lottie-web and vue3-lottie are both libraries used to render Lottie animations in web applications, but they serve different architectural needs. lottie-web is the official, framework-agnostic library from Airbnb that provides low-level control over Lottie animations using a canvas, SVG, or HTML renderer. It works directly with JSON-based animation files exported from Adobe After Effects via the Bodymovin plugin. vue3-lottie, on the other hand, is a Vue 3–specific wrapper around lottie-web that simplifies integration into Vue components by exposing reactive props and lifecycle management tailored to the Vue reactivity system.
Both lottie-web and vue3-lottie enable you to embed rich, scalable vector animations from Lottie JSON files into your web projects. However, they differ significantly in scope, control, and integration style. Let’s break down how they compare in real-world development scenarios.
lottie-web is the official, standalone JavaScript library maintained by the Lottie team. It renders animations using SVG, Canvas, or HTML, and gives you full programmatic control over playback, events, and rendering settings.
// lottie-web: Manual setup in vanilla JS
import lottie from 'lottie-web';
const anim = lottie.loadAnimation({
container: document.getElementById('anim'),
renderer: 'svg',
loop: true,
autoplay: true,
path: '/animations/rocket.json'
});
// Later, control playback
anim.pause();
anim.setSpeed(2);
vue3-lottie is a thin Vue 3 component that wraps lottie-web. It exposes animation properties as reactive props and handles instance lifecycle (creation, destruction) automatically within Vue’s component model.
<!-- vue3-lottie: Declarative usage in Vue 3 -->
<template>
<Vue3Lottie
:animationData="rocketAnim"
:loop="true"
:autoplay="true"
:speed="2"
/>
</template>
<script setup>
import { Vue3Lottie } from 'vue3-lottie';
import rocketAnim from '@/assets/rocket.json';
</script>
💡 Note:
vue3-lottieinternally useslottie-web— it doesn’t reimplement the renderer. It’s purely a convenience layer for Vue.
lottie-web gives you access to the full animation instance, including methods like goToAndStop(), setDirection(), destroy(), and event listeners (enterFrame, complete, etc.). This is essential for complex interactions.
// lottie-web: Advanced control
const anim = lottie.loadAnimation({ /* ... */ });
anim.addEventListener('complete', () => {
console.log('Animation finished');
});
anim.goToAndStop(30, true); // Frame 30
vue3-lottie abstracts the instance away. While it supports common props like speed, loop, and autoplay, it does not expose the raw lottie instance or low-level methods by default. To access the instance, you must use a template ref and call .getLottie():
<template>
<Vue3Lottie ref="lottieRef" :animationData="animData" />
</template>
<script setup>
import { ref, onMounted } from 'vue';
const lottieRef = ref(null);
onMounted(() => {
const instance = lottieRef.value.getLottie();
instance.addEventListener('complete', () => {
console.log('Done!');
});
});
</script>
This extra step adds indirection and may feel cumbersome if you frequently need direct control.
lottie-web requires you to manually destroy animations to prevent memory leaks, especially in SPAs where components mount/unmount frequently.
// lottie-web: Must call destroy()
const anim = lottie.loadAnimation({ /* ... */ });
// In a React useEffect cleanup or similar
return () => anim.destroy();
vue3-lottie handles this automatically. When the Vue component unmounts, it calls destroy() on the underlying animation instance, reducing the risk of leaks without developer intervention.
<!-- No manual cleanup needed — handled by Vue3Lottie's onBeforeUnmount -->
<Vue3Lottie :animationData="data" />
This is a major DX win in Vue apps, especially for junior developers or rapid prototyping.
lottie-web is a self-contained dependency. You import only what you need (e.g., the player build).
vue3-lottie depends on lottie-web as a peer dependency, so you still pull in the full lottie-web bundle. The wrapper itself is small, but there’s no bundle savings — you’re adding a layer on top of the same core library.
If you’re already using lottie-web elsewhere in your app, vue3-lottie introduces no additional runtime cost beyond its component logic. But if you only need basic Vue integration, the wrapper is lightweight enough to justify its convenience.
Both libraries inherit the same error behavior from lottie-web. Invalid JSON, missing containers, or unsupported features will throw errors or log warnings to the console.
However, lottie-web lets you catch errors immediately during loadAnimation(), while vue3-lottie may delay error visibility until the component mounts, which can make debugging less immediate in complex Vue trees.
lottie-web requires manual updates when animation properties change:
// Update speed dynamically
anim.setSpeed(newSpeed);
vue3-lottie uses Vue’s reactivity system. When you change a prop like :speed, it automatically calls the corresponding setter on the instance:
<Vue3Lottie :animationData="anim" :speed="reactiveSpeed" />
<!-- Changing reactiveSpeed updates the animation instantly -->
This declarative sync is one of the strongest reasons to use vue3-lottie in Vue apps — it eliminates boilerplate for common state-driven animation controls.
