painted-animation
Skill9 starsChanged 21 days agoMITView on GitHub
Make hand-painted watercolour-and-ink cartoon videos (MP4) with code — p5.js + p5.brush rendered frame by frame in headless Chrome, encoded with ffmpeg — starring Clawd or any character. Use when the user asks to make an animation, animated short, cartoon, music video, lyric video, animated GIF/loop or "a video of Clawd…", or mentions the PDoomVideo / ClaudeAnimationBase approach. Covers storyboarding, the engine API, the render-and-look review loop, music/lyric sync and splitting long videos across subagents.
4 other projects use a version of this, 3 of them edited; 2 new projects in the last 4 weeks, against 1 the 4 before.
Adopted by
Rising: 2 new projects took it in the last 4 weeks, 2× the 4 weeks before.thin data
Most recently taken up by
- edenfunf/reelmimicedited, first seen Nov 4, 2026
- Joker-chichi/claude-mv-skilledited, first seen Nov 1, 2026
- jumpersun/framecraft-skillsedited, first seen Oct 20, 2026
- tuzhechen2005/opus-video-skillsword for word, first seen Sep 27, 2026
Other versions4 projects use a version of this.
Word for word · 1
- tuzhechen2005/opus-video-skills★ 11100% same
Edited · 3
- edenfunf/reelmimic★ 1.8k100% same
- Joker-chichi/claude-mv-skill★ 15869% same
- jumpersun/framecraft-skills★ 412% same
Wrote their own version · 0
None found.
How matches are found. Word for word: the exact same text. Edited: shares passages with this file (“99% same” means 99% of its five-word phrases also appear here; 10% or more counts). Their own version: similar meaning, or, weakest, the same name. We can’t tell which project had it first. Projects are counted among the 200 most-starred candidates, and mentions are links to the repository we found, up to 50 per site, so both counts are a floor.
In this repository17 other files it gives its agents.
- 3d-productSkill
- anatomySkill
- claude-motion-motion-designSkill
- claude-motion-review-loopSkill
- claude-motion-sound-designSkill
- claude-motion-web-simsSkill
- hyperframes-motion-reelSkill
- img2threejsSkill
- kinetic-reelSkill
- lemo-opuscarSkill
- lower-thirdsSkill
- motion-designerSkill
- motion-design-principlesSkill
- motion-graphics-music-videoSkill
- opus-visual-motion-engineSkill
- talking-head-b-rollSkill
- video-shotcraftSkill
The file
We split this skill into the rules it gives an agent
4 rules. About 0 are common, 0 are distinctive, and 4 are very specific to this project.
≈0
Common · estimate
Many files like this have a rule of this kind.
≈0
Distinctive · estimate
This author's own choices. Worth a look.
4
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Very specific: line 26
Write STORYBOARD.md in the project (format in the guide: logline, world + palette arc, motif, the character's emotion arc, then shots with …
- Very specific: line 61
Handmade medium: Only paint() / inkLine() (p5.brush) — never plain p5 rect/ellipse/fill.
- Very specific: line 62
No text: No captions, labels, signs or word bubbles.
- Very specific: line 72
boilSeed(key): before each separate background element/prop, or a moving thing makes everything drawn after it re-boil every frame …
≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.
Files
Painted animation
A method for making short cartoons entirely in code, distilled from JohnHeibel/PDoomVideo (a 156 s music video painted by Claude Opus) and its generalised kit ClaudeAnimationBase (MIT), which is bundled here as template/.
How it works: every frame is a pure function of time t. studio.html loads p5.js + p5.brush and your scene files; each shot paints the whole 1920×1080 frame with watercolour fills and boiling ink lines. render.mjs drives headless Chrome to render contact sheets for review, or every frame in parallel, and ffmpeg encodes the MP4 (with audio if given).
Workflow
0. Scaffold
bash ~/.claude/skills/painted-animation/scripts/new_project.sh <project-dir> # add --keep-demo to keep the example scene hooked upThis copies the template, unhooks the demo scene, runs npm install and checks node / ffmpeg / Chrome. Then read <project-dir>/ANIMATION_GUIDE.md in full before designing anything: it holds the rules, the animation principles and the complete engine / Clawd API. Look at docs/emotions.jpg and docs/views.jpg (the model sheets) with the Read tool.
For a music video or anything longer than ~20 s, also read references/music-video.md. For a lyric video, ask for the song file and an LRC first, and measure the tempo with scripts/beat_grid.py: lines are usually faster than you'd guess.
1. Storyboard before code
Write STORYBOARD.md in the project (format in the guide: logline, world + palette arc, motif, the character's emotion arc, then shots with reads — the timed list of what the viewer must understand). Worked example: examples/xiaozhen/ (a 31 s lyric video: storyboard and full scene code).
