The `viewBox` attribute defines the internal coordinate system of an SVG:
<svg viewBox="minX minY width height" xmlns="http://www.w3.org/2000/svg">
| Parameter |
Meaning |
minX |
Left edge X coordinate (usually 0) |
minY |
Top edge Y coordinate (usually 0) |
width |
Internal width in SVG units |
height |
Internal height in SVG units |
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| Use Case |
Recommended ViewBox |
Why |
| Simple icons |
0 0 100 100 |
Easy math, percentage-based |
| Detailed illustrations |
0 0 200 200 or 0 0 500 500 |
More precision for complex paths |
| Wide banners |
0 0 300 100 |
3:1 aspect ratio |
| Tall graphics |
0 0 100 200 |
1:2 aspect ratio |
Guidelines: Match aspect ratio to display context. Larger viewBox = more precision. Square viewBox works well for icons.
(0,0) ─────────────────────────► X (width)
│
│ (25%,25%) (75%,25%)
│ ●────────────────●
│ │ │
│ │ (50%,50%) │
│ │ ● │
│ │ center │
│ │ │
│ ●────────────────●
│ (25%,75%) (75%,75%)
│
▼
Y (height)
| Position |
Formula |
| Top-left |
(0, 0) |
| Top-center |
(width/2, 0) |
| Center |
(width/2, height/2) |
| Bottom-center |
(width/2, height) |
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| The standard pattern for placing icons: |
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<g transform="translate(targetX, targetY) scale(S) translate(-centerX, -centerY)">
<!-- icon paths here -->
</g>
Read right-to-left:
translate(-centerX, -centerY) → Move icon center to origin
scale(S) → Scale the icon
translate(targetX, targetY) → Move to final position
| Library |
ViewBox |
Center Offset |
Scale Formula |
| Bootstrap (Bs) |
16x16 |
translate(-8, -8) |
desiredSize / 16 |
| Font Awesome (Fa) |
512x512 |
translate(-256, -256) |
desiredSize / 512 |
| Game Icons (Gi) |
512x512 |
translate(-256, -256) |
desiredSize / 512 |
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<!-- Bootstrap icon at center (50,50), size 50 units, scale: 50/16 = 3.125 -->
<g transform="translate(50, 50) scale(3.125) translate(-8, -8)">
<path d="..." />
</g>
<!-- Game Icon at center (960,540), size 400 units, scale: 400/512 = 0.78 -->
<g transform="translate(960, 540) scale(0.78) translate(-256, -256)">
<path d="..." />
</g>
<g transform="translate(W*0.3, H*0.5) scale(S) translate(-cx, -cy)">...</g>
<g transform="translate(W*0.7, H*0.5) scale(S) translate(-cx, -cy)">...</g>
| Position |
Coordinates |
| Top-left |
(25%, 25%) |
| Top-right |
(75%, 25%) |
| Bottom-left |
(25%, 75%) |
| Bottom-right |
(75%, 75%) |
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Keep icon centers within 10%-90% of viewBox to prevent clipping:
availableSpace = viewBoxSize * 0.8
maxScale = availableSpace / iconViewBoxSize
SVGs are transparent by default. To maintain transparency:
- Do NOT add background rectangles unless requested
- Do NOT set fill on root SVG
- Apply fill only to icon paths
When adding effects (muzzle flash, sparks, etc.) to specific points on an icon, calculate the exact position mathematically.
1. **Find attachment point in original icon space** (e.g., gun barrel tip at (486, 175) in 512x512)
2. **Apply transforms in order** (right-to-left)
3. **Position effect at calculated point**
Gun Barrel at (486, 175), icon placed at (25, 50) with scale 0.12
Step 1 - translate(-256, -256): (486-256, 175-256) = (230, -81)
Step 2 - scale(0.12): (230×0.12, -81×0.12) = (27.6, -9.72)
Step 3 - translate(25, 50): (25+27.6, 50-9.72) = (52.6, 40.28)
<svg viewBox="0 0 100 100" xmlns="http://www.w3.org/2000/svg">
<g transform="translate(25, 50) scale(0.12) translate(-256, -256)">
<path d="M79.238 115.768..." fill="#333"/>
</g>
<!-- Muzzle flash at calculated (52.6, 40.28) -->
<g transform="translate(52.6, 40.28)">
<polygon points="0,0 15,-8 12,0 15,8" fill="#FF6600">
<animate attributeName="opacity" values="1;0;1" dur="0.1s" repeatCount="indefinite"/>
</polygon>
</g>
</svg>
| Icon Type |
Attachment Point |
How to Find |
| Guns/Weapons |
Barrel tip |
Rightmost X, mid-height Y |
| Swords/Blades |
Blade tip |
Topmost or rightmost point |
| Characters |
Hand position |
Look for arm/hand path segments |
| Vehicles |
Exhaust/Wheels |
Bottom or rear coordinates |
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Add a debug circle at calculated position: <circle cx="52.6" cy="40.28" r="3" fill="red"/> |
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| Use whenever any object might need animation. This master document provides an overview of all animation patterns available for SVG assets. |
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- rotation-animations.md - READ THIS FOR ANY OBJECT THAT ROTATES - Works for ANY rotating element (wheels, gears, doors, levers, etc.). Contains guidelines and links to example files covering every type of rotation pattern from simple pivots to complex systems with attached objects.
