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Claude Opus 5.5 Prompts

Claude Opus 5.5 Prompts & Video Workflows

Curated collection of high-converting prompts for Claude Opus 5.5. Explore interactive HTML, single-file Canvas state machines, and code-driven video generation pipelines.

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Choose between code-driven artifact prompts and video generation motion pipelines.

Featured Highlights

Most starred and highly reproduced community prompts.

Opus 5.5Featured
Interactive Transformer & Attention Visualizer

Build a self-contained HTML lesson that animates token embeddings, multi-head attention weights, and feed-forward blocks with scrubbable timeline controls.

Interactive Transformer & Attention Visualizer
Canvas 2D + SVG60 FPS
#Transformer#Attention#Explainer+3
interactive16:9
帮我使用 JavaScript 创建一个主题为「什么是 Transformer」的自包含交互讲解页面(可在浏览器中当作「视频式」分步播放,也可自由探索)。

要求:
1. 单个 HTML 文件,vanilla JS + Canvas 2D(必要时可用 SVG 叠层做文字),无外部图片/字体/视频模型。
2. 结构:输入句子 → Token 化 → Embedding + 位置编码 → 多头 Self-Attention(显示 Q/K/V 与 softmax 权重热力图)→ 残差与 LayerNorm → FFN → 输出 logits。每一步可点击或拖动时间轴 seek(t) 进入。
3. 交互:点击某个 token 高亮其对所有 token 的 attention 权重;切换 head 索引;显示数值矩阵的小窗(可缩放)。
4. 视觉:深色背景、高对比配色、等宽数字;动画用确定性函数计算,禁止 CSS transition 驱动核心数据。
5. 受众:有基础线性代数的大学生;附 3 条「看完应能解释」的学习目标。
6. 交付:完整源码 + 简短 README(如何本地打开、如何录屏导出 MP4 的建议帧率)。先渲染/预览前 20 秒等价的分步演示,检查公式与标签无溢出,再补全后续步骤。
YouMind community
Opus 5.5Featured
Dynamic Product Story — Single-Shape UI State Machine

One HTML file, one canvas, one draw(t): morph one element through 8–12 product UI states driven by a visible cursor with clicks, typing, and drag.

Dynamic Product Story — Single-Shape UI State Machine
Canvas 2D seek(t)60 FPS
#UI Morph#Canvas 2D#Motion Graphics+2
15–30s loop1:1 / 16:9 / 9:16 (ask user)
请先向我询问:
• 我的产品 + URL
• 8–12 个能讲述其产品故事的 UI 状态
• 每个状态中显示的真实数据(禁止编造指标)
• 品牌颜色 + 字体 + 强调色
• 所需格式(1:1, 16:9, 9:16)

然后交付:
一个 HTML 文件。一个 canvas。一个 draw(t) 函数。
无 CSS 过渡。无 setInterval 计时器。帧与帧之间不保留未在 draw(t) 中计算的隐藏状态。
单一形状,永不切割成多个独立图层:每个状态都是同一元素在改变大小、圆角和颜色,同时内部内容发生切换。
由光标驱动序列,包含真实的点击、输入和一次拖拽;光标位置与速度在最后一帧必须与第一帧完全一致(若做循环)。

技术约束:
- 所有几何与颜色由 seek(t) 闭式计算;弹簧用阶跃响应叠加,不用 bounce easing。
- 使用 Geist 或我提供的品牌字体栈;暖灰背景。
- 先输出分镜表(每状态 1 句核心信息 + 停留时长),再写代码。
- 先导出 5 秒低清预览,检查文字可读性与状态衔接,再完成全片。
Martijn Verbove
Opus 5.5Featured
Interactive Camera Lens Optical Lab

Explain focus and depth of field by moving lens elements and the sharp plane through a scene via a focus-ring control.

Interactive Camera Lens Optical Lab
Canvas 2D / WebGL60 FPS
#Camera#Optics#Explainer+2
interactive16:9
请用 Opus 5.5 构建一个「交互式相机镜头实验室」单页应用,向摄影初学者解释对焦与景深。

功能:
1. 侧视简化的镜头组(多片透镜)+ 场景中有近、中、远三个物体(带尺寸标注)。
2. 对焦环(或滑块)连续可调:拖动时镜片间距/焦点位置变化,画面实时更新景深——只有落在焦平面上的区域清晰,其余呈现可理解的虚化(可用 CoC 近似,而非物理级 ray tracing)。
3. 显示辅助线:焦平面位置、hyperfocal 提示(可选开关)、当前 f-number 与焦距(可用预设档位)。
4. 无外部图片;图形用 Canvas 2D 绘制;所有状态由参数 t 或对焦距离 d 确定性计算。
5. 底部 3 条文字提示对应「对焦在近处/远处」时环应如何旋转;支持键盘左右微调。

交付 HTML + 内联 JS。先自测对焦环全行程无跳变,再在 390px 宽手机视口检查控件不重叠。
Ryan Sael
Opus 5.5Featured
Complex Algorithm Refactor & Architecture System Prompt

Staff-engineer system prompt for safe refactors: invariants, complexity budgets, test plans, and incremental PR slices.

