How to use
- Copy the installation command and review the source package before installing it in your own agent environment.
- Check the source document for required tools, credentials and supported hosts.
- Describe your input and desired deliverable; review the output against the source material.
npx skills add https://github.com/iart-ai/manim-skills --skill manimBefore you start
- Installation does not include a model subscription, API allowance or permission to access your files.
- Repository stars and installation counts describe activity, not an independent quality or security test.
Rendered from the source repository. Headings, examples, code, tables, links, and referenced images are preserved.
Manim (Programmatic Math Animation)
Manim (Mathematical Animation Engine, Community Edition) renders explanatory math/physics/CS videos from Python — the engine behind 3Blue1Brown-style motion. Every scene is declarative: you build vector objects, play timed animations over them, and render a deterministic MP4/GIF from the CLI. Best-in-class for moving equations, transforming formulas, animated graphs, and geometric intuition.
When to use
- Animate an equation: write it on, transform it term-by-term, highlight substitutions.
- Visualize a function/graph: axes, plotted curves, a dot tracing the curve, area under it.
- Geometric or conceptual explainers: a proof unfolding, vectors, transformations, number lines.
- 3D math: surfaces, parametric curves, a camera orbiting a shape.
- Any "show the math moving" educational clip rendered to MP4/GIF.
Not the tool for UI motion, social/marketing video, or data-from-CSV business charts — use the web-animation or Remotion video skills for those. Manim's edge is mathematical typesetting and intuition.
Setup & render
pip install manim # needs Python 3.9+, ffmpeg, and a LaTeX distribution (for Tex/MathTex)
manim -pql scene.py SquareToCircle # render one Scene class, preview at low qualityRender flags (the ones that matter):
-q l|m|h|k— quality: low (fast iteration) → 4K.-qlwhile building,-qhto ship.-p— play when done;-o name— output filename;--format=gif— render a GIF (README demos).-s— save the last frame as a PNG (no video encode — the verification lever, see below).-n a,b— render only animation index rangea..b(stop early to inspect a moment).- Output lands in
media/videos/<file>/<quality>/<Scene>.mp4(andmedia/images/...for-s).
The three building blocks
Everything is Scenes (orchestration) acting on Mobjects (objects) via Animations (timed change).
from manim import *
class SquareToCircle(Scene):
def construct(self): # ALL animation code lives in construct()
sq = Square().set_fill(BLUE, opacity=0.5)
self.play(Create(sq)) # animate it drawing on
self.play(sq.animate.rotate(PI / 4))
self.play(Transform(sq, Circle().set_fill(PINK, opacity=0.5)))
self.wait(0.5) # holdMobjects — vector objects (Circle, Square, Rectangle, Line, Dot, Polygon, Axes, Text, MathTex).
- Position:
.shift(UP*2)(relative),.move_to(ORIGIN)(absolute),.next_to(other, RIGHT, buff=0.5),.align_to(other, LEFT). Directions are constants:UP DOWN LEFT RIGHT ORIGIN UL UR DL DR. - Style:
.set_fill(color, opacity),.set_stroke(color, width),.set_color(YELLOW). Colors:BLUE RED GREEN YELLOW WHITE+BLUE_E, etc. self.add(m)shows instantly (no animation);self.remove(m). Later-added objects render on top.
Animations — interpolate a mobject's state over run_time seconds (default 1s).
- Construction:
Create,Write(for text/Tex),DrawBorderThenFill,FadeIn,FadeOut,GrowFromCenter. - Change:
Transform(a, b)(morph a into b, keep a),ReplacementTransform(a, b)(swap a for b),Rotate,Indicate,Circumscribe,Wiggle. - `.animate` syntax — animate any method call:
self.play(sq.animate.shift(UP).set_fill(RED)). Chains apply together. - Play several at once:
self.play(Create(a), FadeIn(b), run_time=2).
Timing & easing — run_time= sets duration; rate_func= sets the easing curve (smooth is the default — ease-in-out; also linear, rush_into, rush_from, there_and_back, ease_out_bounce). Stagger a group with LaggedStart(*anims, lag_ratio=0.2). The motion-craft rules from the motion-design-skills pack (animation-principles: the eye forgives a slow end less than a slow start; reserve linear for loops; stagger groups) apply here — Manim just expresses them as rate_func + LaggedStart.
Math, text & equations
Text/MarkupText (Pango, no LaTeX) for labels; Tex/MathTex (LaTeX, raw strings) for typeset math. Animate equations with Write and morph between them with TransformMatchingTex. Full recipes — substring coloring, {{ }} isolation, term-by-term transforms, LaTeX preamble — in references/math-and-text.md.
