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/whaleyxbt/claude-motion --skill web-simsBefore 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.
Web sims
Read sims/README.md first; it has the contract and every command.
When to use this instead of Remotion
- Hundreds of moving things with their own rules (agents, particles, crawlers).
- A 3D object or machine the camera moves around or flies through.
- Anything that is easier to write as a three.js or canvas page than as React.
Motion graphics with type, UI and timed reveals stay in Remotion (src/).
Workflow
- Agree on the idea, the hero moment and the length with the user. Default
format: 1080×1350 layout (4:5), 60 fps, 20–24 s.
- Put every beat in a
timeline.jsonnext to the sim (chapters, the hero
moment, camera keys). Sound scripts read the same file.
- Start from the closest example:
crawlers(agents on DOM text),
dossier (the same plus screen-space overlays), engine (three.js object with cutaway, chapters, fly-through, exploded view, generated sound).
- Simulate anything stateful once at load;
render(t)only reads it. - Build:
node sims/build.mjs <name>. - Review with stills at every beat:
node sims/capture.mjs <name> --stills 0,2,5,8,12,16,20 --cols 4 --out out/sims/<name>-review.png. Open the sheet and check it like the review loop says: frame 0 strong, one focal point per frame, nothing blown out by bloom, text readable on a phone, labels never cover the subject. Fix and repeat.
- Sound: a music track (
--music, the sim getscfg.beatsand should hit
the drop), a generated bed (python3 sims/<name>/sound.py like sims/engine/sound.py), or both mixed with ffmpeg first.
- Capture:
node sims/capture.mjs <name> --size 1080x1350 --out out/sims/<name>.mp4
and look at a sheet of the final file before calling it done.
Lessons from the examples
- Bloom eats detail: keep emissive and additive layers under ~1.0 and raise
them only for the one hero moment.
- Glossy metal plus a low sun gives white streaks. Use roughness ≥ 0.45 and
envMapIntensity ≈ 0.5 on big surfaces.
- One hero object beats a crowd. If parts hide the subject, move them out of
the way or fade them.
- Chapters + a one-line caption per step + labels with real numbers make a
simulation read as an explanation, not just eye candy.
- A camera that flies through the object is worth more than ten orbits.





