blueprint-figure
Draws static SVG figures for lessons, READMEs and manuals in the AI Engineering from Scratch…
Builds an interactive isometric machine page. Each station of one invented machine stands for one step of a process. A pure, tested state model drives the motion, the readouts and the copy. The page has controls and a verification loop. Trigger phrases: "isometric explainer",
$ npx -y skills add rohitg00/ai-engineering-from-scratch --skill isometric-explainer --agent claude-codeHow it fires
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Builds an interactive isometric machine page. Each station of one invented machine stands for one step of a process. A pure, tested state model drives the motion, the readouts and the copy. The page has controls and a verification loop. Trigger phrases: "isometric explainer",
name: isometric-explainer version: 1.0.0 description: > Builds an interactive isometric machine page. Each station of one invented machine stands for one step of a process. A pure, tested state model drives the motion, the readouts and the copy. The page has controls and a verification loop. Trigger phrases: "isometric explainer", "machine explainer", "explain this as a machine", "interactive isometric figure", "explorable explainer", "show how it works inside". tags: [isometric, svg, interactive, explainer, simulation]
This skill makes a single-page interactive figure. The figure is a solid isometric machine on a bench. Each station of the machine stands for one step of a process. For example, a request card moves on a carriage, a probe drops, and a press stamps the card. A pure state model decides every move, so the picture, the numbers and the words match. The `templates/` folder holds a working starter, and `kit/` holds the geometry library it uses.
1. Invent the machine. Write one sentence: "X moves through Y, and that motion means Z." If you cannot write it, pick another machine. See `references/concept.md`. 2. Count the parts on paper before you draw, and pick a tier.
| Tier | Parts | Approval | |---|---|---| | Figure | 40 to 80 | not needed | | Hero | 80 to 150 | not needed | | Larger | more than 150 | get the user's approval first |
3. Write the state model first. Make `model.mjs` pure and deterministic, with no DOM and no clock. `simulate(config)` returns an event list and totals. Test it before any geometry. See `references/state-model.md`. 4. Map each concept to a station. Write a table: station, concept word for its nameplate, what it does, what fails without it. 5. Write the parts list. List each part with its assembly, size in world units, tone and whether it moves. Geometry comes after the list. 6. Set the camera. Use world units and one isometric camera. Set elevation to 30 degrees. Pick the azimuth so the working faces point at the viewer. Fit the projection over the assembled and the exploded pose. 7. Build the static geometry once. Each part becomes one SVG group with a depth key. Movers get a `data-live` hook. See `references/geometry.md`. 8. Animate by translation. Move a part by changing its `transform` only. Rebuild a path only when its shape changes, such as a rod that gets longer. 9. Paint from back to front. Sort groups by depth key plus the depth of their current offset. Reorder the DOM only when the order changes. 10. Use one accent colour. Exactly one accent colour marks the active part and its nameplate. Everything else uses four grey shades and four line tones. 11. Add controls that change the model. Run, step, break, repair, reset and the config switches all act on a real `simulate` run. Write the config to the URL. See `references/live.md`. 12. Verify the page in a headless browser. Take screenshots at desktop and phone width in both themes. Add 4x close-ups, a line-end check, a scenario sweep with zero console errors and a contact sheet. See `references/verify.md`.
Truth:
Geometry:
Motion:
Page:
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Repo: rohitg00/ai-engineering-from-scratch
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