Bodymovin не работает рендер

bodymovin: render failed! composition should not include any images #1663

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Frazetty commented Jun 6, 2019

I can’t render my sticker for Telegram, the plugin says «render failed! composition should not include any images» — Does somebody know what should I do? I’m a beginner in Adobe After Affects

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bodymovin commented Jun 7, 2019

Hi, apparently Telegram doesn’t support layers that have images as source.
If your layers come from illustrator, you can try right clicking on them and convert to shapes.
If not, I don’t think there is a solution.

monther8184 commented Jan 30, 2020

the solution is
when pull the ai to the render queue right click on ai icon and chose create > create shapes from the vector layer . the icon should become star

codemathics commented Aug 19, 2020

This definitely helped, thanks mate!

elisamf commented Sep 8, 2020

Can I do the same if it is a picture in the animation?. As I have the same problem, and I don´t know if it is possible to do with a picture.

sumiranpradhan commented Feb 4, 2021

Can I do the same if it is a picture in the animation?. As I have the same problem, and I don´t know if it is possible to do with a picture.

Hey, have you found a solution yet ? I was trying to create a tgs file from a webp, but got the aforementioned error.
( My purpose: I wanted to move my WhatsApp Animated Stickers to Telegram which needed a tgs file , importing normal stickers as webp was a breeze, it’s just the animated ones need to be in the tgs format )

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Bodymovin not rendering gradients correct #1495

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Avagart commented Feb 10, 2019

Hi I have a problem with bodymovin.

I created an animation in After Effects using gradients with color and transparency.
But when I export it, the .json and the demo file just show them black and white and without transparency.

Thanks for your help

The text was updated successfully, but these errors were encountered:

bodymovin commented Feb 10, 2019

Hi, have you saved the project before exporting?

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Avagart commented Feb 10, 2019

Yes I did. I also set the language on english. didn’t fixed anything..

bodymovin commented Feb 10, 2019

can you share the .aep?

Avagart commented Feb 10, 2019

bodymovin commented Feb 10, 2019

what’s the layer and gradient that isn’t working?

Avagart commented Feb 10, 2019

every gradient isn’t working. they’re all black and white after exporting

bodymovin commented Feb 10, 2019

I just tried it and it seems to work fine.
What language is your OS?

Avagart commented Feb 10, 2019

bodymovin commented Feb 10, 2019

it might be related to that.
can you try on layer «Radar» > «Contents» > «Verlaufsfüllung 1» rename it to «GradientRadar» to see if it fixes that one?

Avagart commented Feb 10, 2019

still no difference. looks still like this:

bodymovin commented Feb 10, 2019

render.zip
this is how I see it

Avagart commented Feb 10, 2019

can you send me a demo file too?

Avagart commented Feb 10, 2019

your .json seems ok.
so what can I do?

Avagart commented Feb 10, 2019

Any Idea what I can do to solve the problem?

bodymovin commented Feb 10, 2019

there are some issues addressing this problem, perhaps they can help.

VeiZhang commented Feb 25, 2019

@Avagart Is the gradients solved? It also happend in my project.

VeiZhang commented Feb 25, 2019

@Avagart #1201 is good job! You can try it

nomisum commented Jan 27, 2020

@bodymovin i had the same problem (german AE) and renaming to GradientRadar fixed it for me. Thanks a lot.

loewin1 commented Apr 13, 2020

Hey @nomisum which object directly did you change? 🙃

d-korolkov commented Apr 22, 2020

The solution is to rename all gradients «Gradients Fill 1» into Gradient Fill_1, Gradient Fill_2,Gradient Fill_3. AND ALSO what had closed all still remaining problems after that is to rename all sublayerd Groups from Group 1, Group 2, Group 3 where gradients are presented to Group_1, Group_2, Group_3. This closed my problems.

Wifesteal3r commented Apr 24, 2020

@d-korolkov Thanks a lot, it solved my problem.

loewin1 commented Apr 24, 2020

so unfortunately the renaming didn’t work from my side, but it looks like for me it’s working to simply change the language of AE to English. I’m working on a German Macbook.

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Bodymovin не работает рендер

After Effects plugin for exporting animations to svg/canvas/html + js

  • expression instance fix for CEP
  • new variables declarations in expression conditional statements
  • reduced filesize on exported shapes with different vertex count
  • setting parents context when calling destroy (fixes webpack issue)
  • Text selector Triangle fix
  • Expressions support for «active» property on effects
  • Rearranged exporting properties
  • Included «a» property for animated props
  • Docs updated
  • Trim path individually supported
  • bug fix that messed with webpack build
  • Skipping non breaking space on characters
  • levels effect optimizations
  • shape expressions transform properties added (Needed to fix a Rubberhose 2 issue)
  • transform properties in expression through transformInterface
  • Comp expression interface default return
  • HTML renderer validation fix
  • Trim path fix
  • Html renderer fixes
  • Tritone effect supported
  • Levels effect supported. The one called «Levels (Individual Controls)»
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Get it directly from the store! https://creative.adobe.com/addons/products/12557 CC 2014 and up.

If you need the latest latest version, you can still install it from here:

Option 1 (Recommended):

  • download the ZIP from the repo.
  • Extract content and get the .zxp file from ‘/build/extension’
  • Use the ZXP installer from aescripts.com.

