This skill should be used when the user asks to "make an ASCII animation", "build a terminal/CLI intro or loader", "convert an image or video to ASCII art", "add an ASCII shader/post-effect to a canvas or Three.js scene", "create retro/hacker text-character motion", or "animate text characters with a brightness ramp". Covers generative ASCII fields, image/video/3D-to-ASCII, and animated character art for both web and terminal.
Scanned 8/31/2026
Install to Claude Code
npx -y skills add iart-ai/web-animation-skills --skill ascii-animation --agent claude-codeInstalls into .claude/skills of the current project.
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---
name: ascii-animation
description: This skill should be used when the user asks to "make an ASCII animation", "build a terminal/CLI intro or loader", "convert an image or video to ASCII art", "add an ASCII shader/post-effect to a canvas or Three.js scene", "create retro/hacker text-character motion", or "animate text characters with a brightness ramp". Covers generative ASCII fields, image/video/3D-to-ASCII, and animated character art for both web and terminal.
version: 0.1.0
---
# ASCII Animation
Render motion entirely with text characters. ASCII output is extremely lightweight, distinctive, and works in browsers (`<pre>`/canvas), terminals (ANSI), and over any 3D scene (Three.js `AsciiEffect`).
## When to use
- Build terminal/CLI intros, loaders, banners, or a retro/hacker aesthetic.
- Convert an image, video frame, or 3D scene into animated ASCII.
- Add an ASCII post-effect over an existing canvas/WebGL render.
- Create generative text fields (plasma, sine waves, noise, tunnels).
## Core concept: the brightness ramp
Map luminance (0..1) to a character whose ink density matches. Order characters dark-to-light. Pick the index with `Math.round(lum * (ramp.length - 1))`.
Common ramps (dark to light):
- Short (10): ` .:-=+*#%@`
- Medium (16): ` .'\`^",:;Il!i><~+_-?][}{1)(|/tfjrxnuvczXYUJCLQ0OZmwqpdbkhao*#MW&8%B@$` truncated — see table below.
- Standard 70-level (Paul Bourke), best for photos:
`` $@B%8&WM#*oahkbdpqwmZO0QLCJUYXzcvunxrjft/\|()1{}[]?-_+~<>i!lI;:,"^`'. `` (reverse for dark-on-light).
Compute relative luminance from sRGB (perceptual):
```js
const lum = (0.2126 * r + 0.7152 * g + 0.0722 * b) / 255; // 0..1
```
Invert when drawing dark text on a light background: `lum = 1 - lum`.
## Character cell aspect correction (the #1 gotcha)
Monospace character cells are taller than wide — roughly **0.5 width:height**. Sampling a square pixel grid produces a vertically stretched image. Correct by sampling **fewer rows than columns**: for a target of `cols` characters wide, use `rows = Math.round(cols * (imgH / imgW) * fontAspect)` where `fontAspect ≈ 0.5`. Equivalently, when drawing to an offscreen canvas, set its height to `cols * aspect * 0.5`.
## Web rendering: `<pre>` vs canvas
- **`<pre>` + textContent**: simplest. One string with `\n` per row. Fine up to ~120×60 chars at 30fps. Set `white-space: pre; font-family: monospace; line-height: 1;`.
- **Canvas `fillText`**: needed for per-character color, larger grids, or 60fps. Draw each char at `x * cellW, y * cellH`. Faster than thousands of DOM nodes.
Generative `<pre>` field (plasma):
```js
const pre = document.querySelector('pre');
const COLS = 100, ROWS = 50, ramp = ' .:-=+*#%@';
function frame(t) {
let out = '';
for (let y = 0; y < ROWS; y++) {
for (let x = 0; x < COLS; x++) {
const v = Math.sin(x * 0.2 + t * 0.001)
+ Math.sin(y * 0.3 + t * 0.0013)
+ Math.sin((x + y) * 0.15 + t * 0.0007);
const lum = (v + 3) / 6; // normalize -3..3 to 0..1
out += ramp[Math.round(lum * (ramp.length - 1))];
}
out += '\n';
}
pre.textContent = out;
requestAnimationFrame(frame);
}
requestAnimationFrame(frame);
```
## Image / video to ASCII
Draw the source to a small offscreen canvas at `cols × rows`, read pixels with `getImageContext().getImageData`, then map each pixel to a character. For video, repeat per frame from a `<video>` element.
```js
function videoToAscii(video, cols = 120) {
const aspect = video.videoHeight / video.videoWidth;
const rows = Math.round(cols * aspect * 0.5); // cell aspect correction
const cv = document.createElement('canvas');
cv.width = cols; cv.height = rows;
const ctx = cv.getContext('2d', { willReadFrequently: true });
const ramp = ' .:-=+*#%@', pre = document.querySelector('pre');
(function tick() {
ctx.drawImage(video, 0, 0, cols, rows);
const { data } = ctx.getImageData(0, 0, cols, rows);
let out = '';
for (let i = 0; i < data.length; i += 4) {
const lum = (0.2126*data[i] + 0.7152*data[i+1] + 0.0722*data[i+2]) / 255;
out += ramp[Math.round(lum * (ramp.length - 1))];
if (((i / 4) + 1) % cols === 0) out += '\n';
}
pre.textContent = out;
requestAnimationFrame(tick);
})();
}
```
For Node image→ASCII, see `scripts/img-to-ascii.mjs`.
