agentleFS
iart-aiiart-ai/explainer-video-skills/skills/isometric-animation/SKILL.md

isometric-animation

Skill22 starsChanged 5 months agoMITView on GitHub

This skill should be used when the user asks to "make an isometric animation", "build a 2.5D isometric scene", "create an isometric infographic", "animate an exploded diagram", "do an isometric city/stack build", "show stacked layers in iso", "extrude blocks with depth", or "add a gentle camera drift to an iso scene". Covers CSS 3D transforms, SVG iso planes, and Three.js OrthographicCamera for true 3D iso — no build step.

2 other projects use a version of this.

Adopted by

Most recently taken up by

  • Other versions2 projects use a version of this.

    Word for word · 1

    1. willlee1995/skills★ 1100% same

    Edited · 0

    None found.

    Wrote their own version · 1

    1. mittal-parth/claude-clan★ 18same name

    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 repository4 other files it gives its agents.

The file

We split this skill into the rules it gives an agent

4 rules. About 0 are common, 2 are distinctive, and 2 are very specific to this project.

  • ≈0

    Common · estimate

    Many files like this have a rule of this kind.

  • ≈2

    Distinctive · estimate

    This author's own choices. Worth a look.

  • 2

    Very specific

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

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

    Keep perspective OFF (or very large) — iso is parallel projection, so far objects must NOT shrink.

    line 44
  2. Distinctive:

    Keep the light direction fixed for the whole scene — every block shades the same way.

    line 99
  3. Very specific:

    When blocks must occlude correctly, cast real shadows, or rotate in 3D, use real geometry under an orthographic camera (parallel projection …

    line 103
  4. Distinctive:

    Every block shaded top-light / side-mid / side-dark from one fixed light.

    line 124

≈ “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.

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

Isometric (2.5D) Animation

Isometric scenes give explainers, UI walkthroughs, and infographics a built, dimensional feel without true perspective: equal-foreshortened axes, stacked Z layers, extruded blocks, exploded diagrams. The look is geometric and deliberate — depth comes from consistent axes and per-face shading, motion from revealing structure one layer at a time.

When to use

  • 2.5D scenes for explainers, product UI, or "how it works" infographics.
  • Stacked layers / floors / a tech-stack tower that builds bottom-up.
  • Extruded blocks, isometric grids, isometric city/server-rack scenes.
  • Exploded-view diagrams that pull apart along Z and reassemble.
  • A static iso illustration that needs gentle life: camera drift, parallax, hover lift.

Projection: get the axes right first

Two conventions — pick one and never mix:

  • True isometric — all three axes 120° apart; on screen the X/Y ground axes run at ±30° from horizontal. This is the math-correct iso. Use for CSS/Three.js.
  • 2:1 dimetric ("pixel-art iso") — tiles drawn 2 wide : 1 tall, so axes sit at ~26.57° (atan(0.5)). Cleaner pixels, the game-art default. Use for tile/sprite scenes.

For DOM/SVG the fastest true-iso plane is a CSS 3D transform on a perspective: none (orthographic-feeling) container:

.scene { transform-style: preserve-3d; }
/* rotate a flat plane onto the iso ground */
.iso-plane { transform: rotateX(60deg) rotateZ(45deg); }

rotateX(60deg) rotateZ(45deg) tips a flat element back 60° then spins it 45° — the standard "true iso" pair that lands the ground-plane axes at ±30° on screen. Any flat SVG/DOM (a floorplan, a UI mock, a grid) placed on .iso-plane is now an iso surface; lift children toward the camera with translateZ().

Equivalent grid-to-screen math when you place tiles by code (2:1 dimetric):

// tile (col, row) → screen pixels, TILE = full tile width
const screenX = (col - row) * (TILE / 2);
const screenY = (col + row) * (TILE / 4);

Keep perspective OFF (or very large) — iso is parallel projection, so far objects must NOT shrink. A small perspective reads as a tilted 3D card, not iso.

Building scenes

Stacked Z layers (cards / floors)

Each layer is the same flat shape on the iso plane, separated along Z. Lift later layers higher; stagger reveals bottom-up.

