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Painted Animation

Community
Joker-chichi
painted-animation

Make hand-painted watercolour-and-ink cartoon videos (MP4) with code — p5.js + p5.brush rendered frame by frame in headless Chrome, encoded with ffmpeg — starring Clawd or any character. Use when the user asks to make an animation, animated short, cartoon, music video, lyric video, animated GIF/loop or "a video of Clawd…", or mentions the PDoomVideo / ClaudeAnimationBase approach. Covers storyboarding, the engine API, music and LRC lyric sync, cloud-friendly preview review, and choosing local or cloud rendering for the final video.

Overview

PublisherJoker-chichi
Repositoryclaude-mv-skill
Skill namepainted-animation
Stars
153
Forks
6
Bundled files
24
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.

  • 24 bundled files

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

  • Open source

    Published by Joker-chichi on GitHub. Read the source before you install it.

Installation

Install the Painted 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/Joker-chichi/claude-mv-skill/tree/main/skills/painted-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/Joker-chichi/claude-mv-skill.git /tmp/claude-mv-skill
mkdir -p .claude/skills
cp -r /tmp/claude-mv-skill/skills/painted-animation .claude/skills/painted-animation
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Painted 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 Painted 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 Painted 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.

Painted animation

A method for making short cartoons entirely in code, distilled from JohnHeibel/PDoomVideo (a 156 s music video painted by Claude Opus) and its generalised kit ClaudeAnimationBase (MIT), which is bundled here as template/.

How it works: every frame is a pure function of time t. studio.html loads p5.js + p5.brush and your scene files; each shot paints the whole 1920×1080 frame with watercolour fills and boiling ink lines. render.mjs drives headless Chrome to render contact sheets for review, or every frame in parallel, and ffmpeg encodes the MP4 (with audio if given).

Workflow

0. Scaffold

bash
bash ~/.claude/skills/painted-animation/scripts/new_project.sh <project-dir>        # add --keep-demo to keep the example scene hooked up

This copies the template, unhooks the demo scene, runs npm install and checks node / ffmpeg / Chrome. Then read <project-dir>/ANIMATION_GUIDE.md in full before designing anything: it holds the rules, the animation principles and the complete engine / Clawd API. Look at docs/emotions.jpg and docs/views.jpg (the model sheets) with the Read tool.

For a music video or anything longer than ~20 s, also read references/music-video.md.

For every music video, complete this intake before storyboarding or scene implementation:

  1. Ask the user to provide both the song audio file and its .lrc lyric file. Do not invent, transcribe or approximate missing lyrics when an LRC is expected.
  2. Always ask for the creative direction, even if the user has already mentioned part of it. Ask it as one natural-language question in one message, covering the desired story and overall feeling plus any recurring visual idea or content to avoid. Do not split it into separate questions, fields, a checklist or a five-part form. Tell the user they may answer in one sentence or leave it blank. Example: "What kind of story and overall feeling should this MV have, and is there any recurring image you want included or anything you want avoided? You can leave this blank if you have no preference."
  3. Confirm the received files and summarize the creative direction inferred from the single answer. Internally extract story, emotion, atmosphere / imagery, visual motif and content to avoid; do not ask the user to answer those five categories separately. Treat a blank answer as "no preference", not as missing input, and propose an appropriate interpretation during storyboarding. If the audio or LRC file is missing, pause the music-video workflow and request it.
  4. Measure the tempo with scripts/beat_grid.py; lyric lines are usually faster than you'd guess. Treat the provided audio and LRC as the timing source of truth.

1. Storyboard before code

Write STORYBOARD.md in the project (format in the guide: logline, world + palette arc, motif, the character's emotion arc, then shots with reads — the timed list of what the viewer must understand). Worked example: examples/xiaozhen/ (a 31 s lyric video: storyboard and full scene code).

For a music video, turn the user's story and mood into a coherent visual narrative and emotional arc rather than illustrating each lyric literally. Show the storyboard to the user and let them react before building, unless they said to just go ahead.

2. Build shot by shot

  • Set duration, bpm, offset (and audio) in src/config.js.
  • One IIFE-wrapped file per scene/chapter in src/scenes/, ending with shots([[t0, fn], ...]); add its <script> to studio.html.
  • Block key poses first, check them as stills, then add the motion between them.

3. Render and look — every shot, several times

You can't see motion by reading code. From the project dir:

bash
node render.mjs --sheet=0.1,0.8,1.6,2.4 --cols=4 --w=480 --out=out/check/a.jpg        # key frames
node render.mjs --strip=2.1:2.6 --out=out/check/strip.jpg                             # every frame of a moment
node render.mjs --sheet=2.3 --crop=760,420,500,400 --w=500 --out=out/check/face.jpg   # full-res detail

Open each image with Read and actually check it against the guide's review list: event clear? character big enough? reads timed so a first-time viewer gets them? anticipation / follow-through, no snaps? feet and held props touching? transitions at every seam? no text, no 3D, no pure black/white, no muddy glows? Fix and look again. Budget: ≥ 1 sheet per shot, a strip per key motion and transition, a crop per story-carrying face.

Contact sheets, stills, short strips and other few-frame previews may be rendered and reviewed in the current cloud environment. Keep these preview renders deliberately small and targeted; they are for visual validation, not a substitute for rendering the whole video.