In unit tests, lottie-web is easier to mock because it’s a plain function call. You can stub lottie.loadAnimation directly.
With vue3-lottie, you often need to mock the entire component or rely on Vue Test Utils to shallow-mount and inspect refs, which adds complexity.
| Scenario | Recommended Package |
|---|---|
| Building a Vue 3 app with simple, declarative animations | vue3-lottie |
| Need fine-grained control (frame-by-frame, custom events, dynamic path changes) | lottie-web |
| Working outside Vue (React, Svelte, vanilla JS) | lottie-web |
| Rapid prototyping in Vue with minimal setup | vue3-lottie |
| Performance-critical animations requiring custom renderers | lottie-web |
Use vue3-lottie if you’re in a Vue 3 codebase and your animation needs are straightforward — play, pause, speed control, and lifecycle safety out of the box. It keeps your components clean and leverages Vue’s strengths.
Reach for lottie-web directly when you need deeper integration, are not using Vue, or require capabilities beyond what the wrapper exposes. It’s the foundation — everything else builds on it.
Remember: vue3-lottie is a helper, not a replacement. Understanding lottie-web’s API will make you more effective even when using the Vue wrapper.
Choose lottie-web if you need maximum control over animation rendering, are working in a framework-agnostic environment (e.g., vanilla JS, React, Svelte), or require advanced features like custom renderers, dynamic property manipulation, or precise performance tuning. It’s ideal for teams that prioritize flexibility and direct access to the underlying animation engine without abstraction layers.
Choose vue3-lottie if you’re building a Vue 3 application and want a declarative, component-based API that integrates seamlessly with Vue’s reactivity and lifecycle. It reduces boilerplate by handling instance creation, cleanup, and prop synchronization automatically, making it well-suited for standard use cases where you simply need to display and control Lottie animations with minimal setup.
Lottie is a mobile library for Web, and iOS that parses Adobe After Effects animations exported as json with Bodymovin and renders them natively on mobile!
For the first time, designers can create and ship beautiful animations without an engineer painstakingly recreating it by hand. They say a picture is worth 1,000 words so here are 13,000:





Download it from from aescripts + aeplugins: https://aescripts.com/bodymovin/
Or get it from the adobe store https://exchange.adobe.com/creativecloud.details.12557.html CC 2014 and up.
Close After Effects
Extract the zipped file on build/extension/bodymovin.zxp to the adobe CEP folder:
WINDOWS:
C:\Program Files (x86)\Common Files\Adobe\CEP\extensions or
C:\<username>\AppData\Roaming\Adobe\CEP\extensions
MAC:
/Library/Application\ Support/Adobe/CEP/extensions/bodymovin
(you can open the terminal and type:
$ cp -R YOURUNZIPEDFOLDERPATH/extension /Library/Application\ Support/Adobe/CEP/extensions/bodymovin
then type:
$ ls /Library/Application\ Support/Adobe/CEP/extensions/bodymovin
to make sure it was copied correctly type)
Edit the registry key:
WINDOWS:
open the registry key HKEY_CURRENT_USER/Software/Adobe/CSXS.6 and add a key named PlayerDebugMode, of type String, and value 1.
MAC:
open the file ~/Library/Preferences/com.adobe.CSXS.6.plist and add a row with key PlayerDebugMode, of type String, and value 1.
Install the zxp manually following the instructions here: https://helpx.adobe.com/x-productkb/global/installingextensionsandaddons.html Skip directly to "Install third-party extensions"
brew tap danielbayley/adobe
brew cask install lottie
Old Versions
# with npm
npm install lottie-web
# with bower
bower install bodymovin
Or you can use the script file from here: https://cdnjs.com/libraries/bodymovin Or get it directly from the AE plugin clicking on Get Player
See a basic implementation here.
