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BlackAngel242BlackAngel242/skill-market/skills/animate/SKILL.md

animate

Skill0 starsChanged 14 days agoMITView on GitHub

Make a short procedural animation in any style — an explainer, a history, a little story — as a single-file canvas video with a synthesized score, rendered to MP4. Ships with styles (cut paper, crosshatch ink, riso print, sketchbook, manim-style math, pixel art, isometric line art) and makes new ones from the user's references. Walks the user through intake, then three check-ins (story, look, storyboard) before animating, and proves the result with measured review checks. Use when the user asks for an animated video, short, explainer or reel made in code, or wants a look matched from references.

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The file

Show its rules and text

We split this skill into the rules it gives an agent

15 rules. 0 are common, 7 are distinctive, and 8 are very specific to this project.

  • 0

    Common

    Most of the 103 edited versions we read keep these.

  • 7

    Distinctive

    This author's own choices. Worth a look.

  • 8

    Very specific

    Tied to their project's names, files or tools. Probably skip.

  • Common
  • Distinctive
  • Very specific
  1. Very specific:

    All paths below are relative to this skill's base directory.

    line 13
  2. Distinctive:

    Reference media stays local: Never commit it, copy its code, or name its artist in published output unless the user asks to credit them.

    line 22
  3. Distinctive:

    Ask with options: Use AskUserQuestion with a recommended default first, so the user can answer in one click.

    line 24
  4. Very specific:

    Ask the questions in intake.md — only the ones you can't infer.

    line 29
  5. Distinctive:

    Ask: approve / change beats / different angle.

    line 37
  6. Very specific:

    A shipped style: read its STYLE.md and demo and draw with its kit.

    line 41
  7. Very specific:

    Write pieces/<name>/brief.md (spec, style, beats, bridges, sound plan, claims + sources).

    line 50
  8. Very specific:

    Test tiles while building: node tools/tile.mjs pieces/<name> tile.png <frames...> — look at them.

    line 53
  9. Very specific:

    After each run append to the piece's LOG.md.

    line 62
  10. Distinctive:

    Ask at intake (question 3).

    line 66
  11. Very specific:

    Write the script to pieces/<name>/voice/script.json: { "lead": 1.2, "tail": 1.8, "lines": [{ "id": "open", "text": "As it is spoken.", …

    line 67
  12. Distinctive:

    Never fetch a voice from a site the user didn't point to, and never clone a voice without its owner's consent.

    line 72
  13. Distinctive:

    Ask at intake (question 6).

    line 80
  14. Very specific:

    Put it in the piece: pieces/<name>/audio/track.wav (WAV, MP3 or M4A), and in piece.json: "music": { "file": "audio/track.wav", "start": …

    line 81
  15. Distinctive:

    Ask at intake (question 7) when the subject is a product.

    line 89

“Common” is measured: kept by at least 6 in 10 of the 103 edited versions of this file we could read. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.

Keep what fits and drop the rest. Your version, ready for your agents.
Files
SKILL.md

Animate

You make short animated videos in code: one <canvas>, drawn and scored procedurally, deterministic frame by frame, rendered with a headless browser and ffmpeg. The story follows a grammar studied from strong short-form animation; the look is a style — a plug-in kit chosen from styles/ or made from the user's references with new-style.md.

Requirements: Node 18+, Playwright with Chromium (npm i -g playwright && npx playwright install chromium), ffmpeg on PATH. Check them first; if one is missing, tell the user the install command and stop. For a voice-over, Python with faster-whisper (pip install faster-whisper) times every word; without it the word times are estimated.

All paths below are relative to this skill's base directory. Pieces live in the user's project at pieces/<name>/ (create pieces/ if needed); styles the user makes live in <project>/styles/<name>/.

Non-negotiables

  1. No animating before the storyboard is approved. The check-ins exist because a wrong story or look costs a full build.
  2. Look at references before drawing anything — the user's, or the style's sample.png and demo. Then check every key frame against grammar/FRAME.md and the style's own checklist in its STYLE.md.
  3. Every factual claim on screen is checked with a web search and listed with its source in the brief. Never claim "first" without a source.
  4. Single file, all code: one index.html; everything is drawn and synthesized in code — no image/audio/video files, no data: URIs, no URLs, no web fonts in the code. tools/build.mjs enforces it. Two opt-in exceptions, both the user's own: assets (screenshots and logos in <piece>/assets/, embedded by the build) and a music track (joined at export). See Assets and Music below.
  5. Deterministic: seeded randomness only (RNG(...)), the boil index B for per-step variation. Never Math.random() or wall-clock time.
  6. Reference media stays local. Never commit it, copy its code, or name its artist in published output unless the user asks to credit them.
  7. "Done" is measured: tools/review.mjs passes and you have looked at the contact sheets. Report the numbers, not "looks good".
  8. Ask with options. Use AskUserQuestion with a recommended default first, so the user can answer in one click.

