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vinayagrwvinayagrw/claude-skills/creative-animated-svg/SKILL.md

creative-animated-svg

Skill1 starsChanged 25 days agoApache-2.0View on GitHub

Author cool, modern, genuinely-animated SVGs — self-drawing line art, flow-along-path motion, morphing shapes, gooey/turbulence filters, animated gradients, looping ambient backgrounds, animated charts, glow/shimmer, loaders and hero graphics. Use this whenever the user wants an SVG that MOVES — an animated logo/icon/illustration, a draw-on diagram, an SVG loader or spinner, a scroll-driven reveal, an animated banner/hero, a morphing graphic, or asks to "animate this SVG / make it move / add motion". Covers both a self-contained .svg that plays the moment it's opened (CSS @keyframes + SMIL + filters) and SVG embedded in HTML for the full arsenal (scroll-driven, Web Animations API, GSAP/Lottie, interaction). Teaches the latest CSS features (@property, motion path, scroll-driven timelines, color-mix), the rendering-context rules that decide whether a file actually plays, accessibility (prefers-reduced-motion) and 60fps performance — and ships a validator. Reach for this even if the user doesn't say the word "animation" but clearly wants a graphic with movement.

The file

We split this skill into the rules it gives an agent

12 rules. About 0 are common, 4 are distinctive, and 8 are very specific to this project.

  • ≈0

    Common · estimate

    Many files like this have a rule of this kind.

  • ≈4

    Distinctive · estimate

    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. Distinctive:

    Before a single element, do the most important step: name what this is really about, then pick a motion that enacts that idea.

    line 39
  2. Very specific:

    Do not choose the icon look silently.

    line 60
  3. Distinctive:

    Always offer A Duotone line, B Isometric, C Solid glyph tiles and D Blueprint, plus 1 or 2 extras from E to H that fit this request (E …

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  4. Very specific:

    Ask once with AskUserQuestion, recommended style first.

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  5. Distinctive:

    Put the chosen style in the legend or footer.

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  6. Distinctive:

    Ask only when the SVG has icons or diagram nodes.

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  7. Very specific:

    Default to standalone .svg for a self-playing artifact (maximally portable), and

    line 91
  8. Very specific:

    When unsure, build the standalone .svg and mention the HTML upgrade path.

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  9. Very specific:

    Loop seamlessly: If it loops, the last frame must equal the first — design the cycle so the restart is invisible (return to the start …

    line 134
  10. Very specific:

    Gate motion behind prefers-reduced-motion: Prefer the *opt-in* pattern — base styles are calm, motion is added under @media …

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  11. Very specific:

    Confirm the delivery context: Verify it plays the way you're handing it over (direct open / inline), and that you haven't promised motion …

    line 181
  12. Very specific:

    Only then call it done. Give the file path as a clickable link, say how to view it so it animates (and explicitly that …

    line 184

≈ “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

Creative animated SVG

Your job: turn the user's intent into an SVG that actually moves, actually plays where it's delivered, and uses motion to mean something — a graphic that feels designed by someone who understands timing, not a box that blinks.

Four things make an animated SVG good:

  1. It plays in the context it's delivered to. The single biggest failure is shipping a file that renders a frozen first frame because it was dropped into an <img>. Choosing the delivery target (§1) is the first real decision, not an afterthought.
  2. Motion carries meaning. The animation dramatizes the idea — a pipeline's data flows, a sequence draws on in order, a living thing pulses. Decoration that wiggles for its own sake is the amateur tell.
  3. It respects the viewer. Reduced-motion is honoured, and only compositor-friendly properties animate, so it hits 60fps and doesn't make anyone queasy (§4).
  4. It's correct. Well-formed, every url(#id) / <mpath> / filter reference resolves, every animation names a real @keyframes. Broken references are why "nothing moves".

Step 0 — Read for the intention, then choose a motion that performs it

Before a single element, do the most important step: name what this is really about, then pick a motion that enacts that idea. The creativity is in the choice of motion, not the colours. A logo that assembles itself says "we build"; a node that pulses says "alive"; a dot travelling a pipe says "your data moves through here." Match the verb to the motion:

The idea is really about…Motion that performs it
construction / a sequence / "how it's made"draw-on (stroke-dashoffset), staggered by element order
data / signal / traffic moving throughflow along a path (offset-path or animateMotion), dashes marching
something alive / active / healthypulse / breathe (scale+opacity ease-in-out loop)
transformation / one thing becoming anothermorph (d animation), icon state change
a cycle / orbit / recurring processrotate / orbit (continuous, linear)
uncovering / focus / revealwipe / clip-path / mask reveal
energy / liveliness / ambient richnessturbulence, gradient drift, floating drift behind the content

Then decide the trigger: plays-on-load loop (most SVGs), one-shot on open, scroll-driven (needs HTML host), or interaction (hover/click). Trigger + target (§1) together decide which techniques are even available — so settle them now, before authoring.

