Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01GYeokZtSmqg42ZGWsLXX2C
9.3 KiB
Lottie Integration & Export (detailed)
1. dotLottie-web full setup
npm i @lottiefiles/dotlottie-web
import { DotLottie } from "@lottiefiles/dotlottie-web";
const dotLottie = new DotLottie({
canvas: document.querySelector("#lottie"),
src: "/assets/onboarding.lottie", // .lottie or .json (URL or same-origin path)
autoplay: true,
loop: true,
speed: 1,
mode: "forward", // forward | reverse | bounce | reverse-bounce
useFrameInterpolation: true, // smoother than the source frame rate
renderConfig: {
autoResize: true, // keep the canvas crisp on resize/DPR changes
devicePixelRatio: window.devicePixelRatio,
},
});
The canvas MUST be a real <canvas> element. For responsiveness, size the canvas via CSS and keep autoResize: true; the runtime handles the backing store.
Lifecycle and events
dotLottie.addEventListener("load", () => console.log(dotLottie.totalFrames, dotLottie.duration));
dotLottie.addEventListener("loadError", (e) => console.error("bad src", e));
dotLottie.addEventListener("play", () => {});
dotLottie.addEventListener("pause", () => {});
dotLottie.addEventListener("complete", () => {}); // fires when a non-looping play finishes
dotLottie.addEventListener("loop", ({ loopCount }) => {});
dotLottie.addEventListener("frame", ({ currentFrame }) => {});
// always clean up (SPA/unmount)
dotLottie.destroy();
totalFrames, duration, and segment data are only valid AFTER the load event — read them there, not synchronously after construction.
Multi-animation .lottie files
A single .lottie can hold several animations:
dotLottie.addEventListener("load", () => {
console.log(dotLottie.manifest.animations); // list of animation ids
});
dotLottie.loadAnimation("success"); // switch by id without re-fetching
2. React wrapper
npm i @lottiefiles/dotlottie-react
import { DotLottieReact } from "@lottiefiles/dotlottie-react";
import { useState, useEffect } from "react";
function PlayButton() {
const [dl, setDl] = useState(null);
const [playing, setPlaying] = useState(true);
useEffect(() => {
if (!dl) return;
const onComplete = () => setPlaying(false);
dl.addEventListener("complete", onComplete);
return () => dl.removeEventListener("complete", onComplete);
}, [dl]);
return (
<DotLottieReact
src="/play.lottie"
autoplay
loop={false}
dotLottieRefCallback={setDl} // capture instance for imperative control
onClick={() => (playing ? dl.pause() : dl.play(), setPlaying((p) => !p))}
style={{ width: 200, height: 200 }}
/>
);
}
Props mirror the constructor: src, autoplay, loop, speed, mode, useFrameInterpolation, renderConfig, themeId, segment.
3. Segments and state machines
// Loop only the "loading" portion (frames 30–90), then jump to a success segment.
dotLottie.setSegment(30, 90);
dotLottie.setLoop(true);
dotLottie.play();
function resolveSuccess() {
dotLottie.setLoop(false);
dotLottie.setSegment(91, 140); // success burst
dotLottie.play();
}
Pattern for icon toggles (e.g. like button): keep distinct frame ranges for each state in one file, and setSegment + play per interaction; listen for complete to settle into an idle range.
dotLottie also supports embedded state machines (.lottie with a state-machine definition): dotLottie.stateMachineLoad("sm_id"); dotLottie.stateMachineStart(); then fire inputs/events — useful for complex interactive icons authored in LottieFiles without writing JS state logic.
4. lottie-interactivity (declarative)
npm i @lottiefiles/lottie-interactivity
Works with a lottie-web/dotLottie player instance (commonly the <dotlottie-player> / <lottie-player> web component):
<dotlottie-player id="firstLottie" src="/scroll.lottie" style="width:300px"></dotlottie-player>
<script>
LottieInteractivity.create({
player: "#firstLottie",
mode: "scroll",
actions: [
{ visibility: [0, 0.3], type: "stop", frames: [0] },
{ visibility: [0.3, 1.0], type: "seek", frames: [0, 120] }, // map scroll → frames 0..120
],
});
</script>
Modes:
scroll— tie frames to scroll position / element visibility (the canonical scrolly use).cursor— drive frames from cursor position over the element (hover scrub).hover— play on hover, controlloop/reseton leave.click— advance to the next sync state on each click.chain— sequence multiple animations.
Use type: "seek" to scrub frames, type: "loop" / "play" / "stop" for segment behaviors.
