The JSON format
The JSON animation document, in one page: the principles behind the format, the full
reference, the player effects, the editor’s meta, and the core library that validates and
transforms documents. (The other shape an animation takes — a finished .svg file — has its
own documentation: Pre-rendered SVG. A compact, printable
schema-only version: SCHEMA.md.)
On this page: Format principles · JSON format reference · Player effects · Editor meta and applied effects · Core library
Format principles
Section titled “Format principles”Read this if you write animation files by hand, need to read one to diagnose a problem, or are simply curious why the format looks the way it does.
Plain SVG, with layers on top
Section titled “Plain SVG, with layers on top”Start from what already exists: SVG, the standard format for vector graphics on the web — every browser draws it. What SVG does not give us is a good way to describe animation: how those shapes move, change colour, morph over time. The Pixodesk format does not replace SVG to get there. It keeps SVG as its base and adds what is missing on top, one addition at a time — first typed values, then animation, then effects, then the editor’s own data. Each addition is called a layer: plain SVG is layer zero (L0), and every layer above it adds exactly one idea and uses only the layers beneath it.
Two rules hold the stack together.
Rule 1 — the layers don’t mix. Each layer keeps its data in its own place: animation
always under animate, effects under effects, editor data under meta. So a program
reading the file can take the parts it understands and simply skip the rest.
Rule 2 — higher layers get translated down into simpler ones, never the other way. In the end, a browser can only draw plain SVG. So everything a higher layer describes is, at some point, converted into the simpler layers below it. This happens at three moments:
- when the editor saves a file, it converts its editor-only constructs (L4 — for example a star shape preset) into the plain layers below (a path, and its animation);
- when the player loads a JSON file, it converts the effects (L3) into plain elements, attributes and animation (L0–L2);
- when the editor exports a pre-rendered SVG, it converts everything into plain SVG plus CSS (L0).
Whichever of these three conversions runs, its output is always written in the simple layers only.
| Layer | Where its data lives | What it adds | Who reads it |
|---|---|---|---|
| L0 — plain SVG | the element object itself: {type, ...attributes, children} | the drawing — elements and their SVG attributes, exactly as in any SVG; values are plain strings | the browser |
| L1 — typed values | the same SVG attributes as L0 — the layer changes their values, not their place | values become typed instead of strings: numbers (opacity: 0.5), arrays (translate: [96.8, 46.8]), objects (transform: { translate, rotate, scale }). Units are never written — each property has one fixed, implied unit. A value written this way is exactly what a keyframe of L2 holds | the player |
| L2 — animated attributes | node.animate, one entry per animated attribute name | keyframes for any attribute; the element itself and its place in the tree are untouched — delete every animate key and a valid static SVG remains | the player |
| L3 — player effects | node.effects | effects — short descriptions of masks, gradients, copies and other effects (see more), which the player expands into plain elements and attributes when the file loads | the player |
| L4 — editor meta | node.meta | everything only the editor needs — labels, shape presets, the sources of applied effects; the player ignores this key entirely — Editor meta and applied effects | the editor |
| L5 — pre-rendered SVG | unlike the layers above, this one is not a part of the JSON document — it is a separate .svg file the editor produces on export | the same document, converted into an ordinary SVG file: the animation travels as CSS or a script inside it, and the editor data as data-px-meta attributes — Meta in pre-rendered SVG | depends on the flavour: a CSS-animation file is played by the browser alone; a JS-animation file is played by the player embedded in it |
JSON format reference
Section titled “JSON format reference”This page is the reference for the JSON format. It lists every key of the document, with its type and its meaning. A document is simply SVG written as JSON, with the animation added alongside — if you understand SVG files, you will understand these too. If SVG itself is new to you, start with an SVG introduction first (for example MDN’s SVG tutorial) and come back. Why the format is shaped this way: Format principles.
A complete small document
Section titled “A complete small document”Everything the format is, in one small document — a ball that drops with an ease-in-out. The comments mark the two things added on top of plain SVG (JSON itself does not allow comments, so a real file has none):
{ // The root <svg> element — plain SVG, written as JSON "type": "svg", "viewBox": "0 0 400 400",
// ADDED: the playback settings — how long, how many times, what starts it "animator": { "timeline": { "type": "clock", "duration": 1000, "iterations": "infinite", "trigger": { "startOn": "load" } } },
"children": [ { // A plain <ellipse> element with ordinary SVG attributes "type": "ellipse", "cx": 139, "cy": 163, "rx": 64, "ry": 64, "fill": "#007fff85", "stroke": "#003a73",
// ADDED: the element's animation — keyframes for its transform attribute "animate": { "transform": { "keyframes": [ { "time": 0, "value": { "translate": [0, 0] } }, { "time": 1000, "value": { "translate": [0, 147] }, "easing": [0.42, 0, 0.58, 1] } ] } } } ]}Three ideas cover 90 % of the format:
- Every element is a JSON object —
typeholds the SVG tag name, every other key is an SVG attribute, andchildrenis an array of the element’s child elements, nested the same way the tags nest in an SVG file. - Any attribute can be animated by adding keyframes next to it — they go under the
element’s
animatekey, filed by the attribute’s name. The static attribute itself stays where it is, so if you remove everyanimate, a valid static SVG remains. - One place for playback settings — the root
animatorobject holds everything about how the document plays: duration, loops, what starts it.
Schema at a glance
Section titled “Schema at a glance”The whole format as flattened TypeScript-style typings. A standalone, printable copy of this section (with examples) lives in SCHEMA.md.
