Adobe recently announced the end-of-life for Adobe Animate, then walked it back after community backlash.
Regardless of what Adobe decides next, the message was clear: animators who depend on proprietary tools are one corporate decision away from losing their workflow.
2D animation deserves an open-source option that isn't a toy. We've been working with a professional animator to guide feature priorities and ensure we're building something that actually fits real production workflows - not just a tech demo.
Github Repo: https://github.com/17twenty/inamate
We're at the stage where community feedback shapes the direction. If you're an animator, motion designer, or just someone who's been frustrated by the state of 2D animation tools — we'd love to hear:
- What features would make you switch from your current tool?
- What's the biggest pain point in your animation workflow?
- Is real-time collaboration actually useful for animation, or is it a gimmick?
Try it out, break it, and tell us what you think.
Built with Go, TS & React, WebAssembly, PostgreSQL, WebSocket, ffmpeg (for video exports).
hactuallyop5 days ago
The architecture was designed for determinism and performance:
- Go WASM engineowns the scene graph, evaluates timelines, compiles draw commands
- Canvas2D frontend executes the command buffer (GPU-accelerated by the browser)
- Go backend handles collaboration, persistence, and video encoding via ffmpeg
- Operation-based document model - every mutation is an operation that supports undo/redo and real-time sync
We chose a command buffer architecture (engine emits draw commands, browser rasterizes) over Figma-style pixel rendering in WASM. Canvas2D is already GPU-accelerated, and Go's WASM ecosystem doesn't have a battle-tested software rasterizer. This gives us hardware rendering for free while keeping the engine deterministic.
otherflavors2 days ago
The BSL is not considered open source, so this is a "source-available 2D animation tool"
singpolyma32 days ago
BSL is eventually open source. Which is not the same as open source now but not quite the same as source available either IMHO
denismurphy2 days ago
Does the engine support 'Merge Drawing' mode (destructive vector editing where overlapping shapes flatten, combine, or cut into each other), or is it strictly object-based?
bsimpson2 days ago
What's the Business Source License?
The attached file doesn't have terms, and references an undefined "change date."
otherflavors2 days ago
The default change date for BSL is " four years after the first publicly available distribution of a specific version"
hexoa day ago
> - What features would make you switch from your current tool?
Native software. Certainly not anything browser based. No electron. No react. Software that understands color management. And actual animation tools, not onion strips - it is not 1970 anymore.
> Try it out, break it, and tell us what you think.
Sorry i'm not even trying stuff that needs browser. I'm so very tired of it.
mcphage2 days ago
> 2D animation deserves an open-source option that isn't a toy. We've been working with a professional animator to guide feature priorities and ensure we're building something that actually fits real production workflows - not just a tech demo.
If you want people to understand that it's a real production tool and not a tech demo, your example animation in your readme should show a real production animation. Currently, what you're showing makes it look like a toy.
q2dg2 days ago
Synfig is a toy?
ttdownsitea day ago
wonderful
grougnax2 days ago
Why not Rust?
taklimakan2 days ago
Why Rust?
mhuffman2 days ago
Haven't you heard the good news? Rust is life .. Rust is love .. Rust is all! only partially being sarcastic here, considering how it is glazed and championed.