I am working with an illustrator to add animation to my iOS app. She is using Adobe After Effects on the illustration side and I am using SpriteKit on the developer side. However, the specifics don't matter here. Going from Keynote to Cocoas2d has a similar process.
The process is something like this:
- Asset creator makes animation.
- Asset creator breaks animation into its various frames.
- Developer imports those frames.
- Developer uses animation library to animate through those frames, trying to make it look as similar to original animation as possible.
Personally, I feel like this process is a bit inefficient. What is a more streamlined process to put animation assets into an iOS app?
Other Resources
- Workflow that uses python script to turn After Effects XML files in plists. (See comments as well.) http://bp.io/post/1097
- High-level process view from the animators perspective. http://www.quora.com/How-do-UI-designers-design-and-test-animations-for-interfaces