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JDhruv14/line-art-animation

Build animated line-art components in SVG and TypeScript — thin ink lines on paper, people and animals that walk, run, cycle and react, scenes with wind, lit windows and a day/night cycle, exported to video if needed. Use this whenever someone asks for a line art (or ink, pen, doodle, hand-drawn) animation, an animated illustration or scene component, little characters doing everyday things, a living street/village/shop/park, a day-night cycle illustration, "make it like this clip" for a drawn a

What is line-art-animation?

line-art-animation is a Claude Code agent skill that build animated line-art components in SVG and TypeScript — thin ink lines on paper, people and animals that walk, run, cycle and react, scenes with wind, lit windows and a day/night cycle, exported to video if needed. Use this whenever someone asks for a line art (or ink, pen, doodle, hand-drawn) animation, an animated illustration or scene component, little characters doing everyday things, a living street/village/shop/park, a day-night cycle illustration, "make it like this clip" for a drawn a.

Works with~Claude Code~Codex CLI~Cursor
npx skills add https://github.com/JDhruv14/line-art-animation/tree/HEAD

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Documentation

Line-art animation

Animated illustration components: everything is drawn with one thin pen on paper, built live in SVG from TypeScript, so it stays crisp at any size, responds to the pointer, and can be stepped frame by frame for checking or video export.

This skill ships a small library (lib/), two examples (examples/walker, a single figure in ~150 lines; examples/village, a full scene) and tools (scripts/). Read the example that's closest to the request before writing anything.

How people judge this work

They look at it like an animator would: frame by frame, at zoom, against life or against a reference. These were all rejected in practice, and each has a rule below:

  • walks that bob on a sine wave, feet that slide, gaits sped up to fit a time-lapse
  • limbs drawn as closed tubes; ruler-straight lines; rigid clothes that ignore the legs
  • a whole set of components built in one go that all look alike ("AI slop")
  • interactions that feel like UI instead of the world reacting
  • a page whose background changes with the scene ("looks like a video, not a component")
  • reusing characters from a reference clip when asked for something new
  • leftover props nobody asked for (they asked to remove hanging laundry)

Workflow

  1. Pin the look before anything moves. Read references/style.md. Decide the pen weight, paper colour, figure proportions and the one or two flat accent colours.
  2. Set up the project. Copy lib/ into the project (it's four dependency-free .ts files) and use Vite + TypeScript (package.json, tsconfig.json and vite.config.ts in this repo show the setup). Components are plain DOM/SVG — no framework needed.
  3. Build one figure or one corner first and show it (screenshot or a short clip, next to the reference if there is one). Get a yes before building the rest. A full set built at once comes back as generic; one good piece shows the bar.
  4. Make it move with references/motion.md: gait() for walking and running, spring() / pendulum() for anything attached or hanging, keyed poses with curve() or sequence() for gestures. Never animate a figure with free sines.
  5. Compose the scene with references/scenes.md: a self-contained card on a fixed page background, layers, a time-of-day palette from lib/daynight.ts, lights, wind, people arriving on schedules, interactions that are reactions.
  6. Verify with references/verify.md before showing anything: typecheck, ?debug stepping, zoomed frame strips of every moving thing, interactions triggered and stepped through, 60 fps in a real tab.
  7. If there's a reference clip to match, follow references/matching.md — measure timing and poses from the clip instead of guessing, and check with an overlay.
  8. If they want a video, follow references/video.md (deterministic headless capture with scripts/capture.ts, then ffmpeg).

Rules that make it work

  • Limbs are two open strokes. limb() draws a paper-filled band between two pen lines that stop short of each other at the far end. This is the style's signature.
  • Lines curve. Joints are rounded, edges bow slightly, nothing is ruler-straight.
  • Draw each figure in its own space — ~95 units tall, feet on y = 120, facing +x, standing at x = 40 — and place it with place(g, x, y, dir, scale). Proportions, pen weight and the gait presets all assume this space.
  • Clothes are drawn around the skeleton. Solve the legs (even if hidden), then draw the coat or kimono hem from the forward knee and the ankles so the cloth opens and closes with the stride. Sleeves, scarves and bags swing on springs.
  • Feet are planted. Move a walker by exactly gait.speed × scale per second and the stance foot stays still on the ground. Don't speed a gait up to match a compressed clock; compress arrivals instead.
  • Ink is currentColor, paper is .pp. Retint the whole drawing with applyPalette() (day: dark ink on warm paper; night: pale ink on indigo, warm windows). Solid-colour limb fills must use solid(), or the paper CSS wins.
  • The component is a card. The page around it never changes colour.
  • Interactions are the world reacting: a person bows or tips a hat, a cat wakes and stretches, a lantern swings, birds scatter, a fish jumps. Pointer movement is wind. No buttons inside the scene; a single faint hint line is enough.
  • New means new. If the brief is "like this but new", keep the medium, pen, proportions and timing feel; invent the characters, activities and props.

Library at a glance

modulewhat it gives you
lib/ink.tspen shape blot paint limb solid joint hang curve shoe place toScene inkDefs run
lib/gait.tsgait({ kind: 'walk' | 'shuffle' | 'run', …overrides }) → { speed, period, pose(phase, go) }
lib/motion.tsspring pendulum pointerWind sequence seeded wobble ease minJerk …
lib/daynight.tspalette(τ) → sky, paper, ink, lamp, night, sunset; applyPalette nightTint

run(draw) drives everything with draw(t, dt). Two URL flags matter for checking: ?t=1.25 freezes time; ?debug disables rAF and exposes window.__step(seconds) for exact stepping (background and headless tabs throttle rAF, so always verify in debug mode).

Scripts

  • scripts/capture.ts <url?debug> <outDir> <frames> <fps> [w] [h] [setupJs] [frameJs] — deterministic PNG frames from headless Chrome
  • scripts/clip.ts period|blobs … — loop length of a region; dark-blob tracking per frame
  • scripts/frames.sh <clip> x y w h outDir — grid-overlaid frames for reading poses off a clip

All run with Node ≥ 22.18 (TypeScript is stripped natively) plus ffmpeg; capture.ts finds a local Chrome/Chromium or uses $CHROME.

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