animated-video

animated-video is a skill for Claude Code from asgeirtj/system_prompts_leaks. It costs 7 tokens per session (2,245 once invoked), scanned A, original, CC0-1.0.

A guide for creating animated videos and motion-design pieces as HTML pages. It uses a timeline, playback controls, and a fixed 16:9 or 9:16 layout.

In plain words
What is it for?
Use it to make timed visual sequences, add play and pause controls, scrub through scenes, adjust speed, and prepare animations for export.
Why use it?
It provides a structured way to control scenes, timing, transitions, and video export instead of animating everything independently.

Skill for Claude Code

Written for Claude Code: user-invocable in frontmatter.

Good fit Use it to make timed visual sequences, add play and pause controls, scrub through scenes, adjust speed, and prepare animations for export.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/asgeirtj/system_prompts_leaks/animated-video
About the project

System Prompts Leaks is a collection of captured system instructions used to guide AI chatbots and coding agents before they receive user messages. It serves researchers and developers studying how different AI assistants are directed.

asgeirtj/system_prompts_leaks · 64,614 stars · on GitHub

Install

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.

Any agent
npx skills add asgeirtj/system_prompts_leaks --skill animated-video
Clone the repo
git clone --depth 1 https://github.com/asgeirtj/system_prompts_leaks

Made for: Claude Code.

Wrote 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.

agentmods badge for animated-video

README.md
[![agentmods](https://agentmods.dev/badge/skills/asgeirtj/system_prompts_leaks/animated-video/github.svg)](https://agentmods.dev/skills/asgeirtj/system_prompts_leaks/animated-video)
Your own site
<a href="https://agentmods.dev/skills/asgeirtj/system_prompts_leaks/animated-video"><img src="https://agentmods.dev/badge/skills/asgeirtj/system_prompts_leaks/animated-video/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.

agentmods 80×15 button for animated-video

Your own site · 80×15
<a href="https://agentmods.dev/skills/asgeirtj/system_prompts_leaks/animated-video"><img src="https://agentmods.dev/badge/skills/asgeirtj/system_prompts_leaks/animated-video.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 7 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,245 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe. ✓ AI security review Fable 5.1 · 6 Sept 2026 📄 Read the review Third-party audits
  • NVIDIA SkillSpector pass 7 Sept 2026
How audits are shown
Origin original No closer match found in the catalogue.
Token cost

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.

ModelPer sessionOnce invoked
Fable 5.1 $0.00007 $0.02245
Opus 5 $0.00003 $0.01123
Sonnet 5 $0.00001 $0.00449
Haiku 4.5 $0.00001 $0.00225

Measured 12d ago against content hash e0ef2f9fce4f, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, from the pricing page.

Security

Grade A, and why

animated-video 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 12d 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.

Anthropic/claude-design/skills/animated-video/SKILL.md · 56 lines

How it starts

The opening of the file, as written. The whole thing — 56 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Animated video

Create an animated video or motion design piece rendered as an HTML page. Build a timeline-based animation with smooth transitions. Design frame-by-frame sequences with playback controls (play/pause, scrubber). Focus on visual storytelling with the Anthropic brand palette. Export-ready at a fixed aspect ratio (16:9 or 9:16). If you need to know the position of an element (eg to move a cursor or character between elements) use refs to grab the position.

ALWAYS build on the animations_v3.jsx starter for ANY animation piece — including one hosted on a design-components page (the helmet-script + x-import structure IS the starter case, not an exemption). The only exemptions: a minor animated accent inside a larger non-animation design, or the user explicitly asking you not to use the starter. Skipping the starter silently removes the user's timeline editor — scene trims, speed changes, and video export only exist when the page builds on the engine. Do NOT load animations.jsx or animations-v2.jsx alongside it (the engines share window globals — last wins). A project that already uses an older starter keeps it; don't migrate existing animations.

START by calling copy_starter_component with kind: "animations_v3.jsx" — the continuous-composition engine: the whole animation is ONE element tree rendered from one authored-time clock, so elements move, morph, and persist across section boundaries by ordinary interpolation — nothing mounts or unmounts at a boundary. It gives you <CompositionStage>, useComposition() (→ {T, CUES}), <Shot>, <Captions>, an Easing library, and interpolate() / animate() tweens. Read the file after copying.

THE AUTHORING CONTRACT (it's in the file's usage block; follow it exactly): declare the scene list as a JSON string literal in a plain inline <script> of the MAIN document — <script>window.OM_SCENES = '[{"name":"Opening","dur":3},…]';</script> (exact JSON.stringify formatting, no spaces) — NOT in a text/babel script and NOT in a sibling .jsx (only vanilla inline script literals are addressable for the editor's write-back); declare window.OM_PLAYBACK the same way; pass both through untouched as <CompositionStage scenes={window.OM_SCENES} playback={window.OM_PLAYBACK}> wrapping ONE component — the whole piece. The scene list is the user-control view (names, order, playback durations); the engine derives the cue table from it, so the literal is the single source of structure. The user edits timing on the host timeline — trim a scene's edge, or set a section's speed — and every edit writes back into your literal and reflows the composition live.

CUE-FIRST DISCIPLINE (this is what makes a piece read as one continuous video):

  1. Write the OM_SCENES literal FIRST — it is the piece's outline. Get {T, CUES} from useComposition() and key ALL choreography to T and CUES.SectionName (authored seconds) — never to your own clock, never to wall-clock time.
  2. One helper component per section for readability, but ALL of them render ALL the time inside the one tree, keyed to cues — never conditionally mounted per section. A shared element crossing a boundary is just motion whose start and end straddle a cue.
  3. Define exactly three motion helpers up front (e.g. MOTION = {enter, draw, pop} wrapping Easing curves) and use no easing or transform outside them; one caption element, one visible at a time (<Captions> has this built in).

TIMING IS USER-EDITABLE (time-stretch): when the user trims or speeds a section, the engine replays that section's SAME authored slice over the new playback length — choreography keyed to T retimes, never cuts off. Authored hard cuts are content now, not structure: wrap a shot's elements in <Shot from={CUES.X} to={CUES.Y}> (visibility flips at the cues; children stay mounted so images and videos hold their readiness). A looping piece shows its last authored frame immediately before its first — make them match.

Give every motion project a tweaks panel (kind: "tweaks_panel.jsx") whose TWEAK_DEFAULTS include "motionEditor": true with a <TweakToggle label="Motion editor"> wired to it. That key is the host timeline editor's visibility gate: the user flips it in the Tweaks panel to hide or show the editor bar, and the animation, its timing data, and export are untouched either way. Declare the TWEAK_DEFAULTS literal in a plain inline <script> of the MAIN document (the /EDITMODE-BEGIN/ convention), so the flip persists.

Read the full file on GitHub · 56 lines

Changes

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.

  1. 12d ago First seen · 56 lines · 7 tokens per session scan A e0ef2f9fce4f

Subscribe to this mod's changes

animated-video is a skill published in the GitHub repository asgeirtj/system_prompts_leaks (64,614 stars, last pushed yesterday), licensed CC0-1.0. It adds 7 tokens to every session and 2,245 once invoked, about $0.0000 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.