Isometric Animation logo

Isometric Animation

Organization
iart-ai
isometric-animation

This skill should be used when the user asks to "make an isometric animation", "build a 2.5D isometric scene", "create an isometric infographic", "animate an exploded diagram", "do an isometric city/stack build", "show stacked layers in iso", "extrude blocks with depth", or "add a gentle camera drift to an iso scene". Covers CSS 3D transforms, SVG iso planes, and Three.js OrthographicCamera for true 3D iso — no build step.

Overview

Publisheriart-ai
Repositoryexplainer-video-skills
Skill nameisometric-animation
Stars
73
Forks
14
Bundled files
1
LicenseMIT
Links
  • Markdown instructions

    A SKILL.md file the model loads on demand, so it only costs tokens when a request actually matches.

  • Works with any LLM

    AI skills are plain Markdown, not provider-specific code, so this works with GPT, Claude, Gemini, Grok, or a local model.

  • 1 bundled files

    Scripts, templates, and references the model can read while it works. Files are read-only and never executed.

  • Open source

    Published by iart-ai on GitHub. Read the source before you install it.

Installation

Install the Isometric Animation AI skill in TypingMind to use it with any LLM, or drop it into another agent that reads SKILL.md.

1

Install in TypingMind

TypingMind installs a skill straight from its GitHub folder — it reads SKILL.md, bundles the resource files, and stores the result locally.

  1. Open the app and go to Plugins → Skills.
  2. Choose "Install from GitHub".
  3. Paste the skill folder URL below and confirm.
    https://github.com/iart-ai/explainer-video-skills/tree/main/skills/isometric-animation
  4. Enable the skill in any chat where you want it available.
Plugins → Skills → Add skill → From GitHub URL, then paste the folder URL and press Continue.
2

Install in another agent

Any agent that reads the Agent Skills format can use this skill — copy the folder into that agent's skills directory.

Claude Code — .claude/skills
git clone --depth 1 https://github.com/iart-ai/explainer-video-skills.git /tmp/explainer-video-skills
mkdir -p .claude/skills
cp -r /tmp/explainer-video-skills/skills/isometric-animation .claude/skills/isometric-animation
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Isometric Animation in any TypingMind chat and the model takes it from there. Its name and description sit in the system prompt, and the moment a request matches, the model loads the full instructions itself — you never invoke it by hand, and it costs no tokens until it is actually used.

The model loads Isometric Animation on its own as soon as a request matches it.

Works with any AI model

AI skills are plain Markdown instructions rather than provider-specific code, so Isometric Animation is not tied to the model it was written for. Install it once in TypingMind and use it with GPT-5, Claude, Gemini, Grok, DeepSeek, Mistral, Llama, or a local model you run yourself — all on your own API keys.

  • Loaded only when it is needed

    The system prompt carries just the name and description. The instructions are fetched on the first matching request, so an idle skill costs nothing.

  • Switch models mid-chat

    Because the skill is instructions rather than code, changing model does not break it — the next model reads the same SKILL.md.

Skill instructions

This is the SKILL.md content the model loads. Read it before installing — a skill is instructions your model will follow.

Isometric (2.5D) Animation

Isometric scenes give explainers, UI walkthroughs, and infographics a built, dimensional feel without true perspective: equal-foreshortened axes, stacked Z layers, extruded blocks, exploded diagrams. The look is geometric and deliberate — depth comes from consistent axes and per-face shading, motion from revealing structure one layer at a time.

When to use

  • 2.5D scenes for explainers, product UI, or "how it works" infographics.
  • Stacked layers / floors / a tech-stack tower that builds bottom-up.
  • Extruded blocks, isometric grids, isometric city/server-rack scenes.
  • Exploded-view diagrams that pull apart along Z and reassemble.
  • A static iso illustration that needs gentle life: camera drift, parallax, hover lift.