Complex Algorithm Refactor & Architecture System Prompt
SVG Graph + D3-like layout60 FPS
#System Prompt#Architecture#Refactoring+1
我要重构以下模块 [粘贴路径/代码/性能问题描述]。请作为 Staff Engineer:

1. 用 5 条以内复述现状与目标(延迟、内存、可维护性)。
2. 列出必须保持的不变量与边界条件(含 3 个反例输入)。
3. 给出 2 种方案对比(复杂度、风险、测试成本),推荐其一。
4. 输出分 PR 的实施顺序,每个 PR 附测试清单与回滚方式。
5. 最后给出核心算法的伪代码与关键数据结构变更图(文字描述即可)。

禁止直接输出大段未解释的最终代码;先把计划写清楚,等我确认再写 Patch。
awesome-opus-5-5-videos playbook
Opus VideoFeatured
A Seamless UI Morph Loop

1440×1440 pure-time HTML UI loop: 8–12 states, closed-form springs, cursor-driven manipulation, NumPy beat grid, Playwright subframes + FFmpeg tmix.

A Seamless UI Morph Loop
Playwright + FFmpeg60 FPS
#UI Morph#Motion Graphics#Playwright+2
loop ~1 bar × 71:1
Use the full template for a beat-synced UI morph loop rendered from a single HTML scene with Playwright and FFmpeg.

Inputs I will provide: 8–12 UI states, one accent color (or monochrome), and a royalty-free track near 120 BPM.

Visual rules:
- 1440×1440 warm-gray canvas, Geist typography.
- ONE continuously morphing shell (never cut into separate layers); content swaps inside with short blur only.
- Visible cursor causes EVERY click and drag; drags set values from cursor position while held, release springs from current state.
- Restrained springs and camera zooms; NO bounce easing, particles, glow, chrome gradients, mismatched icon weights, dead air, or template SaaS look.

Beat map (7 bars): button → loader → check → dynamic island → player play/pause → scrubber drag → overextended volume slider → toggle → liquid tab indicator → self-drawing chart + tooltips → command palette type/filter → Enter → toast → return to starting button.

Engine:
- Single HTML file; seek(t) computes ALL properties; no CSS transitions, no setInterval, no hidden frame state.
- Closed-form spring step responses with superposition for multi-step targets; independent edge springs for tabs/toggles.

Render:
- Analyze audio in NumPy; start on downbeat; UI clicks on measured peaks.
- Playwright: 4 subframes per output frame; FFmpeg tmix → 60fps motion blur.
- Before full render: one still per beat; fix off-grid timing and legibility; avoid will-change on camera-scaled nodes; separate in/out text timing; last frame MUST match first (cursor pos + velocity).
twoclipping
Opus VideoFeatured
15-Second Motion-Design Showreel

Résumé-quality 15s motion reel; creator gave full creative freedom—agent picks type, transitions, and music.

15-Second Motion-Design Showreel
Code-driven Motion60 FPS
#Motion Graphics#Showreel#Typography
15s16:9
制作一段 15 秒的 dynamic motion-design showreel,用于设计师作品集。请尽情发挥(go all out):自主决定视觉系统、字体排印、转场语言和配乐(可用 Web Audio 生成或我提供的音轨)。

约束:
- 前两秒必须有强钩子;全程避免超过 0.4s 的静止。
- 结尾 1 秒留 memorable logo/type moment。
- 优先用代码渲染(Canvas/SVG/HTML),单文件或可复现渲染脚本。
- 先给 480p 预览 + 分镜表(时间码 + 画面描述),我确认后再出 1080p 母版。
Stephan Livera

All Prompts Library

Showing 30 prompts

Opus 5.5Featured
Interactive Transformer & Attention Visualizer

Build a self-contained HTML lesson that animates token embeddings, multi-head attention weights, and feed-forward blocks with scrubbable timeline controls.

Interactive Transformer & Attention Visualizer
Canvas 2D + SVG60 FPS
#Transformer#Attention#Explainer+3
interactive16:9
帮我使用 JavaScript 创建一个主题为「什么是 Transformer」的自包含交互讲解页面(可在浏览器中当作「视频式」分步播放,也可自由探索)。

要求:
1. 单个 HTML 文件,vanilla JS + Canvas 2D(必要时可用 SVG 叠层做文字),无外部图片/字体/视频模型。
2. 结构:输入句子 → Token 化 → Embedding + 位置编码 → 多头 Self-Attention(显示 Q/K/V 与 softmax 权重热力图)→ 残差与 LayerNorm → FFN → 输出 logits。每一步可点击或拖动时间轴 seek(t) 进入。
3. 交互:点击某个 token 高亮其对所有 token 的 attention 权重;切换 head 索引;显示数值矩阵的小窗(可缩放)。
4. 视觉:深色背景、高对比配色、等宽数字;动画用确定性函数计算,禁止 CSS transition 驱动核心数据。
5. 受众:有基础线性代数的大学生;附 3 条「看完应能解释」的学习目标。
6. 交付:完整源码 + 简短 README(如何本地打开、如何录屏导出 MP4 的建议帧率)。先渲染/预览前 20 秒等价的分步演示,检查公式与标签无溢出,再补全后续步骤。
YouMind community
Opus 5.5Featured
Dynamic Product Story — Single-Shape UI State Machine

One HTML file, one canvas, one draw(t): morph one element through 8–12 product UI states driven by a visible cursor with clicks, typing, and drag.