4. Render the video

Never start a complete render directly. After preview review is finished, tell the user that complete cloud rendering can be very slow and ask explicitly whether they want the final video rendered locally or in the cloud. Wait for their answer; storyboard approval, preview approval, or a previous general instruction to proceed is not render authorization.

  • If the user chooses local rendering, cloud full rendering is prohibited. Do not start the full sequence in the cloud unless the user later explicitly changes their choice. Finish the validated project files, ask for the local operating system if unknown, and provide the exact prerequisite, npm install, frame-render and encode commands for that platform. Keep preview images available so the user knows what was approved.
  • If the user chooses cloud rendering, confirm the expected duration, frame count and likely cost/time, then proceed with the resumable multi-worker render.
  • If the user does not answer or gives an ambiguous answer, do not run a complete render. Ask again for an explicit local-or-cloud choice.
bash
node render.mjs --clip --out=out/video.mp4                                   # short videos, one worker
node render.mjs --frames --workers=4 && node render.mjs --encode --out=out/video.mp4 [--audio=assets/song.mp3]   # long ones, parallel + resumable

Report the output path, length and ms/frame. Offer open out/video.mp4.

The rules that matter most

These are the guide's rules condensed; the guide is authoritative.

  1. Handmade medium. Only paint() / inkLine() (p5.brush) — never plain p5 rect/ellipse/fill. Flat 2D only: turns go through drawn key views (turn(), spinView()), never 3D projection. Light via glow() (additive), because pigment-mixing makes yellow-over-blue go green.
  2. No text. No captions, labels, signs or word bubbles; show it instead. Reactions are painted emotes (!, sweat, hearts…). The one exception is karaoke in a lyric video, and at most a few big SFX.
  3. Something happens in every shot — an event, cause → reaction, set-ups that pay off.
  4. Time for the viewer. List each shot's reads; one read at a time; fast actions, held meanings; lead the eye; the reads set the shot length. This is where generated animation fails most.
  5. Alive. Nothing is still (idles from feel(), drifting cameras, boil); faces change through emotions() never by swapping; the character is big (medium shot u≈20–28, close-up 40–70); everything rides the beat.
  6. Transitions at every seam, chosen to fit the story (brush wipe, iris / shaped iris, whip pan, match cut, cut on action, camera carry-through).
  7. One piece. One world, a colour arc, an emotional thread, linked scenes, an ending that rhymes with the opening.

Engine gotchas

  • Pure functions of t. Frames render in parallel and out of order: no state across frames, no Math.random(), no frame-by-frame physics. hash(i) for stable randomness, jit() for boil.
  • boilSeed(key) before each separate background element/prop, or a moving thing makes everything drawn after it re-boil every frame (jitter).
  • Don't name globals after p5's. p5 defines line, OVERLAY, text, color, scale, … as globals; a top-level function line() fails with Cannot redefine property and the page never becomes ready (the renderer times out). Keep helpers inside the scene IIFE or give them distinct names.
  • Layering in doorways, windows and screens: draw what's inside, then paint the surrounding wall/frame back over it, so nothing wider than the opening shows outside it (the train's inDoor + door jambs, the TV bezel pieces).
  • A NaN in a point list throws Failed to construct 'OffscreenCanvas' — guard degenerate geometry.
  • Under camera zoom ≳ 2, huge shapes lose outlines; outline weight scales with zoom, so scale sw down in close-ups.
  • Cost = number of fills and strokes. Aim for ≤ ~1.5–2.5 s/frame (the log prints ms/frame). Prefer fewer, bigger shapes. On machines without a real GPU, watercolour fills are slow — consider fewer fill shapes, or --soft-gl as a last resort.
  • macOS: the renderer uses --use-angle=metal and finds /Applications/Google Chrome.app automatically; otherwise pass --chrome=<path>.

Adapting

  • Clawd is the default star, not a requirement. New characters, props and emotions are drawn with the same tools (paint, ribbon, through, glow) and kept on-model across shots; new emotions go in EMO in src/clawd.js.
  • src/karaoke.js (template) adds word-by-word karaoke for lyric videos via the window.overlayHook hook in core.js.
  • LOOPS.name = t => {...}; LOOPS.name.len = 4; + node render.mjs --loop=name --png makes a seamless loop for GIFs (ffmpeg -i out/loop_name/f%04d.png …).
  • Higher reasoning effort tends to give more extravagant, detailed scenes.

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 Painted Animation AI skill do?

Make hand-painted watercolour-and-ink cartoon videos (MP4) with code — p5.js + p5.brush rendered frame by frame in headless Chrome, encoded with ffmpeg — starring Clawd or any character. Use when the user asks to make an animation, animated short, cartoon, music video, lyric video, animated GIF/loop or "a video of Clawd…", or mentions the PDoomVideo / ClaudeAnimationBase approach. Covers storyboarding, the engine API, music and LRC lyric sync, cloud-friendly preview review, and choosing local or cloud rendering for the final video.

Why use Painted Animation on TypingMind?

Because you install it once and use it with any model. Painted 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 Painted Animation in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/Joker-chichi/claude-mv-skill/tree/main/skills/painted-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 Painted 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 Painted Animation?

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

Is the Painted Animation AI skill free?

It is published on GitHub by Joker-chichi. Check the repository for licensing terms. 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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