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Skill
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Audit score 70

text-to-lottie

diffusionstudio/lottie

Create and edit Lottie/Bodymovin JSON animations for the Skia Skottie player.

What is text-to-lottie?

Text-to-Lottie generates production-ready Lottie JSON animations verified in the official Skia Skottie player. Use it to author SVG animations, UI microinteractions, loaders, typography reveals, diagrams, data visualizations, and visual effects with intentional motion and professional polish.

  • Author Lottie JSON scenes with text-to-animation, SVG-to-Lottie conversion, and logo/icon animation
  • Create UI microinteractions, loaders, spinners, state feedback (success/error/warning), and badges
  • Design typography animations, lower thirds, captions, and text reveals with motion taste defaults
  • Build diagrams, technical line animations, data/chart animations, and product promos
  • Generate camera motion (pan, zoom, parallax), visual effects (glow, glass, gradients), and multi-beat sequences
  • Verify and debug animations directly in the official Skottie player with frame inspection and slot controls

How to install text-to-lottie

npx skills add https://github.com/diffusionstudio/lottie --skill text-to-lottie
Prerequisites
  • Access to the official Skia Skottie player project for verification
  • SVG source files (optional, for SVG-to-Lottie workflows)
  • Basic understanding of Lottie JSON structure and keyframe concepts
Claude Code
Cursor
Windsurf
Cline

How to use text-to-lottie

  1. 1.Route your task using the provided reference table (logo, typography, loader, diagram, etc.)
  2. 2.Load only the relevant reference files that match your animation type
  3. 3.Locate or create a target scene at public/projects/<project>/<scene-N>/lottie.json
  4. 4.Decide your background policy (transparent for overlays/icons, opaque for full-frame)
  5. 5.Author or edit the lottie.json file with intentional easing and motion defaults
  6. 6.Validate JSON syntax and verify the animation in the Skottie player using ?frame=N for frame inspection
  7. 7.Iterate on design, motion, and render issues before finalizing

Use cases

Good for
  • Animate a logo with SVG input and apply glow effects for a product launch
  • Create a data dashboard with animated KPI counters and chart reveals
  • Design a lower-third name tag with typography animation and glass effect for broadcast
  • Build a loader spinner with state feedback (success/error/warning) for UI feedback
  • Animate a technical diagram with line traces, callouts, and camera pan for documentation
Who it's for
  • Motion designers and animators building Lottie assets for web and app UIs
  • Product and marketing teams creating animated promos, launches, and social content
  • Developers integrating Skottie animations into applications requiring verified playback
  • UX designers prototyping microinteractions and state feedback animations
  • Technical illustrators animating diagrams, flows, and data visualizations

text-to-lottie FAQ

What is the difference between this skill and a generic Lottie editor?

This skill is built around the official Skia Skottie player for verification, includes curated reference recipes for common animation types (logos, loaders, typography, diagrams), applies consistent design and motion taste defaults, and prioritizes clean, intentional motion over literal prompt satisfaction.

Can I use SVG files as input?

Yes. The skill includes SVG-to-Lottie conversion and SVG compatibility guidance. Load the SVG compatibility reference alongside your primary recipe (e.g., logo animation or diagram animation).

What if I need a multi-beat sequence or long narrative animation?

Load the chapterization-transition-grammar reference for guidance on structuring long sequences, transitions, hard cuts, and multi-language variations.

How do I add interactive controls or slots to my animation?

Include a controls.json file alongside your lottie.json. The skill supports slot editing and control definitions for interactive elements like background color toggles or parameter adjustments.

What are the design defaults I should always follow?

Premium design means subtract, not add. Use one background tone, one divider treatment, zero chrome/container budget by default, and derive easing from behavior-based motion anchors rather than defaulting to linear motion.

Full instructions (SKILL.md)

Source of truth, from diffusionstudio/lottie.


name: text-to-lottie description: Create, edit, or fix Lottie/Bodymovin JSON animations for the local Skia Skottie player. Use for text-to-Lottie, SVG/logo/type animation, loaders/icons, state feedback, UI microinteractions, lower thirds, diagrams, data/stat/chart animations, product promos, scene/camera motion, visual effects, scene edits, slots/controls, and Skottie debugging.

