SVG Character Animator
Generate production-quality SVG character animations — state machines that morph between N SVG states (2–10) with per-state idle motion (breathing, blinking, swaying). Use whenever the user wants to animate a character or mascot between poses/emotions, morph icons/illustrations between forms, build interactive SVG state machines, or add ambient idle motion to vector graphics. Triggers include character/mascot animation, SVG path interpolation, character emotion transitions, icon toggles with animation, multi-state vector animations, or "make this SVG come alive." Also use when the user referen
Install
npx skills add molauu/svg-character-animator --skill svg-character-animatorgit clone --depth 1 https://github.com/molauu/svg-character-animator.git /tmp/svg-character-animator
mkdir -p ~/.claude/skills
cp -r /tmp/svg-character-animator/. ~/.claude/skills/svg-character-animatorPersonal skills live in ~/.claude/skills. Use .claude/skills in a project folder to share a skill with your team.
From the SKILL.md
# SVG Character Animator Generate runnable React components that animate between N SVG states (2–10) with a state-machine model, layered motion presets, and per-state idle animations. This skill exists because the gap between a naive "morph" (jank, polygon artifacts, broken stroke caps, dead-feeling characters) and production-quality animation is huge — and the path to production quality is *not* "pick the right morph library." It's an architecture: per-path strategy detection, path normalization, transform-attribute interpolation, idle blending, and bottom-center pivot defaults. The skill encodes that architecture. ## The most important insight **Most "morph" tasks aren't morph tasks.** They're transform tasks dressed up. When you compare two SVG states of the same character, the eyes, nose, hands, and buttons usually have the same shape structure — they've just moved or rotated. Forcing those through a morph library (flubber, KUTE, Anime.js) destroys their bezier curves by polygon-sampling them. The right approach is **per-path strategy detection**: analyze each shared path at init time and route it to one of two strategies — TRANSFORM if its command structure is consistent across states, MORPH otherwise. A real morph library is only needed when paths have genuinely different topology, which after path normalization is rare. ## The two strategies For each shared path id across states, the skill picks one of two strategies:
Details
- Skill name
svg-character-animator- Repository
- molauu/svg-character-animator
- License
- MIT
- Repo updated
- 19 August 2026
FAQ
What does the SVG Character Animator skill do?
Generate production-quality SVG character animations — state machines that morph between N SVG states (2–10) with per-state idle motion (breathing, blinking, swaying). Use whenever the user wants to animate a character or mascot between poses/emotions, morph icons/illustrations between forms, build interactive SVG state machines, or add ambient idle motion to vector graphics. Triggers include character/mascot animation, SVG path interpolation, character emotion transitions, icon toggles with animation, multi-state vector animations, or "make this SVG come alive." Also use when the user referen
How do I install the SVG Character Animator skill?
skills CLI (Claude Code, Cursor, Codex and more): npx skills add molauu/svg-character-animator --skill svg-character-animator. Skills go in ~/.claude/skills (personal) or .claude/skills (project), and Claude loads them automatically when a task matches the description.
Is SVG Character Animator popular?
It lives in molauu/svg-character-animator, which has 31 GitHub stars and 1 forks.
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