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Text To Lottie

diffusionstudio/lottie
2.1k installs2.3k starsMIT
Summary

Lottie animations are notoriously finicky when you're trying to author them programmatically instead of exporting from After Effects. This skill gets Claude to generate valid Bodymovin JSON that actually renders in a local Skia-based player, not the usual lottie-web runtime. The big gotcha it handles: Skottie requires all shape primitives to be wrapped in a group object or you get a blank canvas. It also wires up the slot system so you can expose properties like colors and sizes to a live editing panel without re-parsing the entire file. If you need to spin up animations on demand or let users tweak parameters in real time, this handles the JSON plumbing correctly.

Install to Claude Code

npx -y skills add diffusionstudio/lottie --skill text-to-lottie --agent claude-code

Installs into .claude/skills of the current project.

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Categories
Design & UI/UXVideo & Audio Editing
First SeenJun 12, 2026
View on GitHub

Authoring Renderable Lottie Files

This app renders Lottie with Skia's Skottie module (via canvaskit-wasm), not the JS lottie-web runtime. Follow the rules below and verify the result.

This skill covers the mechanics — the JSON shape Skottie needs. For the craft (timing, easing, choreography, Disney animation principles), see LottieFiles' motion-design skill. Its guidance is in milliseconds; convert to frames with frames = ms / 1000 * fr.

Setting up the project

The deliverable is not just public/lottie.json: the viewer should be set up and the animation should be previewable in the browser. If the player project is missing, create it; if it exists, install/update dependencies as needed, start the dev server, and open the local preview URL for verification.

Always use the official GitHub player project — never hand-roll a custom viewer. This skill's JSON rules (slots, the properties panel, the ?frame= URL controls, the Skottie wasm wiring) only hold inside that exact project. Do not build your own HTML page, swap in lottie-web, or scaffold a bespoke canvas setup — any of those will silently diverge from how this player renders and the verification steps below won't apply. If the player project isn't already on this machine, scaffold a fresh copy of the repo with degit:

npx degit diffusionstudio/lottie my-animation
cd my-animation
npm install   # postinstall copies the CanvasKit wasm into /public
npm run dev

Then open the printed local URL. If you already have the project, just npm install && npm run dev.

Where to write the file (and how it loads)

  • Write the animation JSON to public/lottie.json. That is the only file you need to touch to change what the app shows — src/App.tsx fetches /lottie.json at startup.
  • With the dev server running (npm run dev), a Vite plugin watches that file and full-reloads the page on save, so your edit appears immediately. No other wiring is required.
  • If parsing fails, the app shows the error on screen ("CanvasKit could not parse the Lottie file.").

Required top-level shape

Every Lottie document is one JSON object with at least these fields:

{
  "v": "5.7.0",      // bodymovin version string
  "fr": 60,          // frame rate (fps)
  "ip": 0,           // in point (start frame)
  "op": 120,         // out point (end frame) — duration = (op - ip) / fr seconds
  "w": 512,          // composition width  (px)
  "h": 512,          // composition height (px)
  "assets": [],      // images / precomps; [] if none
  "layers": [ /* ... */ ]
}

The app letterboxes the w×h composition to fit the canvas, so pick a square or sensible aspect ratio. op controls the total frame count shown in the UI.

Layers

layers follows After Effects order: the first entry in the array is the topmost layer, and later entries render underneath it. Each layer needs at minimum:

{
  "ty": 4,           // layer type: 4 = shape layer (the common case)
  "nm": "circle",    // name (optional but helpful)
  "ip": 0,           // layer in point
  "op": 120,         // layer out point — must cover the frames you want it visible
  "st": 0,           // start time
  "ks": { /* transform — see below */ },
  "shapes": [ /* ... */ ]   // for shape layers
}

Common layer types: 4 shape, 2 image, 1 solid, 0 precomp, 5 text. Prefer shape layers (ty: 4) for LLM-authored animations — no external assets needed.

The transform block (ks)

Every layer has a transform. Each property is either static ({ "a": 0, "k": value }) or animated ({ "a": 1, "k": [ ...keyframes ] }).

"ks": {
  "o": { "a": 0, "k": 100 },                 // opacity 0–100
  "r": { "a": 0, "k": 0 },                   // rotation (degrees)
  "p": { "a": 0, "k": [256, 256, 0] },       // position [x, y, z]
  "a": { "a": 0, "k": [0, 0, 0] },           // anchor point [x, y, z]
  "s": { "a": 0, "k": [100, 100, 100] }      // scale (percent, per axis)
}

Anchor matters: rotation and scale pivot around the anchor a, expressed in the layer's own coordinate space. To rotate a shape around its own center, set the shape's geometry around the anchor (e.g. center the ellipse on a).

