character
Skill7 starsChanged 10 months agoMITView on GitHub
Character animation including walk cycles, blink patterns, lip sync, facial expressions, and idle behaviors. Use when animating avatars, mascots, game characters, or illustrated figures. Provides tokens for timing, body mechanics, and expressive motion.
7 other projects use a version of this.
Adopted by
Most recently taken up by
- LMikeH/whileai-sdktheir own version, first seen Oct 15, 2026
- leishifu666/skillstheir own version, first seen Oct 9, 2026
- whilehq/whileai-sdktheir own version, first seen Sep 22, 2026
- JustOneMoreTry/NoMoreHigstheir own version, first seen Aug 4, 2026
- tance-mang/chinese-webnovel-skillstheir own version, first seen Jun 12, 2026
- howells/fictiontheir own version, first seen May 22, 2026
Other versions7 projects use a version of this.
Word for word · 0
None found.
Edited · 0
None found.
Wrote their own version · 7
- MJbae/awesome-novel-studio★ 148same name
- tance-mang/chinese-webnovel-skills★ 97same name
- howells/fiction★ 23same name
- LMikeH/whileai-sdk★ 21same name
- leishifu666/skills★ 1same name
- JustOneMoreTry/NoMoreHigs★ 0same name
- whilehq/whileai-sdk★ 0same 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 repository87 other files it gives its agents.
- CLAUDE.mdCLAUDE.md
- motion-designSkill
- 3d-transformsSkill
- accessibilitySkill
- android-nativeSkill
- animation-recipesSkill
- anticipationSkill
- arc-motionSkill
- attention-choreographySkill
- attentionSkill
- audio-reactiveSkill
- blurSkill
- brand-animationSkill
- cameraSkill
- choice-resolutionSkill
- cinematicSkill
- code-generationSkill
- colorSkill
- component-animationsSkill
- compositingSkill
- consequenceSkill
- container-transformSkill
- css-advancedSkill
- data-visualizationSkill
- depthSkill
- distortionSkill
- dramaturgySkill
- durationSkill
- easingSkill
- emotional-journeySkill
- emotion-mappingSkill
- emotion-selectionSkill
- empty-statesSkill
- entrance-patternsSkill
- exaggerationSkill
- exit-patternsSkill
- exportSkill
- figma-integrationSkill
- follow-throughSkill
- frame-timingSkill
- gesture-motionSkill
- glow-shadowSkill
- intentSkill
- ios-nativeSkill
- loading-statesSkill
- loopingSkill
- lottieSkill
- masksSkill
- microstateSkill
- morphingSkill
- motion-auditSkill
- motion-blurSkill
- motion-principlesSkill
- motion-specsSkill
- narrative-arcSkill
- notificationsSkill
- onboardingSkill
- opacitySkill
- orchestratorSkill
- particlesSkill
- The first 60 shown.
The file
We split this skill into the rules it gives an agent
1 rule. 0 are common, 1 is distinctive, and 0 are very specific to this project.
0
Common
Most of the 5 edited versions we read keep these.
1
Distinctive
This author's own choices. Worth a look.
0
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Distinctive: line 381
No additional references needed for this skill
“Common” is measured: kept by at least 6 in 10 of the 5 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.
Files
Character
Animation patterns for characters and figures.
Standards Reference
| Standard | Documentation |
| W3C DTCG | designtokens.org |
| Lottie Bodymovin | lottiefiles.com |
| Spine 2D | esotericsoftware.com |
| Rive | rive.app |
Quick Reference
Load from: tokens/character.tokens.json
Walk Cycle Timing
| Token | Value | Use |
walk-cycle.duration.slow | 1.5s | Leisurely |
walk-cycle.duration.normal | 1s | Average |
walk-cycle.duration.fast | 0.6s | Brisk |
walk-cycle.duration.run | 0.4s | Running |
Blink Timing
| Token | Value | Use |
blink.duration | 150ms | Close-open |
blink.interval-min | 2s | Min between |
blink.interval-max | 6s | Max between |
Expression Transitions
| Token | Value | Use |
expression.transition-quick | 200ms | Fast change |
expression.transition-normal | 400ms | Standard |
expression.transition-slow | 800ms | Dramatic |
Selection Guide
What character animation?
