Lottie is a mobile library for Android and iOS that parses Adobe After Effects animations exported as json with Bodymovin and renders them natively on mobile!
This repository is an unofficial conversion of the Lottie-android library in pure Dart.
It works on Android, iOS, macOS, linux, windows and web.
This example shows how to display a Lottie animation in the simplest way.
The Lottie
widget will load the json file and run the animation indefinitely.
import 'package:flutter/material.dart';
import 'package:lottie/lottie.dart';
void main() => runApp(const MyApp());
class MyApp extends StatelessWidget {
const MyApp({super.key});
@override
Widget build(BuildContext context) {
return MaterialApp(
home: Scaffold(
body: ListView(
children: [
// Load a Lottie file from your assets
Lottie.asset('assets/LottieLogo1.json'),
// Load a Lottie file from a remote url
Lottie.network(
'https://raw.githubusercontent.com/xvrh/lottie-flutter/master/example/assets/Mobilo/A.json'),
// Load an animation and its images from a zip file
Lottie.asset('assets/lottiefiles/angel.zip'),
],
),
),
);
}
}
This example shows how to take full control over the animation by providing your own AnimationController
.
With a custom AnimationController
you have a rich API to play the animation in various ways: start and stop the animation when you want,
play forward or backward, loop between specifics points...
import 'package:flutter/material.dart';
import 'package:lottie/lottie.dart';
void main() => runApp(const MyApp());
class MyApp extends StatefulWidget {
const MyApp({super.key});
@override
State<MyApp> createState() => _MyAppState();
}
class _MyAppState extends State<MyApp> with TickerProviderStateMixin {
late final AnimationController _controller;
@override
void initState() {
super.initState();
_controller = AnimationController(vsync: this);
}
@override
void dispose() {
_controller.dispose();
super.dispose();
}
@override
Widget build(BuildContext context) {
return MaterialApp(
home: Scaffold(
body: ListView(
children: [
Lottie.asset(
'assets/LottieLogo1.json',
controller: _controller,
onLoaded: (composition) {
// Configure the AnimationController with the duration of the
// Lottie file and start the animation.
_controller
..duration = composition.duration
..forward();
},
),
],
),
),
);
}
}
See this file for a more comprehensive example.
The Lottie
widget takes the same arguments and have the same behavior as the Image
widget
in term of controlling its size.
Lottie.asset(
'assets/LottieLogo1.json',
width: 200,
height: 200,
fit: BoxFit.fill,
)
width
and height
are optionals and fallback on the size imposed by the parent or on the intrinsic size of the lottie
animation.
The Lottie
widget has several convenient constructors (Lottie.asset
, Lottie.network
, Lottie.memory
) to load, parse and
cache automatically the json file.
Sometime you may prefer to have full control over the loading of the file. Use AssetLottie
(or NetworkLottie
, MemoryLottie
) to load a lottie composition from a json file.
This example shows how to load and parse a Lottie composition from a json file.
class MyWidget extends StatefulWidget {
const MyWidget({super.key});
@override
State<MyWidget> createState() => _MyWidgetState();
}
class _MyWidgetState extends State<MyWidget> {
late final Future<LottieComposition> _composition;
@override
void initState() {
super.initState();
_composition = AssetLottie('assets/LottieLogo1.json').load();
}
@override
Widget build(BuildContext context) {
return FutureBuilder<LottieComposition>(
future: _composition,
builder: (context, snapshot) {
var composition = snapshot.data;
if (composition != null) {
return Lottie(composition: composition);
} else {
return const Center(child: CircularProgressIndicator());
}
},
);
}
}
This example goes low level and shows you how to draw a LottieComposition
on a custom Canvas at a specific frame in
a specific position and size.
class CustomDrawer extends StatelessWidget {
final LottieComposition composition;
const CustomDrawer(this.composition, {super.key});
@override
Widget build(BuildContext context) {
return CustomPaint(
painter: _Painter(composition),
size: const Size(400, 400),
);
}
}
class _Painter extends CustomPainter {
final LottieDrawable drawable;
_Painter(LottieComposition composition)
: drawable = LottieDrawable(composition);
@override
void paint(Canvas canvas, Size size) {
var frameCount = 40;
var columns = 10;
for (var i = 0; i < frameCount; i++) {
var destRect = Offset(i % columns * 50.0, i ~/ 10 * 80.0) & (size / 5);
drawable
..setProgress(i / frameCount)
..draw(canvas, destRect);
}
}
@override
bool shouldRepaint(CustomPainter oldDelegate) {
return true;
}
}
This example shows how to modify some properties of the animation at runtime. Here we change the text,
the color, the opacity and the position of some layers.
For each ValueDelegate
we can either provide a static value
or a callback
to compute a value for a each frame.
class _Animation extends StatelessWidget {
@override
Widget build(BuildContext context) {
return Lottie.asset(
'assets/Tests/Shapes.json',
delegates: LottieDelegates(
text: (initialText) => '**$initialText**',
values: [
ValueDelegate.color(
const ['Shape Layer 1', 'Rectangle', 'Fill 1'],
value: Colors.red,
),
ValueDelegate.opacity(
const ['Shape Layer 1', 'Rectangle'],
callback: (frameInfo) => (frameInfo.overallProgress * 100).round(),
),
ValueDelegate.position(
const ['Shape Layer 1', 'Rectangle', '**'],
relative: const Offset(100, 200),
),
],
),
);
}
}
By default, the animation is played at the frame rate exported by AfterEffect. This is the most power-friendly as generally the animation is exported at 10 or 30 FPS compared to the phone's 60 or 120 FPS. If the result is not good, you can change the frame rate
Lottie.asset('anim.json',
// Use the device frame rate (up to 120FPS)
frameRate: FrameRate.max,
// Use the exported frame rate (default)
frameRate: FrameRate.composition,
// Specific frame rate
frameRate: FrameRate(10),
)
TGS file can be loaded by providing a special decoder
Widget build(BuildContext context) {
return ListView(
children: [
Lottie.network(
'https://telegram.org/file/464001484/1/bzi7gr7XRGU.10147/815df2ef527132dd23',
decoder: LottieComposition.decodeGZip,
),
Lottie.asset(
'assets/LightningBug_file.tgs',
decoder: LottieComposition.decodeGZip,
),
],
);
}
You can select the correct .json file from a dotlottie (.lottie) archive by providing a custom decoder
class Example extends StatelessWidget {
const Example({super.key});
@override
Widget build(BuildContext context) {
return Lottie.asset(
'assets/cat.lottie',
decoder: customDecoder,
);
}
}
Future<LottieComposition?> customDecoder(List<int> bytes) {
return LottieComposition.decodeZip(bytes, filePicker: (files) {
return files.firstWhereOrNull(
(f) => f.name.startsWith('animations/') && f.name.endsWith('.json'));
});
}
Version v3.0
introduced the renderCache
parameter to help reduce an excessive energy consumption.
In this mode, the frames of the animation are rendered lazily in an offscreen cache. Subsequent runs of the animation are cheaper to render. It helps reduce the power usage of the application at the cost of an increased memory usage.
This port supports the same feature set as Lottie Android.
Run the app with flutter run -d chrome --web-renderer canvaskit
See a preview here: https://xvrh.github.io/lottie-flutter-web/
See the example
folder for more code samples of the various possibilities.