Agent skill

Paper Cinder Transition

by MengTo in MengTo/Skills

Change between pages, chapters or scenes with a paper-burn transition, a ragged ember line that sweeps across the frame, chars the old page ahead of it and reveals the next scene live behind it…

MITAuto-check passedGame Development

Install Paper Cinder Transition

skills CLI
$ npx skills add MengTo/Skills --skill paper-cinder-transition -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install MengTo/Skills paper-cinder-transition --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/MengTo/Skills.git skills-src && mkdir -p .claude/skills && cp -r skills-src/agent-skills/web-design/paper-cinder-transition .claude/skills/paper-cinder-transition && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
paper-cinder-transition
GitHub stars
6.7k
Token cost
~2.9k tokens
SKILL.md length
1,767 words
Files
5
Skills in repo
39
Repo updated
First seen
Licence
MIT

At a glance

Change between pages, chapters or scenes with a paper-burn transition, a ragged ember line that sweeps across the frame, chars the old page ahead of it and reveals the next scene live behind it…

  • A burn transition
  • SKILL.md covers The mechanism, Staging split, Rules, each tied to the… and Constants, plus 4 more sections
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md
  • Chapter change by fire

What it does

Paper Cinder Transition is an agent skill from MengTo/Skills. Change between pages, chapters or scenes with a paper-burn transition, a ragged ember line that sweeps across the frame, chars the old page ahead of it and reveals the next scene live behind it, written as one WebGL composite pass over a frozen frame and a scissored live scene. Covers the front's silhouette, the luminous ember gradient with a beading gold thread, torn porous charcoal that is alpha-masked, baked noise, finite-difference slopes, the 0.75-scale live scene, sweep direction, timing, reduced motion and…

Its SKILL.md is about 2.9k tokens, which your agent loads only when the skill is triggered. The skill folder holds 5 other files (for example `PROMPT.md` and `agents/openai.yaml`).

It sits in Game Development, covering 3D graphics and WebGL and Slides and decks. The repository describes itself as: Agent skills for designers and builders using Codex, Claude, Cursor, and other AI coding agents. The licence is MIT.

When your agent uses it

  • A burn transition
  • Chapter change by fire
  • Charring page reveal
  • Burn-away section change

Example prompts

  • “/paper-cinder-transition”

What it can do on your machine

Read from SKILL.md and the folder at commit 83a47fe. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    No scripts in the folder and no shell commands in SKILL.md.

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Paper Cinder Transition loads about 2.9k tokens when it runs. Until then it costs about 194 tokens; SKILL.md has 1,767 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~194
When it runs · the whole SKILL.md, loaded when a task matches
~2.9k

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check passed

The automated check found no risky patterns in SKILL.md.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.

SKILL.md

The full file from MengTo/Skills at commit 83a47fe, republished under its MIT licence (© MengTo). 1,767 words, ~2,890 tokens.

Download SKILL.mdSave it as .claude/skills/paper-cinder-transition/SKILL.md (or your agent's skills folder). This skill also uses 4 other files; get the full folder from GitHub.
name
paper-cinder-transition
description
Change between pages, chapters or scenes with a paper-burn transition, a ragged ember line that sweeps across the frame, chars the old page ahead of it and reveals the next scene live behind it, written as one WebGL composite pass over a frozen frame and a scissored live scene. Covers the front's silhouette, the luminous ember gradient with a beading gold thread, torn porous charcoal that is alpha-masked, baked noise, finite-difference slopes, the 0.75-scale live scene, sweep direction, timing, reduced motion and visibility pausing. Use for a burn transition, paper burn, cinder wipe, chapter change by fire, charring page reveal, burn-away section change, ember dissolve, or when a fade, slide or generic dissolve between scenes reads as cheap.

Paper Cinder Transition

A page does not fade into the next one, it is eaten by a line of fire. Reach for fire-paper-loader when the burn is a ring on a loading screen that must survive a blocked main thread; reach for this when the burn is the change between two scenes you own. For text that is written in by a mask rather than burned, use masked-reveal; for a scroll-scrubbed sequence with no burn, scroll-scrubbed-visual-sequence.