Projection: get the axes right first

Two conventions — pick one and never mix:

  • True isometric — all three axes 120° apart; on screen the X/Y ground axes run at ±30° from horizontal. This is the math-correct iso. Use for CSS/Three.js.
  • 2:1 dimetric ("pixel-art iso") — tiles drawn 2 wide : 1 tall, so axes sit at ~26.57° (atan(0.5)). Cleaner pixels, the game-art default. Use for tile/sprite scenes.

For DOM/SVG the fastest true-iso plane is a CSS 3D transform on a perspective: none (orthographic-feeling) container:

css
.scene { transform-style: preserve-3d; }
/* rotate a flat plane onto the iso ground */
.iso-plane { transform: rotateX(60deg) rotateZ(45deg); }

rotateX(60deg) rotateZ(45deg) tips a flat element back 60° then spins it 45° — the standard "true iso" pair that lands the ground-plane axes at ±30° on screen. Any flat SVG/DOM (a floorplan, a UI mock, a grid) placed on .iso-plane is now an iso surface; lift children toward the camera with translateZ().

Equivalent grid-to-screen math when you place tiles by code (2:1 dimetric):

js
// tile (col, row) → screen pixels, TILE = full tile width
const screenX = (col - row) * (TILE / 2);
const screenY = (col + row) * (TILE / 4);

Keep perspective OFF (or very large) — iso is parallel projection, so far objects must NOT shrink. A small perspective reads as a tilted 3D card, not iso.

Building scenes

Stacked Z layers (cards / floors)

Each layer is the same flat shape on the iso plane, separated along Z. Lift later layers higher; stagger reveals bottom-up.

html
<div class="scene"><div class="iso-plane">
  <div class="layer" style="--z:0">  <!-- base --></div>
  <div class="layer" style="--z:40"> <!-- mid  --></div>
  <div class="layer" style="--z:80"> <!-- top  --></div>
</div></div>
css
.layer { transform: translateZ(calc(var(--z) * 1px)); }

Extruded block (faces + per-face shading = depth)

A solid block is a top + two visible side faces. Shade by face so the eye reads volume — top lightest, left mid, right darkest (a fixed light direction). This is the single most important trick for believable iso depth.

css
.block .top   { background:#3a9bff; }              /* lit   */
.block .left  { background:#2c78c8; transform: rotateY(-90deg); transform-origin:left; }
.block .right { background:#1f5896; transform: rotateX(90deg);  transform-origin:bottom; } /* shade */

Same shading rule in SVG: draw three polygons (top rhombus, left + right parallelograms) and fill them light/mid/dark. SVG is often simpler than 3D-CSS for many small blocks (see references).

Isometric grid

A floor grid is just two sets of parallel lines on .iso-plane (drawn flat, the rotation makes them iso). Author it flat in SVG, drop it on the plane, animate lines drawing on with stroke-dashoffset.

Exploded-view diagram

Same as stacked layers but the resting state is pulled apart along Z; assemble = animate every layer's translateZ toward its seated value. Explode = reverse. Keep one shared --gap variable so the whole stack opens/closes together.

Motion

GoalMechanismEasing
Layer reveal (build)per-layer opacity + translateZ from below, staggeredback.out(1.4), stagger 0.12s
Explode / assembletween shared --gap (or each translateZ)power3.inOut, 0.7–1s
Tower / stack buildlayers drop in bottom→topback.out(1.5), stagger 0.15s
Camera driftslow rotateZ / translate on .scene, looped yoyosine.inOut, 6–12s
Parallaxlayers shift by depth on pointer/scroll (--z ∝ shift)power2.out
Hover liftone block translateZ(+12px) + soft shadowpower2.out, 0.25s

Rules that keep it reading as iso:

  • Lift along Z, never scale to fake height — scaling breaks parallel projection.
  • Camera drift must be tiny and slow (a few degrees / pixels). Big moves expose that it's a flat plane.
  • Stagger builds by physical position (bottom layer first), not DOM order, so the structure assembles logically.
  • Keep the light direction fixed for the whole scene — every block shades the same way.