│
├── LOCOMOTION → Walk/run cycles
│ ├── Slow walk → duration.slow (1.5s cycle)
│ ├── Normal → duration.normal (1s cycle)
│ ├── Fast → duration.fast (0.6s cycle)
│ └── Run → duration.run (0.4s cycle)
│
├── FACIAL → Eyes and expression
│ ├── Blink → blink.duration (150ms)
│ ├── Quick expression → transition-quick
│ └── Dramatic → transition-slow
│
├── IDLE → Standing/waiting
│ ├── Breathing → idle.breathing-period (4s)
│ └── Sway → idle.sway-period (3s)
│
└── GESTURES → Actions
├── Wave → gesture.wave (600ms)
├── Nod → gesture.nod (400ms)
└── Point → gesture.point (300ms)Patterns
Eye Blink
CSS:
@keyframes blink {
0%, 45%, 55%, 100% {
transform: scaleY(1);
}
50% {
transform: scaleY(0.1); /* Almost closed */
}
}
.eye {
transform-origin: center;
animation: blink 150ms ease-in-out; /* {motion.character.blink.duration} */
}JavaScript (Natural blink interval):
class BlinkController {
constructor(eyeElement) {
this.eye = eyeElement;
this.minInterval = 2000; // {motion.character.blink.interval-min}
this.maxInterval = 6000; // {motion.character.blink.interval-max}
this.blinkDuration = 150; // {motion.character.blink.duration}
this.scheduleBlink();
}
blink() {
this.eye.style.transform = 'scaleY(0.1)';
setTimeout(() => {
this.eye.style.transform = 'scaleY(1)';
}, this.blinkDuration / 2);
this.scheduleBlink();
}
scheduleBlink() {
const interval = this.minInterval +
Math.random() * (this.maxInterval - this.minInterval);
setTimeout(() => this.blink(), interval);
}
}Walk Cycle
CSS:
.character {
animation: walk 1s steps(8) infinite; /* {motion.character.walk-cycle.duration.normal} */
}
/* Sprite sheet approach */
@keyframes walk {
from { background-position: 0 0; }
to { background-position: -800px 0; } /* 8 frames x 100px */
}
/* Vertical bob */
@keyframes walkBob {
0%, 50%, 100% { transform: translateY(0); }
25% { transform: translateY(-5px); } /* {motion.character.walk-cycle.bob-amount.normal} */
75% { transform: translateY(-5px); }
}
.character-body {
animation: walkBob 1s ease-in-out infinite;
}Framer Motion (Procedural):
const WalkCycle = ({ speed = 'normal' }) => {
const durations = {
slow: 1.5,
normal: 1,
fast: 0.6,
run: 0.4
};
const duration = durations[speed];
return (
<motion.div
animate={{
y: [0, -5, 0, -5, 0], // {motion.character.walk-cycle.bob-amount.normal}
}}
transition={{
duration,
repeat: Infinity,
times: [0, 0.25, 0.5, 0.75, 1],
ease: 'easeInOut'
}}
>
<motion.div
animate={{
rotate: [-15, 15, -15] // Arm swing
}}
transition={{
duration,
repeat: Infinity,
ease: 'easeInOut'
}}
style={{ transformOrigin: 'top' }}
>
{/* Arm */}
</motion.div>
</motion.div>
);
};Idle Breathing
CSS:
@keyframes breathing {
0%, 100% {
transform: scale(1);
}
50% {
transform: scale(1.02); /* {motion.character.idle.breathing-amount} */
}
}
.character-body {
animation: breathing 4s ease-in-out infinite;
/* {motion.character.idle.breathing-period} */
transform-origin: bottom center;
}Framer Motion:
const IdleCharacter = () => (
<motion.div
animate={{
scaleY: [1, 1.02, 1], // Breathing
rotate: [-2, 2, -2] // {motion.character.idle.sway-amount}
}}
transition={{
scaleY: {
duration: 4, // {motion.character.idle.breathing-period}
repeat: Infinity,
ease: 'easeInOut'
},
rotate: {
duration: 3, // {motion.character.idle.sway-period}
repeat: Infinity,
ease: 'easeInOut'
}
}}
style={{ transformOrigin: 'bottom center' }}
/>
);Facial Expressions
Framer Motion:
const expressions = {
neutral: { eyebrowY: 0, mouthScale: 1, mouthY: 0 },
happy: { eyebrowY: -2, mouthScale: 1.2, mouthY: 2 },
sad: { eyebrowY: 5, mouthScale: 0.8, mouthY: -2 },
surprised: { eyebrowY: -8, mouthScale: 1.5, mouthY: 0 },
angry: { eyebrowY: 3, mouthScale: 0.9, mouthY: 0 }
};
const Face = ({ expression }) => {
const current = expressions[expression];
return (
<div className="face">
{/* Eyebrows */}
<motion.div
animate={{ y: current.eyebrowY }}
transition={{
duration: 0.4 // {motion.character.expression.transition-normal}
}}
className="eyebrows"
/>
{/* Mouth */}
<motion.div
animate={{
scaleX: current.mouthScale,
y: current.mouthY
}}
transition={{ duration: 0.4 }}
className="mouth"
/>
</div>
);
};Simple Lip Sync
JavaScript:
const phonemes = {
'A': 'open',
'E': 'wide',
'I': 'narrow',
'O': 'round',
'U': 'pucker',
'M': 'closed',
'rest': 'neutral'
};
class LipSync {
constructor(mouthElement) {
this.mouth = mouthElement;
this.transitionTime = 50; // {motion.character.lip-sync.transition}
}
setPhoneme(phoneme) {
const shape = phonemes[phoneme] || phonemes.rest;
this.mouth.style.transition = `all ${this.transitionTime}ms ease-out`;
this.mouth.className = `mouth mouth-${shape}`;
}
// Animate to audio timestamps
animateToSpeech(phonemeTimeline) {
phonemeTimeline.forEach(({ phoneme, time }) => {
setTimeout(() => this.setPhoneme(phoneme), time);
});
}
}Gesture: Wave
Framer Motion:
const WaveGesture = ({ trigger }) => {
const controls = useAnimationControls();
useEffect(() => {
if (trigger) {
controls.start({
rotate: [0, 20, -10, 20, -10, 0],
transition: {
duration: 0.6, // {motion.character.gesture.wave}
times: [0, 0.2, 0.4, 0.6, 0.8, 1]
}
});
}
}, [trigger]);
return (
<motion.div
animate={controls}
style={{ transformOrigin: 'bottom' }}
className="arm"
>
<div className="hand">👋</div>
</motion.div>
);
};Reduced Motion
For prefers-reduced-motion: reduce:
| Full Motion | Reduced Alternative |
| Walk cycle | Static pose or simple slide |
| Eye blink | Disabled or very infrequent |
| Breathing | Static or very subtle |
| Gestures | Instant or disabled |
Implementation:
@media (prefers-reduced-motion: reduce) {
.character {
animation: none;
}
.eye,
.character-body {
animation: none;
}
}Cross-References
- See
squash-stretch/for cartoony deformation - See
anticipation/for action wind-up - See
follow-through/for natural motion flow - See
secondary-action/for supporting animations - See
emotion-mapping/for expression selection - See
lottie/for character export
References
- No additional references needed for this skill
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