// PxAnimatedSvgDocument// Self-contained document: has children — player renders SVG tree and animates it// Bind-by-id document: no children — player animates a pre-existing SVG DOM via animator.animateByIdinterface SVG_JSON { type: 'svg'; // document root marker id?: string; // DOM id; in a bind-by-id document it locates the pre-rendered element viewBox?: string; // internal coordinate space, e.g. "0 0 700 380" width?: number; // rendered size; width accepts CSS units height?: number; [key: string]: any; // any SVG/CSS presentation attribute; pass-through to DOM
animator?: { mode?: 'auto' | 'waapi' | 'frames'; // default 'auto' = WAAPI→RAF fallback; 'waapi' = WAAPI; 'frames' = RAF frameRate?: number; // target fps; RAF mode only (default: uncapped)
// WHAT ADVANCES THE PLAYHEAD — a discriminated object mirroring WAAPI's // DocumentTimeline / ScrollTimeline / ViewTimeline. Timing and the playback // dynamics live INSIDE it; each type carries only the fields that mean // something for it. Omitting `timeline` entirely means a plain clock. timeline?: | { type: 'clock'; // wall time — something STARTS it (the trigger) duration?: number; // length of ONE iteration, ms (default 1000); keyframe times are absolute offsets delay?: number; // wait before start, ms (default 0); negative = skip ahead, e.g. -500 starts from the 0.5 s frame iterations?: number | 'infinite'; // repeat count (default 1); composes with per-property loop (loop-within-loop) fill?: 'forwards' | 'backwards' | 'both' | 'none'; // WAAPI fill; default 'forwards' holds final state direction?: 'normal' | 'reverse' | 'alternate' | 'alternate-reverse'; // default 'normal' trigger?: { startOn?: 'load' | 'mouseOver' | 'click' | 'scrollIntoView' | 'programmatic'; outAction?: 'continue' | 'pause' | 'reset' | 'reverse'; // when the trigger condition ends; default 'continue' onFinish?: 'hold' | 'reset'; // after a NATURAL finish; default 'hold' (keep end state per `fill`) scrollIntoViewThreshold?: number; // how much must be on screen to start: 0 = any part (default), 1 = all of it; scrollIntoView only }; } | { type: 'scroll' | 'view'; // scrubbed: the scroll container's offset ('scroll') or the SVG's // journey through the viewport ('view'); no trigger/delay slots exist here duration?: number; // the keyframe span the scroll range maps onto, ms iterations?: number; // finite only — 'infinite' cannot map onto a range engine?: 'custom' | 'native'; // who computes progress: the player (default) or the browser's ScrollTimeline axis?: 'block' | 'inline' | 'x' | 'y'; source?: 'nearest' | 'root'; // type 'scroll' — which scroll container subject?: string; // type 'view' — whose journey: 'parent' | 'scroller' | a CSS selector smoothing?: number; // ms catch-up lag toward the scroll position pin?: boolean | { align?: 'top' | 'center' | 'bottom'; top?: number; distance?: number }; range?: { start?: { phase?: string; fraction?: number }; end?: { phase?: string; fraction?: number } }; };
// named reusable easings and animations; resolved at runtime // materialise (inline) all refs before handing to a dumb player definitions?: { easings?: Record<string, [number, number, number, number]>; // name → [x1,y1,x2,y2] animations?: Record<string, Record<string, ANIMATE>>; // name → { propName: ANIMATE } styles?: Record<string, Record<string, string | number>>; // name → style preset, string|number values only (node.style may reference by name) // font-family → embedded glyph outlines, for glyph-mode text // (effects.text.useGlyphs) — renders without shipping a font glyphs?: Record<string, { fontFamily: string; // e.g. "Roboto" fontStyle: string; // "" | "italic" | … ascent: number; // in unitsPerEm unitsPerEm: number; // e.g. 1000 glyphs: Record<string, { width: number; d: string }>; // keyed by the character }>; };
debugInstName?: string; // exposes the animator as window[debugInstName]
// bind-by-id documents — maps '#elementId' → animation spec. Same value type as // `node.animate`; only the KEYSPACE differs (an element reference here, an attr // name there). Reference spelling is uniform: every element reference in the // format is '#id'-spelled — record keys included. animateById?: Record<string, | string | Array<string> | Record<string, ANIMATE> | Array<string | Record<string, ANIMATE>> >; };
// self-contained documents — SVG element tree; its absence makes the document bind-by-id children?: Array<{ type: string; // SVG element tag: "rect", "g", "path", "ellipse", "use", … id?: string; // DOM id; required for href="#id" refs or animator.animateById targeting [key: string]: any; // SVG/CSS attrs (cx, cy, r, fill, stroke, transform, …); pass-through text?: string; // text content for <text>/<tspan> (alias: textContent) style?: string | Record<string, string | number>; // named ref / array of refs / inline definition / mixed array animate?: string | Array<string> | Record<string, ANIMATE> | Array<string | Record<string, ANIMATE>>; // Player-materialised structural effects (transformBy/repeater/maskedBy/ // strokeTrim/clone/gradient/textPath/text). JSON-only — the // Pre-rendered SVG export materialises these in the Editor. See "Player // effects" section below. effects?: { // each part is animatable: raw value | {value} | {keyframes} transformBy?: { translate?: [x,y], rotate?: deg, skew?: deg, scale?: [x,y], origin?: [x,y] }; repeater?: { copies?: number, translate?: [x,y], rotate?: deg, scale?: [sx,sy] /*per-copy multiplier, compounds v^i*/, origin?: [x,y] }; maskedBy?: { sourceId?: string, maskType?: 'alpha' | 'luminance', maskUnits?, maskContentUnits?: 'userSpaceOnUse' | 'objectBoundingBox', x?, y?, width?, height?: number }; // mask viewport, user units clipPath?: { d?: "M…" | { value } | { keyframes } }; // ONE animatable slot, like every other effect strokeTrim?: { offset?: number, range?: [a,b], subPaths?: 'separate' | 'combined' }; // offset/range animatable clone?: { type?: 'content', sourceId?: string, retime?: { start?, stretch?: number, timeCrop?: [inMs, outMs] } }; // retime is PURE timing — the ref lives once, on the clone // Geometry slots animate like any other slot ({value} | {keyframes}); // gradient geometry animation runs on the frames engine. fillGradient?: { type: 'linear'|'radial', start?, end? (linear) , center?, radius?, focal? (radial), stops?, gradientUnits?, spreadMethod?, gradientTransform? }; strokeGradient?: { /* same shape as fillGradient */ }; textPath?: { path: string, pathOverflow?, lengthAdjust?, method?, spacing?, startOffset?, textLength? }; text?: { useGlyphs?: boolean }; // render text from embedded glyph outlines (definitions.glyphs) }; meta?: any; // editor-only (label, shape, …); not rendered, ignored by player children?: Array<any>; // recursive; <g>, <defs>, <symbol>, <text>, <use>, … }>;}// PxPropertyAnimation — single-property animationinterface ANIMATE { keyframes?: Array<{ time?: number; // ms offset from the start of the document timeline value?: any; // see "Keyframe values" below easing?: string | [number, number, number, number]; // named ref or cubic-bezier tangentOut?: [number, number]; // motion-path delta tangent at this kf tangentIn?: [number, number]; // motion-path delta tangent at this kf }>; autoOrient?: boolean; // translate-only: rotate element to face the path tangent // pre-processes keyframes to fill the timeline duration by repeating a segment // true → default: repeat last segment, cycling forward // independent of timeline.iterations; composes as loop-within-loop loop?: boolean | { segmentCount?: number; // intervals forming the segment; undefined = whole sequence; clamped [1, n-1] extend?: 'before' | 'after'; // which END the loop fills: 'after' (default, absent) = idle/outro, // 'before' = intro alternate?: boolean; // false (default) = cycle same direction; true = pingpong };}The document root
Section titled “The document root”| Field | Type | Meaning |
|---|---|---|
type | always the string "svg" | required — marks the root element of the document |
id | string | the element’s identifier — it becomes the DOM id, and other elements and effects reference the element by it (documents without children rely on these references) |
viewBox | string | the drawing’s coordinate space, exactly as in SVG — e.g. "0 0 700 380" means “the drawing spans 700 × 380 units” |
width · height | number or string | how big the drawing appears on the page — the same width / height you would put on an <svg> tag. Write a plain number (400) for pixels, or a string for anything with a unit: "32px", "100%" |
animator | object | the playback settings — duration, loops, trigger, etc — see Playback settings and Definitions |
children | array of element objects | the nested SVG children tree |
| any SVG attribute | string or number | any other key is passed through to the rendered <svg> as an SVG attribute (fill, style, …) |
Every element of the SVG tree is written as a JSON object, called a node. The type key
holds the tag name ("rect", "circle", "path", …), the element’s SVG attributes are
ordinary keys next to it, and three optional keys can be added: children (the element’s
child elements), animate (its animation) and effects (its effects):
// A plain SVG <rect>, written as JSON{ "type": "rect", "id": "box", "x": 10, "y": 10, "width": 80, "height": 40, "rx": 6, "fill": "#6366f1", // ADDED: the rect's animation — keyframes for its opacity "animate": { "opacity": { "keyframes": [ { "time": 0, "value": 0 }, { "time": 500, "value": 1 } ] } } }| Field | Meaning |
|---|---|
type | the SVG tag: rect, circle, ellipse, line, path, g, text, tspan, use, symbol, defs, image, mask, clipPath, linearGradient, radialGradient, stop, pattern, marker, filter and the fe* primitives, … |
id | DOM id — required when something references the element (href="#id", maskedBy, animateById — references are always #id-spelled, record keys included). When the player creates the DOM elements, it replaces every id with a fresh one (that is how several copies of one file coexist on a page), so ids need only be unique within the file |
children | nested nodes |
animate | this node’s animations — below |
effects | this node’s effects — Player effects |
style | inline style: a string or an object, or the name of a preset in definitions.styles |
textContent | text content of <text> / <tspan> |
meta | editor-only data (labels, shape presets, applied effects). Players ignore it, so if the file will only ever be played — never edited in the editor again — this key can be removed — Editor meta and applied effects |
| any other key | an SVG attribute |
Attribute names may be written as in SVG (stroke-width, font-size) or camelCase
(strokeWidth, fontSize); both render to the standard kebab-case attribute. The editor
writes camelCase.