Close After Effects

Extract the zipped file on build/extension/bodymovin.zxp to the adobe CEP folder:
WINDOWS:
C:\Program Files (x86)\Common Files\Adobe\CEP\extensions or
C: \AppData\Roaming\Adobe\CEP\extensions
MAC:
/Library/Application\ Support/Adobe/CEP/extensions/bodymovin
(you can open the terminal and type:
cp -R YOURUNZIPEDFOLDERPATH/extension /Library/Application\ Support/Adobe/CEP/extensions/bodymovin
then type:
ls /Library/Application\ Support/Adobe/CEP/extensions/bodymovin
to make sure it was copied correctly type)

Edit the registry key:
WINDOWS:
open the registry key HKEY_CURRENT_USER/Software/Adobe/CSXS.6 and add a key named PlayerDebugMode, of type String, and value 1.
MAC:
open the file

/Library/Preferences/com.adobe.CSXS.6.plist and add a row with key PlayerDebugMode, of type String, and value 1.

Install the zxp manually following the instructions here: https://helpx.adobe.com/x-productkb/global/installingextensionsandaddons.html
Skip directly to «Install third-party extensions»

For all of them

  • Go to Edit > Preferences > General > and check on «Allow Scripts to Write Files and Access Network»
  • Open your AE project and select the bodymovin extension on Window > Extensions > bodymovin
  • A Panel will open with a Compositions tab.
  • On the Compositions tab, click Refresh to get a list of all you project Comps.
  • Select the composition you want to export
  • Select Destination Folder
  • Click Render
  • look for the exported json file (if you had images or AI layers on your animation, there will be an images folder with the exported files)

segments: export animation in segments. If you have a main comp with more than one layer you can export the animation in parts so you won’t load all at once. The exporter will segment your main comp considering where a layer starts in time.
snapshot: take an svg snapshot of the animation to use as poster. After you render your animation, you can take a snapshot of any frame in the animation and save it to your disk. I recommend to pass the svg through an svg optimizer like https://jakearchibald.github.io/svgomg/ and play around with their settings.

Check the demos for different ways to load animations.

  • get the bodymovin.js file from the build/player/ folder for the latest build
  • include the .js file on your html (remember to gzip it for production)

You can call bodymovin.loadAnimation() to start an animation. It takes an object as a unique param with:

  • animationData: an Object with the exported animation data.
  • path: the relative path to the animation object. (animationData and path are exclusive)
  • loop: true / false / number
  • autoplay: true / false it will start playing as soon as it is ready
  • name: animation name for future reference
  • renderer: ‘svg’ / ‘canvas’ / ‘html’ to set the renderer
  • container: the dom element on which to render the animation

Returns the animation object you can control with play, pause, setSpeed, etc. «`js bodymovin.loadAnimation(< container: element, // the dom element renderer: 'svg', loop: true, autoplay: true, animationData: JSON.parse(animationData) // the animation data >); «` — if you want to use an existing canvas to draw, you can pass an extra object: ‘renderer’ with the following configuration: «`js bodymovin.loadAnimation( < container: element, // the dom element renderer: 'svg', loop: true, autoplay: true, animationData: animationData, // the animation data rendererSettings: < context: canvasContext, // the canvas context scaleMode: 'noScale', clearCanvas: false >>); «` If you do this, you will have to handle the canvas clearing after each frame
Another way to load animations is adding specific attributes to a dom element. You have to include a div and set it’s class to bodymovin. If you do it before page load, it will automatically search for all tags with the class «bodymovin». Or you can call bodymovin.searchAnimations() after page load and it will search all elements with the class «bodymovin».
— add the data.json to a folder relative to the html — create a div that will contain the animation.
**Required**
. a class called «bodymovin» . a «data-animation-path» attribute with relative path to the data.json
**Optional**
. a «data-anim-loop» attribute . a «data-name» attribute to specify a name to target play controls specifically
**Example**
«`html

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animation instances have these main methods: anim.play()
anim.stop()
anim.pause()
anim.setSpeed(speed) — one param speed (1 is normal speed)
anim.goToAndStop(value, isFrame) first param is a numeric value. second param is a boolean that defines time or frames for first param
anim.goToAndPlay(value, isFrame) first param is a numeric value. second param is a boolean that defines time or frames for first param
anim.setDirection(direction) — one param direction (1 is normal direction.)
anim.playSegments(segments, forceFlag) — first param is a single array or multiple arrays of two values each(fromFrame,toFrame), second param is a boolean for forcing the new segment right away
anim.destroy()

bodymovin has 8 main methods: bodymovin.play() — with 1 optional parameter name to target a specific animation
bodymovin.stop() — with 1 optional parameter name to target a specific animation
bodymovin.setSpeed() — first param speed (1 is normal speed) — with 1 optional parameter name to target a specific animation
bodymovin.setDirection() — first param direction (1 is normal direction.) — with 1 optional parameter name to target a specific animation
bodymovin.searchAnimations() — looks for elements with class «bodymovin»
bodymovin.loadAnimation() — Explained above. returns an animation instance to control individually.
bodymovin.destroy() — To destroy and release resources. The DOM element will be emptied.
bodymovin.registerAnimation() — you can register an element directly with registerAnimation. It must have the «data-animation-path» attribute pointing at the data.json url
bodymovin.setQuality() — default ‘high’, set ‘high’,’medium’,’low’, or a number > 1 to improve player performance. In some animations as low as 2 won’t show any difference.

  • onComplete
  • onLoopComplete
  • onEnterFrame
  • onSegmentStart

you can also use addEventListener with the following events:

  • complete
  • loopComplete
  • enterFrame
  • segmentStart

See the demo folders for examples or go to http://codepen.io/airnan/ to see some cool animations

If you have any images or AI layers that you haven’t converted to shapes (I recommend that you convert them, so they get exported as vectors, right click each layer and do: «Create shapes from Vector Layers»), they will be saved to an images folder relative to the destination json folder. Beware not to overwrite an exiting folder on that same location.

This is real time rendering. Although it is pretty optimized, it always helps if you keep your AE project to what is necessary
More optimizations are on their way, but try not to use huge shapes in AE only to mask a small part of it.
Too many nodes will also affect performance.

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