Dynamic Product Story — Single-Shape UI State Machine
Canvas 2D seek(t)60 FPS
#UI Morph#Canvas 2D#Motion Graphics+2
15–30s loop1:1 / 16:9 / 9:16 (ask user)
请先向我询问:
• 我的产品 + URL
• 8–12 个能讲述其产品故事的 UI 状态
• 每个状态中显示的真实数据(禁止编造指标)
• 品牌颜色 + 字体 + 强调色
• 所需格式(1:1, 16:9, 9:16)

然后交付:
一个 HTML 文件。一个 canvas。一个 draw(t) 函数。
无 CSS 过渡。无 setInterval 计时器。帧与帧之间不保留未在 draw(t) 中计算的隐藏状态。
单一形状,永不切割成多个独立图层:每个状态都是同一元素在改变大小、圆角和颜色,同时内部内容发生切换。
由光标驱动序列,包含真实的点击、输入和一次拖拽;光标位置与速度在最后一帧必须与第一帧完全一致(若做循环)。

技术约束:
- 所有几何与颜色由 seek(t) 闭式计算;弹簧用阶跃响应叠加,不用 bounce easing。
- 使用 Geist 或我提供的品牌字体栈;暖灰背景。
- 先输出分镜表(每状态 1 句核心信息 + 停留时长),再写代码。
- 先导出 5 秒低清预览,检查文字可读性与状态衔接,再完成全片。
Martijn Verbove
Opus 5.5Featured
Interactive Camera Lens Optical Lab

Explain focus and depth of field by moving lens elements and the sharp plane through a scene via a focus-ring control.

Interactive Camera Lens Optical Lab
Canvas 2D / WebGL60 FPS
#Camera#Optics#Explainer+2
interactive16:9
请用 Opus 5.5 构建一个「交互式相机镜头实验室」单页应用,向摄影初学者解释对焦与景深。

功能:
1. 侧视简化的镜头组(多片透镜)+ 场景中有近、中、远三个物体(带尺寸标注)。
2. 对焦环(或滑块)连续可调:拖动时镜片间距/焦点位置变化,画面实时更新景深——只有落在焦平面上的区域清晰,其余呈现可理解的虚化(可用 CoC 近似,而非物理级 ray tracing)。
3. 显示辅助线:焦平面位置、hyperfocal 提示(可选开关)、当前 f-number 与焦距(可用预设档位)。
4. 无外部图片;图形用 Canvas 2D 绘制;所有状态由参数 t 或对焦距离 d 确定性计算。
5. 底部 3 条文字提示对应「对焦在近处/远处」时环应如何旋转;支持键盘左右微调。

交付 HTML + 内联 JS。先自测对焦环全行程无跳变,再在 390px 宽手机视口检查控件不重叠。
Ryan Sael
Opus 5.5
5,000 Years of Chinese History — Minimal Line-Art Timeline

Fast, entertaining line-art recap of Chinese history with era beats, readable labels, and music-synced transitions.

5,000 Years of Chinese History — Minimal Line-Art Timeline
Canvas / Motion Graphics60 FPS
#History#Timeline#Line Art+2
60–120s16:9
制作一支 engaging、light、entertaining 的 line-art 动画,快速回顾中华五千年历史,并配上合适的背景音乐(可使用 Web Audio 生成简单氛围或预留我提供的音轨接口)。

要求:
1. JavaScript + Canvas 2D,单 HTML;无外部插画素材。
2. 先给出时代大纲(朝代/时期 + 1 句关键词),再映射到时间轴镜头:每次时代切换有独特转场(卷轴、印章、河流等 metaphor 任选但需统一线宽)。
3. 字幕:中文为主,关键年代与人物名必须可读;禁止堆砌无法辨认的小字。
4. 事实:列出可能有争议或需我确认的 5 条史实假设;不要把未核对细节写成定论。
5. 输出可重复渲染的 draw(t) 或帧序列命令,并说明如何用 FFmpeg 从帧序列合成 MP4。
akokoi1
Opus 5.5
Retro Pixel Adventure — HTML5 Canvas Game Engine

Self-contained pixel platformer at low logical resolution, integer scaling, fixed palette, pooled particles, 60 Hz fixed step.

Retro Pixel Adventure — HTML5 Canvas Game Engine
Canvas 2D Pixel Buffer60 FPS
#Games#Pixel Art#Canvas 2D+2
playable16:9
Create a self-contained retro pixel-art adventure platformer in one offline HTML file with vanilla JavaScript and Canvas 2D.

Specs:
- Logical resolution 160×90 (or 128×96); integer-scale to fit window; imageSmoothingEnabled = false; all drawing on integer coords.
- Fixed ~32-color palette; no gradients, rotation blur, or antialiasing cheats.
- Player: 12×8-ish sprite with idle/run/jump/fall cycles (quantized 8–12 fps feel on 60 Hz sim).
- One small dungeon level: tiles, crates, spikes, key-door, 2 enemy types with simple AI states.
- Physics: AABB grid collision, variable jump height, coyote time, jump buffer.
- Juice: screen shake, dust particles (pooled), hit stop 2 frames.
- UI: minimal hearts, coin count; restart on R.
- Deliver playable build + comment where to extend levels. Test Chrome desktop 1280×720. No external assets.
majidmanzarpour
Opus 5.5
SaaS Landing Page — Dynamic Hero & Interactive Cards

Marketing landing with animated hero background, feature cards reacting to pointer, and CTA wired to real product copy (no fabricated metrics).

