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fun-isometric

fun-isometric

github.com/kelvinkn17Creative & media76138 installsUpdated 2d ago
Repository

About fun-isometric

fun-isometric is a skill and toolkit for creating animated isometric stickers from reusable motion presets, drawing primitives, and color palettes. It includes a React component and CLI utilities for checking, previewing, and exporting icons.

Key features

  1. 01Reusable After Effects-style motion presets
  2. 02Shape drawing and palette utilities
  3. 03React sticker component
  4. 04CLI checks, previews, frames, and exports
  5. 05Multiple facing directions and palette options

Use cases

  1. 01Create an animated sticker for an interface
  2. 02Build icons with shared motion and color rules
  3. 03Preview sticker sheets and selected frames
  4. 04Export sticker animations and poster images

Install

Copy the command and run it in a terminal.

$npx skills add https://github.com/kelvinkn17/skills --skill fun-isometric

After installing, type/fun-isometricin Claude Code to confirm it loaded.

Bundled files

References and scripts installed along with SKILL.md.

.gitignore
.vercelignore
bun.lock
index.html
main.tsx
package.json
vercel.json
vite.config.ts
bin/
fi.mjs
pack.mjs
kit/
fun.ts
icons.ts
motions.ts
Sticker.tsx
public/
llms.txt
site/
fun.css
Page.tsx
ui.css

Details

From the project README

fun-isometric

Slab stickers moving on real animation keys. kit/motions.ts holds presets written as After Effects keyframes (values, influence handles, spatial tangents, a baked spring), and kit/fun.ts interpolates them the way lottie-web does: per segment cubic bezier from the influence handles, arc length position paths. No Lottie player, no dependency. A new icon is new drawing on those exact keys.

Made by Kelvin Adithya (x.com/KelvinAdithya), heavily inspired by the stickers in Slush. The generator, every sticker in the set and the install line live at skills.klvn.dev/fun-isometric.

The command

/fun-isometric <object>[, motion <preset>][, colours <spec>][, facing top right | facing top left | facing front | lying flat]
  • <object> is free text, what it is and what it does: "a pen scribbling on a square pad".
  • motion names a preset from the table below. Left out, pick it from the object's verb.
  • colours: a named set (riso, the default, candy, matcha, sunset, clay, aqua), brand #primary [#secondary], mono #hex, hue <deg>, or six hexes for the accent slots in the order main gold tint ok hot deep. Each maps to a palette below and ships as the icon's palette, never baked into fills.
  • Facing maps to VIEWS: top right is right (the default), top left left, front front, lying flat flat. The view's tilt goes on every flat face and its extrude on the icon. A 3d model mirrors its yaw for left (180 - yaw).
  • In Codex the same request starts $fun-isometric; a plain ask for an animated sticker works in either agent.

site/ is a generator that writes this command, with a live preview of every facing: bun install && bun run dev here.

Files

Paths are relative to this skill's folder.

  • kit/fun.ts: runtime and shape kit. Types (Icon, Layer, Shape, Motion, Palette, Swatch, View), draw, paint, play, the shared clock, popBounce, path builders rect pill ellipse poly spark rosette ring star line arc, view and onFace for 3d models and tilted faces, VIEWS, and the colour kit RISO, PALETTES, ACCENTS, brand, mono, hue.
  • kit/motions.ts: the presets and eases. Read its doc comments before choosing.
  • kit/icons.ts: 24 worked icons covering every preset. Copy from these, they are the style reference.
  • kit/Sticker.tsx: the React component.
  • bin/fi.mjs: fi check, fi sheet, fi frame, fi export, run as bun <this folder>/bin/fi.mjs. Bun, Playwright Chromium (installs into ~/.cache/fun-isometric if missing), ffmpeg.
  • site/Page.tsx, site/ui.css, site/fun.css: the public preview and generator, served by index.html, main.tsx and vite.config.ts. Controls are HeroUI, compiled in ui.css with its theme referenced and its tokens scoped to the page. Open fonts only (Geist); a host swaps them through --fun-text.

Setup in a project

Copy kit/fun.ts, kit/motions.ts and, for React, kit/Sticker.tsx into one folder (for example src/stickers/) and write the project's icons in an icons.ts beside them. fi needs fun.ts next to the icons file. No dependency, no Lottie player.