Shapes — the #1 Skottie gotcha

Skottie requires shape elements to be wrapped in a Group (ty: "gr"). A flat list of shapes + fills directly in shapes renders blank. Always nest the geometry, fill/stroke, and a group transform inside a group's it array:

"shapes": [
  {
    "ty": "gr",            // GROUP — required wrapper
    "nm": "ball",
    "it": [
      {
        "ty": "el",        // ellipse
        "p": { "a": 0, "k": [0, 0] },
        "s": { "a": 0, "k": [120, 120] }
      },
      {
        "ty": "fl",        // fill
        "c": { "a": 0, "k": [0.2, 0.6, 1, 1] },   // RGBA, each 0–1
        "o": { "a": 0, "k": 100 }
      },
      {
        "ty": "tr",        // GROUP TRANSFORM — include even if identity
        "p": { "a": 0, "k": [0, 0] },
        "a": { "a": 0, "k": [0, 0] },
        "s": { "a": 0, "k": [100, 100] },
        "r": { "a": 0, "k": 0 },
        "o": { "a": 0, "k": 100 }
      }
    ]
  }
]

Shape primitives inside it:

  • "el" ellipse — p center, s [width, height]
  • "rc" rectangle — p center, s [w, h], r corner radius
  • "sh" custom path — ks.k is a bezier { "c": closed?, "v": verts, "i": inTangents, "o": outTangents }
  • "st" stroke — c color, w width, o opacity
  • "fl" fill — c color (RGBA 0–1), o opacity
  • "tr" the group's transform (always include it last)

Colors are normalized 0–1 RGBA, not 0–255. [1, 0, 0, 1] is opaque red.

Animating a property (keyframes)

Set "a": 1 and make k an array of keyframe objects. Each keyframe has a time t (frame), a value s (start value for that segment, as an array), and easing handles i/o:

"p": {
  "a": 1,
  "k": [
    { "t": 0,   "s": [256, 120], "i": { "x": [0.5], "y": [1] }, "o": { "x": [0.5], "y": [0] } },
    { "t": 60,  "s": [256, 400], "i": { "x": [0.5], "y": [1] }, "o": { "x": [0.5], "y": [0] } },
    { "t": 120, "s": [256, 120] }
  ]
}
  • t is the frame number; the last keyframe usually has no i/o/easing pair beyond s (it's the end).
  • s is always an array, even for scalars like rotation: "s": [360].
  • i/o are the bezier ease handles (incoming / outgoing). x/y arrays in [0..1]. For a smooth ease use x:[0.5], y:[1] (in) and x:[0.5], y:[0] (out); for linear use x:[0], y:[0] / x:[1], y:[1]. Multi-dimensional values may use per-axis arrays.
  • To loop seamlessly, make the last keyframe's value equal the first.

Exposing editable properties (slots + the properties panel)

The app can render a live properties panel (text inputs and sliders) that edit chosen values of the animation in real time. This rides on Skottie's native slot feature — no re-parse, the change shows on the next frame.

To make a property editable, do two things:

1. Declare a slot in the Lottie JSON. Add a top-level "slots" object whose keys are slot IDs, and point a property at one with "sid" instead of (or alongside) an inline value. The slot's "p" holds the default, in the same shape the property would normally take.

{
  "v": "5.7.0", "fr": 60, "ip": 0, "op": 90, "w": 512, "h": 512, "assets": [],
  "slots": {
    "ballColor": { "p": { "a": 0, "k": [0.231, 0.6, 1, 1] } },   // color: RGBA 0–1
    "ballSize":  { "p": { "a": 0, "k": 120 } }                    // scalar
  },
  "layers": [ /* ... */
    // in the fill:    "c": { "sid": "ballColor" }
    // in a scalar:    "s": { "sid": "ballSize" }
  ]
}

Slot types map to controls like this:

Slot valueControl rendered
scalar (a single number)slider
color (RGBA 0–1)color picker
vec2 ([x, y])two number inputs
text (a string)text input

The app discovers slots automatically via Skottie's getSlotInfo() — you do not list them anywhere else for them to work. The panel appears as soon as the animation declares at least one slot.

