Getting it into your agent
One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.
npx skills add 2233admin/design-pipeline --skill isometric-animationgit clone --depth 1 https://github.com/2233admin/design-pipelineWrote this? Show the measurements
A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.
[](https://agentmods.dev/skills/2233admin/design-pipeline/isometric-animation)<a href="https://agentmods.dev/skills/2233admin/design-pipeline/isometric-animation"><img src="https://agentmods.dev/badge/skills/2233admin/design-pipeline/isometric-animation/github.svg" alt="Measured on agentmods" height="20"></a>Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.
<a href="https://agentmods.dev/skills/2233admin/design-pipeline/isometric-animation"><img src="https://agentmods.dev/badge/skills/2233admin/design-pipeline/isometric-animation.svg" alt="Reviewed on agentmods" width="80" height="20"></a>What it costs to keep this loaded
Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00110 | $0.02894 |
| Opus 5 | $0.00055 | $0.01447 |
| Sonnet 5 | $0.00022 | $0.00579 |
| Haiku 4.5 | $0.00011 | $0.00289 |
Grade A, and why
isometric-animation scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 6d ago.
A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.
Nothing flagged
None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.
This is a copy
100% identical to isometric-animation — 0 lines differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.
How it starts
The opening of the file, as written. The whole thing — 179 lines — stays where its author put it; the contents beside it link to each section on GitHub.
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:
.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):
// tile (col, row) → screen pixels, TILE = full tile width
const screenX = (col - row) * (TILE / 2);
const screenY = (col + row) * (TILE / 4);
What ships with it
2 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.
What this file has done since we first saw it
Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.
- 6d ago First seen · 179 lines · 110 tokens per session scan A 7ef259e68a51
isometric-animation is a skill published in the GitHub repository 2233admin/design-pipeline (9 stars, last pushed 7d ago), licensed MIT. It adds 110 tokens to every session and 2,894 once invoked, about $0.0006 per session on Opus 5. A static security scan graded it A with 0 findings. It is 100% identical to isometric-animation, differing in 0 lines, and is treated as a copy.
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