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soilmasssoilmass/motion-design-agent/skills/character/SKILL.md

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.

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SKILL.md

Character

Animation patterns for characters and figures.

Standards Reference

StandardDocumentation
W3C DTCGdesigntokens.org
Lottie Bodymovinlottiefiles.com
Spine 2Desotericsoftware.com
Riverive.app

Quick Reference

Load from: tokens/character.tokens.json

Walk Cycle Timing

TokenValueUse
walk-cycle.duration.slow1.5sLeisurely
walk-cycle.duration.normal1sAverage
walk-cycle.duration.fast0.6sBrisk
walk-cycle.duration.run0.4sRunning

Blink Timing

TokenValueUse
blink.duration150msClose-open
blink.interval-min2sMin between
blink.interval-max6sMax between

Expression Transitions

TokenValueUse
expression.transition-quick200msFast change
expression.transition-normal400msStandard
expression.transition-slow800msDramatic

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 MotionReduced Alternative
Walk cycleStatic pose or simple slide
Eye blinkDisabled or very infrequent
BreathingStatic or very subtle
GesturesInstant 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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