hand-drawn-canvas-animation
alesha-pro/tools · Agent Skill
Cortometraggi disegnati a mano in codice: l'agente disegna a inchiostro, matita, riso o scarabocchi su foto e produce un MP4.
Vai all'installazione ↓Panoramica
| Autore | |
|---|---|
| Repository | alesha-pro/tools ↗ |
| Cartella dello skill | hand-drawn-canvas-animation |
| Stelle | 616 |
| Fork | 66 |
| File inclusi | 57 |
| Licenza | MIT |
| Aggiornato | 25 settembre 2026 |
| Link | Sorgente dello skill ↗ · Repository ↗ |
Verifica Mozgi
Cosa abbiamo trovato nei file dello skill. I dettagli con l’abbonamento.
Informazioni sulla skill
Hand-drawn canvas animation teaches an AI agent (Claude Code, Codex and others) to make short hand-drawn films in code — JavaScript and Canvas 2D. The output is an HTML film player and a finished MP4 with sound. No Blender, WebGL or video models: every frame is drawn with strokes, like real animation.
Becoming — a 60-second example film: five drawing styles, sand animation and a pop-up bookWhat makes it different
Instead of a puppet built from blobs, the skill works like an animator: whole-pose drawings (keys and breakdowns), expressive pressure strokes, intentional holds and an exposure sheet. Motion reads as drawn by hand.
The main study: nine whole-body keys, assisted inbetweens and a replacement blinkFive looks
- Ink — confident brush gestures, black masses and white gaps.
- Riso — overprinted colours, halftone, slight misregistration.
- Screen print — flat opaque shapes, stencil edges, wear.
- Pencil — thin graphite, open contours, form hatching.
- Doodles on photos — a cut-out photo on pastel paper with brush-pen drawings that draw themselves.
Three extra techniques
- Found motion — trace real movement from a video into strokes.
- Sand animation — a backlit sand table, poured, wiped and blown in one take.
- Paper in space — drawn sheets stand up in 3D as a pop-up book.
How to use
Ask for a film with a subject, length and look, e.g.:
20 seconds, the life of a request inside a GPU server, riso look
Requirements
- Node.js 22.12+, Chrome or Chromium and ffmpeg for rendering.
- Python with
numpy scipy scikit-image pillowfor found motion. rembgfor clean photo cut-outs in the doodle look.
By alesha-pro, MIT license. Not for UI animation or slide decks.
Installazione
Uno skill è una cartella con un file SKILL.md. Scegli il tuo agente ed esegui i comandi in un terminale (macOS, Linux o Git Bash su Windows) dalla radice del progetto.
Incolla il prompt in Claude, Codex o un altro assistente: controllerà lo skill e lo installerà.
Install the “hand-drawn-canvas-animation” skill from mozgi.io (https://mozgi.io/skills/hand-drawn-canvas-animation/) for me. 1. Download the archive: https://mozgi.io/skills/hand-drawn-canvas-animation/download If it fails, take the skill folder from the source: https://github.com/alesha-pro/tools/tree/main/skills/hand-drawn-canvas-animation 2. Read SKILL.md and the other files. Check the skill is safe: no hidden commands, no sending data elsewhere, no scripts doing something other than described. If anything looks suspicious, stop and tell me. 3. Put the “hand-drawn-canvas-animation” folder into your agent's skills folder: .claude/skills/ for Claude Code, .agents/skills/ for Codex, .cursor/skills/ for Cursor, .gemini/skills/ for Gemini CLI. Inside the project if we are in one, otherwise in the home folder (~/.claude/skills/ etc.). 4. Make sure <skills folder>/hand-drawn-canvas-animation/SKILL.md exists. 5. Briefly tell me what this skill does and offer to try it on my task. If you cannot do a step yourself, tell me what to click or type.