The mechanism

One full-screen pass decides, per pixel, whether it belongs to the frozen old frame (ahead of the line), to the burning zone (the line), or to the live new scene (behind it), from a single signed distance to a noisy front. Everything else is staging. Remove any of the three layers and it stops reading as fire: no frozen frame and the old page keeps moving under the flame, no live scene and the reveal is a still, no pixel-true distance and the edge is a soft blotch.

xc  = signed distance to the front in CSS px (+ ahead, - burnt)
reveal = clamp(0.5 - xc/aa, 0, 1)      // new frame from the front back, cut to the pixel
col = mix(fromFrozen, toLive, reveal)
col = mix(col, charcoal,  bed * pores) // 26 px band of torn, porous char (alpha-masked)
col += flame(xc) + charGlow(xc)        // additive: thread, ember zone, tight glow

Staging split

goes in the skillstaging (yours to change)
the composite order, the distance field, the ember ramp, char rules, the noise bakewhat the two scenes are, palette of the scenes, typography, page copy
the two scene buffers (frozen from, live to) and the scissorwhich side the line enters from (see below)
timing, easing, DPR, reduced-motion stillcontrol chrome

Rules, each tied to the failure it prevents

Draw the frozen old frame and the live new scene, never one fading into the other. Snapshot the outgoing scene once into a full-resolution target when the transition starts (clock frozen) and keep rendering the incoming scene live. A cross-fade, or a burn over a still-animating old scene, shows two chapters in one patch of screen and the fire stops being the thing that changes the page.

Measure the front in pixels, not in field units. xc = (field - T)/grad * pxHeight / pxScale. A level set alone runs a hair-thin seam wherever the noise leans with the sweep and a fat one where it leans against it, so the flame's width is uneven for no reason.

Take the slope by finite differences a few px apart, never dFdx of the baked texture. The baked noise's slope is constant across each texel; per pixel it stripes the band across the line. Sample the broad field at +4 px in x and y (hStep = 4*uPxS/uPxH) and clamp the gradient to 0.35/aspect .. 3/aspect.

The ember zone is a smooth luminous gradient, not steps. Symptom: it reads as a non-realistic poster. Grade it continuously by a heat variable: yellow at the front, then orange, then deep red at a crisp torn lip. Hot stretches carry yellow further back. Ramp constants (linear, before tone map):

stoprgbwhere
deep0.34, 0.022, 0.003lip, tau 0.05
orange0.86, 0.20, 0.024tau 0.42
gold1.02, 0.38, 0.055tau 0.76
hot gold1.10, 0.64, 0.17 x (0.30 + 0.70*hot)tau above 0.86
thread1.40, 0.56, 0.09 to 1.85, 1.02, 0.30 by heatthe front line
glow0.95, 0.20, 0.022 x 0.602 to 5 px round the thread

Keep hot colours gold, never cream. A pale yellow reads cream at full heat and khaki when dimmed. Nothing on the ramp is grey or white; a dim stretch goes down the ramp, it is not just darker.

The front is a bright thread that beads and pinches, 0.7 to 5 px, not an even stroke. An even stroke reads as neon. Width (0.9 + 2.6*heat) * bead with bead 0.5 to 1.5 from a noise along the edge. Give it a tight glow only (exp(-|xc+0.5wc| / (2 + 2.8*heat))), no wide halo.

It must visibly move, at rest of the sweep too. Symptom: "too stale/static". Drive heat with pulses that run along the edge in both directions (sA*0.018 - t*1.30, sA*0.027 + t*1.70), flicker at t*7, a roll back through the zone at -t*2.6, drifting beads (-t*0.8), and licking tongues on the front (t*1.1, t*2.8, at most 0.022 and 0.010 of the screen). Stills hide all of this, so judge the burn in a real-time held clip.

Alpha-mask the black char; it is not a flat slab. The char is a band 26 px wide (plus 12 px of front slack) that crumbles off the live scene along a torn far edge, with pores opening in it as it ages, down to whatever lies beneath. A solid black strip reads as a wipe. Cover = bed * pores, edge torn by 8*noise(0.08) + 3*noise(0.25) px, which is gentler than the front's own slope so it frays without cutting loose an island.

Never ring the pores with a glowing rim. Rims joined into one drawn contour along the char edge. Pores are just holes.

Take the char's edge from the broad front, not the fine one. A 2-D noise cut loose islands of char that floated on the new frame. Use a noise along the edge only (kbEdgeNLine), and let edge = zoneW + fs + bedW*(0.35 + 1.10*n) with fs at most 12.

