# Anima

> Summarizes how to use the Anima animation engine (Scene, Mobjects, Fluent API, Pro API, camera, timeline, rendering, and CLI). Use when authoring or explaining Anima animations. Use when this capability is needed.

- Skill: `tomevault-io/anima` (Agent Skill, multi-file: 2 files)
- Install (CLI): `npx skillmds@latest add tomevault-io/anima`
- Raw SKILL.md: https://api.skillmd.com/api/skills/tomevault-io/anima/raw
- Safety review: pending (external: skill-scanner PASS, skillspector PASS)
- Works with: Claude Code, Claude.ai, OpenAI Codex
- Category: Integrations & APIs
- Author: tomevault-io (https://skillmd.com/u/tomevault-io)
- Updated: 2026-09-17
- Page: https://skillmd.com/skills/tomevault-io/anima

---


# Using the Anima Engine

Anima is a TypeScript animation engine for mathematical visualizations. It runs on Bun and renders to canvas.

Import everything from `'anima'` (the package index). All classes, animations, and easing functions are exported from there.

## Quick Start

```ts
import { Scene, Circle, Rectangle, Color, easeInOutQuad } from 'anima';

export class MyScene extends Scene {
  constructor() {
    super({ width: 1920, height: 1080, frameRate: 60, backgroundColor: Color.BLACK });

    const circle = new Circle(1).stroke(Color.WHITE, 2).pos(-2, 0); // radius 1, at position (-2, 0)
    const rect = new Rectangle(2, 1).fill(Color.BLUE, 0.6).pos(2, 0); // 2×1, at position (2, 0)

    // Items in the same play() call run in PARALLEL
    this.play(
      circle.fadeIn(1).moveTo(0, 0, 1), // fadeIn 1s, then move to (x=0, y=0) over 1s
      rect.fadeIn(1)                     // fadeIn 1s (runs in parallel with circle's chain)
    );

    this.wait(0.5); // 0.5 second pause

    // Successive play() calls run SEQUENTIALLY
    this.play(circle.fadeOut(0.5)); // fadeOut over 0.5s
  }
}
```

Render with CLI: `anima render myfile.ts -s MyScene -o output.mp4`

## Coordinate System

Origin `(0, 0)` is screen center. Y-axis points **up**. Visible frame is ~14.2 × 8 world units at 1920×1080.

## Skill Modules

For detailed usage of each subsystem, read the relevant module:

| Module | What it covers |
|---|---|
| [Scene](rules/scene.md) | Scene setup, config, coordinate system, `play()`, `wait()`, `add()`/`remove()`, lifecycle rules |
| [Mobjects](rules/mobjects.md) | Mobject/VMobject hierarchy, immediate setters (`pos`, `show`, `hide`, `setScale`, `setRotation`), `saveState()`/`restore()` |
| [Geometry](rules/geometry.md) | `Circle`, `Rectangle`, `Line`, `Arrow`, `Arc`, `Polygon`, `Point` — constructors and usage |
| [Styling](rules/styling.md) | `Color` class (presets, `fromHex`, `fromHSL`), `.stroke()`, `.fill()`, default appearance rules |
| [Animations](rules/animations.md) | Fluent API (chaining), Pro API (explicit objects), `Sequence`, `Parallel`, `MorphTo`, `delay()`, hybrid usage |
| [Easing](rules/easing.md) | All 30+ easing functions: standard, bounce, Manim-style rate functions, choosing guide |
| [Camera](rules/camera.md) | `CameraFrame` animations (`zoomIn`, `zoomOut`, `centerOn`, `fitTo`, `zoomToPoint`), `Shake`, `Follow`, bounds, instant methods |
| [Text](rules/text.md) | `Text` creation from font files, `TextStyle`, glyph access, animating text |
| [Graph](rules/graph.md) | `Graph` nodes/edges, layout algorithms (`circular`, `tree`, `force-directed`), `updateEdges()` |
| [VGroup](rules/vgroup.md) | `VGroup` children management, `arrange()`, `center()`, `toCorner()`, `alignTo()`, cascading styles |
| [Keyframes](rules/keyframes.md) | `KeyframeAnimation`, `KeyframeTrack` — fine-grained multi-property keyframe control |
| [Rendering](rules/rendering.md) | `Renderer`, formats (mp4/webp/gif/sprite/png), `Resolution` presets, quality, CLI commands, `serialize`/`deserialize` |

## Core Rules for Authoring Scenes

1. **Extend `Scene`** and build everything in the constructor.
2. **Intro animations** (`fadeIn`, `write`, `draw`, `FadeIn`, `Write`, `Draw`) auto-add objects to the scene.
3. **Transform/exit animations** (`moveTo`, `rotate`, `scaleTo`, `fadeOut`, etc.) require the target to already be in the scene.
4. Use `this.add(obj)` for static objects that should be visible without animation.
5. All durations are in **seconds**.
6. All angles are in **radians**.
7. Multiple items in one `this.play(...)` call run in **parallel**. Successive `play()` calls run **sequentially**.
8. Use `this.wait(seconds)` to insert gaps between play calls.

## Long Video Tips

For 30–50 minute videos:

- **Structure in sections**: Group related animations with `this.wait()` between logical sections.
- **Use `saveState()` / `restore()`**: Save object positions before zooming in, restore to return.
- **Camera management**: Use `centerOn`, `fitTo`, and `zoomIn`/`zoomOut` to guide the viewer's focus.
- **Reuse objects**: `remove()` objects when done, `add()` new ones. Don't leave hundreds of invisible objects in the scene.
- **Use `Sequence` and `Parallel`**: For complex choreography, compose explicitly rather than deeply nesting fluent chains.
- **Keyframes**: For complex motion paths, use `KeyframeAnimation` instead of chaining dozens of `moveTo` calls.
- **Preview quality**: Use `quality: 'preview'` or the CLI `preview` command during iteration, switch to `production` for final render.

---
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<!-- tomevault:4.0:skill_md:2026-04-11 -->