## 3D-to-ASCII with Three.js
`AsciiEffect` wraps a renderer and renders any scene as ASCII into a DOM element. Render through the effect, not the renderer.
```js
import { AsciiEffect } from 'three/addons/effects/AsciiEffect.js';
const effect = new AsciiEffect(renderer, ' .:-=+*#%@', { invert: true });
effect.setSize(innerWidth, innerHeight);
effect.domElement.style.color = '#0f0';
effect.domElement.style.backgroundColor = 'black';
document.body.appendChild(effect.domElement);
// in loop: effect.render(scene, camera); // NOT renderer.render
```
## Terminal / CLI animation
Loop with ANSI escape codes: hide the cursor, move to home, print the frame, throttle to 12–24 fps. Show the cursor again on exit.
```js
const ESC = '\x1b[';
process.stdout.write(ESC + '?25l'); // hide cursor
function frame(t) {
process.stdout.write(ESC + 'H'); // cursor to top-left
// build and write rows...
}
const id = setInterval(() => frame(Date.now()), 1000 / 20);
process.on('SIGINT', () => {
clearInterval(id);
process.stdout.write(ESC + '?25h' + ESC + '2J'); // show cursor, clear
process.exit();
});
```
Use `ESC + '2J'` to clear the whole screen, `ESC + 'H'` for home (cheaper per frame than clearing). Color with `\x1b[38;2;R;G;Bm` (truecolor) and reset with `\x1b[0m`.
## Deliver & verify (standalone HTML)
> **Packaged helper** (`scripts/`): `scripts/seek-shot.sh anim.html 0 1.5 3` freezes the `?t=N` harness and screenshots each moment; `scripts/contact-sheet.sh sheet.png frame-*.png` tiles them for one-glance review. See `scripts/README.md`.
For a self-contained web ASCII piece (generative field, image/video→ASCII, `AsciiEffect` scene) the deliverable is **one HTML file that opens directly in a browser** — the `<pre>`/canvas, the ramp, and the rAF loop inline (Three.js from CDN if used). No build step. One file is the right tier; don't reach for a bundler. (Terminal/CLI pieces verify differently — capture stdout or a screenshot of the terminal.)
**Output contract:**
- One `.html` file: the render target, the brightness ramp, and the `requestAnimationFrame` loop in one inline `<script>`.
- Drive frames from an **injectable time** (not `Date.now()`/`performance.now()` directly) and seed any randomness, so a frame is reproducible.
**Seek harness — freeze the rAF loop on a deterministic frame.** `?t=N` renders exactly one frame at simulated time `N` instead of looping, so a screenshot is reproducible. Feed `N` where the loop reads time, and fix the seed:
```html
<script>
const t = new URLSearchParams(location.search).get("t");
// your frame(time){…} reads `time`, not Date.now(); RNG uses a fixed seed
if (t !== null) { frame(parseFloat(t)); } // render ONE frame, no rAF
else { (function loop(now){ frame(now); requestAnimationFrame(loop); })(0); }
window.__ready = true;
</script>
```
**Verify loop — render → freeze → screenshot → check:** render at a few simulated times (`?t=0`, `?t=1000`, `?t=2000`), screenshot each, and check **fidelity** (ramp reads dark→light correctly, motion evolves) plus **artifacts** (vertical stretch from missing cell-aspect correction, wrong invert on a light bg, clipped grid, FOUC before the monospace font loads — fonts settle the cell metrics, so wait). Any headless tool works:
```bash
npx playwright screenshot --wait-for-timeout=500 "file://$PWD/ascii.html?t=1000" frame-mid.png
```
**Before you finish:**
1. Opens standalone — no console errors, CDN (Three.js, if used) loads, monospace font applied.
2. `?t=N` renders one deterministic frame (injected time + fixed seed), no live loop.
3. Screenshotted at 3 simulated times — matches the brief, no vertical stretch or wrong-invert.
4. `prefers-reduced-motion` honored — stop/slow the rAF loop, show a static frame.
5. Easing is intentional — frame rate throttled on purpose (12–24fps for retro feel), ramp ordering deliberate.
## Quick reference
| Need | Approach |
|------|----------|
| Simple generative field | `<pre>` + `textContent`, sine/noise → ramp |
| Photo fidelity | 70-level Bourke ramp, luminance from sRGB weights |
| Per-char color / 60fps | Canvas `fillText` per cell |
| Video | `<video>` → offscreen canvas → `getImageData` per frame |
| 3D scene | Three.js `AsciiEffect.render(scene, camera)` |
| Terminal | ANSI `\x1b[H` home + throttle 12–24fps, hide cursor |
| Aspect fix | `rows = cols * imgAspect * 0.5` |
## Reference files
- `references/rendering.md` — Full brightness ramp tables (10/70/extended), pixel sampling math and cell aspect correction, `<pre>` vs canvas tradeoffs with code, ANSI terminal frame loop with truecolor, and complete `AsciiEffect` wiring.
- `scripts/img-to-ascii.mjs` — Runnable Node script that converts a PNG/JPG file to ASCII text, with `--cols`, `--invert`, and `--ramp` flags.
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