Three.js OrthographicCamera (true 3D iso) — alternative

When blocks must occlude correctly, cast real shadows, or rotate in 3D, use real geometry under an orthographic camera (parallel projection = genuine iso; a PerspectiveCamera is NOT iso).

js
const aspect = innerWidth / innerHeight, d = 8;
const cam = new THREE.OrthographicCamera(-d*aspect, d*aspect, d, -d, 0.1, 100);
cam.position.set(10, 10, 10);   // equal X,Y,Z → classic iso vantage
cam.lookAt(0, 0, 0);

Equal position components give the 30° iso view; OrthographicCamera keeps far objects the same size. Light from one direction, enable shadows, and stagger mesh.position.y / scale-in for the build. Full setup in references.

Build-tool choice

  • CSS 3D transforms — best for a handful of blocks/layers with crisp DOM/text on faces; one HTML file.
  • Inline SVG (iso polygons) — best for many small blocks, grids, and infographics; easiest to animate with GSAP/CSS, no 3D-transform z-fighting.
  • Three.js + OrthographicCamera — when you need real occlusion, shadows, or 3D rotation; still shippable as one HTML file via CDN.
  • Pixel/tile (2:1) — game-art or map scenes; use the (col-row, col+row) projection.

Output checklist

  • Axes land at the right angle (±30° true-iso, ~26.57° for 2:1); no accidental perspective shrink.
  • Every block shaded top-light / side-mid / side-dark from one fixed light.
  • Layers stack with believable depth — no z-fighting, no two faces flickering, no overlap errors.
  • Build staggers by physical position (bottom-up), one idea per beat.
  • Camera drift is small and slow; explode/assemble seats every layer exactly.
  • prefers-reduced-motion shows the final assembled scene with no looping drift.

Deliver & verify (standalone HTML)

Packaged helper (scripts/): scripts/seek-shot.sh anim.html 0 1.5 3 freezes the ?t=N harness and screenshots each moment; scripts/contact-sheet.sh sheet.png frame-*.png tiles them for one-glance review. See scripts/README.md.

For a self-contained iso scene (stack build, exploded diagram, drifting infographic) the deliverable is one HTML file that opens directly in a browser — no build step, no framework, no render pipeline. A single file is the right tier for web motion; reach for a bundler only when one file genuinely can't carry it. (If the scene is part of a rendered video, build it as a Remotion composition and verify with remotion still instead.)

Output contract:

  • One .html file: CSS 3D transforms or inline SVG (or Three.js from CDN), markup, and all motion in one inline <script> on one master timeline (const tl = gsap.timeline()) — a single playhead you can seek.
  • Include the seek harness so any moment can be frozen for a screenshot.

Seek harness — freeze an exact moment for screenshots. The web parallel of a frame-pin: ?t=N seeks the master timeline to N seconds and pauses, so a screenshot lands on a deterministic still.

html
<script>
  // ... build your master timeline as `tl` (the layer build / explode / drift) ...
  const t = new URLSearchParams(location.search).get("t");
  if (t !== null) { tl.pause(); tl.seek(parseFloat(t)); }  // frozen at t seconds
  // no ?t → plays normally
  window.__ready = true;            // ready signal for headless wait
  console.log("duration", tl.duration());
</script>

For a Three.js scene with no GSAP timeline, drive the build from a single clock/progress value and set it from ?t=N, then render one frame — same idea, one deterministic still.

