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).
hactually•2h ago
- 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.