SaaS Landing Page — Dynamic Hero & Interactive Cards
Tailwind CSS + SVG60 FPS
#SaaS#Landing Page#Motion Graphics+2
continuous ambientresponsive
请根据我提供的 SaaS 产品说明 [粘贴名称、一句话定位、3 个真实功能、Logo 色] 制作一个现代 Landing Page(单 HTML 或 HTML+CSS+JS,可内联 Tailwind CDN)。

结构:
- Hero:动态背景(Canvas 2D 噪声网格或 CSS gradient animation),主标题 + 副标题 + 双 CTA(Primary/Secondary)。
- 3 张交互卡片:hover 时轻微 3D tilt(transform)与图标 loop 动画;内容必须对应真实功能,禁止虚构客户数/评分。
- Social proof 区:仅使用我提供的引用或留 placeholder 并标注「需替换」。
- Pricing teaser:链接到 #pricing 锚点。

约束:移动端优先;Lighthouse 友好;支持 prefers-reduced-motion 关闭动画;暗色模式 optional。
交付源码 + 列出仍需产品/法务核实文案。
ShipAny pattern
Opus 5.5Featured
Complex Algorithm Refactor & Architecture System Prompt

Staff-engineer system prompt for safe refactors: invariants, complexity budgets, test plans, and incremental PR slices.

Complex Algorithm Refactor & Architecture System Prompt
SVG Graph + D3-like layout60 FPS
#System Prompt#Architecture#Refactoring+1
我要重构以下模块 [粘贴路径/代码/性能问题描述]。请作为 Staff Engineer:

1. 用 5 条以内复述现状与目标(延迟、内存、可维护性)。
2. 列出必须保持的不变量与边界条件(含 3 个反例输入)。
3. 给出 2 种方案对比(复杂度、风险、测试成本),推荐其一。
4. 输出分 PR 的实施顺序,每个 PR 附测试清单与回滚方式。
5. 最后给出核心算法的伪代码与关键数据结构变更图(文字描述即可)。

禁止直接输出大段未解释的最终代码;先把计划写清楚,等我确认再写 Patch。
awesome-opus-5-5-videos playbook
Opus 5.5
Dynamic SVG Charts & Live Dashboard

Animated SVG + minimal JS dashboard: line/area/bar charts with scrubber, tooltips, and theme tokens—no charting CDN required.

Dynamic SVG Charts & Live Dashboard
SVG Paths + Canvas60 FPS
#SVG#Data Visualization#Dashboard+1
16:9
构建一个单文件 HTML「动态 SVG 仪表盘」,展示我提供的 CSV 样例数据 [或生成可替换的 mock 数据,字段需文档化]。

必须包含:
1. 至少 3 种图表:折线(带 scrubber 竖线)、堆叠面积、横向条形图;全部 SVG 绘制,不用 Chart.js/ECharts。
2. 主题:CSS 变量(oklch 或 hsl)驱动颜色;暗色/亮色切换。
3. 动画:数据切换时 path 使用 interpolate(≤400ms);prefers-reduced-motion 时禁用。
4. 交互:hover 显示精确数值;点击图例过滤系列。
5. 布局:1280 宽桌面 + 375 宽单列折叠。

交付完整 HTML,并在注释中说明如何把 CSV 解析接入。
Opus 5.5
Multi-Agent Collaboration Orchestration Prompt

Orchestrator prompt defining roles, handoff JSON schema, shared memory, and conflict resolution for parallel subagents.

Multi-Agent Collaboration Orchestration Prompt
Canvas 2D / Graph Engine60 FPS
#Multi-Agent#System Prompt#Architecture+1
设计一个「多智能体协作」编排方案,用于完成 [项目目标,例如:从 Figma 到可部署 Next 站]。

输出:
1. 角色表:Researcher / Implementer / Reviewer / QA(可增减),每角色工具权限与禁止事项。
2. Handoff 协议:JSON schema(status, artifacts[], open_questions[], next_owner)。
3. 并行策略:哪些任务可并行、哪些必须串行;最大并行度 3。
4. 共享记忆:文件路径约定(docs/agent-state.json)与冲突合并规则。
5. 终止条件:Definition of Done + 必须通过的检查(typecheck, lint, e2e smoke)。

给 Orchestrator 的首条用户消息模板(可直接复制)和 2 个 failure 恢复剧本(agent 超时、结论互相矛盾)。
Opus 5.5
Physics Competition Problem — Dynamic Derivation

Educational animation template: assumptions, force diagrams, step-by-step algebra synced with labels—reuse atmospheric-circulation workflow shape.

Physics Competition Problem — Dynamic Derivation
Canvas 2D + MathJax/KaTeX60 FPS
#Physics#Education#Explainer+2
2–4 min16:9
沿用「高中地理大气环流 line-art 讲解片」的制作方式,但主题换成以下物理竞赛题:

[粘贴完整题目与标准答案若已知]

要求:
1. 先列已知/未知/假设(显式写出近似条件)。
2. 受力图或几何图逐元素出现;每一步推导写清公式编号,动画与标注同步。
3. Canvas 2D 线稿风格,轻音乐;可选 TTS 接口占位(.env + TTS.md 模式,不读取密钥文件)。
4. 结尾 10 秒:数值代入与量纲检查;列出「人工必须复核」的步骤。
5. 输出源码 + 分镜时间轴 + 最终答案;手机竖屏检查公式可读性。
akokoi1
Opus 5.5
Prehistoric Island — Interactive Three.js Diorama

Standalone WebGL island with rigged dinosaurs, water volume, day/night, and user controls—Chrome-ready single HTML.

Prehistoric Island — Interactive Three.js Diorama
Three.js + GLSL60 FPS
#Three.js#WebGL#Simulation+2
16:9
Create one standalone Three.js/WebGL HTML file: a polished miniature prehistoric island.