git clone --depth 1 --branch main https://github.com/alesha-pro/tools.git /tmp/tools mkdir -p .claude/skills cp -r /tmp/tools/skills/hand-drawn-canvas-animation .claude/skills/hand-drawn-canvas-animation
Riavvia Claude Code: lo skill compare nell'elenco; per richiamarlo a mano usa /hand-drawn-canvas-animation. Per tutti i progetti: ~/.claude/skills.
git clone --depth 1 --branch main https://github.com/alesha-pro/tools.git /tmp/tools mkdir -p .agents/skills cp -r /tmp/tools/skills/hand-drawn-canvas-animation .agents/skills/hand-drawn-canvas-animation
Codex cerca gli skill in .agents/skills dalla cartella corrente fino alla radice del repo; richiamalo con /skills o $hand-drawn-canvas-animation. Per tutti i progetti: ~/.agents/skills.
git clone --depth 1 --branch main https://github.com/alesha-pro/tools.git /tmp/tools mkdir -p .cursor/skills cp -r /tmp/tools/skills/hand-drawn-canvas-animation .cursor/skills/hand-drawn-canvas-animation
Cursor carica lo skill all'avvio; richiamalo con “/” nella chat Agent. Cursor legge anche .claude/skills e .agents/skills. Per tutti i progetti: ~/.cursor/skills.
git clone --depth 1 --branch main https://github.com/alesha-pro/tools.git /tmp/tools mkdir -p .gemini/skills cp -r /tmp/tools/skills/hand-drawn-canvas-animation .gemini/skills/hand-drawn-canvas-animation
Gemini CLI propone di attivare lo skill quando il compito corrisponde: tu confermi. Per tutti i progetti: ~/.gemini/skills.
Leggi SKILL.md e i file correlati prima di installare. Clicca un file per l'anteprima.
Contenuto di SKILL.md
Testo originale dell'autore · sola letturaHand-drawn canvas animation
Produce a film that feels drawn by hand in both its marks and its movement.
For character animation, default to whole-pose drawings, expressive strokes and
intentional exposure. Design the keys and breakdowns before any rig or texture.
A rig may guide construction and contacts; the final drawing must carry the pose.
Canvas 2D is the renderer; SVG path data may be used for authored shapes. No
Blender or video model is needed. WebGL is not a dependency. Deliver an HTML
film with its local modules and an offline MP4. Length and format follow the
brief; a short, finished action is the starting point for a longer film.
Choose the right references
- Read style.md ↗ for the five looks and their quality gates.
- For a film combining looks or techniques, read
mixed-media.md ↗. Plan why the material changes and
what carries through the transition before drawing separate style samples.
- Read redrawn-animation.md ↗ for the default
stroke-led character workflow, whole cels, assisted inbetweens and exposure sheets.
- Read motion.md ↗ before animating characters or a camera.
- Read studio.md ↗ for exposure tracks, stable strokes,
contact IK and materials for optional deformation and construction helpers.
- Read architecture.md ↗ for core APIs and export.
- Read doodle.md ↗ for photo sourcing, anchors and masking;
found-motion.md ↗ for traced movement;
sand.md ↗ or paper3d.md ↗ for those media.
- palettes.md ↗, scenes.md ↗ and
reference-films.md ↗ contain optional palettes,
scene devices and historical references. They are not mandatory film structures.
Workflow
1. Fill brief-template.md ↗. Infer routine choices;
ask only for missing decisions that materially affect the result. Specify the
intended material and acting reference separately. Pick a primary aspect ratio;
alternate formats need composition review, not just a different canvas size.
2. Create one project folder. Copy assets/core.js, assets/studio.js,
assets/cels.js, optional assets/materials.js, scripts/render.mjs and
scripts/package.json into it. For characters, study
examples/sketchbook-bird.html and build an original cast with whole drawings.
Its example imports use ../assets/; change these to local module paths in a
standalone project. assets/film-template.html is a legacy rig demonstration,
useful for runtime wiring, not the default visual model. Install the local
renderer dependencies with npm i --no-audit --no-fund; system Chrome and ffmpeg
are required. Keep reusable engine edits in the skill, not in film copies.
