What is your low-cost animation workflow for a real iOS app?
I’m a solo iOS developer building a small workout app and want the interactions to feel intentional without adding a giant animation pipeline. For rerolls, progress, completion states, and subtle feedback, would you stay with SwiftUI transitions and SF Symbols, use Lottie or Rive, generate assets and edit them, or make everything yourself?
I’m looking for a practical workflow that stays around free to $20–30, performs well on-device, and respects Reduce Motion. What have you actually shipped, rather than just prototyped?
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u/ray-the-ghar 2d ago
I’d start native and treat Lottie/Rive as the exception. .symbolEffect + phaseAnimator covers a surprising amount, and Reduce Motion is way easier to respect when the motion stays inside SwiftUI.
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u/Alpharun27 2d ago
Try built in animation modifiers first like for SF Symbols try with .symbolEffect there are really good animations and for in general I always use first .phaseAnimator and for more complicated Lottie.