Include: varied terrain, forest, waterfall, pond, volcano, research station, nests, transparent underwater cross-section with seabed life.
Dinosaurs and pterosaurs with hierarchical rigs, stance/swing gait, terrain sampling, IK, weight shifts, obstacle-safe paths—no sliding or floating.
Water: deep visible volume, waves, Fresnel, caustics, foam; fix transparency sorting.
Controls: orbit/zoom/follow, feeding, drinking/resting, hatching demo, day/sunset/night, weather, pause/reset.
UI: compact responsive panel; audio only after user gesture.
Performance: instanced vegetation, restrained postprocessing.
Deliver index.html (+ inline or single bundle). Verify in desktop Chrome: console clean, all controls exercised.
vib3coded
Opus 5.5
Antikythera Underwater Exploration — Procedural Three.js Scene

Single HTML procedural underwater scene with caustics, ruins, and camera drift; refined through verification loops.

Antikythera Underwater Exploration — Procedural Three.js Scene
Three.js WebGL60 FPS
#Three.js#WebGL#Procedural+1
loopable 30–60s16:9
Generate a cinematic Antikythera underwater exploration scene entirely in one HTML file with Three.js.

Requirements:
- Procedural geometry for ruins, mechanisms, sand, bubbles; no external models.
- Volumetric-feel lighting: god rays, caustics animation, particulate matter.
- Slow camera dolly with parallax; optional mouse orbit limited ±15°.
- Procedural audio hum (Web Audio) gated by user click.
- Deterministic seed for replay; expose seed in query string.
Process: render 5 contact-sheet stills at different times; fix z-fighting and exposure; then deliver final HTML.
Edwin Arbus
Opus 5.5
Catapult Sketch → Interactive Physics Simulation

Turn a hand-drawn sketch into an interactive 2D physics toy: adjustable arm length, payload mass, and trajectory plot.

Catapult Sketch → Interactive Physics Simulation
Canvas 2D + Matter.js60 FPS
#Physics#Simulation#Canvas 2D+1
interactive
我会上传一张投石机/弹射器草图 [或描述结构]。请在单 HTML Canvas 2D 中重建可交互模拟:

- 可调参数:臂长、配重质量、发射角、摩擦系数(滑块 UI)。
- 物理:简化刚体 + 能量守恒检查;发射后绘制轨迹 dotted line 与落点标记。
- 「发射」按钮 + 重置;显示最大高度与射程估算。
- 视觉风格接近草图线稿但可交互;禁止外部图片。
- 列出简化假设与误差来源。先在 10 次随机参数下检查无 NaN。
poolio
Opus 5.5
Research Paper → Manim Explainer Pipeline (Code-First)

Structured prompt to turn a paper abstract into Manim scenes with Kokoro/edge-tts narration and FFmpeg assembly.

Research Paper → Manim Explainer Pipeline (Code-First)
Python Manim + LaTeX60 FPS
#Manim#Research#Explainer+2
3–5 min16:9
我提供一篇论文 PDF/链接 [粘贴]。请制作 3–5 分钟入门向 explainer 视频工程:

1. 先列 5 条核心 claim + 引用段落;标注需我确认的细节。
2. 选 Manim 做画面;旁白用 edge-tts 或 Kokoro(给出 install 命令);字幕来自同一份时间轴 SRT。
3. 分镜:motivation → method diagram → key equation step-by-step → limitation → takeaway。
4. 导出:manim 渲染命令、narration.wav、final.mp4 ffmpeg 命令。
5. 禁止把未经验证的公式当定论;公式动画每步停 1.5s 供阅读。
Deedy
Opus VideoFeatured
A Seamless UI Morph Loop

1440×1440 pure-time HTML UI loop: 8–12 states, closed-form springs, cursor-driven manipulation, NumPy beat grid, Playwright subframes + FFmpeg tmix.

A Seamless UI Morph Loop
Playwright + FFmpeg60 FPS
#UI Morph#Motion Graphics#Playwright+2
loop ~1 bar × 71:1
Use the full template for a beat-synced UI morph loop rendered from a single HTML scene with Playwright and FFmpeg.

Inputs I will provide: 8–12 UI states, one accent color (or monochrome), and a royalty-free track near 120 BPM.

Visual rules:
- 1440×1440 warm-gray canvas, Geist typography.
- ONE continuously morphing shell (never cut into separate layers); content swaps inside with short blur only.
- Visible cursor causes EVERY click and drag; drags set values from cursor position while held, release springs from current state.
- Restrained springs and camera zooms; NO bounce easing, particles, glow, chrome gradients, mismatched icon weights, dead air, or template SaaS look.

Beat map (7 bars): button → loader → check → dynamic island → player play/pause → scrubber drag → overextended volume slider → toggle → liquid tab indicator → self-drawing chart + tooltips → command palette type/filter → Enter → toast → return to starting button.

Engine:
- Single HTML file; seek(t) computes ALL properties; no CSS transitions, no setInterval, no hidden frame state.
- Closed-form spring step responses with superposition for multi-step targets; independent edge springs for tabs/toggles.

Render:
- Analyze audio in NumPy; start on downbeat; UI clicks on measured peaks.
- Playwright: 4 subframes per output frame; FFmpeg tmix → 60fps motion blur.
- Before full render: one still per beat; fix off-grid timing and legibility; avoid will-change on camera-scaled nodes; separate in/out text timing; last frame MUST match first (cursor pos + velocity).
twoclipping
Opus VideoFeatured
15-Second Motion-Design Showreel

Résumé-quality 15s motion reel; creator gave full creative freedom—agent picks type, transitions, and music.

