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Accumulation Blocks

Blöcke fallen, rasten ein und bauen die Form Stein für Stein auf.

Bringt der KI ein bestimmtes Bewegungsmuster bei: Identische Blöcke fallen mit Gewicht und rasten in ein Raster ein, um einen Balken, eine Kontur oder einen Vergleich aufzubauen — inklusive Fallphysik, Squash-and-Settle-Keyframes und einem Abschluss-Payoff.

Accumulation Blocks Vorschau
Am besten für
Explainer- und Marken-Video-Macher, die Fortschritt, Vergleiche oder aufgebaute Summen zeigen
Zeitaufwand
~20 Min. für einen ersten Entwurf
Stufe
Anfängerfreundlich

In 3 Schritten installieren

Keine Anmeldung. Keine CLI-Tools. Wählen Sie Ihre AI, kopieren Sie eine Zeile und fügen Sie sie ein.

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Was ist enthalten

Eine SKILL.md (die Anleitung) + eine Startvorlage. Eine Vorschau:

Accumulation Blocks

When to use

  • You need a progress bar that feels built, not drawn — blocks stacking to fill a goal
  • A comparison video needs two columns of blocks growing side by side to show the gap
  • A "built brick by brick" brand story needs a logo, letter, or shape assembled from blocks
  • An explainer must show parts adding up to a whole — budget, team, ingredients, features
  • A fundraising or milestone tracker needs blocks that visibly complete a target shape
  • You want a satisfying construction moment where the final block clicks the shape complete

Workflow

  1. Define the shape and the unit (input: your total + story → output: block plan)
    Decide what the finished shape is before animating anything: a rising bar, a filled outline (e.g. a battery, a jar, a letter), a grid, or a comparison pair. Then fix the unit: each block is one equal share (one week, one $1k, one team member). Unlike a card stack, blocks are identical in size and snap to a grid — the shape must be fully determined by the block count. Sketch the final shape as a grid on paper first; if you can't draw it as blocks, pick a simpler shape.
  2. Choreograph the build order (input: block plan → output: build sequence)
    Blocks build in a legible order the eye can follow: bottom-up, left-to-right, row by row — never random. Set the pace: one block every 120–180ms for a fast energetic build, every 250–350ms when each block carries a label the viewer should read. Every 4th or 5th block, insert a micro-pause (80ms) so the eye registers progress in chunks. The final block gets a distinct treatment: a different accent colour, a click, and a 300ms settle — it completes the shape, and the audience must feel the completion.
  3. Design the grid and block look (input: build sequence → output: layout)
    Blocks are solid, uniform, with a 2–4px gap between them so each unit stays countable. The incomplete shape shows as a faint outline or ghost grid — viewers must see where blocks are going, not just where they are. The growing shape sits centre-frame with the running total or percentage beside it in plain type (the number is a label here, not the star — the shape is the star). One colour for standard blocks, one accent for the final block, one ghost tone for the outline.
  4. Set drop physics and keyframes (input: layout → output: keyframe spec)
    This is a drop-and-lock motion, not a fly-in: each block falls from 120–180px above its slot with accelerating ease-in (cubic-bezier(0.55, 0.06, 0.68, 0.19)), then hits with a 2-frame squash (scaleY 0.88, scaleX 1.06) and a 150ms spring back to full size (spring: stiffness ~300, damping ~18, or keyframed ease-out back). On impact, add a 1-frame 40% brightness flash on the block and a 3px downward nudge to the blocks already stacked below (they absorb the hit). Impact dust or a 1px ring is optional; a bounce is not — blocks lock, they don't bounce.
  5. Add completion payoff (input: keyframe spec → output: finished motion)
    When the final block locks, the whole shape gets one payoff: a 250ms scale pulse (1 → 1.02 → 1) plus the ghost outline flashing to the accent colour and fading out, and the total/percentage ticking to its final value once (a single step, not a count-up). If audio is present, a single low click on the final block, quieter ticks on the rest. Hold the completed shape for at least 1 second — the completed shape is the screenshot, the thumbnail, the takeaway. Provide a loop variant: blocks dissolve bottom-up over 400ms, ghost outline returns.
  6. Check countability and shape legibility (input: finished motion → output: verified animation)
    Pause at 25%, 50%, 75%: can you count the blocks, and does the half-built shape still read as the intended shape? If blocks blur together, widen the gaps or slow the pace. Check the final frame as a still: does the shape communicate without motion? If the shape needs the build to be understood, simplify the shape. And verify the arithmetic: block count × unit value must equal the labelled total exactly.

Vorschau der Startvorlage

Accumulation Blocks — Starter Template

Fill in every {placeholder}. Sketch the final shape as a grid before animating — if you can't draw it as blocks, pick a simpler shape.

Block plan

  • Final shape: {rising_bar | filled_outline | grid | comparison_pair}
  • Shape description / grid sketch: {rows × columns, or outline shape, e.g. battery 5×4}
  • Unit: one block = {unit_definition, e.g. one week / $1k / one team member}
  • Block count: {5–40} · Labelled total: {total} (= block count × unit value ✓)
  • Comparison second column (if any): {column_B_shape + count} — same unit scale as column A

Build sequence

  • Order: {bottom_up_left_to_right, row by row}

Das Skill-Paket selbst (SKILL.md + Vorlage) ist auf Englisch verfasst.

Pro — alle 511 Skills

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