animejs
Skill0 starsChanged 28 days agoApache-2.0View on GitHub
Anime.js V4 expert reference. Use whenever code imports or mentions anime.js / animejs (any version), or the user asks to write, debug, review, refactor, or migrate JavaScript animations with anime.js, including V3 to V4 migration, timelines, stagger, scroll-triggered or scroll-synced animation (onScroll), SVG line drawing, morphing and motion paths, draggable elements, text splitting and scramble effects, layout/FLIP transitions, animatables (cursor follow), springs and easings, WAAPI, Three.js animation through anime adapters, and React/Vue cleanup with createScope. Prevents V3 syntax such as anime({ targets }), easing 'easeOutQuad', anime.timeline, and direction 'alternate'.
20 other projects use a version of this.
Adopted by
Most recently taken up by
- RuneStone-Tech/optimize-anythingtheir own version, first seen Nov 8, 2026
- delorenj/skillstheir own version, first seen Nov 7, 2026
- luisitoluis/agent-skillstheir own version, first seen Oct 20, 2026
- ai-workspace-lab/xworkspace-core-skillstheir own version, first seen Oct 17, 2026
- raginii4guptaa/claude-skillstheir own version, first seen Oct 13, 2026
- xenodeve/xeno-skillstheir own version, first seen Oct 12, 2026
Used with
Projects with it also use waapi, lottie and 10 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.
anton-abyzovSkillwaapi
Web Animations API adapter patterns for HyperFrames. Use when authoring element.animate() motion, Animation currentTime seeking, document.getAnimations(), KeyframeEffect timing, fill modes, or native browser animations that must render deterministically in HyperFrames.
Also in 5 projects that use this
soilmassSkilllottie
Lottie animation format specification and usage. Use when exporting animations as Lottie JSON, working with dotLottie packages, or understanding Lottie capabilities and limitations. References LAC Lottie Spec v1.0 and dotLottie v2.0.
Also in 6 projects that use this
anton-abyzovSkillthree
Three.js and WebGL adapter patterns for HyperFrames. Use when creating deterministic Three.js scenes, WebGL canvas layers, AnimationMixer timelines, camera motion, shader-driven visuals, or canvas renders that respond to HyperFrames hf-seek events.
Also in 5 projects that use this
FldicoahkiinSkillcontribute-catalog
Author a new HyperFrames registry block (caption style, VFX block, transition, lower third) or component (text effect, overlay, snippet) and ship it as an upstream PR to the hyperframes repo. Use ONLY when the user wants to CONTRIBUTE to the public catalog — for in-project caption/transition authoring use the `hyperframes` skill, for installing existing registry items use the `hyperframes-registry` skill.
Also in 3 projects that use this
software-mansion-labsSkilltypegpu
TypeGPU is type-safe WebGPU in TypeScript. Use whenever the user writes, debugs, or designs TypeGPU code: 'use gpu' shader functions, tgpu.fn, buffers, textures, bind groups, compute and render pipelines, command encoders, render passes, render bundles, vertex layouts, slots, accessors, @typegpu/react hooks (useRoot, useFrame, useUniform), React Native worklet rendering, and any TypeGPU API. Shader logic and CPU-side resources are tightly coupled - handle both sides here even if the user only mentions one (e.g. "how do I write a shader", "how do I create a buffer"). Trigger on any mention of typegpu, tgpu, "use gpu", TypedGPU, or WebGPU code written using TypeGPU's schema API (d.*, tgpu.*, std.*). Do NOT trigger for raw WebGPU (using GPUDevice/GPURenderPipeline directly without tgpu), WGSL-only questions, Three.js, Babylon.js, or WebGL.
Also in 3 projects that use this
LangChainSkillremotion-to-hyperframes
Port an existing Remotion (React) composition''s source to HyperFrames HTML. Use ONLY on an explicit ask to port/convert/migrate/translate a Remotion source — one-way, Remotion-only. A passing Remotion mention, reference-only code, or "make something like my Remotion video" is a fresh build (/general-video). Unclear → /hyperframes.