Static values are typed: numbers (opacity: 0.5), number lists (strokeDasharray: [16, 16]), strings (fill: "#33b366", viewBox), a transform written as an object with one key per part (transform: { translate: [10, 10], rotate: 45 }) or an SVG transform string. Note that a static
attribute value is written exactly the same way as a keyframe’s value for that attribute —
learn one way of writing values and you know both.
Reserved keys — type, children, animator, animate, effects, meta, text,
textContent never reach the DOM as attributes: they are instructions for the player, which
turns them into other things — the element itself, its child elements, its text, its
animation.
One name clashes with this rule. A few SVG filter elements (such as <feTurbulence>) have an
attribute that is itself called type — but in a node, the type key is already taken by
the tag name. For these elements, write the attribute under the name domType instead;
when the player creates the element, it turns domType back into a real type attribute:
// In SVG this would be: <feTurbulence type="fractalNoise" baseFrequency="0.05" numOctaves="2" />{ "type": "feTurbulence", "domType": "fractalNoise", "baseFrequency": 0.05, "numOctaves": 2 }Text nodes carry their content in textContent, not as children:
{ "type": "text", "x": 20, "y": 40, "fill": "#111", "fontSize": 18, "textContent": "Hello", "children": [ { "type": "tspan", "dy": 20, "textContent": "second line" } ] }With effects.text.useGlyphs: true the text renders from glyph outlines embedded in
definitions.glyphs — no font needed on the viewer’s machine (the editor embeds them for you).
Animating — the animate channel
Section titled “Animating — the animate channel”A node animates through its animate map — one entry per attribute, each holding that
attribute’s keyframes:
// Three attributes of one element, each animated on its own channel"animate": { "opacity": { "keyframes": [ { "time": 0, "value": 0 }, { "time": 1000, "value": 1 } ] }, "fill": { "keyframes": [ { "time": 0, "value": "#3b82f6" }, { "time": 1000, "value": "#ec4899" } ] }, "transform": { "keyframes": [ { "time": 0, "value": { "rotate": 0 } }, { "time": 1000, "value": { "rotate": 360 } } ] }}That is the usual form: an object with one entry per animated attribute. There are also
three shorthand forms, all built on named animations — animations defined once in
definitions.animations (below) and reused by name:
// One named animation, by itself"animate": "fadeIn"
// Several named animations at once"animate": ["fadeIn", "spin"]
// Named animations mixed with an ordinary inline one"animate": ["fadeIn", { "scale": { "keyframes": [ { "time": 0, "value": [1, 1] }, { "time": 1000, "value": [1.5, 1.5] } ] } }]Any attribute takes one of three forms, consistently across the format:
{ fill: '#3b82f6' } // 1. primitive — static{ transform: { value: { translate: [10, 10] } } }// 2. {value} — structured static{ opacity: { keyframes: [ … ] } } // 3. {keyframes} — animatedProperty animation
Section titled “Property animation”| Field | Type | Meaning |
|---|---|---|
keyframes | array | the timeline |
value | same as a keyframe’s value (Keyframe values) | optional static baseline (rarely needed — the static attribute on the node is the baseline) |
loop | true or object | this one property repeats on its own, independent of the whole document’s iterations — Per-property loops |
autoOrient | boolean | translate animations with tangents: rotate the element to face the path — Motion along a path |
Keyframes
Section titled “Keyframes”| Field | Type | Meaning |
|---|---|---|
time | ms | offset from the start of the document timeline |
value | depends on the property — Keyframe values | the property’s value at this time |
easing | [x1, y1, x2, y2] or a name | how the value moves from this keyframe to the next one: a cubic-bezier curve, or the name of a curve defined in definitions.easings |
tangentOut · tangentIn | [dx, dy] | spatial tangents for motion along a path (translate only), relative to this keyframe’s position |
Every key has exactly one spelling — there are no short aliases.
Keyframe values
Section titled “Keyframe values”| Property kind | value | Example |
|---|---|---|
a single number (opacity, r, strokeWidth, rotate, …) | number | 0.5 |
a list of numbers (strokeDasharray, scale, translate) | number array | [80, 40] |
colour (fill, stroke, stopColor, …) | CSS colour string (or an RGBA number array) | "#ec4899" |
unified transform | an object with one key per transform part — translate, rotate, scale, skew, origin | { "translate": [8, 4], "rotate": 90, "scale": [2, 2] } |
path d | { "path": "M…" } (a bare "M…" string is also accepted) | { "path": "M0,0 L50,0 L50,50 Z" } |
gradient stops (inside gradient effects) | array of { offset, color } — each keyframe’s value is the complete stop list, every stop with its position and colour at that moment | [{ "offset": 0, "color": "#3b82f6" }, { "offset": 1, "color": "#ec4899" }] |
Easing
Section titled “Easing”Easing controls the pace of the change between two keyframes — for example start fast and slow down towards the end. It is written on the keyframe where the movement begins and applies to the movement from that keyframe to the next.
Give it a cubic-bezier curve directly:
{ "time": 0, "value": 0, "easing": [0.33, 0, 0.67, 1] }Or give it a name — the named curve must then be defined in animator.definitions.easings
of the same document:
// on the keyframe{ "time": 0, "value": 0, "easing": "smooth" }
// at the document root"animator": { "definitions": { "easings": { "smooth": [0.42, 0, 0.58, 1] } }}A keyframe with no easing gets linear movement: the value changes at a constant, even pace
all the way to the next keyframe.