The flow

0. Intake

Ask the questions in intake.md — only the ones you can't infer. For the look, build the gallery (node tools/gallery.mjs <out.png> [<project>/styles], ~3s), show it and ask: which of these, or show me a reference? Then study the references yourself against FRAME.md and the style's checklist.

1. Story check (text, fast)

Pick the format from grammar/FORMATS.md — the plot engine decides it (a history is a chronology joined by morphs; a mission cuts on the beat; a list is a catalogue). Read grammar/STORY.md. Web-check the facts. Then show the user:

  • the one-line idea and the sayable device ("the spark gains a ray each era and ends as the answer")
  • the format and why, the style, length, BPM
  • a numbered beat table: time, what happens, the bridge into the next beat, the sound's role (where the silence is, where the loudest hit is)

Ask: approve / change beats / different angle. Revise until approved. This is where "I meant X, not Y" gets caught cheaply.

2. Look check (2–4 style frames)

Start the piece at pieces/<name>/: copy piece.json and src/ from the style's demo (styles/<name>/demo/) — it already speaks the style's kit and joins eras with a morph — or from templates/beat-cut/ for a piece that cuts hard on the beat (8ths, a 16th-note rush on odd frames, one era per shot, framings from cameras), or templates/piece/ for the plainest cut-paper morph. Set "style" in piece.json, then write brief.md and LOG.md fresh (the template's are placeholders).

  • A shipped style: read its STYLE.md and demo and draw with its kit.
  • The user's references: follow new-style.md. Measure the references first (tools/measure/refs.mjs); the piece's own style frames are the matched frames, so this is one check-in: the compare sheets and the frames together. Save the style folder after the piece is approved (the piece becomes its "proven on").

Draw 2–4 of the most different beats as full-size frames. Each must pass FRAME.md and the style's checklist. Render them side by side with node tools/still.mjs pieces/<name> 2.25,9.75,16.5 look.png --scale 0.5 (or tools/storyboard.mjs with TIMELINE.board set to those beats), and show the image. Ask: thumbs up per frame / change the look / try another style.

3. Storyboard check (every beat)

Draw every beat in the approved look. Fill TIMELINE.board with one key time per beat ({ t, title, sound, next }) and render the board. Ask for thumbs up/down by panel number and notes; redraw what's down; repeat. The panels are the video's own scene functions, so nothing is redrawn later.

4. Build

  1. Write pieces/<name>/brief.md (spec, style, beats, bridges, sound plan, claims + sources). Keep a LOG.md.
  2. Animate the scenes: timed actions with TT, ev(t, d), popS(t), write-ons (see craft.md → Motion). Wire eras, cameras and bridges in src/bridges.js (morph-joined formats) or leave BRIDGES = [] for hard cuts.
  3. node tools/build.mjs pieces/<name> → index.html (the style's kit is pulled in from piece.json "style").
  4. Test tiles while building: node tools/tile.mjs pieces/<name> tile.png <frames...> — look at them; tile across every morph and cut.
  5. Score in src/score.js (see craft.md → Sound).
  6. node tools/export.mjs pieces/<name> --share → frames, audio.wav, stems, renders/final.mp4, renders/share.mp4 (--formats 9:16,1:1,16:9 for every format; --blur 4 for motion blur on 1s styles). Iterate the mix with --only-audio (re-renders the score and remuxes it, ~4× faster).
  7. node tools/review.mjs pieces/<name> → contact sheets per shot, cut grid, morph grid, story arc, anchor, text (cut off / overlapping / under the phone UI) and sound (the loudest moment, the silence before it, LUFS). Fix until it passes, view the sheets, write a per-shot PASS table in LOG.md. Trust the text check over your eye: a cropped label looks fine on a contact sheet.

5. Deliver

Send renders/share.mp4. Say in a few lines: what it is, the checks' numbers, what the review caught and fixed, the weakest shot, and what you haven't verified (e.g. you can't listen to the score). Ask what should change: story, look, transitions, pacing, sound.

6. Learn

After each run append to the piece's LOG.md. If something new went wrong or worked, propose a one-line rule for craft.md, the style's STYLE.md or a kit change, and add it when the user agrees.

Voice-over (optional)

Ask at intake (question 3). With a voice, the voice is the clock: each beat starts ~0.3s after the previous sentence ends, and the big moments land on spoken words. The script is the storyboard: one line per beat.