Text To Lottie

Author production-ready Lottie JSON for the official local Skia Skottie player. The deliverable is a renderable scene in the player, not isolated JSON.

Operating Model

  • Use the official player project and verify in Skia Skottie. Do not hand-roll a custom viewer or switch renderers for verification.
  • Keep the skill portable across Agent Skills clients. Avoid host-specific commands, command modes, or orchestration conventions in skill instructions.
  • Prefer fewer questions and stronger defaults. Ask only when a decision changes the output materially, such as transparent vs full-frame background, brand constraints, target format, or supplied source assets.
  • Prioritize clean, intentional, professional motion over merely satisfying the literal prompt.

Reference Loading

This SKILL.md is the thin control plane. Load only one-level references that match the task. Do not open the whole reference library.

Always read references/player-contract.md before creating, editing, fixing, or verifying a scene. If a routed reference is unavailable, continue using the inline rules in this file.

User intentReferences to read when present
Any new/edit/fix Lottie scenereferences/player-contract.md
JSON structure, keyframes, slots, shapes, assetsreferences/lottie-spec-map.md
Logo animationreferences/recipe-logo.md, references/motion-taste.md, references/design-taste.md
Typography, title, quote, text revealreferences/recipe-typography.md, references/design-taste.md, references/motion-taste.md
Lower third, name tag, caption bar, overlayreferences/recipe-lower-thirds.md, references/design-taste.md, references/motion-taste.md
Loader, icon, spinner, badge animationreferences/recipe-loaders-icons.md, references/motion-taste.md
Success, error, warning, completion, empty statereferences/recipe-loaders-icons.md, references/design-taste.md, references/motion-taste.md
UI microinteractionreferences/recipe-ui-microinteractions.md, references/design-taste.md, references/motion-taste.md
Generic "animate this SVG" or SVG-to-Lottiereferences/recipe-svg-animation.md, references/svg-compatibility.md, references/motion-taste.md
Camera follow, pan, zoom, parallax, scene motionreferences/recipe-camera-scene-motion.md, references/design-taste.md, references/motion-taste.md
Diagram, technical line animation, callout, flow tracereferences/recipe-diagram-technical.md, references/design-taste.md, references/motion-taste.md
Data, stats, KPIs, charts, metrics, dashboard figuresreferences/recipe-data-stats.md, references/design-taste.md, references/motion-taste.md
Product launch, feature announcement, social promoreferences/recipe-product-promo.md, references/design-taste.md, references/motion-taste.md
Long text, multiple ideas, list/features/steps, timeline, before/after, problem/solution, quote+proof, recap/story, product walkthrough, multi-language variations, chapters, multi-beat sequence, episode, jump/hard cuts, transition grammarreferences/chapterization-transition-grammar.md, references/motion-taste.md
Glow, glass, metal, gradient, fill, bubble/burst effectsreferences/recipe-visual-effects.md, references/design-taste.md, references/motion-taste.md
SVG input inside logo/icon/UI/lower-third workThe task recipe plus references/svg-compatibility.md
Starter brief or reusable project directionreferences/recipe-starter-projects.md, references/design-taste.md, references/motion-taste.md
Any "premium", "clean", "minimal", "modern", "sleek", or "polished" qualifierreferences/design-taste.md (restraint defaults), plus the routed recipe

For mixed prompts, choose one primary recipe from the main deliverable, then add secondary references for source format or visual treatment. Examples: SVG logo with glow uses logo as primary plus SVG compatibility and visual effects; product launch with pan/zoom uses product promo plus camera scene motion; technical SVG diagram tracing uses diagram/technical plus SVG compatibility; kinetic title with glass sweep uses typography plus visual effects.