- **[path-following.md](./references/animations/path-following.md) - READ THIS FOR ANY OBJECT FOLLOWING A PATH** - Explains how to make and object follow any path. Works with `` + `` for any SVG element.
- **[path-drawing.md](./references/animations/path-drawing.md) - READ THIS FOR DRAWING/REVEALING PATHS** - Animates the drawing of a path itself (line appearing on screen). Uses `stroke-dasharray` and `stroke-dashoffset` technique.
`./references/fetching-icons.md` — Search & retrieve SVG icons from Bootstrap, Font Awesome, Game Icons via MCP tools
`./references/path-creation.md` — Generate SVG path `d` attributes using Python scripts
`./references/arrow-guidelines.md` - Guidelines to create the correct arrows tip
`./references/paths_guidelines.md` - All paths types along with example and script command for each path style
`./references/animations/rotation-animations.md` — All rotation patterns with pivot point calculations
`./references/animations/path-following.md` — Objects following paths via `` + ``
`./references/animations/path-drawing.md` — Path "drawing itself" using stroke-dasharray technique
`./references/animations/pivots/end-pivot-examples.md` — Rotation from fixed anchor (clocks, pendulums, doors)
`./references/animations/pivots/center-pivot-examples.md` — Spinning around center (fans, wheels, gears)
`./references/animations/pivots/edge-point-pivot-examples.md` — Rotation from arbitrary perimeter points
`./references/animations/pivots/attached-objects-examples.md` — Parent rotates with attached children (seesaws, Ferris wheels)
`./references/character/emotions.md` — Facial expressions and clipPath-based eye blink animations
`./references/character/primitive-characters.md` — Cute geometric mascot characters with consistent proportions
## CRITICAL: Composition Comment Required
Every SVG MUST include a COMPOSITION comment as the FIRST line of the file. This describes the asset's visual structure so downstream processes understand its geometry.
Format: <!-- COMPOSITION: <detailed description> -->
What to include:
- Overall shape (e.g., "Wedge-shaped vehicle", "Cylindrical rocket")
- Each distinct part and its spatial position using TOP, BOTTOM, LEFT, RIGHT
- Surface details (angled surfaces, flat edges, highlights)
- For asymmetric assets: clearly state which side is UP vs DOWN
Guidelines for spatial descriptions:
- Use absolute positions: "TOP-LEFT", "BOTTOM edge", "RIGHT side"
- Describe surfaces by what they face: "flat bottom edge" (not "faces down")
- For protruding parts: "fin protrudes UPWARD from top-rear"
Example:
<!-- COMPOSITION: Wedge-shaped hypersonic glide vehicle pointing RIGHT. Flat horizontal bottom edge. Angled top surface slopes from thick rear (left) to thin nose (right), with lighter gray highlight. Small triangular control fin protrudes UPWARD from top-rear. Heat shield tile lines run vertically across body. Vehicle tapers from rear to pointed nose. -->
<svg viewBox="0 0 100 100" xmlns="http://www.w3.org/2000/svg">
...
</svg>
⚠️ Without this comment, downstream processes cannot determine asset symmetry or correct flip behavior.
## Rotation System
```
0° = pointing up
Positive = clockwise
Negative = counter-clockwise
```
**To achieve a target orientation:**
1. Draw shape pointing UP (0°)
2. Apply `rotate(target_degrees)` — positive rotates clockwise
| Target |
Transform |
| 45° (up-right) |
rotate(45) ✓ |
| 135° (down-right) |
rotate(135) ✓ |
| 270° (left) |
rotate(270) or rotate(-90) ✓ |
❌ Wrong: rotate(-45) for 45° gives 315° (up-left), not 45°