15-Second Motion-Design Showreel
Code-driven Motion60 FPS
#Motion Graphics#Showreel#Typography
15s16:9
制作一段 15 秒的 dynamic motion-design showreel,用于设计师作品集。请尽情发挥(go all out):自主决定视觉系统、字体排印、转场语言和配乐(可用 Web Audio 生成或我提供的音轨)。

约束:
- 前两秒必须有强钩子;全程避免超过 0.4s 的静止。
- 结尾 1 秒留 memorable logo/type moment。
- 优先用代码渲染(Canvas/SVG/HTML),单文件或可复现渲染脚本。
- 先给 480p 预览 + 分镜表(时间码 + 画面描述),我确认后再出 1080p 母版。
Stephan Livera
Opus VideoFeatured
Inference Startup Launch Explainer

Modern, slick, punchy launch video for an inference startup—hook, proof, payoff from real product assets.

Inference Startup Launch Explainer
Remotion / Canvas60 FPS
#Launch#Product Demo#Motion Graphics+1
20–30s16:9
make a modern slick and punchy video for a modern startup that works on inference.

I will supply: product name, logo SVG/PNG, 3 UI screenshots, one-sentence value prop, brand colors.

Your tasks:
1. Turn this into hook (3s) → proof (latency/cost diagram, real UI) → payoff (CTA) for ~25s.
2. Do not invent customer logos, benchmarks, or compliance claims.
3. Render with Remotion or deterministic HTML/CSS animation; deliver MP4 + editable project if applicable.
4. Low-res preview first; list copy that legal must verify.
Deedy
Opus VideoFeatured
Calculus Lesson Explainer with Manim

Manim + edge-tts derivative lesson; educational path with longest median preview among seven production routes.

Calculus Lesson Explainer with Manim
Manim Community + LaTeX60 FPS
#Manim#Calculus#Education+2
3–5 min16:9
根据我提供的 [导数/积分] 课程提纲,做 3–5 分钟 Manim 微积分入门视频。

流程:
1. 列 3 项学习目标 + 引用来源;标注需确认的步骤。
2. 写逐镜讲稿:定义 → 几何直觉 → 极限式 → 求导法则示例 → 常见误区。
3. 用 Manim Community 渲染;旁白 edge-tts;生成 SRT 字幕与画面 lock。
4. 检查公式不被遮挡、字幕对齐、音轨不削波。
5. 交付:scene/*.py、render.sh、final.mp4、讲稿.md。若无法试听成片,标注「旁白需人工听审」。
LinearUncle
Opus Video
High-School Atmospheric Circulation Explainer

Line-art lesson with music, bilingual subtitles, TTS via TTS.md + .env deny pattern—exportable final video.

High-School Atmospheric Circulation Explainer
3D Sphere Canvas + TTS60 FPS
#Education#Line Art#TTS+2
2–4 min16:9
制作高中地理「大气环流」 engaging line-art 动画:轻松有趣、配乐、中英双语字幕、TTS 解说,最终可直接导出 MP4。

Setup:
- 我已将 TTS 接口文档放在 TTS.md;密钥在 .env(变量名 APIKEY, VOICE 等)。
- .claude/settings.json 含 "deny": ["Read(./.env)"] — 请用环境变量名调用 TTS,不要读取 .env 文件。

内容:三圈环流、信风、洋流示意;事实需准确;列出 3 条可能争议表述供我确认。
技术:JavaScript/Canvas 或 Remotion;旁白时间轴驱动字幕;接口支持时关闭 TTS 水印。
交付:源码、final.mp4、SRT、来源清单。
akokoi1
Opus Video
Cocktail Recipe Motion Graphic

30s JS/HTML pour animation from empty glass; each ingredient and measurement appears as added.

Cocktail Recipe Motion Graphic
2D Vector Motion60 FPS
#Motion Graphics#Food#Canvas 2D+1
30s9:16
我会提供一张鸡尾酒参考图 + 精确配方(材料与 ml/oz)。

请用 JavaScript/HTML 做 30 秒 motion graphic:
- 从空杯开始;每加入一种原料,显示名称、用量与液体层动画(密度可分色)。
- 风格接近参考图的扁平/线面插画;无外部图片资源(程序化绘制)。
- 时间轴 seek(t) 可复现;给 render/capture 说明(Chrome headless 或 FFmpeg)。
- 核对倒入顺序与总量;先 720p 预览再 1080×1920 终版。
Ror_Fly
Opus Video
81 Years of Indonesian History — Motion Graphics Scroll

Résumé-quality reel from first president to present; broad creative freedom with surprise storyboard.

81 Years of Indonesian History — Motion Graphics Scroll
Canvas seek(t) pipeline60 FPS
#History#Motion Graphics#Explainer
60–90s16:9
Create an impressive motion-graphics reel about Indonesia's history from its first president to the present — surprise me with the storyboard.

Requirements:
- Résumé-quality motion design; bold typography + archival-style abstract shapes (no unlicensed photos).
- Timeline with readable dates and president names; balance screen time across eras.
- Music-driven pacing; list factual claims for my review before final render.
- Deliver storyboard PDF/markdown, source project, and MP4.
Sonny Lazuardi
Opus VideoFeatured
The Battle of Austerlitz — Cinematic Code Film

4–5 min historically researched battle film in code; paintings as atmosphere reference; WebGL + narration pipeline.

