svg-character-animator

svg-character-animator is a skill for Claude Code, Codex from molauu/svg-character-animator. It costs 181 tokens per session (11,489 once invoked), scanned A, original, MIT.

A skill for generating animated SVG characters, which are scalable vector drawings that can change between poses or emotions. It creates React components with state changes and idle movements such as blinking or breathing.

In plain words
What is it for?
Use it to animate a mascot or character between two to ten SVG states in a React interface, including per-state idle motion.
Why use it?
It provides a defined way to animate shared character parts without distorting their shapes during transitions.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one.

Good fit Use it to animate a mascot or character between two to ten SVG states in a React interface, including per-state idle motion.

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Install with agentmods
npx agentmods add skills/molauu/svg-character-animator/svg-character-animator
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 molauu/svg-character-animator --skill svg-character-animator
Clone the repo
git clone --depth 1 https://github.com/molauu/svg-character-animator

Made for: Claude Code, Codex.

Wrote this? Show the measurements

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README.md
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Per session 181 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 11,489 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.
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 $0.00181 $0.11489
Opus 5 $0.00090 $0.05744
Sonnet 5 $0.00036 $0.02298
Haiku 4.5 $0.00018 $0.01149

Measured 12d ago against content hash e48627f8dda9, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-12, from the pricing page.

Security

Grade A, and why

svg-character-animator 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.

SKILL.md · 373 lines

How it starts

The opening of the file, as written. The whole thing — 373 lines — stays where its author put it; the contents beside it link to each section on GitHub.

SVG Character Animator

Generate runnable React components that animate between N SVG states (2–10) with a state-machine model, layered motion presets, and per-state idle animations.

This skill exists because the gap between a naive "morph" (jank, polygon artifacts, broken stroke caps, dead-feeling characters) and production-quality animation is huge — and the path to production quality is not "pick the right morph library." It's an architecture: per-path strategy detection, path normalization, transform-attribute interpolation, idle blending, and bottom-center pivot defaults. The skill encodes that architecture.

The most important insight

Most "morph" tasks aren't morph tasks. They're transform tasks dressed up. When you compare two SVG states of the same character, the eyes, nose, hands, and buttons usually have the same shape structure — they've just moved or rotated. Forcing those through a morph library (flubber, KUTE, Anime.js) destroys their bezier curves by polygon-sampling them.

The right approach is per-path strategy detection: analyze each shared path at init time and route it to one of two strategies — TRANSFORM if its command structure is consistent across states, MORPH otherwise. A real morph library is only needed when paths have genuinely different topology, which after path normalization is rare.

The two strategies

For each shared path id across states, the skill picks one of two strategies:

Strategy When Implementation Quality
TRANSFORM Same path command structure across states (after normalization) Linearly interpolate each bezier control point per frame. No library. Perfect — bezier curves preserved, stroke caps preserved, no polygon artifacts.
MORPH Different command structure Hand d strings to flubber (MIT-licensed default). Acceptable. The library polygon-samples internally; quality depends on shape similarity and is hidden by speed for quick easings.

This is the heart of the skill. Everything else is in service of getting more paths into the TRANSFORM bucket.

Read the full file on GitHub · 373 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 · 373 lines · 181 tokens per session scan A e48627f8dda9

Subscribe to this mod's changes

svg-character-animator is a skill published in the GitHub repository molauu/svg-character-animator (22 stars, last pushed 24d ago), licensed MIT. It adds 181 tokens to every session and 11,489 once invoked, about $0.0009 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.

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