Scorch the old frame ahead of the flame in one continuous darkening, 20 to 40 px reach, from tan 0.80, 0.62, 0.42 to dark brown 0.20, 0.10, 0.045 by tk^2, reach varied by noise. Three separate steps drew outlines that copied the flame.

Bake the noise; do not stack fbm per pixel. Cost at 2880x1800: per-pixel fbm 1.5 to 3 ms a pass; one tileable texture and a hash table, 0.3 to 0.6 ms with the same look. Bake once: a 1024^2 RGBA16F texture on a 16-cell period (r fbm 3 octaves, g ridged 3, b gradient, a ridged 2, all sampled at x*0.0625) and the integer hash lattice in a 2048^2 R16F table, filtered at the smoothstep of the fraction so it equals the value noise exactly.

Scissor the live scene to the revealed side, and render it small. Behind the line only, plus 0.16 of the screen for bays and haze. During a burn draw it at 0.75 scale (the composite stays full size, because the edge is what the eye reads); once the transition has rested 150 ms, cross-fade to the full-size scene over 0.3 s, both drawn meanwhile, so the sharpness step is never seen and never costs a moving frame. Put text on the live side at full size in the composite; drawn in the 0.75 buffer it goes soft.

Skip the noise where nothing can reach. By hx: more than 0.215 + 0.15 ahead of the front return the frozen frame, and behind 0.25 - 0.215 return the live one. Inside the band, more than 62 px ahead (plus slack) or 125 px behind does the same. That is what pays for full device resolution.

Sweep from the side the incoming words sit. hx = dir>0 ? uv.x : 1-uv.x; a chapter whose text is on the right is burned in from the right. Going backward uses the target's side too. A line that always runs left to right crosses its own new title last.

Seed every burn. seed = (chapter+1)*17.3 picks 2.0 to 3.6 broad bays up the frame, their depth (0.055 to 0.115) and lean ((sv.x-0.5)*0.07), so two burns are never the same silhouette.

Show full SKILL.md (587 more words)Show less

Constants

itemvalue
band half width0.215 screen heights
front, linear-0.26 + 1.62 * rc, rc = clamp((f-0.01)/0.97), in and out off frame
duration3.0 s default; 1.5 to 5 s all read
line noise scalesbroad q*1.10 (0.055-0.115), q*2.60 (0.050-0.030); fine 0.014, 0.006, 0.0025
ember zone width12 to 66 px, (18 + 20*min(w,2.6)) * (0.55 + 0.45*life)
charbed 26 px, crust 3 to 6 px, sumi 0.0085, 0.0062, 0.0048
heat shimmerabout 1.8 px of uPxH, only within 18 px of the front
bloombright pass threshold 1.15, half-res and quarter-res blurs, weights 0.26*4 and 0.34*4
tonevignette 0.42 + 0.58v, ACES, sRGB, grain 0.003
live scene0.75 scale in transit, 150 ms rest, 0.3 s cross-fade
budgetsdt clamp 1/30 s, DPR cap 2

Gotchas, symptom first

  • The flame is a thin red line on black char, no ember zone. The baked noise and hash samplers are unbound, so life reads as the frame texture's value. Bind uKbN and uKbH.
  • Bare garbage or a hard cut behind the line. The live scene is only drawn inside the scissor (front + 0.215 + 0.16); a narrower margin lets the composite read undrawn texels.
  • Stair-steps or 2x2 blocks along the char edge. A derivative taken past a skipped branch. Compute the pixel change from the field's own scale (kbAA(v, w)).
  • Islands of char floating on the new frame. The far edge was cut from fine noise; take it from the broad front.
  • A milky band inside the ember edge. Lifting the blacks with a curve washed it white over paper; light the dark areas by a gain instead.
  • The scene behind the line looks soft after the burn ends. The 0.75 buffer stayed; run the full-size cross-fade after the rest interval.
  • Timings look slow. A hidden Browser pane keeps rendering and steals the GPU; measure in a headless browser on the GPU flags (--use-angle=metal --enable-gpu) with the pane parked. Kibori's transitions held p50 8.3 ms (120 Hz cap) once the noise was baked and the scene scissored; this demo's burn measured p50 8.3 ms, p90 8.8 ms at 1440x900 the same way.
  • The grain and embers swim as the front passes. Keep them on the paper (g in paper coordinates plus a per-burn offset), never in screen space; only the front moves.