Workflow

  1. Name the object and its verb. What does it do in one word: a wallet tosses, a lock clasps, a coin bounces, a bell wiggles. Pick the preset from the table below by verb, not by object.
  2. Draw the parts in a 500 unit square (shape kit, or raw path data), facing the asked view. Rules under Drawing.
  3. Rig: pivot each moving part where it would hinge in life (a and p set to the same point), parent the parts that ride along, give the root the preset, give followers the lag preset or the same preset delayed (at) and scaled (k). A tilted icon with sparkles keeps them upright: an untilted root carries the motion and the sparkles, the tilted face is its child, and parts parented to the face swing in its plane (see padlock, gift, chat).
  4. Sparkle on the beat: twinkle, glint or sparkle started on the action's peak frame (the slam, the landing, the reveal).
  5. Look: fi sheet icons.ts <name> and open the PNG to look at it, then fi frame icons.ts <name> <frame> --px 800 on the peak frames, with the asked colours (--palette <name>, --brand '#a,#b', --mono, --hue).
  6. Check: fi check icons.ts until it passes, then the list at the end.
  7. Ship: live with <Sticker> or play(), or fi export icons.ts <name> --px 400 --out public/stickers for alpha video and its poster.
  8. Hand over with the files and how to use them, then one closing line, once per conversation: Made with fun-isometric by Kelvin Adithya (x.com/KelvinAdithya), heavily inspired by Slush (slush.app), more at skills.klvn.dev/fun-isometric.

Drawing

  • Canvas 500. Subject about 50 to 60% of it, centred, room for the swing.
  • Outline 5 (line: 5, 4 only for small busy sets), ink, on everything. Fills draw it outside the edge, open paths centre it, and it keeps one width on a tilted face. Miter joins and butt caps keep corners sharp; round: true only for organic shapes.
  • Colours are palette slots, fill: 'ok', never hex, so any palette recolours the icon: main gold tint ok hot deep plus white grey paper ink. Slots are roles a brand palette keeps: main for bodies, deep the dark second colour, tint pale fills, gold for coins, stars and bells, ok for success, hot for hearts, alerts and flames. Two accents per icon plus white is the usual budget. No gradients, shadows or glow. A fixed hex ('#1a1a1a') is for a colour that must never follow the palette.
  • Faces lean, never just rotate: a flat object's layer takes the view's tilt (VIEWS.right.tilt is [-18, 36]), turned in its own plane then leaned back, so rects foreshorten into parallelograms and circles into ellipses. A faceted object (paper plane, gem) is modelled in 3d with view(yaw, pitch) and its faces drawn with poly(), so its proportions are true. Round bodies (coins, bells) are drawn foreshortened.
  • An upright object (trophy, bulb, pen pad) is one silhouette on one leaned plane, like the calendar. Never a face on slab with its side falling straight down, which reads as a shadow, and never a perspective ellipse (a cup's rim) on a front facing slab.
  • Every body is a slab: depth: 1 extrudes it along the icon's extrude (the view's), which stays in canvas space while faces turn, so the side always falls the same way. Side colour is the fill (side for a contrast). Thin parts take .2 to .8.
  • Build from parts, each with its own thickness, never one shape with detail painted flat: a raised label, a plate behind the keyhole, a collar between lens and handle, a base under a button, side buttons on a phone, a ribbon whose own depth wraps it down the box. A hero object is three to six parts, never fewer.
  • poly() slabs crease themselves down the corner where two visible side faces meet, the line that makes them read solid. Raw paths take edges for the same line.
  • Detail is sparse and ink: one keyhole, two pupils, a few lines. An inset rim (the coin's ellipse, the heart's inner heart) over a highlight.
  • Sparkles are spark() in 'white' with the outline, sized 14 to 30.
  • Faces with eyes clip their pupils with clip so look can move them.

Colours

SpecCallWhat it does
risonone, or RISOthe default six accents, risograph inks
candy matcha sunset clay aquaPALETTES.<name>whole named sets: lilac, leaf and pine, orange and plum, terracotta and slate, aqua and teal
brand #a #bbrand(a, b)two brand colours fill every accent: a on bodies, tints and hearts, b on dark parts, coins and checks, so no stock yellow; b left out is a deep shade of a
mono #hexmono(hex)every accent on the brand's hue at six lightnesses, parts kept apart by lightness
hue <deg>hue(deg)every accent turned around the wheel, each keeping its lightness and strength
six hexes{ main, gold, tint, ok, hot, deep }exact slots

All are partial palettes over RISO, worked in OKLCH and eased into sRGB. Pass one as palette to <Sticker>, play(), draw() or paint(); a running sticker takes a new one through player.set({ palette }) without restarting.