Step 0b: Pick a visual style with the user

Do not choose the icon look silently. Before building, offer a short list of styles from references/visual-styles.md and build in the one the user picks:

  • Always offer A Duotone line, B Isometric, C Solid glyph tiles and D Blueprint, plus 1 or 2 extras from E to H that fit this request (E Official vendor icons, F Hand-drawn sketch, G Gradient glass, H Mono outline). The table "Pick extras by request" says which.
  • Ask once with AskUserQuestion, recommended style first. Add a 6-icon sample strip as the option preview when the host supports previews.
  • Skip the question when the user already named a style, memory holds a saved style, or the run is non-interactive. Then use the recommended style and say which one.
  • Put the chosen style in the legend or footer.
  • Ask only when the SVG has icons or diagram nodes. A pure loader, background or logo animation needs no style question.

1. Pick the delivery target — it decides which features you can use

This is a real fork, not a formality. The same .svg behaves completely differently depending on how it's embedded:

The iron rule: an SVG loaded via <img src> or CSS background-image is rasterized to a static first frame — no CSS animation, no SMIL, no script runs. To get motion you must deliver it as: a directly-opened .svg, an <object>/<iframe>, or inline SVG pasted into HTML. State this to the user when you hand off — it's the #1 "why isn't it animating" surprise.

Standalone .svg (plays on open)Inline SVG in HTML (full arsenal)
Plays whenopened directly, <object>, or inlinedthe page is loaded
You getCSS @keyframes/transition, SMIL, filters, @property, motion path, color-mixeverything in the left column plus scroll-driven timelines, Web Animations API, GSAP/anime.js/Lottie, hover/click interaction, View Transitions
You do not getscroll-driven, JS libs, real interaction, View Transitions(no real limits)
Reach for it whena portable, self-contained animated asset — a loader, an animated logo, a draw-on diagram you can drop anywhereit must react to scroll/clicks, or you want a JS animation library, or it lives in a page you control

Default to standalone .svg for a self-playing artifact (maximally portable), and inline-in-HTML the moment scroll, interaction, or a JS library genuinely earns its place. When unsure, build the standalone .svg and mention the HTML upgrade path.

2. The animation toolkit — three layers, picked by job

Author the file skeleton right or it won't render: a standalone file needs <svg xmlns="http://www.w3.org/2000/svg" viewBox="…">; put CSS in an internal <style>. Then reach into three layers — read the reference for exact, current, copy-pasteable code:

  • CSS layer (in <style>) — @keyframes + transitions on transform/opacity (the only GPU-cheap properties), the modern unlocks @property (smoothly animate gradients, angles, counters), CSS Motion Path (offset-path/offset-distance/offset-rotate), and color-mix()/relative color for animated palettes. The portable, accessible, context-proof layer. → references/css-animation.md
  • SMIL layer (declarative, in-file) — <animate>, <animateTransform>, <animateMotion>+<mpath>, chaining with begin="other.end", and the cross-browser path-morph (<animate attributeName="d">) that CSS can't portably do. Plays standalone with zero CSS. → references/smil-and-filters.md
  • Filter layer (the "wow") — feTurbulence+feDisplacementMap (water/fire/wobble), the gooey filter, glow, drop-shadow; animate a filter primitive's attribute for living texture. → references/smil-and-filters.md

For signature effects (self-drawing art, particles on a path, blob morph, glitch, animated charts, neon/shimmer, icon state morphs) and when a JS library (GSAP/Lottie) actually earns its weight vs. plain CSS/SMIL, read references/creative-techniques.md.

3. The signature look — make it obviously crafted

A modern model will, unprompted, make a box fade in on a linear timing function. That's the baseline, not the bar. What separates designed motion from amateur motion is timing and restraint, and it's mostly five moves:

  1. One hero motion. Pick the single most important thing and animate that; let the rest support it. A scene where everything moves at once reads as noise and explains nothing. Restraint is the signature.
  2. Always ease. Real motion accelerates and settles — use cubic-bezier/spring easing, add a touch of anticipation/overshoot on entrances. Reserve linear for genuinely continuous motion (a spinner, a marquee, marching dashes); linear on a "move from A to B" looks robotic.
  3. Stagger by story order. Reveal elements in the sequence the idea unfolds (a delay per element), so the animation narrates. This is what makes a draw-on feel intentional.
  4. Loop seamlessly. If it loops, the last frame must equal the first — design the cycle so the restart is invisible (return to the start value, or use alternate).
  5. Encode role in motion. Different kinds of things move differently — the hero flows, ambient texture drifts slowly behind, a status indicator pulses. Consistent motion-roles teach the viewer just like consistent colour does.

