motion
Skill1 starsChanged 3 months agoMITView on GitHub
Animation that earns its place — compositor-only properties, duration and easing defaults, animation budgets by interface density, hover physics, loading states, reduced motion. Use when adding any animation or transition, when a UI feels janky or overanimated, or when deciding what a hover, loading, or entry state should do.
38 other projects use a version of this.
Adopted by
Most recently taken up by
- sanmidable/skillstheir own version, first seen Nov 8, 2026
- podo/design-agent-skillstheir own version, first seen Nov 8, 2026
- RuneStone-Tech/optimize-anythingtheir own version, first seen Nov 8, 2026
- lalulali/vespyrtheir own version, first seen Nov 6, 2026
- theexperiencecompany/gaiatheir own version, first seen Nov 3, 2026
- seanx10m/skillstheir own version, first seen Nov 1, 2026
Used with
Projects with it also use defaults, viewports and 7 more.
Other files people use alongside this one.
Files found in the same public projects as a version of this one, more often than they turn up anywhere else. Each project counts once, large collections count for less, and this file's own repository is left out.
sanmidableSkilldefaults
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miovragSkillkeyboard
Load this skill for every project containing interactive UI elements — buttons, links, modals, dropdowns, sliders, tabs, carousels, or any custom widget. Under no circumstances create an interactive component that cannot be fully operated by keyboard alone. Absolutely always ensure visible focus indicators, logical tab order, and no keyboard traps. Apply these rules to every interactive element without exception.
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GoogleSkillcritique
Expertise in auditing and fixing repository scripts and GitHub Actions workflows to ensure technical robustness and security.
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Microsoft AzureSkilldesign
Design rules and conventions for the API Center Portal. Use when editing detail pages, card components, badges, layout, navigation, sidebars, or headers. Covers badge styling, metadata placement, page navigation patterns, and layout alignment.
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HK-hubSkillpolish
Performs a final quality pass fixing alignment, spacing, consistency, and micro-detail issues before shipping. Use when the user mentions polish, finishing touches, pre-launch review, something looks off, or wants to go from good to great.
Also in 3 projects that use this
Other versions38 projects use a version of this.
Word for word · 0
None found.
Edited · 0
None found.
Wrote their own version · 38
- theexperiencecompany/gaia★ 325same name
- Mindrally/skills★ 275same name
- raphaelsalaja/skills★ 62same name
- podo/design-agent-skills★ 32same name
- muzimu217/ui-design-agent-kit★ 23same name
- imMamdouhaboammar/linkedin-animated-infographics★ 14same name
- icons8/agent-skills★ 12same name
- lalulali/vespyr★ 11same name
- sukirman1901/frontend-expert★ 9same name
- app-builders-club/design-builder★ 4same name
28 more not listed
How matches are found. Word for word: the exact same text. Edited: shares passages with this file (“99% same” means 99% of its five-word phrases also appear here; 10% or more counts). Their own version: similar meaning, or, weakest, the same name. We can’t tell which project had it first. Projects are counted among the 200 most-starred candidates, and mentions are links to the repository we found, up to 50 per site, so both counts are a floor.
In this repository14 other files it gives its agents.
- accessibilitySkill
- colorSkill
- content-designSkill
- design-reviewSkill
- design-systemSkill
- implementation-reviewSkill
- interaction-designSkill
- layoutSkill
- measurementSkill
- product-evidenceSkill
- product-framingSkill
- typographySkill
- validationSkill
- visual-directionSkill
The file
We split this skill into the rules it gives an agent
3 rules. 0 are common, 2 are distinctive, and 1 is very specific to this project.
0
Common
Most of the 32 edited versions we read keep these.
2
Distinctive
This author's own choices. Worth a look.
1
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Very specific: line 16
Never animate box-shadow directly: fade a pseudo-element's opacity instead.
- Distinctive: line 92
Keep layout stable while loading: the skeleton reserves the space the content will take.
- Distinctive: line 107
Every scroll reveal, marquee, and auto-playing animation shows its final state immediately under reduced motion.
“Common” is measured: kept by at least 6 in 10 of the 32 edited versions of this file we could read. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.
Files
Motion
Motion is a material property, not a garnish. Every animation either communicates a state change or steals attention from one. Decide which before writing the first transition. That perceptual question is the quality criterion; the property lists, durations, and budgets below are how you meet it without paying in jank.
Rule zero: compositor-only
Animate transform, opacity, and filter (on isolated layers). Nothing else.