Per-property loops
Section titled “Per-property loops”A property can repeat part of its own keyframes to fill the timeline’s duration, independently of
the document’s iterations:
"rotate": { "keyframes": [ { "time": 0, "value": 0 }, { "time": 1000, "value": 360 } ], "loop": true }"scale": { "keyframes": [ { "time": 0, "value": [1, 1] }, { "time": 500, "value": [1.2, 1.2] }, { "time": 1000, "value": [1, 1] } ], "loop": { "segmentCount": 1, "extend": "after", "alternate": true } }| Field | Meaning |
|---|---|
segmentCount | how big the repeated piece is, counted in intervals — an interval is the stretch between two neighbouring keyframes. By default the whole sequence repeats; "segmentCount": 1 repeats only one interval — the last one with extend: "after", the first one with extend: "before". In the example above, scale has three keyframes (two intervals), and only its second half — the shrink back from 1.2 to 1 — keeps repeating |
extend | which end of the timeline the repetition fills. "after" (default): the animation plays through once, then the last intervals repeat until the document’s duration is used up — e.g. a character lands and then keeps breathing. "before": the first intervals repeat first, and the rest of the keyframes play at the end — e.g. a logo pulses for a while and then settles |
alternate | false (default) replays in the same direction; true ping-pongs |
loop: true = repeat the whole sequence, after, forward.
Transforms
Section titled “Transforms”Animate every part together as one transform property. Each keyframe’s value is an
object holding all the parts — translate, rotate, scale — side by side:
// One transform property; every keyframe carries all the parts together"animate": { "transform": { "keyframes": [ { "time": 0, "value": { "translate": [0, 0], "rotate": 0, "scale": [1, 1] } }, { "time": 1000, "value": { "translate": [80, 40], "rotate": 90, "scale": [1.5, 1.5] } }] } }| Part | Type | Notes |
|---|---|---|
translate | [x, y] | how far to move along x and y — plain numbers in the drawing’s coordinates (the viewBox space) |
rotate | number | degrees |
skew | number | skewX degrees, composed between rotate and scale |
scale | [sx, sy] | multipliers: 1 = unchanged, 2 = double size, 0.5 = half |
origin | [x, y] | pivot for rotate / skew / scale — only meaningful alongside one of them |
The parts are applied in this order: translate · +origin · rotate · skewX · scale · −origin.
The same kind of object is also the preferred way to write a static transform
attribute ("transform": { "translate": [100, 100], "rotate": 45 }); an ordinary SVG
transform string is accepted too. Each part can also be animated as its own channel
(animate: { translate, rotate, scale }).
An animated transform writes the element’s one transform attribute, so it overwrites a
static transform on the same element — put a fixed placement on a wrapping <g> instead.
And since all parts share one set of keyframes, they run on one schedule; to give each part
its own timing, use the transformBy effect.
The per-key form (animate: { translate, rotate, scale } — used in the examples below) is also accepted; both produce the same composed transform string at render. A static transform attribute composes under the animated transform (CSS’s own precedence, applied at read): partial keyframe parts inherit the static parts they don’t set, and a single per-key channel next to a static transform keeps that static — transform: {rotate: 45} + an animated translate slides the element while it stays rotated. The one remaining last-write-wins case: several per-key channels animated at once on one node — compose those by nesting <g>s instead.
Motion along a path
Section titled “Motion along a path”Translate keyframes can carry Bézier tangents; the element then moves along the curve, and
autoOrient turns it to face the direction of travel:
"animate": { "transform": { // The element turns to face its direction of travel "autoOrient": true, "keyframes": [ // The tangents bend the straight line between the keyframes into a curve { "time": 0, "value": { "translate": [30, 150] }, "tangentOut": [46, -80] }, { "time": 3000, "value": { "translate": [270, 150] }, "tangentIn": [-46, -80] } ]} }The tangents are the Bézier control points of the curve, written relative to their keyframe’s own position (like the handles of a pen tool).
Shape morphing — animating a <path>’s outline
Section titled “Shape morphing — animating a <path>’s outline”A path’s shape is its d attribute — a string of drawing commands. Animate d and the
shape morphs from one form to the next. One rule: every keyframe’s path must have the
same number of points (in the example below, both shapes have four). Paths drawn in the
editor get this right automatically:
{ "type": "path", "fill": "#f59e0b", "d": "M-50,0 L0,-50 L50,0 L0,50 Z", // The diamond morphs into a square — both shapes have four points "animate": { "d": { "keyframes": [ { "time": 0, "value": { "path": "M-50,0 L0,-50 L50,0 L0,50 Z" } }, { "time": 2000, "value": { "path": "M-50,-50 L50,-50 L50,50 L-50,50 Z" } } ] } } }Morphing runs on the frame-loop engine (the auto mode switches automatically).
Definitions — animator.definitions
Section titled “Definitions — animator.definitions”animator.definitions is where things are defined once, under a name, and used in many
places by that name — instead of repeating the same easing curve or the same animation on
every element that needs it:
"definitions": { "easings": { "smooth": [0.42, 0, 0.58, 1] }, "animations": { "fadeIn": { "opacity": { "keyframes": [ { "time": 0, "value": 0 }, { "time": 2000, "value": 1 } ] } } }, "styles": { "label": { "fontFamily": "Inter", "fontSize": 12 } }, "glyphs": { "Roboto": { "fontFamily": "Roboto", "fontStyle": "", "ascent": 928, "unitsPerEm": 1000, "glyphs": { "H": { "width": 722, "d": "M100 0V722H190V400H532V722H622V0H532V320H190V0Z" } } } }}| Field | What it holds | How an element uses it |
|---|---|---|
easings | named easing curves | a keyframe writes the name instead of the curve: "easing": "smooth" |
animations | named animations | a node writes the name instead of the keyframes: "animate": "fadeIn" (documents without children use the same names in animateById) |
styles | named sets of style attributes | a node writes the name instead of the attributes: "style": "label" |
glyphs | letter outlines: for each font, the shape of every letter used, stored under that font’s name ("Roboto": … in the example above) | a <text> node with effects.text.useGlyphs: true is drawn from these outlines — the node’s font-family says which font’s outlines to use. No font file is needed on the viewer’s machine |
Animating a pre-rendered SVG
Section titled “Animating a pre-rendered SVG”When the editor saves a pre-rendered SVG + JS animation file, it puts two things into
that one .svg file:
- the markup — the elements, as ordinary SVG, each with an id;
- a shortened JSON document inside the file’s
<script>, which carries only the animations and links them to the markup through those ids.