  1. Write the script to pieces/<name>/voice/script.json: { "lead": 1.2, "tail": 1.8, "lines": [{ "id": "open", "text": "As it is spoken.", "after": 0.45 }, ...] }. Write numbers and names the way they should be said. Keep it ≤ 3.5 words/s; give a line a longer after where the picture needs time to land (a count, a caption, the silence before the payoff).
  2. Build before the voice exists: node tools/voice.mjs pieces/<name> --scratch makes a timing voice with the OS's own speech (never ship it), so the whole piece can be animated and reviewed.
  3. The takes: one file per line, saved as voice/<id>.mp3 with "file" set on the line.
    • The ElevenLabs connector (if the user has it: Claude's Settings → Connectors → ElevenLabs, signed in with OAuth, no API key): find 2–3 narrators that fit with its voice search, generate one line in each (one variation each, not four), let the user pick, then generate every line once with that voice and model. The generation result gives a short-lived download link per take: save each into voice/. It costs about one credit per character; say the total before the full run. If the connector was added during the session, its tools may only appear after the app restarts.
    • The user's own recording, one file per line (or cut from one take).
    • Never fetch a voice from a site the user didn't point to, and never clone a voice without its owner's consent.
  4. node tools/voice.mjs pieces/<name> → voice/voice.wav (the lines with their pauses) and voice.json (every line's and word's start and end, heard in the audio by faster-whisper, locally). The build injects it as VOICE.
  5. In the head: VL(id) is a line, VW(id, word, n) when its n-th word starts; beats start at the previous line's t1 + 0.3; TIMELINE.narration comes from VOICE.lines and DURATION from VOICE.duration. Cue Writes and flashes on the words that name them. Put the payoff hit in a pause before the line that names it: a hit under speech is ducked away.
  6. piece.json: "voice": { "file": "voice/voice.wav", "music": -12 }. Export mixes the voice over the score (the score at music dB, ducked further while the voice speaks) to −14 LUFS. Review judges the story arc and the payoff window on the score alone (renders/audio-score.wav; a voice is louder than any hit) and the voice with its NARRATION check.
  7. Re-takes and script edits: replace a line's file (or edit its text), rerun voice.mjs, rebuild: scenes cued from VOICE move with it. A changed word can orphan a cue that points at it; check those beats.

Music: the user's own track (optional)

Ask at intake (question 6). Without a track the score is composed in code on a 120 BPM grid. With one:

  1. Put it in the piece: pieces/<name>/audio/track.wav (WAV, MP3 or M4A), and in piece.json: "music": { "file": "audio/track.wav", "start": 12.0, "gain": 0, "fade": 0.5 } (start = where in the song the piece begins).
  2. node tools/beats.mjs pieces/<name>/audio/track.wav pieces/<name> --start 12 --dur <piece length> → beats.json: the tempo, the first beat, every beat and bar, the strongest hits, the loudest moment and the drops. Pass --bpm 128 if the user knows the tempo; check its "other tempos" line otherwise (double / half / two-thirds time is the usual miss).
  3. The build injects it as BEATS; the starter head reads BPM and GRID0 from it, and onBeat(t) snaps a time to the song's 8th grid. Put cuts, morphs and cues on onBeat(...). The song decides the arc: put the turn on a drop (BEATS.quiet) and the payoff on its loudest hit (BEATS.loudest, BEATS.hits), not where a composed score would have put them.
  4. The score (src/score.js) keeps only sound effects (to = 's'): export replaces the music bus with the track, mixes the sfx stem on top and normalises to −14 LUFS. Review's grid uses TIMELINE.gridOffset; its SOUND section says whether the loudest moment lands in the payoff act.
  5. The browser preview still plays the composed score (no audio files in the page); the export has the track.

Assets: real screenshots and logos (optional)

Ask at intake (question 7) when the subject is a product. Then:

  • node tools/capture.mjs <url> pieces/<name>/assets/home.png [--selector "css"] [--full] [--dark] [--hide "css"] screenshots the user's own site (a page, a section, the logo). Ask before capturing anything they don't own. Logo files they give you go in assets/ too (PNG, SVG, JPG, WEBP).
  • tools/build.mjs embeds everything in assets/ into index.html (the piece stays one file, and the canvas stays readable by the checks); window.renderFrame appears once the images are decoded, and every tool waits for it.
  • Draw them with drawAsset('home.png', x, y, w, h, { fit: 'cover' | 'contain', r }) inside the style's own framing (a torn-paper photo, an inked frame, a printed card) so they belong to the look. asset(name) returns the image.
  • Real product UI only: animate the real screens (crop, push in, reveal, point at them with the hero); never draw a fake screen as if it were the product. Sample brand colours from the screenshots.

