Animating Charts and Graphs in Mobile Apps

TRUETECH is engaged in the development, support and maintenance of iOS, Android, PWA mobile applications. We have extensive experience and expertise in publishing mobile applications in popular markets like Google Play, App Store, Amazon, AppGallery and others.

Development and support of all types of mobile applications:

Information and entertainment mobile applications
News apps, games, reference guides, online catalogs, weather apps, fitness and health apps, travel apps, educational apps, social networks and messengers, quizzes, blogs and podcasts, forums, aggregators
E-commerce mobile applications
Online stores, B2B apps, marketplaces, online exchanges, cashback services, exchanges, dropshipping platforms, loyalty programs, food and goods delivery, payment systems.
Business process management mobile applications
CRM systems, ERP systems, project management, sales team tools, financial management, production management, logistics and delivery management, HR management, data monitoring systems
Electronic services mobile applications
Classified ads platforms, online schools, online cinemas, electronic service platforms, cashback platforms, video hosting, thematic portals, online booking and scheduling platforms, online trading platforms

These are just some of the types of mobile applications we work with, and each of them may have its own specific features and functionality, tailored to the specific needs and goals of the client.

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Animating Charts and Graphs in Mobile Apps
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We've seen it countless times: a client brings a mockup with a chart where bars shoot up one after another and a line flows like a painter's brushstroke. At first glance, it's a simple animation. But when it comes to code, the off-the-shelf library doesn't support that stagger effect, and a custom Canvas implementation demands deep understanding of Core Animation or the Android Canvas API. We take on such tasks and implement animations of any complexity in 1–3 days — be it a bar chart, line chart, or pie chart. In this article, we'll walk through typical problems and how to solve them.

Before choosing a library or writing from scratch, it's important to understand what animations are needed: simple appearance or sequential stagger, touch-event handling and tooltips, working with large datasets (500+ points) without FPS drops. We use profiling (Instruments, Android Profiler) at every stage to guarantee 60fps.

How to Choose Between a Library and Custom Canvas?

The decision between a ready-made library and a custom implementation is key. Libraries like MPAndroidChart or Swift Charts give you 80% of what you need in 20% of the time, but animation customization is limited. For example, MPAndroidChart supports animateX() and animateY(), but customizing easing per bar or creating a stagger animation (bars appearing one by one) is impossible without a custom Renderer. Custom Canvas is justified when you need a non-standard chart type, stagger effect, animation of individual points, or interactive tooltips.

Criterion Library (MPAndroidChart, Swift Charts) Custom Canvas
Implementation time Hours 1–3 days
Animation customization Limited (easing, stagger) Full (any curve, delays)
Performance with 500+ points Medium (potential lag) High (downsampling + LOD)
Gesture support Built-in (shallow) Customizable (any logic)

Why Stagger Animation Matters for Data Perception

Stagger animation (sequential appearance of elements) draws attention to each bar or point, making the data more readable. Custom Canvas implementation gives you 3 times more control over animation compared to ready-made libraries, which is critical for complex dashboards. We implemented it in Flutter using AnimationController + Interval:

// Each bar animates with an 80ms delay
for (int i = 0; i < bars.length; i++) {
  final start = (i * 0.08).clamp(0.0, 1.0);
  final end = (start + 0.4).clamp(0.0, 1.0);
  animations[i] = Tween(begin: 0.0, end: bars[i].value).animate(
    CurvedAnimation(
      parent: controller,
      curve: Interval(start, end, curve: Curves.easeOutCubic),
    ),
  );
}

On iOS, a similar effect is achieved via CAKeyframeAnimation with keyTimes — each CAShapeLayer (one bar) gets a shifted beginTime:

bars.enumerated().forEach { index, layer in
    let anim = CABasicAnimation(keyPath: "bounds.size.height")
    anim.beginTime = CACurrentMediaTime() + Double(index) * 0.08
    anim.duration = 0.4
    anim.timingFunction = CAMediaTimingFunction(name: .easeOut)
    layer.add(anim, forKey: nil)
}

A line chart is animated via CAShapeLayer with strokeEnd: 0 → 1. To add marker points that appear as the "brush" passes by, synchronize the appearance of CALayer with the strokeEnd progress. We implement this through CAAnimationDelegate.animationDidStop for each segment or via a displayLink tracking presentation().strokeEnd.

Interactive Tooltip: How to Maintain FPS

A tooltip that follows the finger across the graph is a separate challenge. On iOS: UIGestureRecognizer → map coordinate to data value → UIView.animate for the tooltip. It's crucial to call setNeedsDisplay() only on the part of CALayer that draws the highlight line — redrawing the entire canvas kills FPS during fast finger movement. We guarantee 60fps even with intensive interaction thanks to incremental rendering.

What's Included in Our Work

  • Source code of the animated component in Swift/Kotlin/Dart/TypeScript
  • Documentation for customization (colors, fonts, animation parameters)
  • Integration into your existing project and test environment setup
  • Performance optimization (downsampling for sets >500 points, LOD)
  • 60fps guarantee on mid-range devices

We have been developing mobile apps for over 5 years and have completed over 15 projects with animated graphics (fintech, analytics dashboards). Our tech stack includes: SwiftUI + Combine, Jetpack Compose + Coroutines, Flutter 3.x. Apple's animation recommendations: use CAMediaTiming for synchronization.