Here's a video tutorial explaining how to export a basic animation and load it in an html page
<script src="js/lottie.js" type="text/javascript"></script>
You can call lottie.loadAnimation() to start an animation. It takes an object as a unique param with:
It returns the animation instance you can control with play, pause, setSpeed, etc.
lottie.loadAnimation({
container: element, // the dom element that will contain the animation
renderer: 'svg',
loop: true,
autoplay: true,
path: 'data.json' // the path to the animation json
});
Check this wiki page for an explanation for each setting. https://github.com/airbnb/lottie-web/wiki/Composition-Settings
Animation instances have these main methods:
speed: 1 is normal speed.value: numeric value.isFrame: defines if first argument is a time based value or a frame based (default false).value: numeric value.isFrame: defines if first argument is a time based value or a frame based (default false).direction: 1 is forward, -1 is reverse.segments: array. Can contain 2 numeric values that will be used as first and last frame of the animation. Or can contain a sequence of arrays each with 2 numeric values.forceFlag: boolean. If set to false, it will wait until the current segment is complete. If true, it will update values immediately.useSubFrames: If false, it will respect the original AE fps. If true, it will update on every requestAnimationFrame with intermediate values. Default is true.inFrames: If true, returns duration in frames, if false, in seconds.lottie.play() -- with 1 optional parameter name to target a specific animation
lottie.stop() -- with 1 optional parameter name to target a specific animation
lottie.goToAndStop(value, isFrame, name) -- Moves an animation with the specified name playback to the defined time. If name is omitted, moves all animation instances.
lottie.setSpeed() -- first argument speed (1 is normal speed) -- with 1 optional parameter name to target a specific animation
lottie.setDirection() -- first argument direction (1 is normal direction.) -- with 1 optional parameter name to target a specific animation
lottie.searchAnimations() -- looks for elements with class "lottie" or "bodymovin"
lottie.loadAnimation() -- Explained above. returns an animation instance to control individually.
lottie.destroy(name) -- Destroys an animation with the specified name. If name is omitted, destroys all animation instances. The DOM element will be emptied.
lottie.registerAnimation() -- you can register an element directly with registerAnimation. It must have the "data-animation-path" attribute pointing at the data.json url
lottie.getRegisteredAnimations() -- returns all animations instances
lottie.setQuality() -- default 'high', set 'high','medium','low', or a number > 1 to improve player performance. In some animations as low as 2 won't show any difference.
lottie.setLocationHref() -- Sets the relative location from where svg elements with ids are referenced. It's useful when you experience mask issues in Safari.
lottie.freeze() -- Freezes all playing animations or animations that will be loaded
lottie.unfreeze() -- Unfreezes all animations
lottie.inBrowser() -- true if the library is being run in a browser
lottie.resize() -- Resizes all animation instances
you can also use addEventListener with the following events:
lottie.loadAnimation({
container: element, // the dom element
renderer: 'svg',
loop: true,
autoplay: true,
animationData: animationData, // the animation data
// ...or if your animation contains repeaters:
// animationData: cloneDeep(animationData), // e.g. lodash.clonedeep
rendererSettings: {
context: canvasContext, // the canvas context, only support "2d" context
preserveAspectRatio: 'xMinYMin slice', // Supports the same options as the svg element's preserveAspectRatio property
title: 'Accessible Title', // Adds SVG title element for accessible animation title
description: 'Accessible description.', // Adds SVG desc element for accessible long description of animation
clearCanvas: false,
progressiveLoad: false, // Boolean, only svg renderer, loads dom elements when needed. Might speed up initialization for large number of elements.
hideOnTransparent: true, //Boolean, only svg renderer, hides elements when opacity reaches 0 (defaults to true)
className: 'some-css-class-name',
id: 'some-id',
}
});
Doing this you will have to handle the canvas clearing after each frame
Another way to load animations is adding specific attributes to a dom element.
You have to include a div and set it's class to "lottie".
If you do it before page load, it will automatically search for all tags with the class "lottie".
Or you can call lottie.searchAnimations() after page load and it will search all elements with the class "lottie".
Example
<div style="width:1067px;height:600px" class="lottie" data-animation-path="animation/" data-anim-loop="true" data-name="ninja"></div>
You can preview or take an svg snapshot of the animation to use as poster. After you render your animation, you can take a snapshot of any frame in the animation and save it to your disk. I recommend to pass the svg through an svg optimizer like https://jakearchibald.github.io/svgomg/ and play around with their settings.
If you have any images or AI layers that you haven't converted to shapes (I recommend that you convert them, so they get exported as vectors, right click each layer and do: "Create shapes from Vector Layers"), they will be saved to an images folder relative to the destination json folder. Beware not to overwrite an existing folder on that same location.
This is real time rendering. Although it is pretty optimized, it always helps if you keep your AE project to what is necessary
More optimizations are on their way, but try not to use huge shapes in AE only to mask a small part of it.
Too many nodes will also affect performance.
If you have any animations that don't work or want me to export them, don't hesitate to write.
I'm really interested in seeing what kind of problems the plugin has.
my email is hernantorrisi@gmail.com
npm install or bower install first
npm start
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