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Anatomy: a Claude Code skill that draws the machine behind an idea

Describe an idea in one line, and Claude draws a machine that shows how it works.

Most diagrams that explain how something works are boxes joined by arrows. They tell you the parts exist, but not what the parts do, so the reader has to imagine all the motion the arrows stand for. Anatomy takes a different route: it has Claude draw an actual object whose moving parts behave the way the idea does.

Claude comes up with a machine that embodies your idea and renders it as a live isometric illustration, a view angled so you see several sides of the object at once. You can move its parts, click on it and read the live numbers it shows. Each illustration is built from dozens to hundreds of small solid parts, and every number on screen comes from the same small model that drives the motion.

What it looks like

A rocket engine on a test stand while it runs
A rocket engine on a test stand while it runs. The engine and stand are vector drawings, and the plume is a WebGL effect shown from the same camera angle.
A school ripple tank: two sources make waves that interfere, and the light passing through the water is projected onto the screen below
A school ripple tank: two sources make waves that interfere, and the light passing through the water is projected onto the screen below.
A combination-lock dial on a door plate, with a small robot hand turning it
A combination-lock dial on a door plate, with a small robot hand turning it. In 3D mode, about 90 parts are recalculated every frame while you drag the dial.
A dial gauge above three gauge blocks
A dial gauge above three gauge blocks. Slide the carriage and the needle reads the height of each block.

Example: a Swiss automatic watch movement

This is the level of detail the skill works at, described part by part:

A standard Swiss automatic movement, about 25.6 millimetres across, held movement side up in a two-jaw holder on a watchmaker’s bench next to a millimetre ruler.

With the barrel bridge partly cut away, you can see the mainspring coiled around its arbor. The ratchet wheel, crown wheel and click sit on top, and the crown and winding stem come out on the right.

Under the striped train bridge, the centre, third and fourth wheels drive the escape wheel. Its fifteen club-shaped teeth are caught in turn by the two ruby pallets on the lever.

The impulse jewel on the balance wheel pushes the lever from side to side. The balance, with its regulating screws and hairspring, swings about 290 degrees each way, completing four full back-and-forth cycles a second. Every swing lets the escape wheel move on by half a tooth, so the gear train advances in steps of one eighth of a second.

Install the skill

Open Claude Code, copy this request and send it. Claude will install the full skill. It needs Node.js 20.10 or newer and the Chrome browser on your computer. If Claude does not pick it up after installing, start a new conversation.

The prompt

Install this skill for me: https://github.com/wheresryan22/anatomy

How to write the prompt

Your prompt is the idea, not a description of the drawing. You rarely need to say what to draw. Writing "explain how an LRU cache evicts items" is enough (an LRU cache is temporary memory that clears out whatever has gone unused the longest). Deciding how to show it, say as a bookshelf, is part of the job you are giving Claude.

Three keywords change the result, and Claude only uses them when you write them in your request:

KeywordWhat it adds
interactiveThe illustration responds to the mouse and keyboard: dragging, clicking or holding a key. Leave it out and you get a still drawing.
WebGLShader effects such as fire, water, plasma, moving air and light, shown from the same isometric camera as everything else.
3DParts that genuinely rotate in space, with their projection and drawing order recalculated every frame, rather than only looking isometric. It is slow, hours of building rather than minutes, and 3D mode is still in beta.

If you already know which object you want, name it along with the exact figures that matter. And if the illustration is meant for a particular place, say so too.

Example prompts

Describe the idea

The prompt

/anatomy explain how an LRU cache evicts items, interactive

Add graphic effects

The prompt

/anatomy explain how a jet engine afterburner works, interactive, WebGL

Let it rotate in 3D

The prompt

/anatomy explain why Earth has seasons, interactive, 3D

Or name the object itself

The prompt

/anatomy a small mechanical metronome on a wooden base, ticking at 120 beats per minute, with a sliding weight you can drag, interactive

Say where it will appear

The prompt

/anatomy explain how a CDN edge cache handles a request, interactive, as React components for our Next.js docs site, dark theme

You do not always need to start with the command. The skill is set up to cover requests for explainer diagrams, technical illustrations or interactive visuals, even when the word "isometric" never comes up, so Claude may reach for it on its own.

Until a request matches, Claude only sees the skill’s name and short description. It reads the rest of the instructions only when they are needed.

What Claude does

From your request to the finished illustration, Claude follows a fixed order. Much of the quality is decided in the first four steps, before any shape is drawn.

  1. Sizes the job. Says up front whether it is a standard Figure, a larger Hero or a large-scale Epic, and estimates how long it will take.
  2. Starts from real data and behaviour. Collects the numbers and rules and writes them as a small model that feeds both the motion and the live readout.
  3. Invents the object. Designs a machine where every working part maps directly onto a part of the idea being explained.
  4. Lists the parts. At least forty parts, grouped into base, structure, mechanism, controls and the main subject, the one part picked out in light. Every part rests on another.
  5. Plans the space. Sets units, builds outlines from rounded rectangles and circles, places a camera and fits the illustration to its display card.
  6. Builds the geometry once. All static paths are worked out in advance. Moving parts are built at rest and then set in motion.
  7. Draws from back to front. Sorts parts by depth. Parts that wrap around others are split in two, and when things get crowded it runs a check that the drawing order is right.
  8. Builds the frame. Creates a card with a title, a usage hint and a live readout. Text stays outside the drawing itself.
  9. Brings it to life. Adds calm, time-based motion, mouse and keyboard control and an automatic demo when nobody is touching it. If the device is set to reduce motion, the illustration stays still.
  10. Reviews it critically. Uses screenshots, contact sheets of thumbnails, close-ups at four times magnification and two automated checks, until there is nothing left to fix.

Here is the second step in practice: a test rig, one of the skill’s examples, shows how a glass button swells and tilts under a finger. All of its behaviour comes from one small spring model.

The parts, the readout, the screen-reader text and the caption all draw on that same model, so they can never contradict each other.

More examples and the full skill