<div class="scene"><div class="iso-plane">
  <div class="layer" style="--z:0">  <!-- base --></div>
  <div class="layer" style="--z:40"> <!-- mid  --></div>
  <div class="layer" style="--z:80"> <!-- top  --></div>
</div></div>
.layer { transform: translateZ(calc(var(--z) * 1px)); }

Extruded block (faces + per-face shading = depth)

A solid block is a top + two visible side faces. Shade by face so the eye reads volume — top lightest, left mid, right darkest (a fixed light direction). This is the single most important trick for believable iso depth.

.block .top   { background:#3a9bff; }              /* lit   */
.block .left  { background:#2c78c8; transform: rotateY(-90deg); transform-origin:left; }
.block .right { background:#1f5896; transform: rotateX(90deg);  transform-origin:bottom; } /* shade */

Same shading rule in SVG: draw three polygons (top rhombus, left + right parallelograms) and fill them light/mid/dark. SVG is often simpler than 3D-CSS for many small blocks (see references).

Isometric grid

A floor grid is just two sets of parallel lines on .iso-plane (drawn flat, the rotation makes them iso). Author it flat in SVG, drop it on the plane, animate lines drawing on with stroke-dashoffset.

Exploded-view diagram

Same as stacked layers but the resting state is pulled apart along Z; assemble = animate every layer's translateZ toward its seated value. Explode = reverse. Keep one shared --gap variable so the whole stack opens/closes together.

Motion

GoalMechanismEasing
Layer reveal (build)per-layer opacity + translateZ from below, staggeredback.out(1.4), stagger 0.12s
Explode / assembletween shared --gap (or each translateZ)power3.inOut, 0.7–1s
Tower / stack buildlayers drop in bottom→topback.out(1.5), stagger 0.15s
Camera driftslow rotateZ / translate on .scene, looped yoyosine.inOut, 6–12s
Parallaxlayers shift by depth on pointer/scroll (--z ∝ shift)power2.out
Hover liftone block translateZ(+12px) + soft shadowpower2.out, 0.25s

Rules that keep it reading as iso:

  • Lift along Z, never scale to fake height — scaling breaks parallel projection.
  • Camera drift must be tiny and slow (a few degrees / pixels). Big moves expose that it's a flat plane.
  • Stagger builds by physical position (bottom layer first), not DOM order, so the structure assembles logically.
  • Keep the light direction fixed for the whole scene — every block shades the same way.

Three.js OrthographicCamera (true 3D iso) — alternative

When blocks must occlude correctly, cast real shadows, or rotate in 3D, use real geometry under an orthographic camera (parallel projection = genuine iso; a PerspectiveCamera is NOT iso).

const aspect = innerWidth / innerHeight, d = 8;
const cam = new THREE.OrthographicCamera(-d*aspect, d*aspect, d, -d, 0.1, 100);
cam.position.set(10, 10, 10);   // equal X,Y,Z → classic iso vantage
cam.lookAt(0, 0, 0);

Equal position components give the 30° iso view; OrthographicCamera keeps far objects the same size. Light from one direction, enable shadows, and stagger mesh.position.y / scale-in for the build. Full setup in references.

Build-tool choice

  • CSS 3D transforms — best for a handful of blocks/layers with crisp DOM/text on faces; one HTML file.
  • Inline SVG (iso polygons) — best for many small blocks, grids, and infographics; easiest to animate with GSAP/CSS, no 3D-transform z-fighting.
  • Three.js + OrthographicCamera — when you need real occlusion, shadows, or 3D rotation; still shippable as one HTML file via CDN.
  • Pixel/tile (2:1) — game-art or map scenes; use the (col-row, col+row) projection.

Output checklist

  • Axes land at the right angle (±30° true-iso, ~26.57° for 2:1); no accidental perspective shrink.
  • Every block shaded top-light / side-mid / side-dark from one fixed light.
  • Layers stack with believable depth — no z-fighting, no two faces flickering, no overlap errors.
  • Build staggers by physical position (bottom-up), one idea per beat.
  • Camera drift is small and slow; explode/assemble seats every layer exactly.
  • prefers-reduced-motion shows the final assembled scene with no looping drift.

Deliver & verify (standalone HTML)

Packaged helper (scripts/): scripts/seek-shot.sh anim.html 0 1.5 3 freezes the ?t=N harness and screenshots each moment; scripts/contact-sheet.sh sheet.png frame-*.png tiles them for one-glance review. See scripts/README.md.