This section is about that shortened JSON document. It looks like a normal document, with one
difference: it has no children — the elements already exist as markup, so instead of
carrying them again, it lists its animations in animator.animateById, keyed by the
#id of the element each one animates. You will normally never write such a document
yourself; the editor generates it.
import { createAnimator } from '@pixodesk/svg-animator-web';
createAnimator({ container: '#box', data: { // an empty <div id="box"> on the page type: 'svg', id: '_px_root', animator: { timeline: { type: 'clock', duration: 2000 }, definitions: { animations: { fadeIn: { opacity: { keyframes: [ { time: 0, value: 0 }, { time: 2000, value: 1 } ] } } } }, animateById: { '#_px_rect': 'fadeIn', // one named animation '#_px_ellipse': ['fadeIn', { fill: { keyframes: [ { time: 0, value: '#0087ff' }, { time: 2000, value: '#ff3b30' } ] } }], // several, mixed }, },} });animateById values have exactly the same shape as a node’s animate; only the key differs
(element reference here, attribute name there).
Reference spelling — one rule, everywhere: every element reference is #id-spelled —
href, partOf, every sourceId, and record keys like animateById’s alike.
Units of the values in a document
Section titled “Units of the values in a document”Every number in a document — a keyframe’s time, a duration, a coordinate, an angle — is
written as a plain number, never with a unit after it (no "500ms", no "45deg"). Instead,
each property has one fixed unit that is always understood:
| Value | Unit |
|---|---|
time (time, timeline.duration, timeline.delay, retime.start) | milliseconds |
lengths, coordinates, fontSize in px | plain numbers in the drawing’s coordinates (the viewBox space) — no unit is written |
rotate, skew, angles | degrees |
opacity, trim range / offset, stop offset, scrollIntoViewThreshold | a share of the whole, from 0 (none) to 1 (all) |
every scale | a multiplier: 1 = unchanged, 2 = double, 0.5 = half |
retime.stretch | a multiplier of duration: 2 = twice as long (half speed), 0.5 = half as long (double speed) |
frameRate | frames per second |
| easing | cubic-bezier [x1, y1, x2, y2] |
Player effects
Section titled “Player effects”An effect is a shortcut. Everything an effect does could be written out by hand with
plain elements and attributes — a mask as a <mask> element, five copies of a shape as five
elements — but that means a lot of repeated markup. An effect says the same thing in one
short declaration on the element: “mask me with that circle”, “repeat me five times, each
copy 80 further right”. When a JSON document loads, the player expands each effect into the
plain elements and attributes it stands for. (This applies to JSON only — in a pre-rendered
SVG export the editor has already done the expanding.)
// A plain SVG <rect> with ordinary attributes{ "type": "rect", "x": 0, "y": 0, "width": 40, "height": 40, "fill": "#3b82f6", // ADDED: two effects — the player turns them into real elements when the file loads "effects": { "transformBy": { "translate": [50, 50], "rotate": 30 }, "repeater": { "copies": 5, "translate": [80, 0], "rotate": 15 } } }Effect attribute values — static or animated. Many of an effect’s attributes can be
animated, just like an element’s attributes. In the tables below their type is written as a
union, e.g. number | Animated<number> — the attribute accepts either form:
- a static value —
"rotate": 30(also accepted wrapped in an object:"rotate": { "value": 30 }) - an
Animated<…>value — keyframes written exactly like in an element’sanimate:"rotate": { "keyframes": [ … ] }, optionally with"loop"
When an element has several effects, the player applies them in a fixed order — the
Applied column below. How you order the keys inside effects makes no difference:
| Applied | Effect | What it does |
|---|---|---|
| 1 | text | glyph-outline text rendering |
| 2 | textPath | text along a path |
| 3 | fillGradient / strokeGradient | gradient paint with animatable stops and geometry |
| 4 | strokeTrim | reveal or hide a stroke progressively along its path |
| 5 | repeater | N copies, each stepped by a delta |
| 6 | maskedBy | mask by another element |
| 7 | clipPath | clip to a (possibly animated) path |
| 8 | transformBy | per-part transforms with independent timing |
| 9 | clone | <use> semantics: what it copies, and re-timing |
For example, repeater + transformBy on one element always means “repeat, then transform
the whole row”, because repeater (5) is applied before transformBy (8). For “transform
each copy, then repeat”, put the transformBy on a child and the repeater on the parent
group.
1 — text
Section titled “1 — text”Draws a <text> element from letter outlines stored in the document itself
(definitions.glyphs) instead of using a font: the text looks identical on every machine,
and no font file needs to be installed or loaded.
| Field | Type | Meaning |
|---|---|---|
useGlyphs | boolean | render the text from the glyph outlines in definitions.glyphs — self-contained, identical on every machine, no font loading |
{ "type": "svg", "viewBox": "0 0 400 100", "animator": { "timeline": { "type": "clock", "duration": 1000 }, "definitions": { // The outlines the text is drawn from — one entry per letter used // (paths shortened here; the editor writes the real ones) "glyphs": { "Roboto": { "fontFamily": "Roboto", "fontStyle": "", "ascent": 928, "unitsPerEm": 1000, "glyphs": { "H": { "width": 722, "d": "M…" }, "e": { "width": 556, "d": "M…" }, "l": { "width": 222, "d": "M…" }, "o": { "width": 556, "d": "M…" } } } } } }, "children": [ { "type": "text", "x": 20, "y": 60, "fontFamily": "Roboto", "fontSize": 32, "textContent": "Hello", // Draw "Hello" from the embedded Roboto outlines instead of loading the font "effects": { "text": { "useGlyphs": true } } } ]}The editor embeds the used glyphs when you switch a text to glyph mode. Combined with
textPath, the glyphs are laid along the path directly.
2 — textPath
Section titled “2 — textPath”Put this on a <text> element to lay its text along a curved path — and, if you want, to
move the text along that path over time.
The text is rendered one of two ways — as browser text (a native SVG <textPath>, using
a font), or as glyph text (from embedded outlines, when the element also has
effects.text.useGlyphs: true). Not every field applies to both; the Applies to column
says which:
| Field | Type | Meaning | Applies to |
|---|---|---|---|
path | path string | the path geometry (inline — no separate element needed) | browser text, glyphs |
startOffset | number | Animated<number> | where the text starts along the path (SVG spec) | browser text, glyphs |
textLength | number | Animated<number> | stretch / squeeze the text to this length (SVG spec) | browser text, glyphs |
lengthAdjust | spacing · spacingAndGlyphs | how textLength is reached: by changing the space between glyphs only, or by stretching the glyphs too (SVG spec) | browser text only |
method | align · stretch | each glyph is rotated to sit on the path, or the glyphs themselves are bent to follow its curve (SVG spec) | browser text only |
spacing | auto · exact | exact places glyphs strictly by the SVG layout rules; auto lets the renderer adjust the spacing to look better on curves (SVG spec) | browser text only |
pathOverflow | extend (default) · clip | glyphs past the end of an open path continue along the tangent, or disappear | browser text, glyphs |
{ "type": "text", "fill": "#111", "fontSize": 18, // Lay the text along the curve, and slide it 260 units along the path over 2 s "effects": { "textPath": { "path": "M20,100 Q150,20 280,100", "startOffset": { "keyframes": [ { "time": 0, "value": 0 }, { "time": 2000, "value": 260 } ] } } }, "children": [ { "type": "tspan", "textContent": "animated text on a path" } ] }3 — fillGradient / strokeGradient
Section titled “3 — fillGradient / strokeGradient”Paints the element’s fill (or its stroke) with a colour gradient, and lets the gradient’s
colours and geometry animate. Under the hood it generates a <linearGradient> /
<radialGradient> element and points the fill (or stroke) at it. Both effects have the
same settings; the only difference is which of the two attributes is painted.
