← ClaudeAtlas

generative-motionlisted

Make beautiful algorithmic animation — flow fields, particle systems with trails, strange attractors, slime-mold and boid simulations, reaction-diffusion, domain-warped noise, and shader-driven motion. Use this skill for generative art, creative coding, ambient backdrops, music visualisers, hero backgrounds, screensavers, generative wallpaper, data-driven art, or any request for a "cool animation", "something generative", "abstract motion", "particle effect", "flow field", "noise animation", or work referencing p5.js, Three.js, canvas, WebGL, GLSL, Processing, openFrameworks, TouchDesigner, or shaders. Trigger whenever motion is the artwork rather than the interface.
jangles-byte/atelier · ★ 2 · Web & Frontend · score 75
Install: claude install-skill jangles-byte/atelier
# Generative Motion The gap between a generative sketch and a generative *artwork* is almost never the algorithm — the algorithms are public and short. It is art direction: what the colour means, where the density sits, how slowly it evolves, and what you left out. A tutorial renders the algorithm. A piece renders a decision. ## Workflow 1. **Write the intent first**, in two or three sentences: what the system *is* (embers on a thermal, ink in water, a colony finding food), what the viewer should feel, and the one property that earns colour. Skipping this is what produces rainbow noise. The `design-direction` skill's philosophy format applies directly. 2. **Pick the system** from [references/systems.md](references/systems.md) — each entry has the equations, the parameter ranges that actually look good, and its failure mode. Its numbers are machine-checked: `validate/attractors.py` and `validate/gray_scott.py` verify every attractor seed and reaction–diffusion pair on CPU in seconds. Run them after changing any value, and use them to find your own. 3. **Build the field and the motion** with [references/noise-and-fields.md](references/noise-and-fields.md) — noise, fbm, domain warping, curl. Most beautiful motion is a field being sampled. 4. **Decide CPU or GPU early** with [references/gpu-and-shaders.md](references/gpu-and-shaders.md). This is architectural, not an optimisation — some systems simply do not express themselves below a populati