ui-animation-pipeline
Skill105 starsChanged 8 months agoMITView on GitHub
Define transition, feedback, and state-driven animation rules for UI elements.
In this repository117 other files it gives its agents.
- AGENTS.mdAGENTS.md
- .codex/AGENTS.mdAGENTS.md
- CLAUDE.mdCLAUDE.md
- .github/copilot-instructions.mdCopilot instructions
- .cursor/rules/00-project-context.mdcCursor rule
- .cursor/rules/01-engine-isolation.mdcCursor rule
- .cursor/rules/02-workflow.mdcCursor rule
- .cursor/rules/03-doc-sync.mdcCursor rule
- .cursor/rules/README.mdCursor rule
- 2d-animation-pipelineSkill
- 3d-animation-pipelineSkill
- 3d-asset-pipelineSkill
- ai-asset-generationSkill
- art-bibleSkill
- audio-implementationSkill
- blender-environment-pipelineSkill
- cinematic-pipelineSkill
- dialogue-content-pipelineSkill
- generated-raster-asset-pipelineSkill
- lighting-lod-pipelineSkill
- localization-pipelineSkill
- materials-shading-pipelineSkill
- placeholder-asset-pipelineSkill
- rigging-skinning-pipelineSkill
- sprite-pipelineSkill
- technical-art-pipelineSkill
- tilemap-pipelineSkill
- ui-asset-pipelineSkill
- vfx-pipelineSkill
- accessibility-designSkill
- combat-designSkill
- core-loop-designSkill
- economy-balancingSkill
- game-feel-designSkill
- level-designSkill
- liveops-designSkill
- monetization-designSkill
- narrative-designSkill
- onboarding-tutorial-designSkill
- procgen-designSkill
- progression-designSkill
- quest-designSkill
- ai-behavior-patternsSkill
- animation-state-patternsSkill
- asset-managementSkill
- build-pipeline-patternsSkill
- event-bus-patternsSkill
- gameplay-architectureSkill
- input-abstractionSkill
- memory-budgetingSkill
- multiplayer-netcode-patternsSkill
- performance-budgetingSkill
- physics-gameplay-patternsSkill
- save-system-patternsSkill
- telemetry-instrumentationSkill
- tools-pipeline-patternsSkill
- ui-hud-patternsSkill
- godot-3d-scenesSkill
- godot-build-releaseSkill
- godot-csharp-patternsSkill
- The first 60 shown.
The file
We split this skill into the rules it gives an agent
5 rules. About 0 are common, 5 are distinctive, and 0 are very specific to this project.
≈0
Common · estimate
Many files like this have a rule of this kind.
≈5
Distinctive · estimate
This author's own choices. Worth a look.
0
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Distinctive: line 40
every UI animation has a defined duration and easing — no magic numbers in code
- Distinctive: line 50
no reduced-motion fallback, failing accessibility requirements
- Distinctive: line 68
Keep this skill aligned with the relevant rules layer and current project documentation.
- Distinctive: line 69
If engine-specific constraints materially change the workflow, hand off to the matching engine skill or engine-specific reviewer.
- Distinctive: line 70
Prefer code-driven animations (tween systems, animation state machine triggers, scripted easing) over baked sprite sheet animations for UI.
≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.
Files
UI Animation Pipeline
Purpose
Define transition, feedback, and state-driven animation rules for UI elements so interactions feel responsive, screens transition smoothly, and animations stay within performance budgets.
Use When
- UI elements need hover, press, focus, or disabled state feedback
- screen transitions need standardization (fade, slide, scale)
- UI animations are inconsistent in timing, easing, or direction across screens
- new UI screens are being added and need animation behavior that follows project conventions
Inputs
- UI flow map (screens, transitions, popups)
- interaction states per element type (normal, hover, pressed, focused, disabled)
- target frame rate and animation budget
- accessibility requirements (reduced motion preference)
Process
- define animation categories: state feedback (hover, press), screen transitions (in/out), attention (pulse, bounce), progress (fill, count)
- set duration, easing curve, and delay rules per category
- establish a reduced-motion fallback for each animation (instant cut or opacity-only)
- configure animation via code (tweens, coroutines, or animation system) — not baked sprite sheets
- validate animation timing, overlap behavior, and cancellation safety
Outputs
- UI animation convention document (durations, easings, directions per category)
- state feedback specification per element type
- screen transition specification (in/out pairs)
- reduced-motion fallback map
- validation checklist for new UI animations
Quality Bar
- every UI animation has a defined duration and easing — no magic numbers in code
- state feedback is immediate (under 100ms response time)
- screen transitions do not block input for more than 300ms
- reduced-motion fallback exists for every animation
- animations cancel cleanly when interrupted (no stuck states)
Common Failure Modes
- inconsistent easing curves that make the UI feel disjointed
- animations that block input, making the UI feel sluggish
- missing cancellation logic that leaves elements in mid-animation state
- no reduced-motion fallback, failing accessibility requirements
- overlapping animations that compete for the same element
Related Agents
- 2d-artist
- ui-programmer
- ui-ux-designer
- accessibility-reviewer
Related Commands
- ui-asset-pass
- ui-flow-review
- verify
Related Skills
- ui-hud-patterns
Notes
- Keep this skill aligned with the relevant rules layer and current project documentation.
- If engine-specific constraints materially change the workflow, hand off to the matching engine skill or engine-specific reviewer.
- Prefer code-driven animations (tween systems, animation state machine triggers, scripted easing) over baked sprite sheet animations for UI. Code-driven animations are resolution-independent and easier to tune. Pick the concrete tween library or animation system from the active engine layer.
- Boundary: this skill owns UI motion authoring and tuning conventions;
ui-hud-patternsowns runtime HUD architecture and data binding.
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