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Keyframes: Delivering scalable, high-quality animations to mobile clients

code.facebook.com

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Re: Keyframes: Delivering scalable, high-quality animations to mobile clients

#2
I wonder what this means for animation studios, or edit houses. Obviously most dev shops don't have a need for full time animators, but just as obvious is that a lot of devs don't know animation fundamentals outside of how to implement an animation without jank.

Re: Keyframes: Delivering scalable, high-quality animations to mobile clients

#3
I'm reminded of this: https://youtu.be/pAEAbqrE5Zw

Does it represent a lot of work by skilled technicians? Undoubtedly. Is it interesting in it's own right? Frankly I think not.

The surrounding question of the socialization of the internet is interesting, to be sure, but at the end of the day these are just animated emojis...

Re: Keyframes: Delivering scalable, high-quality animations to mobile clients

#4

I'm reminded of this: https://youtu.be/pAEAbqrE5Zw Does it represent a lot of work by skilled technicians? Undoubtedly. Is it interesting in it's own right? Frankly I think not. The surrounding question of the socialization of the internet is interesting, to be sure, but at the end of the day these are just animated emojis...

It was interesting enough for FB to strip down and repackage https://github.com/bodymovin/bodymovin

Re: Keyframes: Delivering scalable, high-quality animations to mobile clients

#5
This is really slick, and I'm going to investigate using it for the Donald Trump animation on jungle.horse.

The license [1] doesn't look to be as encumbered as some of Facebook's other open source licenses, but does include a clause I found to be strange:

> provided Your Software does not consist solely of the Software

So if I'm reading this correctly, it means only Facebook can redistribute this software? Wat.

[1] https://github.com/facebookincubator/Keyframes/blob/master/L...

Re: Keyframes: Delivering scalable, high-quality animations to mobile clients

#7

I'm reminded of this: https://youtu.be/pAEAbqrE5Zw Does it represent a lot of work by skilled technicians? Undoubtedly. Is it interesting in it's own right? Frankly I think not. The surrounding question of the socialization of the internet is interesting, to be sure, but at the end of the day these are just animated emojis...

It was interesting enough for FB to strip down and repackage https://github.com/bodymovin/bodymovin

Your example speaks to my point: there's nothing new, innovative, technically challenging (beyond the norm).

I really don't see what there is to write home about. This article reads as a PR announcement (which is okay) disguised as a technical achievement (which it isn't).

They're "just" animations.

Re: Keyframes: Delivering scalable, high-quality animations to mobile clients

#8
This is a powerful idea. I've looked for tools to do this exact thing. I'm the sole animator on a team of software developers and currently when I want to create an animation in an iOS app I usually start by mocking up the animation in a tool like after effects, and then recreate that animation using my graph editor as reference in core animation. Svg works well for storing shapes. Having a similar standard for storing animation curves is really powerful.

Re: Keyframes: Delivering scalable, high-quality animations to mobile clients

#9
tl;dr - A plugin/library for exporting vector animations from After Effects and using them easily in iOS/Android apps.

Previous options were exporting SVG animations, rendering to bitmap spritesheets or png sequences - or having to write a spec for the AE animation and recreate it in iOS/Android.

Re: Keyframes: Delivering scalable, high-quality animations to mobile clients

#10

I'm reminded of this: https://youtu.be/pAEAbqrE5Zw Does it represent a lot of work by skilled technicians? Undoubtedly. Is it interesting in it's own right? Frankly I think not. The surrounding question of the socialization of the internet is interesting, to be sure, but at the end of the day these are just animated emojis...

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