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AmeerBashaK/claude-skills

Flat 2D illustration and animation - geometric construction, solid fills, limited 60-30-10 palettes, flat cel shading, silhouettes, rounded consistent forms, and the motion rules that bring them alive (eased transforms, overlap and follow-through, shape morphs, stroke draw-ons, trim-path bursts, idle loops, parallax and infinite zooms, Duik character rigs). Covers strict flat, flat 2.0 / Kurzgesagt-style semi-flat, corporate explainer and mid-century variants, with After Effects and HyperFrames/GSAP recipes. Use when the user asks for flat design, flat 2D, vector animation, explainer animation, Kurzgesagt style, corporate explainer, character animation with shape layers, icon animation, or clean illustrated motion graphics.

claude-skills 是什麼?

claude-skills is a Claude Code agent skill that flat 2D illustration and animation - geometric construction, solid fills, limited 60-30-10 palettes, flat cel shading, silhouettes, rounded consistent forms, and the motion rules that bring them alive (eased transforms, overlap and follow-through, shape morphs, stroke draw-ons, trim-path bursts, idle loops, parallax and infinite zooms, Duik character rigs). Covers strict flat, flat 2.0 / Kurzgesagt-style semi-flat, corporate explainer and mid-century variants, with After Effects and HyperFrames/GSAP recipes. Use when the user asks for flat design, flat 2D, vector animation, explainer animation, Kurzgesagt style, corporate explainer, character animation with shape layers, icon animation, or clean illustrated motion graphics.

相容平台✓Claude Code~Codex CLI~Cursor
npx skills add https://github.com/AmeerBashaK/claude-skills/tree/HEAD/skills/flat-2d-motion

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說明文件

Flat 2D motion

Flat 2D builds everything from simple geometric shapes and solid colour, with little or no depth. It reads fast, scales to any size, and animates cleanly, which is why it rules explainers, UI and brand motion. Its quality comes from construction (clean shapes, a consistent system) and animation craft (easing, overlap, appeal), not effects.

Pair with: design-principles (colour, hierarchy), layout-composition (staging), typography, explainer-documentary (script and scene plan), higgsfield-generate (style frames). Design each hold frame as a finished illustration first ([[motion-is-graphic-design]]).

References:

  • references/after-effects.md: shape-layer builds, easing, overlap expressions, morphs, bursts, idle loops, parallax, Duik rigging.
  • references/hyperframes-gsap.md: the same in SVG/GSAP.
  • references/history.md: sources, studios and variants.

1. Visual language (every hold frame must pass)

ElementRule
ConstructionBuild every object from circles, rectangles, triangles and rounded rects. A tree = circle + rectangle.
FillsSolid, opaque fills. No transparency, multiply or overlapping semi-transparent shapes (strict flat).
Palette3–5 colours plus neutrals, split 60 / 30 / 10 (base / secondary / accent). Test contrast.
ShadingOptional flat cel shadow: one darker tone shape clipped to the object, from one light direction for the whole scene.
DepthThrough colour value and scale, not rendering. Background lighter and less saturated; foreground stronger.
OutlinesNone, or one consistent stroke weight for everything (icon style). Never mixed.
CornersOne corner radius system (e.g. 0, 8, 24 px). Same rounding everywhere.
DetailMinimal. Shapes ≥ 8 px; anything thinner reads as a line. Remove detail that doesn't help the read.
SilhouetteEvery object and character pose must read as a solid black silhouette.
CharactersSimple proportions (big head or bean body), dot or simple eyes, limbs as tapered rects or strokes. One style for every character.
TypeA clean geometric or humanist sans (Poppins, Manrope, Inter, Gilroy, Circular, Montserrat). Flat colour, no effects.
Long shadow (optional)45° flat shadow, one darker tone of the background, clipped to the background shape. Use sparingly; it dates fast.

Starter palettes

  • Friendly explainer: #1E2A4A ink, #F5F1E8 base, #3D7BF7 blue, #FFB547 amber, #FF6B6B coral, #3DD6A3 mint.
  • Dark science (semi-flat): #0E1530 night, #1D2B5C deep, #4AC6FF cyan, #FFD447 yellow, #FF4F7A pink, #9B6BFF violet.

2. Motion principles

  1. Ease everything. Moves start and stop softly (ease in-out, 60–80% influence). Linear only for constant mechanical motion (wheels, conveyor belts, orbits).
  2. Overlap and follow-through. Parts lag the main body by 2–4 frames (hair, ears, tails, antennas, ribbons, label tags). Nothing in a group stops at the same frame.
  3. Anticipation. A small move opposite to the action before big actions (a crouch before a jump, a pull back before a throw).
  4. Moderate overshoot. Pops overshoot about 5–10% and settle. Keep it softer than pop art. Strict corporate flat: little or no bounce.
  5. Squash and stretch on soft or organic things (blobs, characters, drops), preserving volume. Never on type or rigid objects.
  6. Arcs. Limbs and thrown objects move on arcs, not straight lines.
  7. Transform first. Prefer position, rotation and scale. Use path morphs where the story needs one shape to become another, and keep the shape language intact through the morph.
  8. Staging. Animate one focal group at a time. Big camera moves over the whole canvas distract; keep them motivated.
  9. Life in holds. Idle loops keep held frames alive: breathing (1–3% scale), blinks every 3–5 s, floating (±6 px sine), subtle background motion.
  10. Smooth playback. 24/25/30 fps, motion blur on for fast moves, no posterize. Overlap moves so there are no dead frames ([[overlapping-motion]]).