Required: a background-color control on every animation

Every animation you produce must expose at least one control for the background color. The player does not paint a composition background of its own, so add a full-composition background layer as the last entry in layers (so it renders underneath everything), fill it with a slotted color, and label that slot in controls.json. Use a rectangle the size of the composition:

// last layer in `layers`:
{
  "ty": 4, "nm": "background", "ip": 0, "op": 120, "st": 0,
  "ks": { "o": { "a": 0, "k": 100 }, "p": { "a": 0, "k": [256, 256, 0] },
          "a": { "a": 0, "k": [0, 0, 0] }, "s": { "a": 0, "k": [100, 100, 100] },
          "r": { "a": 0, "k": 0 } },
  "shapes": [
    { "ty": "gr", "it": [
      { "ty": "rc", "p": { "a": 0, "k": [256, 256] },
        "s": { "a": 0, "k": [512, 512] }, "r": { "a": 0, "k": 0 } },
      { "ty": "fl", "c": { "sid": "bgColor" }, "o": { "a": 0, "k": 100 } },
      { "ty": "tr", "p": { "a": 0, "k": [0, 0] }, "a": { "a": 0, "k": [0, 0] },
        "s": { "a": 0, "k": [100, 100] }, "r": { "a": 0, "k": 0 },
        "o": { "a": 0, "k": 100 } }
    ] }
}
// slots:    "bgColor": { "p": { "a": 0, "k": [1, 1, 1, 1] } }   // default white
// controls: { "sid": "bgColor", "label": "Background color" }

Match the rectangle's p/s to your composition's w×h. This is in addition to whatever other controls the animation exposes.

2. (Optional) Describe presentation in public/controls.json. Slots only expose an ID and type, not a label or a sensible slider range. The sidecar file adds that. It is optional — missing entries fall back to the slot ID and a generic 0–100 range. Like lottie.json, it hot-reloads on save.

{
  "controls": [
    { "sid": "ballColor", "label": "Ball color" },
    { "sid": "ballSize",  "label": "Ball size", "min": 40, "max": 240, "step": 1 }
  ]
}
  • sid must match a slot ID exactly.
  • label is the display name; min/max/step shape scalar sliders and vec2 inputs (ignored for color/text).
  • An entry whose sid matches no slot is simply ignored; a slot with no entry still renders with defaults.

Controlling playback from a browser agent

When you drive the page through a browser tool, do not pixel-drag the slider or hunt for the play button — it's unreliable and you can't land on an exact frame. Instead, pin the frame in the URL and read the canvas by its test id:

http://localhost:5173/?frame=60&paused=1
  • ?frame=N seeks to frame N on load and holds it paused, so the moment sits still for a screenshot. This is the right way to inspect a specific frame (e.g. "is the ball at the bottom at frame 60?"): open ?frame=60, then screenshot.
  • ?paused=1 starts paused (at frame 0, or at frame if also given); ?paused=0 forces autoplay even with a frame pinned.
  • With no query params the animation autoplays as usual.

To change the inspected frame, navigate to a new URL (or just edit the query string and reload). The canvas carries data-testid="lottie-canvas", so a browser tool can target it directly for screenshots. If the canvas is blank, the page hasn't finished loading or the Lottie failed to parse (check the on-screen error).

Before you finish — checklist

  1. The file is valid JSON (no comments, no trailing commas). Validate with node -e "JSON.parse(require('fs').readFileSync('public/lottie.json','utf8'))".
  2. Every shape primitive/fill is inside a "ty": "gr" group's it array, and each group ends with a "tr" transform.
  3. Top-level op and each layer's op cover the frames you animate.
  4. Colors are 0–1 RGBA; positions/sizes are within the w×h composition.
  5. Keyframe s values are arrays; loops repeat the first value at the end.
  6. A background-color control is present: a full-composition background layer (last in layers) with a slotted fill (e.g. bgColor) and a matching controls.json label.
  7. The project is the official GitHub player (scaffolded via degit), not a custom/hand-rolled viewer.
  8. If the dev server is running, just save — it hot-reloads. Otherwise start it with npm run dev. A blank canvas (no error) → re-check the group wrapping.
  9. The player is running and the preview URL has been opened or reported. When a browser tool is available, verify the page shows a nonblank rendered animation before finalizing — pin a key frame via the URL (see "Controlling playback from a browser agent"), e.g. open ?frame=60&paused=1 and screenshot, rather than dragging the on-screen slider.

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