A 96x96 transparent Lottie for the VK app loading screen: the «Э» tile (score 8) drops in under gravity, lands with a soft cushion squash (left/right edges bulge convex, corners follow via a chordal spline), springs back and loops (~1.1s). A warm glint is caught on the bounce. Pure 2D shapes (ddd:0) for player compatibility; ~11KB (<24KB limit). Glyphs are real LiberationSans outlines (Arial-metric, matching the game's font stack). Includes a reproducible, dependency-light build pipeline (build/generate.js + extract.js + glyphs.json) and a README. The preview GIF's green-baize background is preview-only; the asset itself is transparent.
Erudit — VK loading-screen logo (Lottie)
Animated logo for the VK app loading screen (shown before the SPA assets load).
The Erudit «Э» tile (score 8) drops in under gravity, lands with a soft squash —
its left/right edges bulging into a cushion — then springs back up, looping. A light
"glint" is caught at the moment of the bounce.
| File | Purpose |
|---|---|
erudit-loader.json |
The Lottie to upload to VK. |
erudit-loader-preview.gif |
Looping preview. Rendered on a green "baize" background only in the preview — the real asset has a transparent background. |
build/ |
The reproducible build pipeline (see Regenerate). |
VK requirements met: 96×96 px · vector Lottie JSON · ≤ 24 KB (~11 KB) · seamless ~1.1 s loop · transparent background.
Design reference: a photo of the physical wooden Erudit tile.
How it works
A single flat layer holds the tile — a rounded-rect face path, the two glyphs, and a thin border — and everything is driven by that layer's transform plus a few colour / shape tracks. The anchor sits on the tile's bottom edge, so the squash happens against the floor.
Bounce (gravity)
position.y of the bottom edge goes apex → floor → apex with no dwell (the apex is
an instantaneous turn-around). The fall uses a strong ease-in (accelerate) and the
rise a strong ease-out (decelerate), so it reads as real gravity. While falling fast
the tile slightly stretches (tall+thin); that is the squash-and-stretch setup.
Soft cushion (squash)
On contact the layer squashes (scaleY↓, scaleX↑) about the bottom anchor, with a
touch of skew. Crucially the squash/cushion is decoupled from the fall speed — it
eases in and out slowly (ES), so the landing feels soft even though the fall is
fast. The squash is deliberately gentle (≈ 86 % / 112 %).
The cushion shape (the hard part)
The face is not a plain rounded rect — it is a path whose left/right contour bows out into a convex cushion on impact:
- the rest rounded-rect outline is sampled (fine corner arcs + edge mids), and on impact
every point is pushed outward by a smooth barrel profile
f(y) = b·(1 − (y/HH)²)(max at the middle, fading to zero at the top/bottom); - so the whole side — corners included — bows out as one piece, never just the straight middle;
- bezier handles are computed as a chordal spline (handle length ∝ the adjacent chord), which stays smooth across the uneven corner/edge point spacing. This is what keeps the corner↔cushion junction kink-free — both at rest and fully bulged — which a naïve uniform Catmull-Rom (or moving discrete points with fixed tangents) does not.
Glint
At the bounce the face flashes a little lighter (FACE_GLINT) and the glyphs warm
toward brown-red (BLACK_LIT), then settle back. A cheap, warm "catch the light".
Border & background
The tile carries a thin static border a touch darker than the face (BORDER) so it
reads on any background. The green baize background is added only when rendering the
preview GIF — the Lottie itself is transparent.
Player compatibility
Only plain 2-D shapes (ddd:0) — no 3-D layers, expressions or effects — so every
Lottie player (lottie-web on the web, rlottie on native) renders it identically.
Glyphs
Э (U+042D) and 8 are real outlines from LiberationSans-Regular — metric-
compatible with Arial, matching the game's --font: system-ui … Arial stack
(see ui/src/app.css). build/extract.js pulls the contours into build/glyphs.json
as Lottie cubic paths; a hair of same-colour stroke adds a touch of weight.
Regenerate
Requirements: Node ≥ 18. extract.js additionally needs opentype.js
(npm i opentype.js); generate.js has no dependencies.
cd assets/vk
# 1. (optional) re-extract the glyphs — only if you change the font:
# default font: /usr/share/fonts/truetype/liberation/LiberationSans-Regular.ttf
node build/extract.js [/path/to/font.ttf] # -> build/glyphs.json
# 2. build the animation (reads build/glyphs.json):
node build/generate.js erudit-loader.json # -> erudit-loader.json
# 3. (optional) live preview — needs lottie-web (npm i lottie-web):
node build/build-preview.js erudit-loader.json preview.html
# then open preview.html in a browser.
The preview GIF is assembled by rendering the Lottie frame-by-frame (lottie-web canvas,
filled with the green baize) and stitching with ffmpeg; the live HTML preview is the
quickest way to eyeball changes.
Tunables (top of build/generate.js)
| Symbol | Meaning |
|---|---|
OP, FR |
loop length (frames) / fps — overall speed |
T_HIT / T_PEAK / T_LIFT / T_REC |
beats: contact / squash peak / lift-off / cushion recovered |
EI / EO / ES |
easings: fast fall / fast rise / slow soft cushion |
APEX, FLOOR |
bottom-edge screen-y at the top of the bounce / at rest |
HW, HH, CR |
tile half-width / half-height / corner radius |
scl squash values |
the squash amount (scaleX↑ / scaleY↓) |
bulge b |
cushion depth (how far the sides bow out) |
FACE / FACE_GLINT |
wood face / glint flash |
BORDER |
tile rim colour |
BLACK / BLACK_LIT |
glyph / glyph-at-glint (brown-red) |
preview bg #3C7858 |
the green-baize colour used only in the GIF |