3. Establish the drawing: silhouette, proportions, expressions, necessary views,
line hierarchy, recognizable stroke gestures and a few material samples. Render at delivery size and at
240 px. A material cannot rescue an unclear pose. Use designed curves and
replacement drawings where simple primitives fail.
4. Plan the keys and breakdowns of the hardest action. Mark contacts, gaze,
anticipation, weight transfer and reaction. Use enough controls to express it;
there is no fixed part count or parameter limit. Build a finite exposure sheet
of whole drawings. Use geometric inbetweens only for corresponding forms;
redraw changed overlaps, head angles, compressed silhouettes and expressions.
Establish timing without decorative textures first. Do not add springs to rigid or motor-driven motion.
5. Finish one representative production shot before building the whole film.
Evaluate normal-speed playback, consecutive-frame strips and stills. Correct
anatomy, spacing, contacts and line stability before adding more scenes.
6. Build the remaining shots using a beat sheet: start, duration, what the viewer
notices, main action, camera and sound cue. Cuts, transitions, blueprint views,
montages, anchors and sign-offs are artistic choices. Give each action time to
read. When mixing materials, carry the character's action, position or a
physical object across the change. A palette swap alone does not establish
a new style; several impressive but disconnected shots do not establish a story.
7. Render and inspect. Start with --grid 24, then use --strip 48,12 around
a fast action or contact, and --only 48 for full-size detail. Run the full
renderer for the MP4 and generated score. A contact sheet alone cannot pass
motion QA. If playback is unavailable, explicitly report that limitation.
8. Deliver the source, dependencies/assets, MP4, contact sheet and the remaining
known limitations. Verify duration, dimensions, frame count and successful
decode. Never call a film studio-quality solely because its code or checklist
passed; assess the actual result against the chosen visual reference.
Production invariants
defineFilmdefaults to 24 fps. A scene receives continuoustau;i
remains the legacy 12 Hz index for pulse, boil and older clips. Use exposure
tracks per action. Ones, twos, threes and held drawings are all valid.
- Separate camera timing, drawing exposure and root motion. Check their combined
screen-space motion, especially in a tracking shot. Avoid quantizing twice.
- Randomness is seeded. Make strokes once per drawing, with stable semantic ids.
A held drawing holds its marks too. Seed changes belong to a new drawing, not
every output frame. In a deformation workflow, use stable rest-space marks. Specify
whether a texture belongs to the paper, an object or the screen. A fixed seed
does not prevent swimming if sampling positions or topology change.
- Each frame must reproduce after seeking in the same pinned runtime. Sand uses
fixed-step simulation and bounded checkpoints. Font and browser differences
can change pixels between machines; provide fonts or use path lettering when
reproducibility matters. Allow fonts and photos to load before export.
- Preserve physical contacts until their planned release. IK clamps unreachable
targets; check the returned error and fix the pose rather than stretching bones.
- Record sources/licences for external media. Use only assets permitted for the
intended delivery. Optional SVG is path geometry, not automatic rigging.
Quality gates
Drawing: clear silhouette; consistent proportions across views; controlled
outer/inner line weights; purposeful pressure, taper and gaps; no accidental
tangencies or broken joints. Avoid assembled oval limbs with a texture laid over
them. Clean curves and aligned fills remain valid for the selected medium, but
the default sketch should retain visible drawing gestures. Wobble,
misregistration and boil require a purpose.
Motion: whole poses that feel redrawn, meaningful keys, readable breakdowns, deliberate spacing, convincing
weight and planted contacts. Inspect overshoot, camera tracking, topology changes
and fast movement at normal speed and frame by frame. Use a designed smear when
needed; legacy smear() makes a ghost trail, not a new drawing.
Material: ink hatching follows form; graphite respects pressure and tone;
riso plates register coherently; screen ink may be solid; doodles interact with
the photo. Avoid excessive grain, changing raster phase and unintended shimmer.
For mixed-media work, inspect the transitions as actions, not only a style board.