- Reflow triggers, never animate:
width,height,top,left,margin,padding,font-size,border-width. Any of these forces layout recalculation of the whole affected subtree. - Repaint triggers, animate with caution:
color,background-color,box-shadow,border-color,outline. No layout, but expensive at 60fps on large surfaces. Small targeted elements only. - Never animate
box-shadowdirectly: fade a pseudo-element'sopacityinstead.
Defaults that don't need discussion
--ease-standard: cubic-bezier(0.16, 1, 0.3, 1); /* fast start, soft landing */
--duration-state: 150ms; /* button, toggle, checkbox */
--duration-transition: 250ms; /* dropdown, popover, toast */
--duration-reveal: 350ms; /* scroll reveals, page-level */Linear easing is for opacity-only fades and marquees. Everything else uses the standard curve. Anything over 400ms outside marketing pages needs a reason.
The animation budget — set by density
How much information the surface carries decides how much motion it can afford. The denser the interface, the smaller the budget.
| Interface | Budget |
| Gallery / marketing (3–5 elements per viewport) | State transitions, hover elevation, staggered scroll reveals (opacity + max 8px translateY), route transitions. Up to 350ms, 3 concurrent. |
| Standard app | State transitions, loading skeletons, dropdown/popover entry (scale(0.95) to 1 + opacity), toasts. 250ms, 2 concurrent. No scroll reveals on repeated list items, no parallax, no perpetual animation. |
| Dense data UI (cockpit) | Functional only: skeleton on the loading area, sort-arrow rotation (150ms), toast slide-in (200ms). Nothing on data cells, nothing over 200ms, 1 concurrent. |
Why the cockpit gets nothing: a dense table can hold 200+ cells, and peripheral motion detection is involuntary. Any animation on any cell pulls the user's eye away from the cell they're reading. Instant state change is not perceived as animation:
/* Cockpit: no transition property at all */
.data-cell:hover { background: var(--surface-hover); }Hover is physics, not magnification
Real surfaces rise, illuminate, or cast shadow. They don't grow. Never scale(1.05) on cards.
/* Elevation hover — surface lifts toward the light */
.card {
transition: transform 200ms var(--ease-standard),
box-shadow 200ms var(--ease-standard);
box-shadow: 0 1px 3px rgba(0, 0, 0, 0.08);
}
.card:hover {
transform: translateY(-2px);
box-shadow: 0 8px 24px -8px rgba(0, 0, 0, 0.12);
}
/* Light-response hover — for dark surfaces */
.card-dark:hover { background: oklch(18% 0.01 250); } /* base surface is 14% — one step lighter */
/* Border-emphasis hover — for dense data UI where elevation is wrong */
.data-row:hover { box-shadow: inset 2px 0 0 var(--color-accent); }Pick one model per surface type and use it everywhere that surface appears.
Scroll reveals
The uniform fade-in-up on every element is always wrong: it says nothing about what to read first. A reveal earns its place only when it sequences information in reading order.
.reveal-group [data-reveal] {
opacity: 0;
transform: translateY(8px); /* 8px, not 20px */
transition: opacity 300ms var(--ease-standard),
transform 300ms var(--ease-standard);
}
.reveal-group.is-visible [data-reveal] { opacity: 1; transform: translateY(0); }
.reveal-group.is-visible [data-reveal]:nth-child(2) { transition-delay: 60ms; }
.reveal-group.is-visible [data-reveal]:nth-child(3) { transition-delay: 120ms; }Stagger in groups of 3–5. On dense or productivity surfaces, skip reveals entirely: content is simply present.
Loading states
- Content loading over 300ms gets a skeleton that matches the final layout shape, never a generic centered spinner. The shimmer is a light reflection sweeping across, not a pulse.
- Keep layout stable while loading: the skeleton reserves the space the content will take.
- In dense data UI, skip the shimmer: inline spinner or progress bar on the specific loading region.
Reduced motion is a gate, not a nice-to-have
@media (prefers-reduced-motion: reduce) {
*, *::before, *::after {
animation-duration: 0.01ms !important;
animation-iteration-count: 1 !important;
transition-duration: 0.01ms !important;
}
}Every scroll reveal, marquee, and auto-playing animation shows its final state immediately under reduced motion. Functional feedback (a progress bar filling) may stay.
Render cost beyond animation
- Shadows: max 2 layers per element. Prefer one diffusion shadow (
0 20px 40px -15px rgba(0,0,0,0.05)) over stacks. - Fonts: variable font over multiple static weights; self-host with
font-display: swap; preload the primary weight. - Images: photos as WebP or AVIF, UI elements as SVG, animation as CSS over Lottie over GIF (never GIF).
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