Show the storyboard to the user and let them react before building, unless they said to just go ahead.
2. Build shot by shot
- Set
duration,bpm,offset(andaudio) insrc/config.js. - One IIFE-wrapped file per scene/chapter in
src/scenes/, ending withshots([[t0, fn], ...]); add its<script>tostudio.html. - Block key poses first, check them as stills, then add the motion between them.
3. Render and look — every shot, several times
You can't see motion by reading code. From the project dir:
node render.mjs --sheet=0.1,0.8,1.6,2.4 --cols=4 --w=480 --out=out/check/a.jpg # key frames
node render.mjs --strip=2.1:2.6 --out=out/check/strip.jpg # every frame of a moment
node render.mjs --sheet=2.3 --crop=760,420,500,400 --w=500 --out=out/check/face.jpg # full-res detailOpen each image with Read and actually check it against the guide's review list: event clear? character big enough? reads timed so a first-time viewer gets them? anticipation / follow-through, no snaps? feet and held props touching? transitions at every seam? no text, no 3D, no pure black/white, no muddy glows? Fix and look again. Budget: ≥ 1 sheet per shot, a strip per key motion and transition, a crop per story-carrying face.
4. Render the video
node render.mjs --clip --out=out/video.mp4 # short videos, one worker
node render.mjs --frames --workers=4 && node render.mjs --encode --out=out/video.mp4 [--audio=assets/song.mp3] # long ones, parallel + resumableReport the output path, length and ms/frame. Offer open out/video.mp4.
The rules that matter most
These are the guide's rules condensed; the guide is authoritative.
- Handmade medium. Only
paint()/inkLine()(p5.brush) — never plain p5rect/ellipse/fill. Flat 2D only: turns go through drawn key views (turn(),spinView()), never 3D projection. Light viaglow()(additive), because pigment-mixing makes yellow-over-blue go green. - No text. No captions, labels, signs or word bubbles; show it instead. Reactions are painted emotes (
!, sweat, hearts…). The one exception is karaoke in a lyric video, and at most a few big SFX. - Something happens in every shot — an event, cause → reaction, set-ups that pay off.
- Time for the viewer. List each shot's reads; one read at a time; fast actions, held meanings; lead the eye; the reads set the shot length. This is where generated animation fails most.
- Alive. Nothing is still (idles from
feel(), drifting cameras, boil); faces change throughemotions()never by swapping; the character is big (medium shot u≈20–28, close-up 40–70); everything rides the beat. - Transitions at every seam, chosen to fit the story (brush wipe, iris / shaped iris, whip pan, match cut, cut on action, camera carry-through).
- One piece. One world, a colour arc, an emotional thread, linked scenes, an ending that rhymes with the opening.
Engine gotchas
- Pure functions of
t. Frames render in parallel and out of order: no state across frames, noMath.random(), no frame-by-frame physics.hash(i)for stable randomness,jit()for boil. boilSeed(key)before each separate background element/prop, or a moving thing makes everything drawn after it re-boil every frame (jitter).- Don't name globals after p5's. p5 defines
line,OVERLAY,text,color,scale, … as globals; a top-levelfunction line()fails withCannot redefine propertyand the page never becomes ready (the renderer times out). Keep helpers inside the scene IIFE or give them distinct names. - Layering in doorways, windows and screens: draw what's inside, then paint the surrounding wall/frame back over it, so nothing wider than the opening shows outside it (the train's
inDoor+ door jambs, the TV bezel pieces). - A
NaNin a point list throwsFailed to construct 'OffscreenCanvas'— guard degenerate geometry. - Under camera zoom ≳ 2, huge shapes lose outlines; outline weight scales with zoom, so scale
swdown in close-ups. - Cost = number of fills and strokes. Aim for ≤ ~1.5–2.5 s/frame (the log prints ms/frame). Prefer fewer, bigger shapes. On machines without a real GPU, watercolour fills are slow — consider fewer
fillshapes, or--soft-glas a last resort. - macOS: the renderer uses
--use-angle=metaland finds/Applications/Google Chrome.appautomatically; otherwise pass--chrome=<path>.
Adapting
- Clawd is the default star, not a requirement. New characters, props and emotions are drawn with the same tools (
paint,ribbon,through,glow) and kept on-model across shots; new emotions go inEMOinsrc/clawd.js. src/karaoke.js(template) adds word-by-word karaoke for lyric videos via thewindow.overlayHookhook incore.js.LOOPS.name = t => {...}; LOOPS.name.len = 4;+node render.mjs --loop=name --pngmakes a seamless loop for GIFs (ffmpeg -i out/loop_name/f%04d.png …).- Higher reasoning effort tends to give more extravagant, detailed scenes.
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