orthogonal-animation-state

Implement orthogonal animation overlays that capture and restore original visual state.

1|Updated Feb 15, 2026
One-click install
npx skills add https://github.com/mlinnen/mr-pumpkin --skill orthogonal-animation-state
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: orthogonal-animation-state
Source: https://github.com/mlinnen/mr-pumpkin/tree/main/.squad/skills/orthogonal-animation-state
Command: npx skills add https://github.com/mlinnen/mr-pumpkin --skill orthogonal-animation-state

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Temporary animations often disrupt the main state machine by changing visuals without a reliable way to revert to the exact previous state.

Core Features & Use Cases

  • Orthogonal state variables separate animation state from main state machine.
  • Capture-on-start and Restore-on-complete patterns to revert to exact state.
  • Progress-based, non-interrupting animations that compose with other effects.
  • Practical examples: blink, rolling eyes, wink, eyebrow lift with state-capture logic.

Quick Start

Integrate the orthogonal-animation-state pattern into your animation engine to safely overlay temporary effects and restore origin state after completion.

Frequently Asked Questions about orthogonal-animation-state

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I overlay temporary animations without altering the core state machine?

Orthogonal animation overlays preserve origin state by using separate state variables, applying capture-on-start and restore-on-complete patterns to revert visuals to their exact previous state after transient effects finish.

What is the best way to restore exact visual state after a temporary animation completes?

Restore exact visual state by implementing a capture-on-start pattern that records the starting state, then applying a restore-on-complete mechanism to revert visuals without disrupting the main state machine.

How do I compose multiple transient animations without them interrupting each other?

Compose multiple transient animations by using progress-based, non-interrupting guards with composable prioritization, allowing effects like blink and roll to overlay simultaneously without overwriting the core visual state.

Can I use orthogonal animation overlays for complex game UI and character face effects?

Yes, orthogonal animation overlays are specifically applicable to complex animation systems like game UI, character faces, or HUD indicators, enabling transient effects such as winking or eyebrow lifts without altering core state.

Why does my temporary animation disrupt the main state machine and refuse to revert correctly?

Temporary animations disrupt the main state machine when they change visuals without a reliable way to revert, which you can fix by separating animation state into orthogonal variables with capture and restore patterns.