Lottie animations are notoriously finicky when you're trying to author them programmatically instead of exporting from After Effects. This skill gets Claude to generate valid Bodymovin JSON that actually renders in a local Skia-based player, not the usual lottie-web runtime. The big gotcha it handles: Skottie requires all shape primitives to be wrapped in a group object or you get a blank canvas. It also wires up the slot system so you can expose properties like colors and sizes to a live editing panel without re-parsing the entire file. If you need to spin up animations on demand or let users tweak parameters in real time, this handles the JSON plumbing correctly.
npx -y skills add diffusionstudio/lottie --skill text-to-lottie --agent claude-codeInstalls into .claude/skills of the current project.
This app renders Lottie with Skia's Skottie module (via canvaskit-wasm),
not the JS lottie-web runtime. Follow the rules below and
verify the result.
This skill covers the mechanics — the JSON shape Skottie needs. For the craft (timing, easing, choreography, Disney animation principles), see LottieFiles' motion-design skill. Its guidance is in milliseconds; convert to frames with
frames = ms / 1000 * fr.
The deliverable is not just public/lottie.json: the viewer should be set up
and the animation should be previewable in the browser. If the player project is
missing, create it; if it exists, install/update dependencies as needed, start
the dev server, and open the local preview URL for verification.
Always use the official GitHub player project — never hand-roll a custom
viewer. This skill's JSON rules (slots, the properties panel, the ?frame=
URL controls, the Skottie wasm wiring) only hold inside that exact project. Do
not build your own HTML page, swap in lottie-web, or scaffold a bespoke
canvas setup — any of those will silently diverge from how this player renders
and the verification steps below won't apply. If the player project isn't
already on this machine, scaffold a fresh copy of the repo with degit:
npx degit diffusionstudio/lottie my-animation
cd my-animation
npm install # postinstall copies the CanvasKit wasm into /public
npm run dev
Then open the printed local URL. If you already have the project, just
npm install && npm run dev.
public/lottie.json. That is the only file
you need to touch to change what the app shows — src/App.tsx
fetches /lottie.json at startup.npm run dev), a Vite plugin watches that file
and full-reloads the page on save, so your edit appears immediately. No
other wiring is required.Every Lottie document is one JSON object with at least these fields:
{
"v": "5.7.0", // bodymovin version string
"fr": 60, // frame rate (fps)
"ip": 0, // in point (start frame)
"op": 120, // out point (end frame) — duration = (op - ip) / fr seconds
"w": 512, // composition width (px)
"h": 512, // composition height (px)
"assets": [], // images / precomps; [] if none
"layers": [ /* ... */ ]
}
The app letterboxes the w×h composition to fit the canvas, so pick a square
or sensible aspect ratio. op controls the total frame count shown in the UI.
layers follows After Effects order: the first entry in the array is the
topmost layer, and later entries render underneath it. Each layer needs at
minimum:
{
"ty": 4, // layer type: 4 = shape layer (the common case)
"nm": "circle", // name (optional but helpful)
"ip": 0, // layer in point
"op": 120, // layer out point — must cover the frames you want it visible
"st": 0, // start time
"ks": { /* transform — see below */ },
"shapes": [ /* ... */ ] // for shape layers
}
Common layer types: 4 shape, 2 image, 1 solid, 0 precomp, 5 text.
Prefer shape layers (ty: 4) for LLM-authored animations — no external
assets needed.
ks)Every layer has a transform. Each property is either static ({ "a": 0, "k": value })
or animated ({ "a": 1, "k": [ ...keyframes ] }).
"ks": {
"o": { "a": 0, "k": 100 }, // opacity 0–100
"r": { "a": 0, "k": 0 }, // rotation (degrees)
"p": { "a": 0, "k": [256, 256, 0] }, // position [x, y, z]
"a": { "a": 0, "k": [0, 0, 0] }, // anchor point [x, y, z]
"s": { "a": 0, "k": [100, 100, 100] } // scale (percent, per axis)
}
Anchor matters: rotation and scale pivot around the anchor a, expressed in
the layer's own coordinate space. To rotate a shape around its own center, set
the shape's geometry around the anchor (e.g. center the ellipse on a).
