I'm confused. I see tons of tools to allow prototyping of UI animations and transitions in mobile apps. However, what I don't see is a clear path from those prototypes to actual implementation in, for example, an Xcode project. So, how does one go from UI animation prototype to actual working ObjC/Swift? Do you just have to eyeball it and recreate those interactions/animations/transitions within Xcode? Seems like a lot of extra work potentially. Is there an easier way? Or do you just try to find a built-in effect or effects library that gets close to what you want, incorporate that, and call it good enough?
As far as I understand, a designer can create, iterate and re-iterate an interaction until perfection (with Framer JS - for example) using opacity, scale, rotation, position, and animation curves - spring, bounce. And than the designer can easily direct the developer.
Button X position from 200px to 400 px with a spring curve (100, 14,0).... much more efficient than having the developer code it, build it, and show to designer 30 times until perfect.
But why can't we turn the designer's design into code directly -- let the dev concentrate on the low-level functionality? That was the basis of my thought, I suppose.
A lot of the times it's not the designer who is coding the animation so the designer can use a simpler tool and doesn't have to spend time learning ObjC/Swift to demonstrate an animation. From what I've read, animation in ObjC/Swift isn't that easy.
I suppose, as a coder/designer hybrid, I was hopeful there was a tool to bridge the gap. Just seems like duplication of work to me.
Have you tried Paintcode? http://www.paintcodeapp.com/
You can do Variables and Expressions. It even works with Swift.