If weather drives the scene, its force should affect both setting and character.
If paper unfolds, show a compact starting state, the hinges and an attached base.
Delivery: no page errors, accidental blank frames, clipped action, stale
frames or unfinished final lettering. If a closing card is requested, let it
finish and hold long enough to read. Check the encoded video, not only PNGs.
Working examples and commands
examples/becoming-phoenix/phoenix.html ↗
is a complete 60-second film with original music. It combines all five looks,
sand and paper projection through one story. Study inkScene for a moving
storm, ensurePrintedPage for an actual print becoming a page, and
unfoldPhoenix for staggered wing and tail opening. Its branding is specific
to the example. Use the techniques that serve the new brief, not its shot list.
examples/sketchbook-bird.html is the primary pencil/ink drawing study: nine
whole-body keys, assisted inbetweens, a replacement blink and an exposure sheet.
examples/weight-study.html is a secondary seven-second contact/weight study rendered in
five looks with --look ink|pencil|riso|screen|doodle. It demonstrates mechanisms,
not the aesthetic target for redrawn characters or proof of feature-film quality. examples/material-studies.html adds sand-displacement and page-curl close-ups. Earlier
examples remain useful for particular scene devices; see their references above.
node scripts/render.mjs examples/sketchbook-bird.html --look pencil --grid 18 --out /tmp/pencil-preview
node scripts/render.mjs examples/sketchbook-bird.html --strip 58,24 --out /tmp/motion-preview
node scripts/render.mjs examples/sketchbook-bird.html --width 1920 --out /tmp/drawn-film
node scripts/verify.mjs
The renderer honours the film's aspect ratio unless --ar is supplied. Each full
render stages its own frames, then replaces that film's outputs after successful
encoding. Old PNGs cannot extend a shorter revision. --grid, --strip and
--only are preview modes and do not replace the full MP4.
For Remotion integration use timebase conversion:
drawFrame(Math.min(__NDRAW - 1, Math.floor(frame * __fps / compositionFps))).
With film and composition both at 24 fps this is simply drawFrame(frame).
Domande frequenti
Che cosa fa lo skill hand-drawn-canvas-animation?
Cortometraggi disegnati a mano in codice: l'agente disegna a inchiostro, matita, riso o scarabocchi su foto e produce un MP4.
Come si installa hand-drawn-canvas-animation?
Apri il blocco “Installazione” in questa pagina e scegli il tuo agente — Claude Code, Codex, Cursor o Gemini CLI — per i comandi pronti che copiano la cartella dello skill nel posto giusto. Oppure copia il prompt dalla scheda “Con l'assistente” e lascia che sia l'assistente a controllare e installare lo skill.
Con quali modelli AI funziona hand-drawn-canvas-animation?
Gli skill sono semplici istruzioni in Markdown (formato Agent Skills), quindi hand-drawn-canvas-animation funziona con qualsiasi agente che legge SKILL.md: Claude Code, Codex, Cursor, Gemini CLI, GitHub Copilot, OpenCode e altri. Il modello carica le istruzioni solo quando il compito corrisponde alla descrizione dello skill.
hand-drawn-canvas-animation è gratuito?
Lo skill è pubblicato apertamente da alesha-pro con licenza MIT. Lo skill in sé non costa nulla: paghi solo il tuo fornitore AI per i token usati.
È sicuro installare gli skill?
Uno skill è un insieme di istruzioni che il tuo agente seguirà: leggi SKILL.md e i file correlati prima di installarlo. Gli script nella cartella dello skill vengono eseguiti solo se li esegue l'agente: controlla cosa fa e non concedere permessi superflui.
In cosa differisce uno skill da un server MCP o da un plugin?
Un server MCP o un plugin danno al modello nuovi strumenti: codice che viene eseguito e restituisce un risultato. Uno skill fornisce conoscenza e metodo: come affrontare il compito, quali passi seguire e com'è un buon risultato. Non servono server né chiavi API.