Accessibility and lifecycle

  • prefers-reduced-motion: reduce: no burn. Render the designed still of each scene at a fixed time and cross-fade the frozen and live frames over 0.35 s (smoothstep). Controls stay live.
  • Pause on document.hidden and when the canvas leaves the viewport; reset the time base on resume so the first frame does not integrate the pause.
  • Clamp dt to 1/30 s, cap DPR at 2, size from a ResizeObserver and build nothing at a zero viewport.
  • A press during a burn queues the target; the last one wins after the line leaves.
  • Real buttons, arrow keys and 1 to 3 change chapters, and a live region names the arrival.

Cost

Measured in the source page: per-pixel noise was the cost, not the flame. Baking it, and returning the plain scene away from the line, is the lever. The 0.75 scale and the scissor come second. Do not chase MSAA on the composite: the edge is drawn to the pixel by kbAA.

Provenance

Extracted from KIBORI, a WebGL timber-workshop page whose chapters burn into each other and whose footer paper burn set the look. The EDGE GLSL (flame, char, pores, crust, scorch) and the burn pass in demo.html are that page's own, ported, with the scenes replaced by three shader-drawn rooms.

© MengTo, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

SKILL.md and 4 other files in agent-skills/web-design/paper-cinder-transition of MengTo/Skills.

  • SKILL.md
  • PROMPT.md
  • agents/openai.yaml
  • demo.html
  • preview.jpg

Open the folder on GitHubat commit 83a47fe

Compare with similar skills

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SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Paper Cinder Transition this skillMengTo/Skills6.7k—~2.9kAutomated safety check: PassMIT
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Mira 3Dsandeco/mira-animator218—~3.6kAutomated safety check: PassCustom licence
Mira Offlinesandeco/mira-animator218—~1.3kAutomated safety check: PassCustom licence
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Questions about Paper Cinder Transition

What does Paper Cinder Transition do?

Change between pages, chapters or scenes with a paper-burn transition, a ragged ember line that sweeps across the frame, chars the old page ahead of it and reveals the next scene live behind it…. Paper Cinder Transition is an agent skill from MengTo/Skills. Change between pages, chapters or scenes with a paper-burn transition, a ragged ember line that sweeps across the frame, chars the old page ahead of it and reveals the next scene live behind it, written as one WebGL composite pass over a frozen frame and a scissored live scene.

When should I use Paper Cinder Transition?

Paper Cinder Transition fits situations like: A burn transition; chapter change by fire; charring page reveal; burn-away section change.

How do I install Paper Cinder Transition in Claude Code?

Run `npx skills add MengTo/Skills --skill paper-cinder-transition -a claude-code`. Or copy the skill folder (agent-skills/web-design/paper-cinder-transition in MengTo/Skills) into .claude/skills/paper-cinder-transition in your project. Claude Code loads it when a task matches its description.

How do I install Paper Cinder Transition in Codex?

Run `npx skills add MengTo/Skills --skill paper-cinder-transition -a codex`. Or copy the skill folder (agent-skills/web-design/paper-cinder-transition in MengTo/Skills) into .agents/skills/paper-cinder-transition in your project. Codex loads it when a task matches its description.

Can I use Paper Cinder Transition in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add MengTo/Skills --skill paper-cinder-transition -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/paper-cinder-transition, .gemini/skills/paper-cinder-transition, .github/skills/paper-cinder-transition and .opencode/skills/paper-cinder-transition in your project.

What does Paper Cinder Transition need to run?

SKILL.md names no scripts, command-line tools or credentials: Paper Cinder Transition is instructions for the agent only.

Does Paper Cinder Transition access the network?

SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.

Is Paper Cinder Transition safe to install?

Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.

What licence does Paper Cinder Transition use?

Paper Cinder Transition is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Paper Cinder Transition use?

About 2.9k tokens (SKILL.md is roughly 12k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.

What are the alternatives to Paper Cinder Transition?

Skills that share tags, products or a category with Paper Cinder Transition: Artifact Design (open-octo/octo-agent, 125 stars), Magazine Web Ppt (sanqiufong/slides-from-anything, 132 stars), Mira 3D (sandeco/mira-animator, 218 stars) and Mira Offline (sandeco/mira-animator, 218 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Paper Cinder Transition?

MengTo (a GitHub user) maintains it in MengTo/Skills, which has 6,694 GitHub stars. The repository holds 39 skills in this directory. The repository was last updated on October 6, 2026.

Source: MengTo/Skills on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.