| Field | Type | Meaning |
|---|---|---|
type | linear · radial | a gradient along a line from start to end, or one spreading out from a center |
start · end | [x, y] | Animated<[x, y]> | the line the linear gradient runs along — SVG’s x1/y1/x2/y2 (SVG <linearGradient> spec) |
center · radius · focal | [x, y] | Animated<[x, y]> · number | Animated<number> · [x, y] | Animated<[x, y]> | the radial gradient’s centre, radius and focal point — SVG’s cx/cy, r, fx/fy (SVG <radialGradient> spec) |
stops | array of { offset, color } | Animated<array of { offset, color }> | the gradient’s colour stops — each becomes an SVG <stop> element. When animated, each keyframe’s value is the complete stop list — every stop with its position and colour at that moment — and every keyframe must have the same number of stops |
gradientUnits | objectBoundingBox · userSpaceOnUse | which coordinates start, end, center, radius, focal are in: positions across the element’s own box (0 = its left / top edge, 1 = its right / bottom edge), or the drawing’s own coordinates (SVG spec) |
spreadMethod | pad · reflect · repeat | what to paint beyond the last stop: extend the end colour, mirror the gradient back, or start it over (SVG spec) |
gradientTransform | string | static only (SVG spec) |
{ "type": "rect", "x": 0, "y": 0, "width": 200, "height": 120, // A horizontal gradient; its two colours cross-fade to new ones over one second "effects": { "fillGradient": { "type": "linear", "start": [0, 0], "end": [200, 0], "stops": { "keyframes": [ { "time": 0, "value": [ { "offset": 0, "color": "#3b82f6" }, { "offset": 1, "color": "#ec4899" } ] }, { "time": 1000, "value": [ { "offset": 0, "color": "#10b981" }, { "offset": 1, "color": "#f59e0b" } ] } ] } } } }Animated stop colours work everywhere; animated stop offsets and geometry need the frame
loop (mode: auto switches for you). CSS exports can animate stop colours only.
4 — strokeTrim
Section titled “4 — strokeTrim”Shows only a part of the stroke along the path — a line that draws itself, or erases itself. Works
by generating stroke-dasharray / stroke-dashoffset; the path geometry and fill are
untouched (unlike Lottie’s trim paths, which cut the shape itself).
| Field | Type | Meaning |
|---|---|---|
range | [start, end] | Animated<[start, end]> | which part of the stroke is visible, as two positions along the path: 0 is the start of the path, 1 its end — [0, 0.5] shows the first half |
offset | number | Animated<number> | slides that visible part along the path, as a share of its length: 0.25 moves it a quarter of the way |
subPaths | separate (default) · combined | what those positions are measured against: each sub-path against its own length, or all sub-paths chained into one so the visible part slides across them |
{ "type": "path", "d": "M 30 360 C 130 290 230 420 330 350", "stroke": "#ef4444", "strokeWidth": 3, "fill": "none", // The stroke draws itself: the visible part grows from nothing to the full length in 2 s "effects": { "strokeTrim": { "range": { "keyframes": [ { "time": 0, "value": [0, 0] }, { "time": 2000, "value": [0, 1] } ] } } } }The trim can also be put on a group. Then it applies to every path inside the group, and
subPaths decides how:
"separate"— every path inside is trimmed on its own, each against its own length;"combined"— all the paths are chained into one long line, and the visible part slides across them as a whole.
5 — repeater
Section titled “5 — repeater”Repeats the element: the player creates copies real copies, each one shifted, rotated or
scaled a step further than the one before — like rubber-stamping a shape across the page.
If the element is animated, every copy carries the same animation.
| Field | Type | Meaning |
|---|---|---|
copies | number | static — the count cannot animate |
translate | [x, y] | Animated<[x, y]> | per-copy step |
rotate | number | Animated<number> | per-copy degrees |
skew | number | Animated<number> | per-copy skewX degrees |
scale | [sx, sy] | Animated<[sx, sy]> | per-copy multiplier (0.85 = each copy 85 % of the previous) |
origin | [x, y] | Animated<[x, y]> | pivot for the per-copy rotate / scale |
{ "type": "rect", "x": 0, "y": 0, "width": 30, "height": 30, "fill": "#6366f1", "animate": { "opacity": { "keyframes": [ { "time": 0, "value": 1 }, { "time": 1000, "value": 0.2 } ] } }, // Four copies, each 50 further right; the per-copy rotation step grows from 0° to 20° "effects": { "repeater": { "copies": 4, "translate": [50, 0], "rotate": { "keyframes": [ { "time": 0, "value": 0 }, { "time": 1000, "value": 20 } ] } } } }6 — maskedBy
Section titled “6 — maskedBy”Shows this element only where another element is: that other element becomes the mask.
Under the hood the player builds a <mask> from it and applies it to this element.
| Field | Type | Meaning |
|---|---|---|
sourceId | "#id" | the element that becomes the mask |
maskType | alpha · luminance | how the source’s pixels become mask values (CSS spec) |
maskUnits · maskContentUnits | userSpaceOnUse · objectBoundingBox | SVG’s mask coordinate systems (SVG spec, maskContentUnits) |
x · y · width · height | numbers | the area the mask covers, in user units; leave all four out for SVG’s default (-10%,-10%,120%,120% — SVG <mask> spec). A 0 is a real value, not “absent” |
// The element that will become the mask — a growing circle{ "type": "defs", "children": [ { "type": "circle", "id": "spot", "cx": 100, "cy": 100, "r": 80, "fill": "#fff", "animate": { "r": { "keyframes": [ { "time": 0, "value": 20 }, { "time": 1000, "value": 120 } ] } } } ] },// The element being masked{ "type": "rect", "x": 0, "y": 0, "width": 200, "height": 200, "fill": "#ec4899", // Use the circle as this rect's mask: the rect shows only where the circle is "effects": { "maskedBy": { "sourceId": "#spot", "maskType": "alpha" } } }7 — clipPath
Section titled “7 — clipPath”Clips the element by the given path — which can be animated. It simply creates a usual
<clipPath>
for this element and links the two.
| Field | Type | Meaning |
|---|---|---|
d | path string | Animated<path string> | static "M…", or { "keyframes": [ { "time", "value": { "path": "M…" } } ] } |
// The visible area widens from a narrow strip to the full 200 × 200 square"effects": { "clipPath": { "d": { "keyframes": [ { "time": 0, "value": { "path": "M0,0 L20,0 L20,200 L0,200 Z" } }, { "time": 1000, "value": { "path": "M0,0 L200,0 L200,200 L0,200 Z" } }] } } }8 — transformBy
Section titled “8 — transformBy”Lets each part of a transform — translate, rotate, scale, skew — animate on its own
schedule, with its own keyframe times and easing. A plain transform animation cannot do
that: all its parts share one set of keyframes. Under the hood, the effect wraps the element
in one group per part, and each group animates independently.
