landing-shapeslisted
Install: claude install-skill skyf0xx/hedgehog
# Landing Shapes
`landing-systems` decides *what* the signature element is and *why* —
its source in the subject statement, persistence, continuity, scale
range, literalness (Chain Method step 6). This skill covers *how* to
build it, and every other section shape or divider the build needs: the
geometry personality, the technique library, and the one pinned SVG
source. It never decides what a shape means or where it recurs — that
traceability stays with the Chain Method phases and `landing-critic`'s
audit.
## Hard rule: never hand-draw a shape — compute it or source it
Never type out an SVG `<path d="M...">` by imagination, and never guess
`clip-path: polygon()` coordinates or `border-radius` blob percentages
by eye. Both fail the same way: there's no way to tell what a shape
looks like from raw numbers while writing them, so hand-typed geometry
drifts into lumpy, asymmetric, or misaligned results.
Instead, every shape comes from one of:
- **A formula.** A named, computable rule — a seeded-random function
producing 4 `border-radius` percentages, a small function generating
N `clip-path: polygon()` points, a sine wave or noise function driving
a point set assigned to `clip-path: path(...)` or drawn to
`<canvas>` — with named parameters, never a manually plotted point
list. This is the only construction path for an irregular blob or
facet shape: compute the numbers, don't eyeball them, and don't rely
on a GUI generator's output either — this skill is followed