3. Signature moves

MoveHow
Pop-onScale 0 → 108 → 100 with ease; groups stagger 2–3 f.
Shape morphCircle → icon → object via path keyframes, matching vertex count and first vertex.
Stroke draw-onTrim Paths reveals lines, then the fill appears.
BurstTrim-path rays and circles explode out on an accent.
Grow / buildObjects assemble from parts in reading order (base first, details last).
Circle wipeA flat circle grows from the focal point to fill the frame in the next scene's base colour.
Infinite zoomPush into a small detail that becomes the next scene (vector stays sharp).
Parallax panLayers move at different speeds (fg 100%, mid 60%, bg 30%).
Match cutA shape in one scene becomes a similar shape in the next (a sun becomes a coin).
Character actRigged pose-to-pose acting with anticipation, overlap and a settle.
Icon loopSmall looping UI or icon animations (2–4 s, seamless).

Transitions: circle or shape wipe, match cut, infinite zoom, push and parallax, morph. Avoid long cross-dissolves (they create messy overlaps of flat shapes).

4. Variants

  • Strict flat (default for UI and corporate): solid opaque colour, no gradients or shadows, very simple shapes (IBM, Google, Material-style illustration).
  • Flat 2.0 / semi-flat (Kurzgesagt-like science style): flat forms on dark backgrounds, with subtle radial gradients, soft glows, rim highlights and atmospheric depth. Rich, saturated, luminous.
  • Corporate explainer: friendly people (stylised proportions, often with skin tones in a muted range), offices and devices, isometric-ish props, a soft palette.
  • Mid-century flat: 1950s–60s flat, a limited retro palette, grain or stipple texture, offset colour shapes, angular characters (UPA style).
  • Geometric minimal: pure shapes and colour fields with no characters; abstract explainers and logos.

5. Build process

  1. Script and boards: a beat per scene (pair with explainer-documentary for longer pieces).
  2. Style frame: design 1–3 hero frames that define the palette, shape language, character style and corner radius. Get them approved first.
  3. Illustrate in layers: in Illustrator, one layer per moving part, named. Characters split at joints with overlapping round ends. Save to Illustrator Projects\.
  4. Import: into AE, then Create Shapes from Vector Layer for editable paths; rig characters with Duik.
  5. Animate: blocking (key poses on beats) → in-betweens and easing → overlap and secondary motion → idle loops.
  6. Check: pause on any frame; it should be a clean illustration with a clear focal point. Watch silhouettes and tangents.

6. Critique checklist

  • Is every object built from clean, simple shapes with consistent corner radii?
  • Is the palette within 3–5 colours, with a clear accent used sparingly?
  • Does shading come from one light direction across the scene?
  • Do the silhouettes read?
  • Is anything moving linearly that should ease?
  • Do parts overlap, or does everything stop on the same frame?
  • Are there idle loops in long holds?
  • Are there stray transparencies, mismatched stroke weights or tangent edges?

Individual skills in this repo

This repo contains 2 individual skills — each has its own dedicated page.

AmeerBashaK/claude-skills

Bauhaus style in motion - primary colours and black on off-white, circle/square/triangle geometry (Kandinsky's yellow triangle, red square, blue circle), asymmetric diagonal compositions, bars and rules, lowercase geometric sans (Bayer's Universal, Futura), red-and-black typography, photomontage, Albers colour squares, Schlemmer's geometric figures and modern Bauhaus tile patterns - with motion rules (shapes as actors, compass-and-ruler construction, 90-degree rotations, tile cascades, mechanical rhythm, colour interaction shifts, visual music). Includes After Effects, CSS/GSAP and Higgsfield recipes. Use when the user asks for Bauhaus, Bauhaus style, geometric primary-colour design, Kandinsky shapes, Triadic Ballet, Bayer/Universal type, modernist geometric animation, or Bauhaus tile patterns.

AmeerBashaK/claude-skills

Clay 3D style in motion - soft rounded plasticine forms, matte subsurface clay materials, pastel or playful palettes, fingerprints and handmade imperfection, soft miniature-set lighting and depth of field - plus motion rules for both smooth "claymorphism" (squash and stretch, jiggle, inflate pops, blob morphs) and stop-motion claymation (animating on twos, boiling surfaces, holds, micro-jitter). Includes Blender (via the blender MCP), After Effects compositing and Higgsfield prompt recipes. Use when the user asks for clay 3D, claymation, claymorphism, plasticine, play-doh look, soft 3D, cute 3D characters, Aardman-style, stop-motion 3D, or tactile handmade 3D motion.

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