Workflow

  1. Route the task using the table above. Read only the relevant references that exist.
  2. Locate the official player project and resolve the target scene using the target precedence below. Before editing, verify the resolved path is public/projects/<project>/<scene-N>/lottie.json; re-read that current file immediately before overwriting because the UI can write slot edits back to source.
  3. Decide the background policy before authoring.
  4. Write or update public/projects/<project>/<scene-N>/lottie.json and, when useful, controls.json.
  5. Validate JSON, run or reuse the dev server, inspect exact frames with ?frame=N, and fix render/design/motion issues before finishing.

Inline Rules

Design Defaults (always apply)

These few defaults are non-negotiable and apply to every designed scene. Load references/design-taste.md for the full reasoning, especially for any "premium", "clean", "minimal", "modern", or "card" prompt.

  • Premium means subtract, not add. When a prompt says premium, clean, minimal, modern, sleek, or sophisticated, default to restraint: remove chrome before adding it. Premium is carried by scale, weight, brightness, spacing, and timing, never by cards, borders, dividers, shadows, glow, or stacked tints.
  • Chrome/container budget is 0 by default. Do not add a framing card, container, border, or divider unless it does a job that whitespace and alignment cannot. Separate grids and columns with negative space and alignment first, a single hairline second, and a filled or bordered card last and only when explicitly warranted.
  • One surface tone. Use one background tone. Do not stack two near-black or two near-white tints to fake a "surface"; it reads muddy. If a card surface must differ from the background, make it one deliberate step with a clear purpose.
  • One divider treatment, one color. If dividers are truly needed, use one weight and one color for all of them, title rule and column rules included. Never use slightly different colors or weights per divider.

Scene Rules

  • Scene files live at public/projects/<project>/<scene-N>/lottie.json.
  • Resolve target scenes by authority: an explicit file path wins; a browser URL route like /<project>/<scene> wins next; an already-known project/scene for the task wins next; otherwise create a new safe scene. Use /__context only for discovery, verification, or playback state unless the task explicitly says to edit what is currently on screen and no more specific target exists. Do not let /__context.live override a known file path, URL, or project/scene. Overwrite main-project/scene-1 only if it is still the untouched placeholder; otherwise create a new scene.
  • Full-frame standalone compositions should include a visible background layer with a bgColor slot and controls.json entry.
  • Transparent-by-default outputs include logos, icons, loaders, overlays, lower thirds, and SVG-derived assets unless the user asks for a background.
  • Include top-level v, fr, ip, op, w, h, nm, assets, and layers. Treat op as exclusive.
  • Use purposeful easing and staging. Avoid defaulting to linear motion. Derive easing from the behavior-based anchors in motion-taste.md (chosen by motion behavior, focal element strongest); do not fall back to one uniform ease for every layer.
  • Use slots for important editable values and add controls.json labels/ranges when they improve the properties panel.
  • For SVG input, preserve the viewBox, normalize styling, watch fill rules and intersections, and verify the result in Skottie.
  • Native Lottie text/text slots (ty:5) render in this player when the scene ships its font: drop a .ttf/.otf/.ttc next to lottie.json, declare it in fonts.list with fFamily matching the font's embedded family name, and reference it from text documents. The loader passes every scene font to Skottie. Prefer native text; reach for vector/shape text only for deliberate path effects (stroke-on, glyph morphs, handwriting). See the player-contract "Native Text" reference.

Verification

Before finishing:

  1. Confirm the intended target file path is public/projects/<project>/<scene-N>/lottie.json.

  2. Validate JSON:

    node -e "JSON.parse(require('fs').readFileSync('public/projects/<project>/<scene-N>/lottie.json','utf8'))"
    
  3. Confirm the official player is running and the scene appears in GET /__context.

  4. Inspect pinned frames in the browser. For new scenes, check frame 0, midpoint, and op - 1.

  5. Confirm the background policy matches the use case.

  6. Check for blank canvas, missing assets, unstyled shapes, wrong layer order, bad easing, awkward timing, cropped content, text overflow, and visible SVG artifacts.

  7. Finish only when the animation renders cleanly and feels intentional.

Maintenance Evals

Do not read eval files during normal animation work. Use them only when testing or changing this skill:

  • evals/trigger-prompts.json
  • evals/routing-prompts.json
  • evals/reference-loading-prompts.json
  • evals/output-rubric.md