The craft principles (easing curves, stagger math, seamless-loop technique) are spelled out in references/creative-techniques.md. The distinctiveness bar at the end of this file is the explicit test.

4. Accessibility & performance — the non-negotiable floor

Motion can trigger vestibular illness, and careless motion janks. Both are cheap to get right and embarrassing to get wrong:

  • Gate motion behind prefers-reduced-motion. Prefer the opt-in pattern — base styles are calm, motion is added under @media (prefers-reduced-motion: no-preference). When the motion conveys meaning, replace it with a quick crossfade rather than deleting it. (SMIL can't be gated by this media query — if accessibility matters, prefer CSS, or ship a reduced-motion variant.)
  • Animate only transform and opacity for anything that moves continuously. These composite on the GPU and skip layout/paint. Animating x/y/cx/cy/width/height, top/left, or large blurred filters per-frame causes reflow and jank — use a CSS transform on the element instead of SVG geometry attributes.
  • will-change: transform sparingly — only on the few elements about to move, and not permanently; too many promoted layers exhaust GPU memory.

5. Verify before you claim it's done — evidence, not assertion

The most damaging thing you can do is tell the user "done — it's animated" when they open a frozen frame. A validator proves structure; only a render proves motion. So do both, this turn, and read the real output before any success wording:

  1. Run the validator — fix until clean:
    python scripts/validate_svg.py <file>.svg     # or the .html host
    Clean = [OK], 0 errors: well-formed, xmlns present, no duplicate ids, every url(#id)/<mpath>/SMIL begin reference resolves, every CSS animation names a real @keyframes, and the reduced-motion note is addressed.
  2. Actually render it and prove it MOVES. The validator cannot see motion. Open the file in a browser and capture at least two distinct timeline points — confirm elements are in different states (an arrow half-drawn vs. whole, a chip faded vs. solid). One frame proves it renders; two different frames prove it animates. A reliable method on this machine: serve the folder (python -m http.server), load it in a browser, screenshot at two times; for a standalone .svg whose infinite animation blocks the screenshot path, wrap it in a tiny HTML <img>/inline host and capture that.
  3. Confirm the delivery context. Verify it plays the way you're handing it over (direct open / inline), and that you haven't promised motion through an <img>.

Only then call it done. Give the file path as a clickable link, say how to view it so it animates (and explicitly that <img>/background-image will freeze it), name the motion metaphor and what each movement means, and note the reduced-motion behaviour.

The distinctiveness bar — the real test before you ship

Correctness is the floor; distinctiveness is the bar. Run it honestly: if this is just a shape that fades or slides in on a linear timing, you've produced the baseline, not skill-made work — go back and lift it. Clear most of these:

  • One clear hero motion that dramatizes the core idea (Step 0 metaphor is legible).
  • Eased timing (cubic-bezier/spring), not linear — except for continuous spins/flows.
  • Staggered reveal in story order where multiple things appear (draw-on narrates).
  • At least one signature technique beyond fade/slide — draw-on, flow-along-path, morph, gooey/turbulence, animated gradient, glow/shimmer, or an animated filter.
  • If it loops, the loop is seamless (last frame = first).
  • Motion roles are consistent (hero vs. ambient vs. indicator move differently).
  • A latest-CSS touch where it helps (@property gradient/angle/counter, motion path, color-mix) — not retro-only technique.

Correctness checklist (the floor — never skip)

  • Standalone files: <svg xmlns="http://www.w3.org/2000/svg" viewBox="…">; CSS in <style>.
  • All ids unique; every url(#id), href="#id", <mpath>, and SMIL begin="x.end" reference resolves to a real element.
  • Every CSS animation/animation-name maps to a defined @keyframes.
  • At least one real animation mechanism is present (it's an animated SVG).
  • prefers-reduced-motion honoured (CSS), or a reduced-motion variant noted (SMIL).
  • Continuous motion uses transform/opacity only; no per-frame layout/geometry thrash.
  • Delivery target chosen deliberately; not promised to animate inside <img>.
  • Verified, not assumed (§5): ran validate_svg.py this turn (saw [OK]) and rendered it to confirm motion at two timeline points, before any completion claim.
  • Delivered as a clickable path with how-to-view-it-animating + what the motion means.

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