Verify loop — render → freeze → screenshot → check:

  1. Open the file at three moments — start, mid, end: …/iso.html?t=0, ?t=<dur/2>, ?t=<dur> (read tl.duration() from the console).
  2. Headless-screenshot each frozen frame:
    bash
    npx playwright screenshot --wait-for-timeout=500 "file://$PWD/iso.html?t=1.2" frame-mid.png
  3. INSPECT the projection, not just "did it animate":
    • Axes — ground lines run at the intended angle (±30° true-iso / ~26.57° dimetric); verticals stay vertical; nothing is foreshortened like perspective.
    • Depth — layers stack in the right Z order, blocks occlude correctly, per-face shading reads volume; no z-fighting (flickering coincident faces) and no overlap errors (a back block punching through a front one).
    • Build — at mid-frame the stack is partway assembled in physical order; at end every layer is exactly seated (explode fully closed), no drift left mid-tween.
    • Artifacts — clipped/skewed text on faces, off-canvas blocks, FOUC before fonts, jagged grid seams.
  4. Iterate: fix angle/shading/Z-order, re-freeze the same ?t values, re-screenshot until it reads as solid iso.

Before you finish:

  1. Opens standalone in a browser — no console errors, no missing CDN.
  2. One master timeline (or one Three.js progress value); ?t=N freezes on a deterministic still.
  3. Screenshotted at start / mid / end — axes correct, depth/Z-order correct, no z-fighting, build seats exactly.
  4. Per-face shading consistent from one fixed light; no accidental perspective shrink.
  5. prefers-reduced-motion shows the final assembled scene without looping drift.

Reference files

  • references/isometric-recipes.md — fuller runnable code: the projection math (true-iso vs 2:1 dimetric, transform vs matrix), flat-SVG/DOM → iso-plane conversion, extruded-block faces with per-face shading (CSS and SVG), stacked-layer and exploded-view builds, isometric grid, camera drift / parallax / hover, and a complete Three.js OrthographicCamera iso scene — with easing notes and reduced-motion handling.

Bundled files

The model reads these on demand while the skill is loaded. They are exposed as readable files and are never executed.

Frequently asked questions

What does the Isometric Animation AI skill do?

This skill should be used when the user asks to "make an isometric animation", "build a 2.5D isometric scene", "create an isometric infographic", "animate an exploded diagram", "do an isometric city/stack build", "show stacked layers in iso", "extrude blocks with depth", or "add a gentle camera drift to an iso scene". Covers CSS 3D transforms, SVG iso planes, and Three.js OrthographicCamera for true 3D iso — no build step.

Why use Isometric Animation on TypingMind?

Because you install it once and use it with any model. Isometric Animation is plain Markdown rather than provider-specific code, so the same skill runs on GPT-5, Claude, Gemini, Grok, or a local model — and you can switch model mid-chat without it breaking. TypingMind runs on your own API keys, so you pay providers directly instead of a per-seat subscription, and your skills and chats stay in your own storage.

How do I install Isometric Animation in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/iart-ai/explainer-video-skills/tree/main/skills/isometric-animation. TypingMind reads its SKILL.md and bundles its files and installs it as a skill you can enable per chat.

Which AI models can use Isometric Animation?

Any model you connect in TypingMind. AI skills are plain Markdown instructions rather than provider-specific code, so GPT, Claude, Gemini, Grok, and local models can all load this skill when a request matches it.

How many AI models can I use with Isometric Animation?

As many as you like. As long as a model supports skills, you can use Isometric Animation with it — GPT, Claude, Gemini, Grok, DeepSeek, Mistral, Llama and more — all on TypingMind with your own API keys.

Is the Isometric Animation AI skill free?

Yes. It is published on GitHub by iart-ai under the MIT license. You only pay your own AI provider for the tokens you use.

What are AI skills?

An AI skill is a reusable instruction bundle that teaches an AI model how to do one specific task. It follows the open Agent Skills format: a SKILL.md file with a name and description, plus any scripts, templates or reference files the model may need. The model reads the instructions only when your request matches the skill, so an installed skill costs nothing until it is used.

How are AI skills different from plugins or MCP servers?

A plugin or MCP server gives a model new tools to call — code that runs somewhere and returns a result. An AI skill gives the model knowledge and process instead: how to approach a task, which steps to follow, what good output looks like. Skills are plain Markdown, so they need no server, no API key and no runtime, and they work with any model.

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