The Battle of Austerlitz — Cinematic Code Film
Tactical Sand-table 3D60 FPS
#History#WebGL#Cinematic+2
4–5 min21:9
Request a 4–5 minute cinematic film about the 1805 Battle of Austerlitz, rendered entirely in code.

Requirements:
- Deep research; historically accurate strategy narration; exceptional visuals—not a generic infographic or RTS look.
- I attach paintings for inspiration (scale, smoke, cavalry, formations, landscape chaos)—do NOT trace them literally.
- You control story structure, pacing, WebGL/Canvas visual language, terrain, troop movements, Kokoro (or similar) narration, synthesized SFX.
- Deliver repository: renderer, terrain data, ffmpeg pipeline, render README.
- Validate maneuvers timeline; 960×540 animatic before final 4K pass.
WinterArc2125
Opus VideoFeatured
Talking-Head Video → Animated Line-Art B-Roll

Keep audio, subtitles, duration; PiP speaker bottom-right; main frame replaced with concept-matched line-art B-roll (~30 shots).

Talking-Head Video → Animated Line-Art B-Roll
Audio transcript + Canvas60 FPS
#Video Editing#Line Art#B-Roll+1
match source (~83s)9:16
Claude Code:safe mode,high effort,不加载外部 skill,不引入第三方素材。

输入:我提供的竖屏口播 MP4(唯一影像起点)。

要求:
- 原声、原字幕、总时长 100% 不变。
- 说话人缩到右下角圆形画中画,不得遮挡字幕。
- 主画面替换为 light humorous line-art B-roll,讲到什么概念画什么(Python 逐帧或矢量时间轴均可)。
- 按字幕切 ~30 镜头;每个切点检查对齐。
- 输出新文件名 MP4 + 改造计划表(时间段 → 原画面 → 新 B-roll 描述)。
公开说明:源片表演/声音仍来自原视频,不是从零生成。
Axton Liu
Opus VideoFeatured
Lemo-Opuscar — Cinematic Storyboard System (39 Styles)

Director + TECHNIQUE guides: brief, storyboard, deterministic Canvas/WebGL frames, timing, sound checks—MIT/CC BY pipeline.

Lemo-Opuscar — Cinematic Storyboard System (39 Styles)
Three.js / WebGL60 FPS
#Storyboard#Canvas#WebGL+2
project-dependent
使用 lemo-opuscar 开源管线制作一支 code-rendered 短片(无视频生成模型像素)。

步骤:
1. 从 https://lemomo-ai.github.io/lemo-opuscar/ 选择一种 STYLE.md(说明视觉规则与 palette)。
2. 按 DIRECTOR.md 写 brief:受众、情绪、节拍、禁止元素。
3. 按 TECHNIQUE.md 建 storyboard → 时间轴 → 确定性 drawFrame(t) / WebGL pass;共享 timing 模块;音效峰值对齐 UI/切镜。
4. 参考 styles/*/demo/film.js 组织场景;输出 contact sheet 抽检。
5. 交付:film.js、assets 清单、MP4、署名与 LICENSE(MIT 代码 + CC BY 4.0 指南)。

主题我指定为:[填写 1 句话 logline]
lemomo-ai
Opus Video
Papermotion — Paper-Cut Stop-Motion Engine

Deterministic paper-cut engine: physics, rigs, offline render, contact sheets—snow/roofs/sea samples labeled Opus 5.5.

Papermotion — Paper-Cut Stop-Motion Engine
SVG Filter + Paper Physics24 / 60 FPS
#Paper Cut#Physics#Stop Motion+1
30–60s
基于 Papermotion 引擎(https://github.com/francozanardi/papermotion)制作一支剪纸物理风定格动画短片,主题:[雪夜屋顶 / 海边纸浪 / 自选]。

要求:
- 使用仓库的 deterministic physics + character rigs;离线渲染帧序列。
- 分层纸材:阴影用 offset 层;关节用 pin 约束;风/重力参数可调。
- 生成 contact sheet 检查中间帧;运行 README 中的 sound check 流程。
- 输出 MP4 + 场景 JSON;在 credits 标明 Papermotion MIT 与素材来源。
- 参考 snow/roofs/sea 样片的 pacing,但不复制构图。
Francesco Zanardi
Opus VideoFeatured
Clearwater — Shallow-Water WebGL Simulation

Real-time shallow-water WebGL capture; 3D/real-time graphics path—program capture vs video-model distinction.

Clearwater — Shallow-Water WebGL Simulation
WebGL 2.0 + GLSL60 FPS
#WebGL#Simulation#3D+2
16:9
Create a "Clearwater" shallow-water simulation as a single HTML WebGL demo suitable for screen-recorded video.

Features:
- Height-field fluid step (stable timestep); reflective sky; caustics on floor; mouse click drops disturbances.
- Clean UI: pause, reset, viscosity slider.
- Optimize for 60fps on M1 GPU; no external textures (procedural noise).
- Include RECORD.md: recommended capture settings (OBS/Chrome flags), 10s hero shot storyboard.
- Public disclosure line: "Pixels from real-time WebGL program capture, not a video diffusion model."
Aurélien Gz
Opus Video
90-Second Motion & Sound Engineering Demo

Opus 5.5 asked for 90s motion-design demo with original piano score—composition left to agent per creator disclosure.