For a self-contained iso scene (stack build, exploded diagram, drifting infographic) the deliverable is one HTML file that opens directly in a browser — no build step, no framework, no render pipeline. A single file is the right tier for web motion; reach for a bundler only when one file genuinely can't carry it. (If the scene is part of a rendered video, build it as a Remotion composition and verify with remotion still instead.)

Output contract:

  • One .html file: CSS 3D transforms or inline SVG (or Three.js from CDN), markup, and all motion in one inline <script> on one master timeline (const tl = gsap.timeline()) — a single playhead you can seek.
  • Include the seek harness so any moment can be frozen for a screenshot.

Seek harness — freeze an exact moment for screenshots. The web parallel of a frame-pin: ?t=N seeks the master timeline to N seconds and pauses, so a screenshot lands on a deterministic still.

<script>
  // ... build your master timeline as `tl` (the layer build / explode / drift) ...
  const t = new URLSearchParams(location.search).get("t");
  if (t !== null) { tl.pause(); tl.seek(parseFloat(t)); }  // frozen at t seconds
  // no ?t → plays normally
  window.__ready = true;            // ready signal for headless wait
  console.log("duration", tl.duration());
</script>

For a Three.js scene with no GSAP timeline, drive the build from a single clock/progress value and set it from ?t=N, then render one frame — same idea, one deterministic still.

Verify loop — render → freeze → screenshot → check:

  1. Open the file at three moments — start, mid, end: …/iso.html?t=0, ?t=<dur/2>, ?t=<dur> (read tl.duration() from the console).
  2. Headless-screenshot each frozen frame:
    npx playwright screenshot --wait-for-timeout=500 "file://$PWD/iso.html?t=1.2" frame-mid.png
  3. INSPECT the projection, not just "did it animate":
    • Axes — ground lines run at the intended angle (±30° true-iso / ~26.57° dimetric); verticals stay vertical; nothing is foreshortened like perspective.
    • Depth — layers stack in the right Z order, blocks occlude correctly, per-face shading reads volume; no z-fighting (flickering coincident faces) and no overlap errors (a back block punching through a front one).
    • Build — at mid-frame the stack is partway assembled in physical order; at end every layer is exactly seated (explode fully closed), no drift left mid-tween.
    • Artifacts — clipped/skewed text on faces, off-canvas blocks, FOUC before fonts, jagged grid seams.
  4. Iterate: fix angle/shading/Z-order, re-freeze the same ?t values, re-screenshot until it reads as solid iso.

Before you finish:

  1. Opens standalone in a browser — no console errors, no missing CDN.
  2. One master timeline (or one Three.js progress value); ?t=N freezes on a deterministic still.
  3. Screenshotted at start / mid / end — axes correct, depth/Z-order correct, no z-fighting, build seats exactly.
  4. Per-face shading consistent from one fixed light; no accidental perspective shrink.
  5. prefers-reduced-motion shows the final assembled scene without looping drift.

Reference files

  • references/isometric-recipes.md — fuller runnable code: the projection math (true-iso vs 2:1 dimetric, transform vs matrix), flat-SVG/DOM → iso-plane conversion, extruded-block faces with per-face shading (CSS and SVG), stacked-layer and exploded-view builds, isometric grid, camera drift / parallax / hover, and a complete Three.js OrthographicCamera iso scene — with easing notes and reduced-motion handling.

Download now (ZIP)

Does it work?

Reviews from people and from AI agents that ran it: what they used it for, and whether it worked.

No reviews yet

People and AI agents can review whether this works in practice. Say what you used it for, and whether it worked.

  • It worked
  • Partly
  • It didn't
What did you use it for? e.g. Reviewing pull requests in a Rails app

Using an agent? It can post a review for you after it has run the file: the MCP tool registry_write, action report. How to connect one.

Your trail

Files you open will collect here, so you can find them again.

Open two or more, and you can remix the rules you like from each into one list. Kept in this browser only.

Now do this for your own.

Bring your CLAUDE.md, AGENTS.md or skills. agentleFS shows which of your rules are common, which are yours and which only fit one project, and keeps one version your agents read everywhere.