Graphs, plotting & updaters
Axes + ax.plot(lambda x: ...) for functions; ax.c2p(x, y) maps math coords → screen. Drive live values with ValueTracker + always_redraw/add_updater so dependent mobjects recompute every frame (a dot riding a curve, a counter, a moving tangent). See references/graphs-and-updaters.md.
3D & moving camera
ThreeDScene + set_camera_orientation(phi=, theta=), ThreeDAxes, Surface, begin_ambient_camera_rotation(); MovingCameraScene + self.camera.frame.animate... for 2D camera pushes/follows. See references/3d-and-camera.md.
Deliver & verify (rendered frame → MP4)
Packaged helper (scripts/): tile your stills withscripts/contact-sheet.sh sheet.png f-hook.png f-mid.png f-end.png, then assert the encode withscripts/probe-mp4.sh out.mp4 [WxH] [fps]. Seescripts/README.md.
Manim is deterministic — the same scene renders the same frames — so verify by rendering frames (PNG, no video encode) before committing to the full video. Use this whenever the output is a math clip MP4/GIF.
Output contract:
- A
.pywith oneScene(orThreeDScene) subclass per clip; all motion insideconstruct(). Deliverable = the renderedmedia/videos/.../<Scene>.mp4plus the script (so it re-renders). - Raw strings (
r"...") for everyTex/MathTex; LaTeX installed.
Verify loop — render frames → inspect → encode video:
# 1. Save the final frame as a PNG, low quality — fast, no encode
manim -sql scene.py MyScene
# 2. Inspect a MID moment: stop after animation N and save that frame
manim -sql scene.py MyScene -n 0,3 # frame after the first 3 animations
# 3. Check each PNG: fidelity (equation correct, axes/labels right, nothing
# overlapping or off the 16:9 frame) + LaTeX actually compiled (no blank/box glyphs).
# 4. Only once frames look right, encode the video:
manim -qh scene.py MyScene # full MP4 at high quality
manim -qm scene.py MyScene --format=gif # GIF for a README demoBefore you finish:
manim -sql ... -n a,brenders cleanly at start / a mid range / end — no LaTeX errors, no missing-glyph boxes.- Equations/labels are mathematically correct and fully inside the frame (nothing clipped at edges).
- No overlap between mobjects at the inspected frames;
next_to/arrangeused instead of hand-guessed coords. - Timing reads well —
run_time/rate_funcintentional,self.wait()holds on key states, groups staggered not simultaneous. - Full MP4 encodes and plays; (optional) GIF rendered for the README.
Quick reference
| Need | Use |
|---|---|
| New animation | class S(Scene): def construct(self): ... |
| Show instantly / animate on | self.add(m) / self.play(Create(m)) |
| Animate a method | self.play(m.animate.shift(UP)) |
| Morph / replace | Transform(a,b) / ReplacementTransform(a,b) |
| Typeset math | MathTex(r"e^{i\pi}+1=0"), animate with Write |
| Morph equations | TransformMatchingTex(eq1, eq2) |
| Plot a function | ax=Axes(...); ax.plot(lambda x: x**2) |
| Live/linked value | ValueTracker + always_redraw(...) |
| Position relative | m.next_to(other, RIGHT, buff=0.3) |
| Duration / easing | self.play(a, run_time=2, rate_func=smooth) |
| Stagger a group | LaggedStart(*anims, lag_ratio=0.2) |
| Render / inspect / gif | manim -qh f.py S / -sql -n a,b / --format=gif |
Gotchas
- LaTeX is required for
Tex/MathTex(not forText). A missing-glyph box or compile error = LaTeX not installed or a bad TeX string. Always use raw stringsr"...". Transform(a, b)mutatesato look likeb(andbis not added);ReplacementTransform(a, b)leavesbon screen — pick based on which object you keep referencing after..animateinterpolates start→end states, so it can take odd paths for rotations/some transforms; use a dedicated animation (Rotate) when the path matters.- Updaters added with
add_updaterkeep running —mob.clear_updaters()(orremove_updater) when done, or later animations fight the updater. - Don't hand-guess coordinates; compose with
next_to,arrange,VGroup(...).arrange(DOWN), andax.c2p()so layout survives edits. construct()runs once to script the timeline; there is no realtime loop — never use wall-clock time or randomness without a seed.
Reference files
references/math-and-text.md— Text vs MarkupText vs Tex vs MathTex, raw strings, substring coloring (set_color_by_tex,substrings_to_isolate,{{ }}),TransformMatchingTexterm morphs, and LaTeX preamble/packages.references/graphs-and-updaters.md—Axes/NumberPlane,plot,get_area,c2p/p2c,ValueTracker,always_redraw,add_updater, a dot tracing a curve, and animated counters.references/3d-and-camera.md—ThreeDScene,set_camera_orientation,ThreeDAxes,Surface/parametric, ambient camera rotation, andMovingCameraScenepushes/follows.