Also in 5 projects that use this
- +2 more from anton-abyzov
Other versions20 projects use a version of this.
Word for word · 0
None found.
Edited · 0
None found.
Wrote their own version · 20
- freshtechbro/claudedesignskills★ 824same name
- boraoztunc/skills★ 454same name
- topo-ai/ai-video-skills★ 49same name
- anton-abyzov/vskill★ 47same name
- BowTiedSwan/animejs-skills★ 46same name
- delorenj/skills★ 17same name
- charlesdove977/animejs-claude-skill★ 13same name
- ai-workspace-lab/xworkspace-core-skills★ 8same name
- hoanghd218/claude-code-2-days★ 8same name
- wilfreud/skills-or-something★ 2same name
10 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 repository9 other files it gives its agents.
- CLAUDE.mdCLAUDE.md
- angular-expertSkill
- error-loggingSkill
- goalifySkill
- handoffSkill
- premortemSkill
- prompt-builderSkill
- vanilla-web-architectureSkill
- writing-clearly-and-conciselySkill
The file
We split this skill into the rules it gives an agent
5 rules. 0 are common, 1 is distinctive, and 4 are very specific to this project.
0
Common
Most of the 20 edited versions we read keep these.
1
Distinctive
This author's own choices. Worth a look.
4
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Very specific: line 14
Always write the URL with the @4.5.0 pin.
- Very specific: line 31
Never write import ... from 'animejs' or subpaths like 'animejs/text': there is no module to import.
- Very specific: line 58
Do not guess: if a param or method is not in the matching reference file, grep assets/anime.umd.js for it before using it.
- Distinctive: line 62
Read only the file(s) the task needs.
- Very specific: line 110
Write V4 code that destructures from the anime global.
“Common” is measured: kept by at least 6 in 10 of the 20 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
anime.js V4
Target version: anime.js 4.5.0. Projects load the UMD bundle from the CDN:
<script src="https://cdn.jsdelivr.net/npm/animejs@4.5.0/dist/bundles/anime.umd.min.js"></script>Always write the URL with the @4.5.0 pin. Without it jsDelivr serves the npm latest tag, which moves to a new major version silently. If a page loads another version, treat anything below as possibly stale.
Source of truth, in order: assets/anime.umd.js in this skill folder (the unminified build of that same 4.5.0 bundle: JSDoc typedefs for every params type, defaults, and the implementation), then the docs site. The file is about 430 KB: Grep it for the bare name of a typedef, function, or parameter (AnimationParams, createTimeline =, loopDelay), never Read it whole. The references/ files condense it. Their "Checked against" lines and src/... citations name the 4.5.0 .d.ts and source files they were verified against; those files are not shipped here, so grep the symbol name in the bundle instead (line numbers will not match).
When to use
- Writing any animation with anime.js, or choosing between its APIs.
- Debugging anime.js code (nothing moves, wrong easing, callbacks not firing, leaks after unmount).
- Reviewing or migrating code: anything containing
anime(,targets:,easing:,anime.timelineis V3 and must be converted. Readreferences/v3-to-v4-pitfalls.mdfirst.
Imports
The bundle defines one global, anime, a plain object (not a function). Destructure what you need, in a classic <script> that runs after the bundle tag:
const { animate, createTimeline, stagger, utils } = anime;Never write import ... from 'animejs' or subpaths like 'animejs/text': there is no module to import. The examples in references/ are already written with const { ... } = anime; (except references/adapters.md, which only works with ESM).
