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 drif

By iart-ai · 442 installs

npx skills add iart-ai/explainer-video-skills --skill isometric-animation

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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: 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): 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. 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. 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 Goal Mechanism Easing Layer reveal (build) per layer opacity + translateZ from below, staggered back.out(1.4) , stagger 0.12s Explode / assemble tween shared gap (or each translateZ ) power3.inOut , 0.7–1s Tower / stack build layers drop in bottom→top back.out(1.5) , stagger 0.15s Camera drift slow rotateZ / translate on .scene , looped yoyo sine.inOut , 6–12s Parallax layers shift by depth on pointer/scroll ( z ∝ shift) power2.out Hover lift one block translateZ(+12px) + soft shadow power2.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). 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. 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: 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.