Formats: one piece, several shapes (optional)

Ask at intake (question 2, multi-select). List them in piece.json "formats": ["9:16", "1:1", "16:9"] (the first is the main one). The starter's head reads ?format= and sets W, H, SAFE and CX; scenes place things with LX(fraction), LY(fraction) and size them with UNIT, and choose a different arrangement with PORTRAIT / WIDE where a shape needs it (a column of three on 9:16, a row of three on 16:9). Never crop a 9:16 render to 16:9.

  • node tools/export.mjs pieces/<name> --formats 9:16,1:1,16:9 --share → renders/final.mp4 (main) and final-<w>x<h>.mp4 for the others.
  • Review each: node tools/review.mjs pieces/<name> --format 16:9 (and tile / still / textcheck / storyboard take --format too). The text check matters most here: a wide caption that fits 16:9 can run off 9:16.

Motion: springs and blur

  • Springs (kit/core.js): springMove(t0, a, b, SPRING.snappy) moves a value with a little overshoot and a settle; springTrack([[t, v], ...]) follows a value through many targets without a jump. Presets: snappy (UI), smooth (cards, camera), heavy (big type, logos), playful (mascots). Closed-form, so frames stay deterministic. On-2s styles step them every 2 frames, as they should.
  • Motion blur: export.mjs --blur 4 averages 4 sub-frames per frame — only for styles on 1s (STYLE.ones: math, isometric); hand-drawn looks on 2s are crisp on purpose (export warns).

Parallel agents (long pieces)

A 45–60s piece has 10–15 scenes; split the drawing across agents once the storyboard is approved:

  • One src/ file per section or era, owned by one agent (src/era-01.js, src/era-02.js, …). List them in piece.json "scenes": [...]; they take the place of src/scenes.js in the build order.
  • The shared parts stay with you: src/head.html (TIMELINE, eras, shots, cues), src/bridges.js, the score, and the kit. Agents read them but never edit them; if a scene needs a kit helper, they write it in their own file under a prefixed name.
  • Brief each agent with the approved board panel(s), the style's STYLE.md, the era's time range and cue names, its bridge objects (what must be in frame at the boundary), and the rules: deterministic, no new globals without the era prefix, tile its frames and look at them.
  • build.mjs joins them; you build, tile across every boundary, and run the review.

Files

pathwhatread when
intake.mdthe questions and defaultsstep 0
craft.mdthe distilled rules: story, frame, motion, timing, sound, code, reviewbefore step 1, and when building
grammar/FORMATS.md8 story formats (engine × stage × clock), invariants, which are provenstep 1
grammar/STORY.mdbeat-level story rules with evidencestep 1
grammar/FRAME.mdwhat a single key frame must hold, in any stylesteps 2–3
styles/the styles: STYLE.md (rules + frame checklist), kit.js, sample.png, demo/; the STYLE hooks contractsteps 0, 2, building
new-style.mdmaking a new style from the user's referencesstep 2
kit/core.jsRNG, easing, geometry, the hand-drawn line (wobble, ink, paint, hatch, pencil, stipple, grain), cameras, time helpersbuilding
kit/morph.jsthe renderer: eras, push-ins, zoom bumps, shape-morph bridges, overlays — draws through the style's STYLE hooksbuilding
kit/board.jsthe storyboard renderersteps 2–3
kit/score-*.jssynth (pluck, pad, drone, bass, sub, noiseHit, sweep, riser, chime, blip), loudness stagescoring
templates/piece/ (an 8s cut-paper morph), beat-cut/ (a 6s hard-cut piece with a 16th rush), style/ (a blank style kit for new looks)step 2
tools/build, tile, still, storyboard, export, review, textcheck, compare (reference vs frame), gallery, framehash (pixel-identity check), beats (a supplied track's beat map), capture (screenshots of the user's site), voice (a voice-over's lines and word times); measure/ for references (refs.mjs for stills, shotlog.py for video)throughout
examples/history-of-ai/a full 60s worked example (cut paper)when unsure how something fits

Honesty about what's proven

Formats F2 (chronology / morph chain) and F4 (mission) have each produced a piece that passed every check from the card alone; F5 (fixed-hero journey) has several. The others are documented from study but unproven — say so when you pick one. Cut paper and crosshatch have carried full pieces; riso, sketchbook, math and pixel each come from one or two finished pieces plus a demo; isometric was made from references with new-style.md and so far has only its demo; a style made from new references is new ground until it has carried a piece. WebGL motion design (ray-marched 3D, motion blur, bloom) is not a shipped style yet.

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