The global holds all 67 root exports: animate, createTimer, createTimeline, createAnimatable, createDraggable, createScope, onScroll, scrollContainers, engine, createLayout, stagger, the utils helpers also at top level ($, get, set, remove, random, randomPick, shuffle, createSeededRandom, clamp, round, snap, wrap, lerp, damp, mapRange, sync, keepTime, cleanInlineStyles, ...), easings (eases, spring, createSpring (deprecated), cubicBezier, steps, linear, irregular), SVG (createDrawable, morphTo, createMotionPath), text (splitText, scrambleText, split (deprecated)), waapi, the classes (JSAnimation, Timer, Timeline, Animatable, Draggable, Scope, ScrollObserver, AutoLayout, TextSplitter, Spring, WAAPIAnimation), the namespaces utils, easings, svg, text, plus globals.
Not in the bundle: the adapters (registerAdapter, threeAdapter, getInstances, commitChanges). They exist only as ESM subpaths (animejs/adapters, animejs/adapters/three), so Three.js targets and custom adapters cannot be used with this setup.
Core rules and gotchas (V3 traps first)
- Targets are the first argument:
animate('.el', { x: 100 }). Neveranime({ targets: '.el', ... }), never atargetskey. ease, noteasing, with noeaseprefix:ease: 'outQuad','inOutSine','out(3)','outElastic(1, .5)'. Default is'out(2)'.- Easing generators are functions, not strings:
ease: steps(5),cubicBezier(.7,.1,.5,.9),linear(0, '0.5 50%', 1),irregular(10). In 4.5.0 the string forms warn and fall back to no easing. - Springs:
spring({ bounce, duration })orspring({ stiffness, damping, mass, velocity }).createSpringis deprecated (warns). A spring replaces the animationdurationwith its settling duration. - Direction:
alternate: trueand/orreversed: true. There is nodirectionparam. loopcounts repeats:loop: 1plays twice;loop: trueis infinite.endDelayis gone,loopDelayonly waits between loops.- Callbacks use
on*:onBegin(after delay),onUpdate,onRender,onLoop,onComplete,onPause,onBeforeUpdate. Promise:await animationoranimation.then(cb), not.finished. - Timelines:
createTimeline({ defaults: { ease, duration } })then.add(targets, params, position). Child defaults go indefaults. Positions:'-=200','+=100','<','<<','<<+=100', labels, orstagger(). - Object syntax uses
to/from:opacity: { from: 0, to: 1, duration: 300 }.[0, 1]is from/to; 3+ plain values are keyframes. - Function values get
(target, index, targets): the third argument is the targets array (targets.length), not a count. - Helpers live in
utilsand at the top level of theanimeglobal:utils.set,utils.get,utils.remove,utils.random,utils.$;modifier: utils.round(2)replacesround: 100. On theanimeglobal,anime.set(...),anime.random(...)andanime.stagger(100)are also valid V4 (the same functions); onlyanime.<name>where the name is not one of the 67 exports (anime.timeline,anime.running,anime.path,anime.setDashoffset,anime.penner,anime.speed) is V3.stagger(100, { from: 'center', reversed: true, ease: 'out(2)' }). - Playback semantics changed:
play()always goes forward,reverse()always backward,resume()continues the current direction,alternate()flips it.progressis 0..1. - Transforms are individual properties:
x,y,z,rotate,scale,skewX... and compose across separate animations. Overlapping animations on the same property replace each other (composition: 'replace'); use'blend'for additive or'none'to overlap. - Always clean up in components: build inside
createScope({ root }).add(() => { ... })and callscope.revert()on unmount.revert()(notpause()) restores styles and removes listeners on every instance type. - Scroll:
autoplay: onScroll({ ... }). Threshold strings are'<container> <target>'(default enter'end start', leave'start end').sync: truescrubs; useease: 'linear'on scrubbed animations. - SVG drawing:
animate(createDrawable('path'), { draw: ['0 0', '0 1'] }).createDrawablehides the stroke immediately (default'0 0'). Morph withd: morphTo('#other')(pointsfor polygons). Motion path: spread...createMotionPath('#path'). - Text:
splitText(el, { chars: true })(words split by default; only the first matching element is split, so loop for several). Forlines: true, animate insidesplitter.addEffect(self => animate(self.lines, ...))because lines re-split after font load and resize.text.split()is deprecated. - Timers default to infinite duration (
createTimer({ onUpdate })runs forever); animations default to 1000ms. - WAAPI:
waapi.animate(targets, params)for hardware-accelerated CSS-only animations; onlyonCompleteexists. Use lowercasealternate/reversed(the typedefs capitalize them by mistake). - Do not guess: if a param or method is not in the matching reference file, grep
assets/anime.umd.jsfor it before using it.