| Field | Type | Meaning |
|---|---|---|
translate | [x, y] | Animated<[x, y]> | how far to move along x and y — plain numbers in the drawing’s coordinates |
rotate | number | Animated<number> | degrees |
skew | number | Animated<number> | skewX degrees |
scale | [sx, sy] | Animated<[sx, sy]> | multipliers: 1 = unchanged, 2 = double size, 0.5 = half |
origin | [x, y] | Animated<[x, y]> | pivot |
// Two parts on their own timelines: move during the first half second, then spin during the next"effects": { "transformBy": { "translate": { "keyframes": [ { "time": 0, "value": [0, 0] }, { "time": 500, "value": [200, 0] } ] }, "rotate": { "keyframes": [ { "time": 500, "value": 0 }, { "time": 1000, "value": 360 } ] }} }9 — clone
Section titled “9 — clone”Shows copies of one animated element at several places — like a rubber stamp: draw a wheel
once, stamp it three times, and each copy can play on its own schedule. The copies are
ordinary SVG <use>
elements; the effect on each <use> says what it copies (sourceId) and, optionally,
re-times that copy’s animation (retime — start later, play slower, show only for a while).
It is an effect, rather than a plain <use>, because those things need real copies: the
player materialises each clone into its own elements with its own timing.
| Field | Type | Meaning |
|---|---|---|
sourceId | "#id" | the source element / symbol (the <use> also keeps its normal href) |
type | content (optional) | leave the field out for a direct copy of the whole element; content copies the source’s content but not its own outer position |
retime.start | ms | shift the source’s internal timeline |
retime.stretch | a multiplier of duration | 2 = twice as long (half speed), 0.5 = half as long (double speed) |
retime.timeCrop | [inMs, outMs] | show the instance only between these two times of the document timeline (materialised as a wrapping <g> with an opacity gate) |
// The source: a spinning-wheel symbol with its own one-second animation{ "type": "defs", "children": [ { "type": "symbol", "id": "wheel", "viewBox": "0 0 100 100", "children": [ { "type": "circle", "cx": 50, "cy": 50, "r": 40, "fill": "none", "stroke": "#0087ff", "stroke-width": 8, "stroke-dasharray": "40 20", "animate": { "rotate": { "keyframes": [ { "time": 0, "value": 0 }, { "time": 1000, "value": 360 } ] } } }] } ] },// An exact copy of the wheel{ "type": "use", "href": "#wheel", "x": 0, "y": 0, "effects": { "clone": { "sourceId": "#wheel" } } },// A copy that starts 0.5 s later and spins at half speed{ "type": "use", "href": "#wheel", "x": 120, "y": 0, "effects": { "clone": { "sourceId": "#wheel", "retime": { "start": 500, "stretch": 2 } } } },// A copy shown only between 1 s and 2 s of the document timeline{ "type": "use", "href": "#wheel", "x": 240, "y": 0, "effects": { "clone": { "sourceId": "#wheel", "retime": { "timeCrop": [1000, 2000] } } } }Symbols with their own animation length are how the editor builds reusable animated components; instances re-time them freely.
Editor meta and applied effects
Section titled “Editor meta and applied effects”The editor app writes its own information into a dedicated field that every node can
carry, called meta. It holds things like element labels, shape presets, and the
settings of applied effects.
Players never read this field: a file with no meta at all plays exactly the same. This
page explains what the editor puts there and why, so you can make sense of a meta block you
find in a file — or know what you can safely leave out when writing a file by hand.
Where it lives
Section titled “Where it lives”Every node may carry a meta object. In the JSON format it sits on the node as node.meta;
in a pre-rendered SVG the same object is written into a per-element data-px-meta attribute
(Meta in pre-rendered SVG). One read pipeline handles both.
// A plain SVG path — this is what every player draws{ "type": "path", "id": "star", "d": "M50,122L78,172.4L22,172.4L50,122z", // ADDED: editor-only data — players skip `meta` entirely "meta": { "label": "Triangle", "appliedEffects": { "shape": { "preset": { "type": "polygon", "points": 3, "radius": 30 } } } } }The fields
Section titled “The fields”| Field | Which elements carry it | What it holds |
|---|---|---|
label | any element | the display name shown in the editor’s element tree |
appliedEffects | a plain node | this node’s own effects, already applied — Applied effects |
effectsHost | the host of expanded parts, pre-rendered SVG only | some effects turn one drawn element into several written elements (a repeater becomes its copies) — its “expanded parts”. This field sits on the expansion’s outermost element (its host) and holds { coreId?, appliedEffects }: all the effects the drawn element had, so the editor can fold the parts back into that one element — Expanded parts |
partOf | every element derived by that expansion, pre-rendered SVG only | the counterpart of effectsHost: each element the expansion produced carries "#hostId" pointing back at the host element that holds the effectsHost field, so the whole unit can be found from any of its parts |
runtime | root <svg> only | how the animation code was generated: { useCssAnimation, useJsTriggers, externalJs, unoptimisedJs } — the export-format choices, not the animation |
animator | root <svg>, pre-rendered SVG only | the playback settings; in JSON they are the top-level animator instead (read more) |
timeline | <symbol> only | { duration } — the symbol’s own animation length, ms |
lineSpacing | text line <tspan>s from the second line on | the Auto line-height multiplier the materialised y was computed from |
animate | any element, pre-rendered SVG only | the node’s keyframes, so a CSS export can be re-opened; in JSON this is the node’s own animate |
Applied effects
Section titled “Applied effects”Sometimes the editor materialises an effect: it writes the effect’s finished result
straight into the node’s ordinary attributes — a star preset becomes path data, rounded
corners become the rounded path. The drawing still looks right, but the effect itself is no
longer in it. To keep the file editable, the editor saves the effect’s settings in
meta.appliedEffects: a record of what was applied.
As a result, an effect description can sit in one of two places, and the place says what it means:
| Meaning | Which effects can appear | |
|---|---|---|
node.effects | apply these. The player reads this when the document loads and applies the effects — Player effects | the player effects: text, textPath, fillGradient, strokeGradient, strokeTrim, repeater, maskedBy, clipPath, transformBy, clone |
node.meta.appliedEffects | these were already applied. The result is in the node’s ordinary attributes; the settings are kept for the editor, so that when it opens the file it can read the effect back as an effect — not just its materialised result | the same names, plus keys only the editor knows: shape, combinedPath, and widened text / clone — listed below |
The player never reads appliedEffects, and the editor never re-applies it. Editing a value
in appliedEffects by hand changes nothing on screen — the materialised result is what plays.