How to Implement Stagger Animation in 4 Steps

  1. Initialize an AnimationController (or CADisplayLink).
  2. Create an array of delays: delay = index * intervalTime.
  3. For each element, apply a Tween animation with CurvedAnimation and Interval.
  4. Start the master controller — elements will animate sequentially.
What is downsampling and why do you need it? Downsampling (removing points) is applied when rendering large datasets (500+ points) to maintain 60fps. The [Ramer–Douglas–Peucker algorithm](https://ru.wikipedia.org/wiki/Алгоритм_Рамера_—_Дугласа_—_Пекера) removes points that lie within a given epsilon from a straight line, preserving the visual shape of the graph.
Platform Animation Mechanism Key Classes
iOS Core Animation (CALayer) CABasicAnimation, CAKeyframeAnimation
Android Canvas + ValueAnimator ValueAnimator, ObjectAnimator
Flutter AnimationController + Tween AnimationController, Tween, Interval
React Native Animated API Animated.Value, Animated.timing

Contact us to discuss your graph — we'll evaluate your project for free. Order turnkey chart animation development.

Animations in Mobile Apps: Lottie, Rive, Spring, and Reanimated

We've built animations for dozens of projects — from game interfaces to bank-grade applications. We know how to achieve 120 fps even on Android with ProGuard. If an animation stutters, the problem isn't the tool but the approach. Below we show how we choose between Lottie and Rive, why Spring physics beats UIView.animate, and how Reanimated 3 pushes 60 fps on older devices. Get a consultation for your project — we'll assess the animation layer for free.

Why does UIView.animate break on complex scenarios?

UIView.animate(withDuration:) and ObjectAnimator on Android are fine for simple transitions. But as soon as the animation becomes interactive (user drags an element, speed depends on gesture), a different approach is needed.

On iOS, the right tool for gesture-driven animation is UIViewPropertyAnimator. It allows pausing, reversing, and modifying the animation in progress. A typical use case: a bottom sheet that follows the finger, continues with inertia after release, and snaps to the nearest position. With UIView.animate, this is either not possible or requires manual physics.

In SwiftUI, withAnimation works out of the box, but interactivity is limited — there's no direct analog to UIViewPropertyAnimator. A workaround is using .gesture(DragGesture()) + @GestureState + explicit position calculation. Or move to SwiftUI Animations API with Animation.spring(duration:bounce:) from iOS 17.

How does React Native Reanimated bypass the JS bridge?

React Native Animated API executes animations on the JS thread — this causes jank when the bridge is busy. Reanimated 3 solves this with worklets: functions that compile and run directly on the UI thread without crossing the JS bridge.

Example: parallax scroll header. With basic Animated.Value, fast scrolling drops FPS to 40-45 on mid-range Android. With Reanimated using useAnimatedScrollHandler, it stays at a stable 60 fps because all position calculations happen on the UI thread.

Reanimated 3 with useSharedValue, useAnimatedStyle, and withSpring/withTiming is the current standard for animations in React Native. Gesture Handler v2 is tightly integrated: useAnimatedGestureHandler replaces PanResponder and also runs on the UI thread.

Why can Lottie reduce FPS on Android?

Lottie exports After Effects animation as JSON. On iOS with lottie-ios it's stable, but on Android, complex effects (blur, particles, gradients) via Canvas rendering can cause drops to 30-40 fps. The solution: either simplify the animation or use Rive with hardware rendering. We tested: a 5 MB Lottie file with blur on Xiaomi Redmi Note 10 gave 48 fps, while the same animation in Rive (.riv 400 KB) gave 60 fps.

Lottie vs Rive: What to choose for interactive interfaces?

Both tools solve the task of "designer creates animation, developer adds the file." But they differ fundamentally.

Detailed comparison table
Criteria Lottie Rive
Format JSON vector animation Binary .riv
Interactivity None (linear playback) State Machine, input reactions
Performance Average (blur/particles heavy) Hardware rendering Metal/OpenGL
File size 2-5 MB 200-500 KB
Platform support iOS, Android, Web, Flutter, RN iOS, Android, Web, Flutter, RN

The choice is simple: static decorative animation (splash screen, onboarding illustrations) — Lottie. Interactive UI elements with states — Rive. For example, a button with hover, pressed, loading, success states — one Rive animation with four states versus four separate Lottie files.

Spring physics and Hero transitions: how to achieve naturalness?

Spring animation feels natural because it simulates physics — mass, stiffness, and damping. In SwiftUI: Animation.spring(response:dampingFraction:). In Android Compose: spring(dampingRatio = Spring.DampingRatioMediumBouncy).

For Hero transitions (an element "flies" between screens), on iOS use UIViewControllerTransitioningDelegate + UIViewControllerAnimatedTransitioning. In SwiftUI with iOS 17 — matchedTransitionSource + navigationTransition(.zoom). On Flutter — Hero widget, which works out of the box.

How to avoid common mistakes in Hero transitions?

The animation starts fine, but on the target screen the element "jumps" to the final position. The reason: AutoLayout constraints are applied before the animation completes. Solution: call layoutIfNeeded() inside the animation block or use transform instead of frame changes.

What's included: animation layer turnkey

  • Integration of Lottie/Rive files into the design system
  • Code for gesture-driven transitions (bottom sheets, drawers, carousels)
  • Testing on real devices (iOS 15–17, Android 10–14)
  • Animation documentation (architecture, state keys)
  • Support for design updates (30-day warranty)

We have 5+ years of experience in mobile development, over 30 projects with animations, certified iOS/Android developers.

Timelines

  • Basic screen transitions and micro-interactions — 1 week.
  • Lottie/Rive integration with design system — 3-5 days after receiving final files.
  • Custom gesture-driven interactivity (sheet, drawer, physics carousel) — 1-2 weeks.

Contact us — we'll add animations turnkey in 2 weeks. First consultation is free.