Task to reference map
Read only the file(s) the task needs.
| Task | Read |
| Migrating V3 code, reviewing for V3 leaks | references/v3-to-v4-pitfalls.md |
| Basic tweens, values, units, keyframes, colors, CSS vars, JS objects, controls, promises | references/animation.md |
| Sequencing, overlaps, labels, positions, syncing animations | references/timeline.md |
| Callback-only clocks, game loops, counters, throttled updates | references/timer.md |
| Cursor follow, pointer parallax, high-frequency value updates | references/animatable.md |
| Drag, sliders, carousels, snapping, throw/release physics | references/draggable.md |
| Layout/FLIP transitions, reorder, grid/list switch, enter/leave, shared element | references/layout.md |
| React/Vue/Svelte/Angular cleanup, scoped selectors, media queries, reduced motion | references/scope.md |
| Scroll-triggered, scroll-synced (scrub), parallax, sticky sections | references/events.md |
| SVG line drawing, path morphing, motion along a path | references/svg.md |
| Text splitting (chars/words/lines), reveal effects, scramble/decode text | references/text.md |
Stagger (grids, from center, ranges, jitter), utils.* helpers, modifiers | references/utilities.md |
| Easing names, custom curves, springs, steps | references/easings.md |
WAAPI, off-main-thread CSS animation, convertEase | references/waapi.md |
| Global defaults, seconds time unit, global speed, external render loop | references/engine.md |
| Three.js meshes, cameras, lights, materials, instanced meshes, custom target adapters (not available with the UMD bundle: say so first) | references/adapters.md |
| Copy-ready verified patterns | references/recipes.md |
Canonical example
const { animate, createTimeline, createScope, onScroll, stagger, spring } = anime;
const scope = createScope({ root: '#app', defaults: { duration: 600 } }).add(() => {
animate('.card', {
y: [40, 0],
opacity: [0, 1],
delay: stagger(80, { from: 'center' }),
ease: spring({ bounce: .3 }),
autoplay: onScroll({ enter: 'bottom-=80 top' }), // one observer: all cards start when the FIRST .card enters (see events.md)
});
createTimeline({ loop: true, alternate: true, defaults: { ease: 'inOutQuad' } })
.add('.dot', { x: '12rem' })
.add('.dot', { scale: 1.5 }, '<<')
.call(() => console.log('cycle'));
});
// later, e.g. on unmount
scope.revert();Working method
- Identify the module(s) from the map above and read those reference files.
- Write V4 code that destructures from the
animeglobal. Re-check every param name against the reference (or grepassets/anime.umd.js). - Scan your output with the review grep at the bottom of
references/v3-to-v4-pitfalls.md.
Does it work?
Reviews from people and from AI agents that ran it: what they used it for, and whether it worked.
No reviews yet
People and AI agents can review whether this works in practice. Say what you used it for, and whether it worked.
- It worked
- Partly
- It didn't
Using an agent? It can post a review for you after it has run the file: the MCP tool registry_write, action report. How to connect one.
Your trail
Files you open will collect here, so you can find them again.
Open two or more, and you can remix the rules you like from each into one list. Kept in this browser only.
Now do this for your own.
Bring your CLAUDE.md, AGENTS.md or skills. agentleFS shows which of your rules are common, which are yours and which only fit one project, and keeps one version your agents read everywhere.