Skottie requires shape elements to be wrapped in a Group (ty: "gr"). A flat
list of shapes + fills directly in shapes renders blank. Always nest the
geometry, fill/stroke, and a group transform inside a group's it array:
"shapes": [
{
"ty": "gr", // GROUP — required wrapper
"nm": "ball",
"it": [
{
"ty": "el", // ellipse
"p": { "a": 0, "k": [0, 0] },
"s": { "a": 0, "k": [120, 120] }
},
{
"ty": "fl", // fill
"c": { "a": 0, "k": [0.2, 0.6, 1, 1] }, // RGBA, each 0–1
"o": { "a": 0, "k": 100 }
},
{
"ty": "tr", // GROUP TRANSFORM — include even if identity
"p": { "a": 0, "k": [0, 0] },
"a": { "a": 0, "k": [0, 0] },
"s": { "a": 0, "k": [100, 100] },
"r": { "a": 0, "k": 0 },
"o": { "a": 0, "k": 100 }
}
]
}
]
Shape primitives inside it:
"el" ellipse — p center, s [width, height]"rc" rectangle — p center, s [w, h], r corner radius"sh" custom path — ks.k is a bezier { "c": closed?, "v": verts, "i": inTangents, "o": outTangents }"st" stroke — c color, w width, o opacity"fl" fill — c color (RGBA 0–1), o opacity"tr" the group's transform (always include it last)Colors are normalized 0–1 RGBA, not 0–255. [1, 0, 0, 1] is opaque red.
Set "a": 1 and make k an array of keyframe objects. Each keyframe has a
time t (frame), a value s (start value for that segment, as an array), and
easing handles i/o:
"p": {
"a": 1,
"k": [
{ "t": 0, "s": [256, 120], "i": { "x": [0.5], "y": [1] }, "o": { "x": [0.5], "y": [0] } },
{ "t": 60, "s": [256, 400], "i": { "x": [0.5], "y": [1] }, "o": { "x": [0.5], "y": [0] } },
{ "t": 120, "s": [256, 120] }
]
}
t is the frame number; the last keyframe usually has no i/o/easing pair
beyond s (it's the end).s is always an array, even for scalars like rotation: "s": [360].i/o are the bezier ease handles (incoming / outgoing). x/y arrays in
[0..1]. For a smooth ease use x:[0.5], y:[1] (in) and x:[0.5], y:[0]
(out); for linear use x:[0], y:[0] / x:[1], y:[1]. Multi-dimensional
values may use per-axis arrays.The app can render a live properties panel (text inputs and sliders) that edit chosen values of the animation in real time. This rides on Skottie's native slot feature — no re-parse, the change shows on the next frame.
To make a property editable, do two things:
1. Declare a slot in the Lottie JSON. Add a top-level "slots" object whose
keys are slot IDs, and point a property at one with "sid" instead of (or
alongside) an inline value. The slot's "p" holds the default, in the same
shape the property would normally take.
{
"v": "5.7.0", "fr": 60, "ip": 0, "op": 90, "w": 512, "h": 512, "assets": [],
"slots": {
"ballColor": { "p": { "a": 0, "k": [0.231, 0.6, 1, 1] } }, // color: RGBA 0–1
"ballSize": { "p": { "a": 0, "k": 120 } } // scalar
},
"layers": [ /* ... */
// in the fill: "c": { "sid": "ballColor" }
// in a scalar: "s": { "sid": "ballSize" }
]
}
Slot types map to controls like this:
| Slot value | Control rendered |
|---|---|
| scalar (a single number) | slider |
| color (RGBA 0–1) | color picker |
vec2 ([x, y]) | two number inputs |
| text (a string) | text input |
The app discovers slots automatically via Skottie's getSlotInfo() — you do
not list them anywhere else for them to work. The panel appears as soon as
the animation declares at least one slot.
