I think it's worth to check the workflow video[1], how it is to actually build those animations. It really surprised me positively!
[1] https://vimeo.com/185587462
Wow, I'm surprised mojs-player and mojs-curve-editor aren't right at the top of the README and the website. Those are awesome tools!
The best part is they don't try to do too much. Since you invoke them via code, not some all-in-one editor, that makes it much easier to go back to your code when you're done. I feel like that transition is most of the problem when dealing with other tooling (see Photoshop's "copy layer style as CSS").
Thanks! They were designed to make only one isolated thing and be "debugging" tools instead of creating the entirely new environment as you can get in most animation tools.
So the idea was: you have your page -> you add debugging tools -> craft your animations -> remove the tools and animation still there.
Also, since project's resources are limited - we had to make those simple tools and then connect them to something more matured like https://github.com/legomushroom/mojs-timeline-editor (which is in the process right now). This way we are able to release MVP early and get feedback early while constantly improving the tools.
Wow those embedded curve editors with copy and paste conversion into final code are a terrific idea. I've not seen that workflow before, but it is inspired!
Curve editors are heavily used by animators in most animation packages like Maya. The fact that it's supplied for a Javascript library like this shows the creators have really done their homework.
Yes, sorry, it wasn't the animation curves, but the workflow, of having them editable on the page, storing their data b/w reloads, and asking them for their own replacement code when done. That's very cool, and applicable to a lot of cases. In fact,makes me wonder if it isn't a better way of doing live coding generally: rather than inferring stuff, have a simple API for exposing inline editors.