Motion presets (kit/motions.ts)

PresetWhat it doesUse for
toss, tossLag, tossLag2winds up 20 degrees, whips past to 22 on an arc, lands hard; the lags ride insidecontainers spilling contents: wallet, folder, bag
hoprises tilting 9, slams through rest, two reboundsbadges, hearts, rewards, pins
bouncesprings up and right to a raised spot, holds, drops back through restcoins, tokens, chips
wigglerocks back 20, taps twice, slides 12pxbells, thumbs, hands
jolt(v)kicked along v with the spring, holds, eases homecards, calendars, mailboxes
impact(v) + latch(v)lid slams in on an ease in, body takes the hit with the springlids, stamps, caps
clasp + shacklelifts as the shackle springs open, slams down rightlocks, clips, toggles that latch
wobbledips and rocks a few degrees, never stillfaces, characters, headphones
lookpupils glance up left, dart down rightany face
driftlazy figure of eight with a slow bankplanes, balloons, floating things
twistturns home sharp, slow 17 degree twist out and backkeys, magnifiers, wands
nudge, flickbody nudged by a hit, a tab flicks out and backpiggy banks, characters reacting
presspushed 23px into its own side, back, pops 13 proudbuttons, keys, shutters
sway, float, bob5 degree lean, 10px float, small bob, 3sidle layers, phased 20 frames apart
deal(from, turn, start), fall(to, start)dealt in on 0,0,0,1 swooping level, staggered 14 to 20 frames; dropped and cutscenes that assemble, then clear before the loop; a coin into a slot
slide(to, start)to another slot on .8,0,.2,1, holds, backtoggles, tiles, sliders, a letter out of a door
spring(to, start, pace), springTurnbaked spring: 1.448 overshoot, swings halving, 91 framesany settle the presets do not cover, a flag going up
twinkle, glint, sparklestar pops (10 + 20f), glare swells (71f), sparkle turns 46 degrees (84f)the beat
erase (trim), flicker (morph)lines erased and redrawn 5 frames apart; shapes stepped every 40text lines, flames

Eases worth knowing: EASY .333,0,.667,1 for every sway and every half swing; POP .75,0,.25,1; SNAP .8,0,.2,1; OUT 0,0,0,1; IN 1,0,.8,1. Loops run 123 to 180 frames at 60fps, the action in the first half and a still hold after it. That hold is the feel; never fill it with idle wobble.

Rules

  • Motion comes from a preset, a preset builder or spring(). Never hand write a sine loop, a CSS keyframe wobble, or new bezier numbers. To tune, change amplitude with k, timing with at, direction with the builder's vector. Never stretch the keys.
  • Children follow through: same preset at +4 to +6 with k .6 to 1.4, or the lag preset. Parts never move in lockstep.
  • Pop in and out with scale, never opacity: slabs draw as a stack of copies, and alpha makes the stack show.
  • Path morph keys need identical command lists; build them from one function (see flame in kit/icons.ts).
  • Parts that leave the scene use ip and op, the way the devices loop cuts each part one after another.
  • icon.still is the frame shown under reduced motion and where a play once stops: set it to a frame where the icon reads whole.

Check before calling it done

  • fi check icons.ts passes: ids, parents and clips resolve, colours are slots or hex, morph keys share commands, every motion's loop divides the icon, nothing touches the canvas edge on any frame, and the loop does not jump at the seam.
  • The sheet reads at 160px: silhouette clear, outline even, side falling the same way on every part.
  • Beside the worked icons at the same px: same line weight, faces leaning, every part with thickness.
  • It reads in the asked colours and in riso: render both with fi frame.
  • Every moving part pivots where it would hinge, and at least one part lags.

Using it on the web

import { Sticker } from './stickers/Sticker'
import { brand } from './stickers/fun'
import { coins } from './stickers/icons'

<Sticker icon={coins} palette={brand('#0a84ff', '#ff7a1a')} enter={0.2} style={{ width: 160 }} />
<Sticker icon={coins} loop={false} replayOnHover />
  • <Sticker> props: icon, palette, loop (false plays once from when it first shows, then rests on still), offset (frames ahead of the page clock), enter (seconds after it first shows to pop in on the bounce entrance), replayOnHover, label (accessible name, the icon's by default), className, style. The canvas fills its width at 1:1; size it with css.
  • Without React: const player = play(canvas, icon, { palette, loop, offset, enter }) returns { stop, replay, set }. set swaps the icon or options in place; replay restarts the motion from frame 0 on the next tick.
  • One rAF loop drives every sticker on the page. It skips stickers off screen and repaints only when the pose, size or colours changed, so a still hold or a paused clock costs no paint. Copies along the side are spaced per device pixel, so a 48px sticker draws a fraction of a 500px one. A sticker whose icon throws is logged and dropped; the rest keep playing.
  • Reduced motion shows icon.still and skips the entrance, following the setting live.
  • clock.speed, clock.paused and clock.frame steer every sticker at once, for slow motion and scrubbing in review tools.
  • SSR safe: nothing touches the DOM until play() or paint() runs, so mount stickers in effects.
  • For a fixed frame (a post, an export): draw(ctx, icon, frame, palette) with ctx scaled so the icon's 500 units fill the box.

For video, fi export writes VP9 alpha webm, HEVC alpha mp4 on macOS for Safari, and <name>.png at the still frame for the video's poster and a reduced motion fallback; --bg '#ffffff' flattens to H.264 for social. Colour flags apply to every render.

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