Where appliedEffects matters is when the editor opens the file again: it reads each entry
and collapses the materialised result back into the editable effect it came from — a star
preset becomes a star with a radius handle again, not a frozen path. The entries use the same
names as the effects in node.effects, plus a few keys only the editor knows:
shape— where the path came from, so the file re-opens as a star with a radius handle, not as a fixed path. The finished outline always goes intonode.d(ornode.animate.dwhen it animates);shapekeeps the source:preset— a ready-made shape described by a few settings (radius, number of points, roundness, …):star,polygon,spiral,arc,wave,arrow,heart,cross,frame,cog,crescent,tear,eye,trapezoid. The settings can carry keyframes; only the structure (say, a polygon’s side count) is fixed.path— the original path, when a modifier (roundedcorners) was applied to it.
text— widened withfontSourceandcontent, the payload that lets glyph-rendered text be edited as text again.clone— widened with thewidth/heightof a materialised<use>.combinedPath: true— an identity effect the writer adds besidestrokeTrimwhen it had to split a multi-sub-path shape into a<g>of one<path>each; it tells the reader to join them back into one shape.
"meta": { "appliedEffects": { "shape": { "preset": { "type": "polygon", "points": 6, "radius": 40, "startAngle": 0, "roundness": { "keyframes": [ { "time": 0, "value": 0 }, { "time": 1000, "value": 12 } ] } } }} }Some effects expand one drawn element into SEVERAL written elements — that expansion exists only in pre-rendered SVG files and is documented there: Expanded parts — host / core / part.
Core library — @pixodesk/svg-animator-core
Section titled “Core library — @pixodesk/svg-animator-core”Use the core when you need to validate, transform or sample a document without rendering it — in a build step, a test, a server, or a tool of your own. It is the platform-neutral heart of every player: the document schema, the effect materialisers, the interpolation engine and the path sampler, with no DOM dependency. It is also what makes the web player and the React Native player produce identical values from the same document.
Do I need it?
Section titled “Do I need it?”Usually no — install a player instead; each depends on the core and re-exports what you need. Install the core directly when you work with documents rather than playback: validating them, transforming them, flattening them for a renderer of your own, or computing values at a given time without rendering anything.
npm install @pixodesk/svg-animator-coreValidating a document
Section titled “Validating a document”Validate a document before it reaches a player — in a build step, a test, or a tool that accepts files from users:
import { isPxElementFileFormat, isPxElementFileFormatDeep, PxAnimatedSvgDocumentSchema, type PxValidationContext } from '@pixodesk/svg-animator-core';import { readFile } from 'node:fs/promises';
const json = JSON.parse(await readFile('animation.json', 'utf8')); // Node — or fetch() in a browser
isPxElementFileFormat(json); // cheap shallow gate — is this a Pixodesk document at all?isPxElementFileFormatDeep(json); // { valid, errors } — full schema
// per-field diagnosticsconst ctx: PxValidationContext = { errors: [], warnings: [], strict: true };if (!PxAnimatedSvgDocumentSchema.isValid(json, ctx, [])) console.error(ctx.errors);// → ["children[0].effects.strokeTrim.range: no union member matched for value 5"]| Mode | Question it answers | Unknown keys |
|---|---|---|
| default | is this document usable? — what the players accept | ignored (forward-compatible) |
strict: true | is this document exactly well-formed? | reported as errors |
Use the default in production readers and strict in tests and tooling.
validateNodeEffects(doc) checks just the effects buckets and returns warning strings.
Flattening a document
Section titled “Flattening a document”materialiseAllInTree(doc, engine) turns a document into a flat tree any renderer can walk:
- Effects — every
node.effectsbecomes real nodes, wrappers and defs. - Loops — each property’s
loopis expanded into explicit keyframes. - Motion paths — tangented
transformkeyframes andautoOrientare sampled into plain{ translate, rotate }keyframes. - Animated
<use>— replaced by a<g>with a deep clone and fresh ids.
Steps 3–4 run when engine is waapi. Pass waapi for any renderer without live <use>
propagation (including react-native-svg); frames only for the DOM, which resolves <use>
natively.
import { materialiseAllInTree, generateNewIds, calcAnimationValues, getNormalisedBindings, PxAnimatorEngine } from '@pixodesk/svg-animator-core';import doc from './bouncing-ball.json';
const flat = generateNewIds(materialiseAllInTree(doc, PxAnimatorEngine.waapi));
// values at any time, no renderer involvedfor (const binding of getNormalisedBindings(flat, PxAnimatorEngine.frames) ?? []) { const values = calcAnimationValues(binding.animate, 500); // t = 500 ms console.log(binding.id, values); // → ball { transform: 'translate(200,129.65)' } (the bouncing ball, half-way down)}This is exactly how the React Native player precomputes its tracks and how the web frame loop renders each tick.
Writing your own player
Section titled “Writing your own player”Implement PxPlatformAdapter and hand it to createBasicFrameLoopAnimator; the engine
handles timing, delay, direction, iterations, fill, playback rate and the lifecycle callbacks,
then calls you with plain attribute writes:
import { createBasicFrameLoopAnimator, materialiseAllInTree, generateNewIds, PxAnimatorEngine, type PxPlatformAdapter } from '@pixodesk/svg-animator-core';import doc from './bouncing-ball.json';
const flatDoc = generateNewIds(materialiseAllInTree(doc, PxAnimatorEngine.frames));
const adapter: PxPlatformAdapter = { isConnected: () => true, setAttribute: (id, attrName, value) => { /* apply to your element */ },};
const api = createBasicFrameLoopAnimator(flatDoc, adapter, { onFinish: () => console.log('done') });api.play();Frame scheduling uses requestAnimationFrame when it exists and falls back to setTimeout, so
the engine runs in browsers, React Native and test environments.
Exports
Section titled “Exports”| Area | Exports |
|---|---|
| Schema & types | PxAnimatedSvgDocumentSchema, PxNodeSchema, PxEffectsSchema, PxAnimatorConfigSchema, PxKeyframeSchema, … plus every Px* TypeScript type and the px schema builder |
| Validation | isPxElementFileFormat, isPxElementFileFormatDeep, validateNodeEffects |
| Materialisers | materialiseAllInTree, applyPlayerEffects, materialiseInternalLoopsInTree, materialiseMotionPathsInTree, materialiseAnimatedUseInstances |
| Interpolation | calcAnimationValues, interpolateValue, getNormalisedBindings |
| Sampling / geometry | createPathSampler, evaluateMotionPathSegment, Bézier helpers, cubicBezier, splitEasing |
| Text | materialiseGlyphText, layoutGlyphTextChars, extendedPathForBrowser |
| Node helpers | getNormalizedProps, sanitiseAttributeValue, resolveStyle, generateNewIds, deepClone |
| Document accessors | getAnimatorConfig, getDefs, getBindings, getChildren |
| Scroll timeline math | isScrollTimeline, scrollViewProgress, scrollOffsetProgress, scrollTotalDurationMs |
| Playback engine | createBasicFrameLoopAnimator + the PxPlatformAdapter interface |
| Wire enums | PxAnimatorMode, PxAnimatorEngine, PxLoopExtend, PxStrokeTrimSubPaths, PxMaskType, PxCloneType, PxUnits, PxGradientType, PxGradientUnits, PxGradientSpreadMethod, PxPathOverflow, PxLengthAdjust, PxTextPathMethod, PxTextPathSpacing — every wire selector is a named constant, not a bare string |
Versioning
Section titled “Versioning”Every package is released in lockstep; a player depends on the matching core version, so upgrading a player upgrades the core with it.