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isometric-animation — Claude Code skill: build 2.5D iso scenes

A skill for isometric and 2.5D animation: stacked layers, extruded blocks, exploded diagrams and gentle camera drift. Ships as one HTML file, no build step.

Install into Claude Code · Skills CLI (Vercel) All methods and platforms ↓
npx skills add iart-ai/explainer-video-skills --skill isometric-animation -a claude-code
Open on GitHub

What isometric-animation does

The skill kicks in when you ask for an isometric animation, a 2.5D scene, an isometric infographic or an animated exploded diagram. It covers three routes: CSS 3D transforms, isometric SVG polygons, and Three.js with an OrthographicCamera for real 3D. No build step — the output fits in a single HTML file.

Pick your projection first and never mix conventions. True isometric puts all three axes 120° apart, with the ground X and Y running at ±30° from horizontal; use it for CSS and Three.js. The 2:1 dimetric variant sits at roughly 26.57° and suits tile and pixel-art scenes. Keep perspective off or very large, because iso is parallel projection and far objects must not shrink. A small perspective reads as a tilted 3D card instead.

Depth comes from per-face shading: top lightest, left mid, right darkest, with one fixed light direction across the whole scene. Lift geometry with translateZ() rather than scaling it — scale breaks parallel projection. The skill advises keeping camera drift tiny, a few degrees or pixels, or the flatness shows. When blocks need real occlusion, shadows or 3D rotation, reach for Three.js: equal position components give the classic iso vantage.

What it helps with

  • build a 2.5D scene for an explainer video
  • stack floors or layers that assemble bottom-up
  • extrude blocks with believable per-face shading
  • pull an exploded diagram apart along Z and reassemble it
  • add camera drift to a static iso illustration

Example prompts for the agent

  • make an isometric animation of a tech stack, layers revealing bottom-up
  • build a 2.5D server-rack scene with CSS 3D and no perspective
  • animate an exploded diagram: blocks separate along Z and snap back together

How to install isometric-animation

1Skills CLI (Vercel)

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

2Manually: put the files in place

~/.claude/skills/isometric-animation/SKILL.md

Copy the whole skill folder; for one project use .claude/skills/isometric-animation/

Step by step, with commands for each platform: How to install skills in Claude Code: five ways

Questions about isometric-animation

How do I install isometric-animation in Claude?

Run npx skills add iart-ai/explainer-video-skills --skill isometric-animation -a claude-code. The skill lands in ~/.claude/skills/isometric-animation/SKILL.md.

What does isometric-animation do?

It helps the agent build isometric and 2.5D animation: stacked layers, extruded blocks, iso grids, exploded diagrams and slow camera drift. It works through CSS 3D transforms, SVG polygons or Three.js with an orthographic camera.

What is the difference between true isometric and 2:1 dimetric?

True isometric spaces all three axes 120° apart with ground axes at ±30° from horizontal — the math-correct iso for CSS and Three.js. In 2:1 dimetric, tiles are drawn 2 wide to 1 tall, putting axes near 26.57°, which is the game-art default. Mixing the two in one scene does not work.

Source text

SKILL.md · MIT
---
name: isometric-animation
description: 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.
version: 0.1.0
---

# 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

| 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).

```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.

© iart-ai · MIT · iart-ai/explainer-video-skills

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