iart-ai/motion-design-skills3 files

Motion Background

This skill should be used when the user asks to "add an animated background", "build a mesh/gradient background", "make an aurora/shader background", "add constellation/particle background", "animated hero background", or "a subtle looping background behind content". Covers CSS mesh gradients, GLSL shader gradients (Three.js), canvas particle constellations, seamless loops, and reduced-motion/performance handling — fully self-contained.

Specification
Skill ID
iart-ai/motion-design-skills/motion-background
Publisher
iart-ai
Repository
motion-design-skills
Installs
0
Files
3
Synced
Sep 23, 2026
How to use it

Open any RiverX project, open the Skills panel in the chat, and search for this identifier. The files are fetched from the source repository at install time.

iart-ai/motion-design-skills/motion-backgroundInstalls these files
  • README.md
  • SKILL.md
  • references/background-recipes.md

What this skill tells the agent

Motion Background

Ambient, living backgrounds that sit behind content without stealing focus. The goal is subtle, seamlessly looping motion that stays readable and performant. This skill is self-contained: every technique below ships its own runnable code — CSS, GLSL, and canvas — with no external dependencies beyond Three.js where a shader is involved.

When to use

  • Hero/landing background that subtly moves; section ambience.
  • Login/splash/empty-state living backdrops.
  • A gradient, mesh, aurora, shader, or particle/constellation field behind text or UI.

Pick an approach

LookTechniqueCost
Soft animated gradient/meshCSS gradients + keyframesCheapest, no JS
Flowing aurora / organic noiseGLSL fragment shader (Three.js full-screen quad)GPU, moderate
Constellation / drifting dotsCanvas 2D particlesCPU, scales with count
Depth / parallaxSame shader/particles with mouse-driven offsetModerate

Default to CSS if a gradient suffices — it is the cheapest and most reliable. Use a shader for organic flowing color; use canvas particles for a constellation/network look.

Design rules

  • Subtle: low contrast versus content, slow motion (long periods, 8–30s loops), nothing that competes with text.
  • Readable: keep contrast for foreground text; add a scrim (linear-gradient overlay or backdrop) if needed.
  • Seamless loop: drive motion with periodic functions so time wraps with no visible jump (see below).
  • Respect motion preferences and battery: honor prefers-reduced-motion, and pause when offscreen or the tab is hidden.

Core techniques (inlined, runnable)

1. Animated CSS mesh gradient (no JS)

Layered radial gradients whose positions drift. Animating background-position on a larger-than-viewport gradient loops seamlessly.

.bg {
  position: fixed; inset: 0; z-index: -1;
  background:
    radial-gradient(40% 50% at 20% 30%, #5b8cff55, transparent 60%),
    radial-gradient(45% 55% at 80% 20%, #b05bff55, transparent 60%),
    radial-gradient(50% 60% at 50% 80%, #2de1c255, transparent 60%),
    #0b0e1a;
  background-size: 200% 200%;
  animation: meshmove 24s ease-in-out infinite;
}
@keyframes meshmove {
  0%, 100% { background-position: 0% 0%, 100% 0%, 50% 100%; }
  50%      { background-position: 30% 20%, 70% 30%, 60% 70%; }
}
@media (prefers-reduced-motion: reduce) {
  .bg { animation: none; }
}

The 0% and 100% keyframes are identical, so the loop has no seam.

2. Full-screen GLSL gradient + noise shader (Three.js)

A flowing aurora/gradient using value noise in a fragment shader on a full-screen plane. uTime advances each frame; to loop, feed it a wrapped time (section 4).

import * as THREE from 'three';

const canvas = document.querySelector('#bg');
const renderer = new THREE.WebGLRenderer({canvas, antialias: true});
renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2)); // cap for perf
const scene = new THREE.Scene();
const camera = new THREE.OrthographicCamera(-1, 1, 1, -1, 0, 1);

const uniforms = {
  uTime: {value: 0},
  uRes: {value: new THREE.Vector2()},
  uColorA: {value: new THREE.Color('#5b8cff')},
  uColorB: {value: new THREE.Color('#b05bff')},
};

const material = new THREE.ShaderMaterial({
  uniforms,
  vertexShader: `void main(){ gl_Position = vec4(position, 1.0); }`,
  fragmentShader: `
    precision highp float;
    uniform float uTime; uniform vec2 uRes;
    uniform vec3 uColorA, uColorB;