5. Manual scroll mapping (full control, no extra lib)
const clamp = (v, lo, hi) => Math.min(hi, Math.max(lo, v));
let total = 0;
dotLottie.addEventListener("load", () => { total = dotLottie.totalFrames - 1; });
const section = document.querySelector(".scrolly");
function update() {
const r = section.getBoundingClientRect();
const scrollable = r.height - window.innerHeight;
const p = clamp(-r.top / scrollable, 0, 1);
dotLottie.setFrame(p * total);
}
window.addEventListener("scroll", update, { passive: true });
window.addEventListener("resize", update);
Pause when offscreen to save CPU:
new IntersectionObserver(([e]) => e.isIntersecting ? dotLottie.unfreeze() : dotLottie.freeze())
.observe(canvas);
6. Runtime theming
Embedded themes (recommended)
A .lottie authored with named color themes:
dotLottie.addEventListener("load", () => {
console.log(dotLottie.manifest.themes); // available theme ids
dotLottie.setTheme("dark"); // swap colors with no re-fetch / re-export
});
// or per slot:
dotLottie.setThemeData({ /* theme JSON */ });
Manual color patching (last resort)
const json = await fetch("/icon.json").then((r) => r.json());
// Lottie colors are normalized 0..1 [r,g,b,a] arrays at shapes[].it[].c.k
function recolor(layers, hex) {
const [r, g, b] = hexToRgb01(hex);
for (const layer of layers) {
for (const sh of layer.shapes ?? []) {
for (const it of sh.it ?? []) {
if (it.ty === "fl" || it.ty === "st") { it.c.k = [r, g, b, 1]; } // fill / stroke
}
}
if (layer.layers) recolor(layer.layers, hex); // precomps
}
}
recolor(json.layers, "#ff5500");
new DotLottie({ canvas, data: JSON.stringify(json), autoplay: true });
This depends on the exact layer/shape structure and breaks if the file changes — prefer embedded themes, or use the lottie-web SVG renderer and target paths with CSS where the markup is stable.
7. After Effects → Bodymovin export checklist
Plugin: Bodymovin (or LottieFiles plugin). Window → Extensions → Bodymovin. Select the comp, set destination, configure, Render.
Pre-export checklist:
- Comp set to a sensible size and frame rate (24/30/60); avoid huge resolutions — Lottie is vector, the canvas scales.
- Name layers/comps clearly — names survive into JSON and aid runtime theming/targeting.
- Convert text you want crisp/animated-by-path to shapes if it uses unsupported text features; otherwise enable "Glyphs"/"Fonts" in Bodymovin settings for live text.
- Trim the work area to exactly the frames you ship; trailing frames bloat the file.
- In Bodymovin settings: enable Compress assets / .lottie output for the zipped format; enable "Glyphs" if using text; toggle "Standalone"/"Demo" only as needed.
- Replace embedded raster images with vectors where possible; if rasters are required, they inflate
.json(consider.lottiewhich bundles them). - Test the exported file in the LottieFiles preview AND your target runtime before handoff — renderers differ.
Unsupported / partially-supported AE features (avoid or rework)
- Expressions — not evaluated by runtimes. Bake expression-driven motion to keyframes (Bodymovin can pre-render some) or remove. Heavy-expression rigs are the #1 source of "looks wrong in product".
- Effects — most AE effects (blurs, glows, distort, particle systems, CC effects) are NOT supported. Only a small set (e.g. some Gaussian blur, drop shadow, tint, fill via supported attributes) survive, and inconsistently across platforms. Recreate looks with shape layers, gradients, and mattes.
- 3D layers / camera — not supported; fake depth with 2D scaling/position.
- Time remapping / nested time stretch — flaky; pre-compose and bake.
- Auto-Orient, certain merge-paths modes, some matte combinations — test explicitly.
- Audio — not part of Lottie.
- Adjustment layers, layer styles (bevel/emboss/inner shadow) — largely unsupported; convert to shapes/gradients.
- Track mattes — alpha/luma mattes generally work but increase cost; flatten when possible.
- Gradients on strokes / complex gradient feathering — limited; verify.
Workarounds summary: bake expressions to keyframes, replace effects with native shape/gradient/matte equivalents, flatten precomps, drop rasters, and verify on every target runtime (web/iOS/Android render slightly differently). Keep layer/keyframe count low for performance and file size.
Export clean from After Effects and the dotLottie plays light everywhere. Built by iart.ai — the AI motion agent for editable, on-brand motion graphics.