Agent skill

anima

Summarizes how to use the Anima animation engine (Scene, Mobjects, Fluent API, Pro API, camera, timeline, rendering, and CLI). Use when authoring or explaining Anima animations.

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npx add-skill https://github.com/majiayu000/claude-skill-registry/tree/main/skills/other/other/skills-redwilly-anima

SKILL.md

Using the Anima Engine

Anima is a TypeScript animation engine for mathematical visualizations. It runs on Bun and renders to canvas.

Import everything from 'anima' (the package index). All classes, animations, and easing functions are exported from there.

Quick Start

ts
import { Scene, Circle, Rectangle, Color, easeInOutQuad } from 'anima';

export class MyScene extends Scene {
  constructor() {
    super({ width: 1920, height: 1080, frameRate: 60, backgroundColor: Color.BLACK });

    const circle = new Circle(1).stroke(Color.WHITE, 2).pos(-2, 0); // radius 1, at position (-2, 0)
    const rect = new Rectangle(2, 1).fill(Color.BLUE, 0.6).pos(2, 0); // 2×1, at position (2, 0)

    // Items in the same play() call run in PARALLEL
    this.play(
      circle.fadeIn(1).moveTo(0, 0, 1), // fadeIn 1s, then move to (x=0, y=0) over 1s
      rect.fadeIn(1)                     // fadeIn 1s (runs in parallel with circle's chain)
    );

    this.wait(0.5); // 0.5 second pause

    // Successive play() calls run SEQUENTIALLY
    this.play(circle.fadeOut(0.5)); // fadeOut over 0.5s
  }
}

Render with CLI: anima render myfile.ts -s MyScene -o output.mp4

Coordinate System

Origin (0, 0) is screen center. Y-axis points up. Visible frame is ~14.2 × 8 world units at 1920×1080.

Skill Modules

For detailed usage of each subsystem, read the relevant module:

Module What it covers
Scene Scene setup, config, coordinate system, play(), wait(), add()/remove(), lifecycle rules
Mobjects Mobject/VMobject hierarchy, immediate setters (pos, show, hide, setScale, setRotation), saveState()/restore()
Geometry Circle, Rectangle, Line, Arrow, Arc, Polygon, Point — constructors and usage
Styling Color class (presets, fromHex, fromHSL), .stroke(), .fill(), default appearance rules
Animations Fluent API (chaining), Pro API (explicit objects), Sequence, Parallel, MorphTo, delay(), hybrid usage
Easing All 30+ easing functions: standard, bounce, Manim-style rate functions, choosing guide
Camera CameraFrame animations (zoomIn, zoomOut, centerOn, fitTo, zoomToPoint), Shake, Follow, bounds, instant methods
Text Text creation from font files, TextStyle, glyph access, animating text
Graph Graph nodes/edges, layout algorithms (circular, tree, force-directed), updateEdges()
VGroup VGroup children management, arrange(), center(), toCorner(), alignTo(), cascading styles
Keyframes KeyframeAnimation, KeyframeTrack — fine-grained multi-property keyframe control
Rendering Renderer, formats (mp4/webp/gif/sprite/png), Resolution presets, quality, CLI commands, serialize/deserialize

Core Rules for Authoring Scenes

  1. Extend Scene and build everything in the constructor.
  2. Intro animations (fadeIn, write, draw, FadeIn, Write, Draw) auto-add objects to the scene.
  3. Transform/exit animations (moveTo, rotate, scaleTo, fadeOut, etc.) require the target to already be in the scene.
  4. Use this.add(obj) for static objects that should be visible without animation.
  5. All durations are in seconds.
  6. All angles are in radians.
  7. Multiple items in one this.play(...) call run in parallel. Successive play() calls run sequentially.
  8. Use this.wait(seconds) to insert gaps between play calls.

Long Video Tips

For 30–50 minute videos:

  • Structure in sections: Group related animations with this.wait() between logical sections.
  • Use saveState() / restore(): Save object positions before zooming in, restore to return.
  • Camera management: Use centerOn, fitTo, and zoomIn/zoomOut to guide the viewer's focus.
  • Reuse objects: remove() objects when done, add() new ones. Don't leave hundreds of invisible objects in the scene.
  • Use Sequence and Parallel: For complex choreography, compose explicitly rather than deeply nesting fluent chains.
  • Keyframes: For complex motion paths, use KeyframeAnimation instead of chaining dozens of moveTo calls.
  • Preview quality: Use quality: 'preview' or the CLI preview command during iteration, switch to production for final render.

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