Community is important in encouraging the adoption of software or tools in general. To join this community, you need to have Adobe CC or Animate CC and then go out of your way to install a plugin which may prove to be difficult or time-consuming. Limiting access to a community is a great way to prevent it from taking off. The installation process is an obstacle, as it didn’t work for me and countless others. You can get an idea of how it took me nearly 2 hours troublshooting the Snap.svg Animator plugin to work on Animate CC.
Knowing a little about my background will help you understand my experience with the plugin. I made flash games in 2008-2010, mostly with ActionScript 2.0, though I did make at least one game in ActionScript 3.0. I am familiar with flash, although I have only used the program very rarely since then.
What is the ultimate goal for users of Snap.svg Animator? On one extreme, there will be designers who simply want to animate SVGs and this group can output to other formats. The rest of the spectrum includes designers who want some level of interactivity, and that will require coding.
I spent two days learning basics and after a bit of frustration of not getting far, I at least saw the path to get this working. However, I completely lost the initial excitement. SVGs are fairly new, or at least having the compatibility from all major browsers is new. As with any new technology, there is a huge learning curve and best practices are being worked out. Why should I invest my time learning to use this software, when Adobe isn’t fully invested?
- Plugin installation troubles
- Community user-base restricted by software and plugin
- Limited documentation, FAQ, and tutorials
- Bulky file size
Animate CC and Snap.svg (the JS library) are solid tools. This review simply criticizes the integration needs work if it Adobe wants to encourage a community of enthusiastic Snap.svg Animator users. While I am not uninstalling the plugin yet, in my quest to make use of SVG on the web, I will be looking elsewhere.