90-Second Motion & Sound Engineering Demo
HTML Canvas + Web Audio API60 FPS
#Motion Graphics#Sound Design#Piano+1
90s16:9
Ask Claude Opus 5.5 for a 90-second motion-design and sound-engineering demo with an original piano score.

Deliver:
- One continuous 90s MP4; visuals code-driven (vector/raster mix OK).
- Piano via Web Audio synthesis or rendered WAV stems; sidechain UI hits to piano rhythm.
- Chapters: intro typographic hit (0–8s) → rhythmic UI/audio visualizer (8–40s) → melodic bridge with spatial pans (40–70s) → finale logo + decay tail (70–90s).
- Mix to ~−14 LUFS integrated; document layers in mix.md.
- No external video models; list any sample packs if used.
kloss_xyz
Opus Video
Pixel Wizard — Canvas 2D Spell Loop

128×96 integer-scaled wizard; IDLE→CHARGE→CAST→RECOVER; pooled particles; seamless loop—public X prompt specs.

Pixel Wizard — Canvas 2D Spell Loop
Canvas 2D Sprite Buffer60 FPS
#Pixel Art#Canvas 2D#Loop+1
loop ~2s16:9
Create a self-contained pixel-art wizard animation in HTML with vanilla JavaScript and Canvas 2D.

Specs (from public creator prompt):
- Draw at 128×96 offscreen; integer-scale to window; smoothing off; integer coords; fixed ~24-color palette.
- Procedural ~24×32 wizard (hat, beard, robe, staff, gem); pose params interpolated then quantized to 8–12 fps sprite feel.
- Seamless state machine IDLE → CHARGE → CAST → RECOVER with staff motion, spiraling sparks, projectile, 1–2px shake.
- Preallocated particle pool; 60Hz update; zero allocations in loop.
- Minimal night scene + rim light; record 4s loop MP4 via capture instructions.
majidmanzarpour
Opus Video
Rainbow Road Pixel Animation

160×90 orange sprite on seven-color sinusoidal road; meteors/beams; near-miss dodge loop to BOOST→WARP seam.

Rainbow Road Pixel Animation
Pseudo-3D Projection Canvas60 FPS
#Pixel Art#Canvas 2D#Games+1
loop ~30–45s16:9
用 JavaScript + Canvas 2D 制作一支 [45] 秒、[16:9] 的 pixel 短片:橙色四足角色在 cosmic rainbow road 上躲避 meteor 与 laser(可 loop 为无缝片头)。

硬规格:
- 单个离线 HTML;160×90 逻辑分辨率;整数倍放大;关闭平滑;整数坐标;~32 色固定色板;禁止渐变/旋转模糊/抗锯齿。
- 12×8 橙色精灵;四帧 run cycle;七色 sin 道路 + 三层视差星空。
- 确定性攻击序列:jump / double-jump / slide / rainbow dash;near-miss 定格 + 轻 shake。
- 状态机 RUN→WARN→DODGE→NEAR_MISS→…→BOOST→WARP 接回第一帧;粒子池 + 60Hz 固定步进;循环零分配。
- 先渲染 5 秒样片检查轮廓与循环缝,再整段导出 MP4。
riku720720
Opus Video
Code-Drawn 2D Film — Playbook Template

Reusable survey template from awesome-opus-5-5-videos path #1: storyboard, deterministic frames, 5s sample first.

Code-Drawn 2D Film — Playbook Template
Canvas 2D + Spring math60 FPS
#Canvas 2D#Playbook#Motion Graphics+1
45s (template default)9:16
用 JavaScript + Canvas 2D 制作一支 [45] 秒、[9:16] 的短片,主题是 [主题],面向 [受众]。

不要使用外部图片、视频、字体或视觉模型;可用的音效来源仅为 [自己生成的 Web Audio / 我提供并有权使用的音频列表]。

先给我 6–8 个镜头的分镜,每镜写明开始/结束时间、画面主体、动作、字幕和转场。确定一个角色造型与有限配色,在全片保持一致。

把画面绘制为确定性帧,输出一个可重复渲染的源文件和 MP4。先渲染前 5 秒样片,检查文字溢出、角色连续性和运动速度;修正后再渲染整片。最后列出确实使用的素材、代码文件、音轨和人工尚需复核的问题。
awesome-opus-5-5-videos

Build & Preview Artifacts Immediately

Take any prompt from this directory and test it in our interactive builder. Generate full-stack React components or preview Claude/DeepSeek single-file artifacts with one click.

Frequently Asked Questions

Everything you need to know about using Claude Opus 5.5 prompts and video pipelines.

What makes Claude Opus 5.5 exceptional at code-driven animations and HTML videos?

Opus 5.5 excels at spatial reasoning and closed-form mathematical state functions. Instead of hallucinating unrenderable styling, it can produce single-file HTML state machines using seek(t) functions, direct Canvas 2D frame drawing, and deterministic spring physics without external dependencies.

How should I structure prompts to prevent UI bugs and timing drift?

Specify constraints explicitly: 1) Require a single continuous HTML file with a Canvas element; 2) Prohibit CSS transitions, timers, and carried state between frames; 3) Mandate that every scene property is computed deterministically from time t; 4) Ask for a 5-second low-resolution preview before rendering the full sequence.

How do I export the resulting HTML or Canvas animation to an MP4 video?

Use headless browser automation (Playwright/Puppeteer) to step through time increments, snapshot subframes, and combine them with FFmpeg (e.g. ffmpeg -framerate 60 -i frame_%04d.png -filter_complex tmix output.mp4) for natural motion blur and audio synchronization.