stack. I've posted more screenshots here: https://twitte…