There are many different types of animation on the web – from interfaces and transition elements to fully interactive animated scenes.
Quality interface animation is subtle – an enduser intuitively understands it as a logical compliment of an online interface. By contrast, bad interface animation is noticeable, and it irritates everybody. So, the main focus while creating animated interfaces is to insure that it enhances an experience rather than detracts from enjoyment and usability. Sometimes, it would be better to leave out animation rather than to risk ruining user interfaces. When creating interface animations, we use only the fastest technologies in rendering, which can sometimes limit options.
When working with large, interactive scenes we use a completely different approach. Since the goal is typically to impress the users, our engineers and designers use all available technical solutions, and we closely monitor the results to create something both fast and impressive. We develop the plot of the scene, formulate the necessary motion, work out the details, and then combine it all within the final code.
One common characteristic of all animation is the intensity of challenge: converting a designer’s visual concept into working code is complex and at times, tedious. The designers and developers work closely together to generate sequences that have a good combination of speed, smoothness of motion, and provide the best experience.
We’ve discovered a non-obvious solution for this challenge – using the universal language of mathematics. Our designer’s actions are translated into mathematic language using special tools, and then the developer can implement the resultant mathematic functions in the final code. This solution requires some extensive training for our designers and developers, but it makes it possible to achieve results much more rapidly.
Also, we are not limited to producing animations from start to finish. If a client has a concept already developed some by another designer, our developers are experienced enough to make an animation based on that prior work.