Ascii Animation

iart-ai/web-animation-skills/skills/ascii-animation

by iart-aib6dba3eb7597No license34 starsListed Oct 9, 2026Updated Oct 8, 2026Repository updated 3 months ago

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.

Includes scriptsDesign & Creative
AI-generated overview

Renders animated ASCII art from generative fields, images, video, 3D scenes, or terminal frames.

What it does
This skill explains how to render motion using text characters, mapping luminance to a brightness ramp and correcting for monospace cell aspect. It covers generative fields, image and video to ASCII conversion, Three.js AsciiEffect post-effects, and ANSI terminal animation loops. It also describes packaging a standalone HTML deliverable with a deterministic seek harness and verifying frames by screenshot. A Node script converts PNG or JPG files to ASCII text with column, invert, and ramp flags.
When to use it
Use it when asked to build a terminal or CLI intro, loader, or banner, convert an image, video frame, or 3D scene to ASCII, add an ASCII post-effect over a canvas or WebGL render, or create generative text-character motion.
Requirements
Runs in a browser or Node.js; Three.js is loaded from a CDN when used. It ships an executable Node script (scripts/img-to-ascii.mjs) and shell helpers for screenshots and contact sheets, which require a headless browser tool such as Playwright.

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 cursorfunction 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

NeedApproach
Simple generative field<pre> + textContent, sine/noise → ramp
Photo fidelity70-level Bourke ramp, luminance from sRGB weights
Per-char color / 60fpsCanvas fillText per cell
Video<video> → offscreen canvas → getImageData per frame
3D sceneThree.js AsciiEffect.render(scene, camera)
TerminalANSI \x1b[H home + throttle 12–24fps, hide cursor
Aspect fixrows = 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.

Source and attribution

Source:iart-ai/web-animation-skillsinskills/ascii-animationat commitb6dba3e

License: No license

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