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Falling Leaves

Free

Create realistic falling leaf animations with ease.

by mengto4.6k stars on mengto/skills
Updated Aug 9, 2026
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Free · Opens the source repo

What Falling Leaves does

The Falling Leaves skill allows developers to create visually appealing animations of falling leaves on both 2D and 3D canvases. This skill focuses on making each leaf tumble around its long axis, presenting a recognizable shape as it falls. It utilizes a combination of scaling, rotation, and lateral motion to simulate the natural behavior of leaves drifting through the air. By implementing this skill, you can achieve a more organic look compared to generic particle systems, which often lack the detail needed for specific shapes like leaves.

The skill provides detailed instructions on how to animate the leaves effectively. For 2D implementations, it describes how to manipulate the canvas context to rotate and scale the leaves, ensuring they appear realistic as they tumble. In 3D, it emphasizes the use of instanced meshes instead of point sprites to allow for proper edge-on visibility, enhancing the realism of the animation. The skill also addresses how to couple the lateral motion of the leaves with their tumble, creating a seamless and aerodynamic appearance as they fall.

Moreover, the skill covers various parameters that can be randomized per leaf, such as fall speed and opacity, to avoid a mechanical appearance. It also discusses how to manage the density of leaves on screen by recycling them effectively, ensuring that the animation remains engaging without overwhelming the viewer. Additionally, it provides techniques for layering leaves to create depth and realism, enhancing the overall visual experience.

This skill is ideal for developers and designers looking to add a touch of seasonal ambiance to their projects, whether for games, interactive websites, or visual effects. It is particularly useful for applications that require a naturalistic representation of falling foliage, such as autumn-themed visuals or serene environments.

When to use it

Use this skill when you need to implement falling leaf animations in your web applications or games, especially when visual fidelity is important.

When not to use it

This skill may not be suitable for projects requiring simple particle effects or where the specific shape of leaves is not relevant.

What you can build with it

Autumn-themed Website

Implement the Falling Leaves skill to create an engaging autumn-themed landing page that captures user attention.

Interactive Game Environment

Use the skill to add realistic falling leaves to a game scene, enhancing the immersive experience for players.

Seasonal Visual Effects

Incorporate the skill into a visual effects project to simulate falling foliage, adding depth and ambiance.

How to install Falling Leaves

View source

1. Install with the skills CLI

npx skills add mengto/skills/falling-leaves --agent claude-code

2. Or install it manually

Download the skill folder and drop it into ~/.claude/skills/ for all projects, or .claude/skills/ to scope it to one repo. Restart Claude Code so it picks up the new skill.

Anthropic's agentic coding CLI, and the reference implementation of Agent Skills. Drop a skill folder into ~/.claude/skills and Claude Code loads it automatically whenever a task matches the skill's description. Claude Code docs

Inside SKILL.md

Written by mengto

Falling Leaves

Make the falling thing read as a leaf. Reach for ambient-section-particles when you want a bounded atmosphere of generic motes. Reach for this when the shape has to be recognisable.

Build the tumble first

Turn each leaf about its own long axis so it shows its face, thins to nothing edge-on, then opens out on the other side. That instant of near-disappearance is what the eye reads as "leaf". A sprite that only spins in the picture plane reads as confetti, a coin, or a paper scrap, however good the artwork is.

On 2-D canvas the tumble is a horizontal scale that crosses zero:

ctx.save();
ctx.translate(l.x, l.y);
ctx.rotate(l.roll);              // long axis drifting in-plane
ctx.scale(Math.cos(l.spin), 1);  // the tumble: cos crosses 0, edge-on
ctx.globalAlpha = l.alpha;
ctx.drawImage(sprite, -w / 2, -h / 2, w, h);
ctx.restore();

Drive two axes, not one. roll turns the leaf within the picture plane; spin turns it through the plane. Give each its own rate per leaf, or the motion reads as mechanical however you ease it.

In 3-D, instance quads, never point sprites. A point sprite always faces the camera and can never turn away, so it can never go edge-on. That single constraint decides the whole implementation.

Couple the slip to the tumble

Drive lateral motion from the same angle as the tumble, ninety degrees out of phase. A leaf slides sideways when it knifes through the air edge-on and stalls when it presents its face flat:

l.x += Math.sin(l.spin) * l.slip * dt;   // fastest when cos(spin) ≈ 0
l.y += l.fall * dt;

Do not put an independent sine on x. It reads as wind or as an easing bug. This coupling costs one term and is what makes the path look aerodynamic.

Bake both faces

Bake two sprites per colour and pick by the sign of the tumble:

const img = Math.cos(l.spin) < 0 ? sprite.back : sprite.face;

Make the back duller and paler than the front. Without this the leaf reads as a flat cut-out spinning; with it, as a solid object with a front and a back. It is the cheapest realism in the system.