    // hash + value noise
    float hash(vec2 p){ return fract(sin(dot(p, vec2(127.1,311.7)))*43758.5453); }
    float noise(vec2 p){
      vec2 i = floor(p), f = fract(p);
      float a = hash(i), b = hash(i+vec2(1,0));
      float c = hash(i+vec2(0,1)), d = hash(i+vec2(1,1));
      vec2 u = f*f*(3.0-2.0*f);
      return mix(mix(a,b,u.x), mix(c,d,u.x), u.y);
    }
    float fbm(vec2 p){
      float v=0.0, a=0.5;
      for(int i=0;i<5;i++){ v += a*noise(p); p*=2.0; a*=0.5; }
      return v;
    }
    void main(){
      vec2 uv = gl_FragCoord.xy / uRes.xy;
      float n = fbm(uv*3.0 + vec2(uTime*0.05, uTime*0.03));
      vec3 col = mix(uColorA, uColorB, smoothstep(0.2, 0.8, n + uv.y*0.3));
      gl_FragColor = vec4(col, 1.0);
    }`,
});

const quad = new THREE.Mesh(new THREE.PlaneGeometry(2, 2), material);
scene.add(quad);

function resize(){
  renderer.setSize(window.innerWidth, window.innerHeight);
  uniforms.uRes.value.set(window.innerWidth, window.innerHeight);
}
window.addEventListener('resize', resize); resize();

const clock = new THREE.Clock();
let running = true;
function loop(){
  if (running){
    uniforms.uTime.value = clock.getElapsedTime();
    renderer.render(scene, camera);
  }
  requestAnimationFrame(loop);
}
loop();

3. Canvas constellation particles

Drifting points connected by lines when near — the classic "network" background. Pure canvas 2D, no dependencies.

const canvas = document.querySelector('#stars');
const ctx = canvas.getContext('2d');
let W, H, pts;
const COUNT = 80, LINK = 120;

function init(){
  W = canvas.width = innerWidth; H = canvas.height = innerHeight;
  pts = Array.from({length: COUNT}, () => ({
    x: Math.random()*W, y: Math.random()*H,
    vx: (Math.random()-0.5)*0.3, vy: (Math.random()-0.5)*0.3,
  }));
}
addEventListener('resize', init); init();

function frame(){
  ctx.clearRect(0, 0, W, H);
  for (const p of pts){
    p.x += p.vx; p.y += p.vy;
    if (p.x<0||p.x>W) p.vx*=-1;
    if (p.y<0||p.y>H) p.vy*=-1;
    ctx.fillStyle = '#9db4ff'; ctx.fillRect(p.x, p.y, 2, 2);
  }
  for (let i=0;i<COUNT;i++) for (let j=i+1;j<COUNT;j++){
    const dx=pts[i].x-pts[j].x, dy=pts[i].y-pts[j].y;
    const d=Math.hypot(dx, dy);
    if (d<LINK){
      ctx.strokeStyle = `rgba(157,180,255,${1-d/LINK})`;
      ctx.beginPath(); ctx.moveTo(pts[i].x,pts[i].y); ctx.lineTo(pts[j].x,pts[j].y); ctx.stroke();
    }
  }
  requestAnimationFrame(frame);
}
frame();

The O(n²) link loop is fine to ~120 points; above that, spatial-hash into a grid and only test neighboring cells.

4. Seamless loop technique

For canvas/JS, wrap time into a fixed period so motion repeats exactly. Use the loop phase (0→2π) as the argument to periodic functions:

const PERIOD = 12; // seconds
const phase = (t % PERIOD) / PERIOD * Math.PI * 2;
const offset = Math.sin(phase) * amp;          // returns to start at t = PERIOD

Any motion built only from sin/cos of phase (or integer multiples) loops seamlessly. In the shader, feed uTime = phase and use only sin/cos of it; for noise-scrolled gradients, scroll by an integer number of noise cells per period so the field tiles.

5. Reduced motion + offscreen/hidden pause

const reduce = matchMedia('(prefers-reduced-motion: reduce)').matches;
if (reduce) {
  running = false;                 // render one static frame, then stop
  renderer.render(scene, camera);
}

// Pause when the tab is hidden
document.addEventListener('visibilitychange', () => {
  running = !document.hidden && !reduce;
});

// Pause when the canvas scrolls offscreen
new IntersectionObserver(([e]) => {
  running = e.isIntersecting && !document.hidden && !reduce;
}).observe(canvas);

When running is false, skip the render inside the rAF loop (as in section 2) — the loop stays alive to resume cheaply, but does no GPU/CPU work.

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.

A motion background ships as one `.html` file that opens directly in a browser — markup, the background, and (for shader/canvas) Three.js or canvas JS from CDN, all inline. One file is the right tier.

Output contract:

  • One .html file: the background layer + a sample of foreground text on top to check readability/contrast.

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