Anatomy · a Skill for Claude Code Ryan released Anatomy, a skill for Claude Code that turns a one-line idea into a live, interactive isometric machine, publishing 33 figures in a collection on 9 October 2026. Each figure is built from dozens to hundreds of solid parts, and the mechanical watch movement example was generated from the prompt "/anatomy explain how a mechanical watch keeps time, interactive" in one hour and fifty-four minutes of active Claude time. The skill's core rule, written at the top of SKILL.md as "The object is the explanation," requires Claude to invent a real machine whose working is the concept rather than drawing boxes and arrows, with optional keywords `interactive`, `WebGL` and `3D` changing the output. Anatomy · a skill for Claude Code Name an idea in one line, and Claude draws the machine that does it. - /anatomy - 33 figures, all live https://skills.wheresryan.sh/anatomy/collection - by Ryan https://x.com/wheresryan22 - 9 October 2026 - Install ↓ install Most explanations of how something works are drawn as boxes and arrows. They tell you the parts exist, but not what the parts do, and the reader has to imagine the motion the arrows stand for. I wanted Claude to draw the thing itself : a real object whose moving parts behave the way the idea does. Anatomy is a skill for Claude Code that does this. You name an idea in one line, Claude invents a machine that does it, and draws it as a live isometric figure you can turn, press and read. Every figure is made of dozens to hundreds of small solid parts, and every number it shows comes from the same model that moves them. This is a mechanical watch movement. It came from one line, /anatomy explain how a mechanical watch keeps time, interactive , and just under two hours of Claude working on its own. 1 note-1 One hour and fifty-four minutes of active time, built in one pass and checked by the same agent. Drag the crown upward to wind it: the ratchet turns, the click ticks and the power reserve climbs. Press S to slow time to a twentieth, and again to a hundredth, and you can watch the pallet fork let the fifteen-tooth escape wheel through half a tooth at a time . Press E to lift the bridges apart and see the train underneath, its wheels cut to true ratios: the fourth wheel turns once a minute and the centre wheel once an hour. Objects, not diagrams The skill rests on one rule, written at the top of its instructions, above everything else: The object is the explanation.SKILL.md, “The one idea that matters” No boxes, no arrows, no labels floating in space. Claude has to invent a real, well-made thing whose working is the concept, and say in one sentence what moves and what that motion means. A figure fails in two ways, and I watched it fail both ways many times before the rule existed. Too abstract: stacked plates, floating slabs and labelled boxes that don’t read as anything. Too flat: one big slab with a few lines on it, with no volume, no parts and nothing to discover. The cure for both is the same, a recognisable machine built from many small parts that each do something. 2 note-2 The machine is never copied from a reference picture. A reference can give the finish, the materials and the mood; the object is invented. Some ideas map almost by themselves. A queue is a marble run: two hoppers feed one sloping lane, and the marbles wait in order behind an escapement until a timer drum takes them. A cache that forgets its oldest entry is a bookcase with four places on top, most recently used at the left. Others take more invention. A bloom filter is a fruit machine whose three reels are the three hash functions, and it only pays out when all three of a word’s flags are already up. None of these were drawn by hand. Each one started from a single line naming the idea. There are 33 so far, all live in the collection https://skills.wheresryan.sh/anatomy/collection . Writing a prompt The prompt is the idea , not the drawing. I almost never say what to draw. “Explain how an LRU cache evicts entries” is enough, and deciding that it should be a bookcase is the part Claude is asked to do. Three words change what you get, and Claude only reaches for them when you write them in the line : | interactive | The figure answers the pointer and the keyboard: drag, press, hold a key. Leave it out and you get a still drawing. | |---|---| | WebGL | Shaders for fire, water, plasma, moving air and light, drawn inside the same isometric camera as the parts. | | 3D | Parts that really turn in depth, re-projected and re-sorted every frame, instead of only looking isometric. Slow: hours to build, not minutes. | If you already know the object, name it, with whatever true numbers matter. And if the figure is going somewhere in particular, say where. The skill writes framework-free TypeScript that outputs SVG and HTML, or React components for a Next.js site, in a dark or a light theme. You don’t always need the command. The skill’s description covers any request for an explanatory diagram, a technical illustration or an interactive explainer, even one that never says “isometric”, so Claude reaches for it on its own. 3 note-3 Until a request matches, Claude sees only the skill’s name and its description. It reads the rest only when it needs it. What Claude does Between your line and the finished figure, Claude works through a fixed order. Most of the quality is decided in the first four steps, before any geometry exists. 1. Size it. Say up front whether this is a Figure, a Hero or an Epic, and roughly how long it will take. 2. Truth first. Collect the real numbers and behaviour, and write them as a small model that the motion and the readout both read. 3. Invent the object. A machine whose mechanism maps one to one onto the idea. 4. List the parts. At least forty, grouped into base, structure, mechanism, controls and the one lit subject. Each sits on another. 5. Plan the world. World units, plans as rounded rectangles and circles, a camera, then a fit to the card. 6. Build the geometry once. Every static path computed ahead of time. Moving parts are built at rest and moved. 7. Paint back to front. Sorted by depth, wrapping parts split in two, and the order proved by an audit once it gets dense. 8. Frame it. A card with a title, the interaction hint and a live readout. Words stay out of the drawing. 9. Make it live. Calm, time-based motion, an idle tour, pointer and keyboard, and stillness under reduced motion. 10. Verify like a critic. Screenshots, contact sheets, crops at four times and two automatic checks, until nothing is left to fix. Step two looks like this in practice. The test rig, one of the skill’s examples, explains how a glass button swells and leans under a finger, and its whole behaviour lives in a small spring model. The parts, the readout, the screen-reader text and the caption all read from it, so none of them can disagree. function spring held: Spring, want: number, dt: number, stiff, drag : Tuning, calm: boolean { const damping = calm ? 2 Math.sqrt stiff : drag; const steps = Math.max Math.ceil dt SUB RATE , 1 ; const slice = dt / steps; for let step = 0; step < steps; step++ { held.rate += want - held.at stiff slice - held.rate damping slice; held.at += held.rate slice; } if Math.abs want - held.at < QUIET && Math.abs held.rate < QUIET { held.at = want; held.rate = 0; } } And step six. The dial gauge, the smallest example, starts with its base: four turned feet in depth order, a plate with a bevel, a groove inset five units from the edge, and a screw with a ring at each corner. Every one of those is a solid from the kit, not a line drawn by hand. js function plate { const out =