Vary every parameter per leaf

Randomise fall speed, tumble rate, roll rate, slip amount, phase, scale, and opacity at spawn. Share any one of them and the field stops being leaves and becomes a texture scrolling down the screen. The eye finds the common rhythm in about two seconds.

Choose where leaves come back from

This decides how many leaves are actually on screen.

In 2-D, recycle across the viewport. When a leaf passes the bottom, respawn it above the top at a new random x. Wrap x as well, so wind does not empty one side.

In 3-D, recycle ahead of the camera, not around it. A band centred on the camera spends nearly all its volume behind and beside the frustum; on a 36° camera, a couple of hundred leaves put barely a dozen in frame. Drop them into a disc hung down the camera's own sight line instead and the same count appears several times over:

camera.getWorldDirection(fwd); fwd.y = 0; fwd.normalize();
const cx = camera.position.x + fwd.x * AHEAD;
const cz = camera.position.z + fwd.z * AHEAD;
const a = Math.random() * TAU, r = Math.sqrt(Math.random()) * SPREAD;
l.x = cx + Math.cos(a) * r;  l.z = cz + Math.sin(a) * r;  l.y = camera.position.y + 16;

Keep a far wrap as a backstop for a camera that walks out from under its own weather, and put it well outside the fog so nothing is seen to jump.

Set density by band area, not by count

On-screen density goes as count ÷ band area. Tighten the band before raising the count:

  • Halving the recycle radius quadruples on-screen density at the same count.
  • Doubling the count doubles draw cost for the same on-screen gain.

Scale an authored count by viewport area rather than taking it literally, or a figure that reads as a drift on desktop arrives as a blizzard on a phone:

const k = clamp(Math.sqrt((W * H) / (1440 * 900)), .5, 1.3);
const n = Math.round(authored * layerShare * k);

Layer for depth

Use two or three layers, each with its own scale, speed, opacity, and blur:

layerscalefallopacitynote
far0.3–0.5slow0.22–0.40drawn first, may sit behind content
mid0.5–0.85medium0.46–0.78the body of the effect
near1.05–1.9fast0.50–0.82few, optionally blurred, drawn over content

Cross the near layer in front of the type. That crossing is the depth cue. Use two or three leaves there, not a curtain.

Handle colour and light

  • Sample each leaf from a small ramp — deep oxblood through vermilion to dry amber — and vary saturation per leaf. One red for every leaf is the giveaway.
  • Alpha-test rather than alpha-blend for 3-D leaves so they sort correctly at any angle without a per-frame depth sort.
  • An emissive red comes back out of a tone-mapped composite pink. If leaves self-illuminate in a dark scene, drive green and blue to zero (0x780200, not 0x8c1410), or the whole fall turns candy-coloured.

Budget the cost

The per-leaf update is free; a few hundred leaves of trigonometry does not register above a CPU profiler's sampling floor. The cost is fill and draw:

  • 2-D canvas: one drawImage per leaf. Pre-render the sprite once at the largest size you will draw. Never re-path the leaf per frame.
  • 3-D: one InstancedMesh, matrices composed into a shared Matrix4. Hoist scratch Matrix4/Quaternion/Euler/Vector3 to module scope.
  • Alpha-tested leaves lose early-Z, so they cost more per pixel than their triangle count suggests. Prefer more, smaller leaves to fewer huge ones.

Stop invisible work

  • Pause on document.hidden and when the section leaves the viewport (IntersectionObserver). Reset lastTime on resume so the first frame after does not integrate the whole pause.
  • Clamp dt to about 1/30 s so a stall does not teleport the field.
  • Cap device pixel ratio at 2.
  • Size from a ResizeObserver on the root element, not from a one-shot measurement at script time. A page laid out later leaves the canvas 0×0 forever, because the resize event it was waiting for has already fired.
  • Guard the build against a zero viewport. Controls that wire up by running once reach the builder before first layout and otherwise spawn the whole field stacked at the origin.

Respect the reader

Under prefers-reduced-motion: reduce, render one still, well-composed frame and do not animate. Do not simply hide the leaves; the composition was designed with them in it. Redraw that still when a control changes so the controls still do something.

Verify

  • Tumble crosses edge-on; leaves visibly thin and vanish once per turn
  • Slip is driven by the tumble angle, not an independent sine
  • Front and back faces differ
  • Every parameter varies per leaf
  • Recycle band is as tight as the composition allows before count goes up
  • 3-D: recycled ahead of the camera, not around it
  • 3-D: emissive reds have green and blue at zero
  • Count scales with viewport area; the readout reports what was actually built
  • Paused when hidden or off-screen; dt clamped; DPR capped at 2
  • A designed still frame under reduced motion
  • Console clean at 390px and 1440px

Frequently asked questions about Falling Leaves

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