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.
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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
- Distinctive: line 39
Before a single element, do the most important step: name what this is really about, then pick a motion that enacts that idea.
- Very specific: line 60
Do not choose the icon look silently.
- Distinctive: line 63
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 …
- Very specific: line 66
Ask once with AskUserQuestion, recommended style first.
- Distinctive: line 70
Put the chosen style in the legend or footer.
- Distinctive: line 71
Ask only when the SVG has icons or diagram nodes.
- Very specific: line 91
Default to standalone .svg for a self-playing artifact (maximally portable), and
- Very specific: line 93
When unsure, build the standalone .svg and mention the HTML upgrade path.
- Very specific: line 134
Loop seamlessly: If it loops, the last frame must equal the first — design the cycle so the restart is invisible (return to the start …
- Very specific: line 149
Gate motion behind
prefers-reduced-motion: Prefer the *opt-in* pattern — base styles are calm, motion is added under @media … - Very specific: line 181
Confirm the delivery context: Verify it plays the way you're handing it over (direct open / inline), and that you haven't promised motion …
- Very specific: line 184
Only then call it done. Give the file path as a clickable link, say how to view it so it animates (and explicitly that …
≈ “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
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:
- 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. - 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.
- 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).
- It's correct. Well-formed, every
url(#id)/<mpath>/ filter reference resolves, everyanimationnames 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 through | flow along a path (offset-path or animateMotion), dashes marching |
| something alive / active / healthy | pulse / breathe (scale+opacity ease-in-out loop) |
| transformation / one thing becoming another | morph (d animation), icon state change |
| a cycle / orbit / recurring process | rotate / orbit (continuous, linear) |
| uncovering / focus / reveal | wipe / clip-path / mask reveal |
| energy / liveliness / ambient richness | turbulence, 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 CSSbackground-imageis 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 when | opened directly, <object>, or inlined | the page is loaded |
| You get | CSS @keyframes/transition, SMIL, filters, @property, motion path, color-mix | everything in the left column plus scroll-driven timelines, Web Animations API, GSAP/anime.js/Lottie, hover/click interaction, View Transitions |
| You do not get | scroll-driven, JS libs, real interaction, View Transitions | (no real limits) |
| Reach for it when | a portable, self-contained animated asset — a loader, an animated logo, a draw-on diagram you can drop anywhere | it 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 ontransform/opacity(the only GPU-cheap properties), the modern unlocks@property(smoothly animate gradients, angles, counters), CSS Motion Path (offset-path/offset-distance/offset-rotate), andcolor-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 withbegin="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:
- 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.
- Always ease. Real motion accelerates and settles — use
cubic-bezier/spring easing, add a touch of anticipation/overshoot on entrances. Reservelinearfor genuinely continuous motion (a spinner, a marquee, marching dashes); linear on a "move from A to B" looks robotic. - 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.
- 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). - 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
transformandopacityfor anything that moves continuously. These composite on the GPU and skip layout/paint. Animatingx/y/cx/cy/width/height,top/left, or large blurred filters per-frame causes reflow and jank — use a CSStransformon the element instead of SVG geometry attributes. will-change: transformsparingly — 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:
- Run the validator — fix until clean:
Clean =python scripts/validate_svg.py <file>.svg # or the .html host[OK], 0 errors: well-formed,xmlnspresent, no duplicate ids, everyurl(#id)/<mpath>/SMILbeginreference resolves, every CSSanimationnames a real@keyframes, and the reduced-motion note is addressed. - 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.svgwhose infinite animation blocks the screenshot path, wrap it in a tiny HTML<img>/inline host and capture that. - 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 (
@propertygradient/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 SMILbegin="x.end"reference resolves to a real element. - Every CSS
animation/animation-namemaps to a defined@keyframes. - At least one real animation mechanism is present (it's an animated SVG).
prefers-reduced-motionhonoured (CSS), or a reduced-motion variant noted (SMIL).- Continuous motion uses
transform/opacityonly; no per-frame layout/geometry thrash. - Delivery target chosen deliberately; not promised to animate inside
<img>. - Verified, not assumed (§5): ran
validate_svg.pythis 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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