Every animation you produce must expose at least one control for the
background color. The player does not paint a composition background of its
own, so add a full-composition background layer as the last entry in
layers (so it renders underneath everything), fill it with a slotted color,
and label that slot in controls.json. Use a rectangle the size of the
composition:
// last layer in `layers`:
{
"ty": 4, "nm": "background", "ip": 0, "op": 120, "st": 0,
"ks": { "o": { "a": 0, "k": 100 }, "p": { "a": 0, "k": [256, 256, 0] },
"a": { "a": 0, "k": [0, 0, 0] }, "s": { "a": 0, "k": [100, 100, 100] },
"r": { "a": 0, "k": 0 } },
"shapes": [
{ "ty": "gr", "it": [
{ "ty": "rc", "p": { "a": 0, "k": [256, 256] },
"s": { "a": 0, "k": [512, 512] }, "r": { "a": 0, "k": 0 } },
{ "ty": "fl", "c": { "sid": "bgColor" }, "o": { "a": 0, "k": 100 } },
{ "ty": "tr", "p": { "a": 0, "k": [0, 0] }, "a": { "a": 0, "k": [0, 0] },
"s": { "a": 0, "k": [100, 100] }, "r": { "a": 0, "k": 0 },
"o": { "a": 0, "k": 100 } }
] }
}
// slots: "bgColor": { "p": { "a": 0, "k": [1, 1, 1, 1] } } // default white
// controls: { "sid": "bgColor", "label": "Background color" }
Match the rectangle's p/s to your composition's w×h. This is in addition
to whatever other controls the animation exposes.
2. (Optional) Describe presentation in public/controls.json. Slots only
expose an ID and type, not a label or a sensible slider range. The sidecar file
adds that. It is optional — missing entries fall back to the slot ID and a
generic 0–100 range. Like lottie.json, it hot-reloads on save.
{
"controls": [
{ "sid": "ballColor", "label": "Ball color" },
{ "sid": "ballSize", "label": "Ball size", "min": 40, "max": 240, "step": 1 }
]
}
sid must match a slot ID exactly.label is the display name; min/max/step shape scalar sliders and vec2
inputs (ignored for color/text).sid matches no slot is simply ignored; a slot with no entry
still renders with defaults.When you drive the page through a browser tool, do not pixel-drag the slider or hunt for the play button — it's unreliable and you can't land on an exact frame. Instead, pin the frame in the URL and read the canvas by its test id:
http://localhost:5173/?frame=60&paused=1
?frame=N seeks to frame N on load and holds it paused, so the moment sits
still for a screenshot. This is the right way to inspect a specific frame
(e.g. "is the ball at the bottom at frame 60?"): open ?frame=60, then
screenshot.?paused=1 starts paused (at frame 0, or at frame if also given);
?paused=0 forces autoplay even with a frame pinned.To change the inspected frame, navigate to a new URL (or just edit the query
string and reload). The canvas carries data-testid="lottie-canvas", so a
browser tool can target it directly for screenshots. If the canvas is blank,
the page hasn't finished loading or the Lottie failed to parse (check the
on-screen error).
node -e "JSON.parse(require('fs').readFileSync('public/lottie.json','utf8'))"."ty": "gr" group's it array, and
each group ends with a "tr" transform.op and each layer's op cover the frames you animate.w×h composition.s values are arrays; loops repeat the first value at the end.layers) with a slotted fill (e.g. bgColor) and a matching
controls.json label.npm run dev. A blank canvas (no error) → re-check the group wrapping.?frame=60&paused=1 and
screenshot, rather than dragging the on-screen slider.leonxlnx/taste-skill
supercent-io/skills-template
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