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emiliodominguezemiliodominguez/flow-skills/skills/flow-animate/SKILL.md

flow-animate

Skill1 starsChanged 47 days agoMITView on GitHub

Interface motion design, tuning and critique. Use when adding transitions or micro-interactions, or when motion feels janky, slow or distracting. Hands off to `flow-styles` or `flow-review`.

The file

We split this skill into the rules it gives an agent

5 rules. About 0 are common, 2 are distinctive, and 3 are very specific to this project.

  • ≈0

    Common · estimate

    Many files like this have a rule of this kind.

  • ≈2

    Distinctive · estimate

    This author's own choices. Worth a look.

  • 3

    Very specific

    Tied to their project's names, files or tools. Probably skip.

  • Common
  • Distinctive
  • Very specific
  1. Distinctive:

    Use the installed animation stack or native CSS/Web Animations.

    line 19
  2. Very specific:

    Prefer transform/opacity where suitable, but measure real frame behavior and visual quality.

    line 30
  3. Very specific:

    Avoid layout thrashing, needless promoted layers and permanent will-change.

    line 31
  4. Distinctive:

    Keep controls out of production UI using the framework/build tool's development mechanism.

    line 40
  5. Very specific:

    Use flow-styles for related layout work or flow-review for implementation review.

    line 66

≈ “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.

Keep what fits and drop the rest. Your version, ready for your agents.
Files
SKILL.md

Animate

Motion serves the interaction. Content stays readable, input responsive, and the final state correct when animation is reduced, interrupted, replayed or unavailable.

Select the mode

  • Storyboard: trigger, sequence, spatial relationship and end state, before code.
  • Dials: a few development-only parameters when interactive tuning helps.
  • Critique: name the concrete perceptual or interaction issue in existing motion.

Use the installed animation stack or native CSS/Web Animations. Do not add Motion, a canvas renderer or a build dependency because a sample uses one. Check actual library versions and official APIs when uncertain.

Implement the sequence

  1. Define trigger, duration budget, cancellation and final state. Pick a small set of timings, easing/spring values and amplitudes. Name reusable constants with units (durationMs, durationSeconds) and convert deliberately; don't abstract every one-off value.
  2. Derive stagger from order/count. Use state or lifecycle-aware timelines suited to the UI; a single increasing stage counter is not universal.
  3. Prefer transform/opacity where suitable, but measure real frame behavior and visual quality. Avoid layout thrashing, needless promoted layers and permanent will-change.
  4. Handle reduced motion explicitly: Motion's supported config or hook, otherwise the media preference. Reduced motion still shows content, keeps feedback and completes state transitions without relying on an animation event.
  5. Cleanup: listeners, observers, animation handles, timers and RAF loops. Handle unmount, navigation, rapid repeated input and interruption so stale callbacks cannot mutate new state.

Development dials

Keep controls out of production UI using the framework/build tool's development mechanism. In React, mount a separate development component with unconditional Hooks; never wrap Hook calls in a conditional guard. Write tuned values back to source and remove temporary controls unless the user wants them.

Critique and verify

Assess hierarchy, continuity, rhythm and affordance against the intended experience; propose a concrete before/after or parameter change, not "more polish". Run the page and check initial, intermediate and final states, representative viewports, keyboard/pointer input, reduced motion, replay and cancellation. Capture evidence when comparison helps. A passing build does not prove the animation looks or behaves correctly.

Anti-patterns

  • Decorative movement that obscures reading or delays usable input.
  • A hidden initial state that stays hidden if animation never completes.
  • Replaying an old timeline after unmount, or assuming reduced motion is on by default.
  • Framework-specific dev guards or spring fields copied into an incompatible stack.

Done when

  • Motion expresses the intended behavior and has a valid reduced/static alternative.
  • Rendering, cancellation, replay and lifecycle behavior are checked where relevant.
  • Tuned values, cleanup and remaining verification limits are clear.

Use flow-styles for related layout work or flow-review for implementation review.

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