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luisitoluisluisitoluis/agent-skills/skills/animejs/SKILL.md

animejs

Skill0 starsChanged 6 months agoMITView on GitHub

Anime.js 4.0 animation engine reference. Lightweight, modular, high-performance. Trigger: When building web animations, timelines, stagger effects, scroll animations, SVG morphing, text effects, or drag interactions with animejs.

  • Installs packages

20 other projects use a version of this.

Adopted by

Most recently taken up by

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-abyzovSkill

    waapi

    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

  • soilmassSkill

    lottie

    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-abyzovSkill

    three

    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

  • FldicoahkiinSkill

    contribute-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-labsSkill

    typegpu

    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

  • LangChainSkill

    remotion-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

The file

We split this skill into the rules it gives an agent

6 rules. 0 are common, 5 are distinctive, and 1 is very specific to this project.

  • 0

    Common

    Most of the 20 edited versions we read keep these.

  • 5

    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
  1. Distinctive:

    Use this skill when:

    line 13
  2. Very specific:

    Do NOT use for: physics simulations (Matter.js), Canvas/WebGL (Three.js), video/audio sync.

    line 22
  3. Distinctive:

    Import only what you need — modular imports (~24KB total)

    line 228
  4. Distinctive:

    Use transforms (x, y, scale, rotate) — GPU-accelerated

    line 229
  5. Distinctive:

    Prefer timelines over nested callbacks

    line 230
  6. Distinctive:

    Avoid animating layout — use transform/opacity, not width/height

    line 232

“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.

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

When to Use

Use this skill when:

  • CSS property animations (transforms, colors, opacity)
  • Sequenced animations with timelines
  • Scroll-triggered or scroll-synced animations
  • SVG morphing, line drawing, motion paths
  • Text animations (split, scramble)
  • Drag-and-drop with spring physics
  • Responsive animations with media queries

Do NOT use for: physics simulations (Matter.js), Canvas/WebGL (Three.js), video/audio sync.


Quick Decision

NeedFunction
One-shot animationanimate()
Sequence orchestrationcreateTimeline()
Real-time updates (mouse/scroll)createAnimatable()
Drag with physicscreateDraggable()
Layout changes (FLIP)createLayout()
Responsive/media queriescreateScope()
Scroll-triggeredonScroll()
SVG morphing / drawingmorphTo / createDrawable
Text split/animatesplitText()
Staggered delaysstagger()
Spring physicscreateSpring()

Installation

npm install animejs
import { animate, createTimeline, stagger } from 'animejs';
// CDN: https://cdn.jsdelivr.net/npm/animejs/+esm

animate() — Core

animate(targets, params);
// Targets: CSS selector, DOM element, NodeList, JS object
animate('.box', { x: 100, duration: 800, ease: 'outExpo' });

Properties & Values

animate('.el', {
  // Transforms (GPU-accelerated)
  x: 100, y: 50, rotate: 90, scale: 1.5, skew: 15,
  // CSS
  opacity: 0.5, backgroundColor: '#ff0000',
  // Relative
  x: '+=50', x: '*=2',
  // Function-based
  delay: (el, i) => i * 100,
});

Playback

animate('.el', {
  x: 100, duration: 1000, delay: 500, ease: 'outExpo',
  loop: true, alternate: true, autoplay: true,
  onComplete: (anim) => {},
});

Control

const anim = animate('.el', { x: 100, autoplay: false });
anim.play(); anim.pause(); anim.reverse(); anim.restart();
anim.seek(500); anim.cancel(); anim.revert();
anim.progress; anim.duration; // properties

createTimeline()

const tl = createTimeline({ defaults: { duration: 500, ease: 'outExpo' } });
tl.add('.box', { x: 100 })
  .add('.circle', { y: 100 }, '-=200')  // overlap
  .add('.text', { opacity: 0 }, '<');     // same time

Positions: 500 (absolute), '+=200' (after), '-=100' (before), '<' (simultaneous), 'label'


onScroll() — Scroll

import { animate, onScroll } from 'animejs';
animate('.el', {
  x: 200,
  autoplay: onScroll({ target: '.section', sync: true, repeat: true }),
});

stagger()

animate('.dots', { y: -20, delay: stagger(100) });
animate('.dots', { y: -20, delay: stagger(100, { from: 'center' }) });
animate('.dots', { scale: stagger([0.5, 1.5]) });  // value range
animate('.cell', { scale: [0,1], delay: stagger(50, { grid: [10,10], from: 'center' }) });

SVG

import { animate, morphTo, createDrawable, createMotionPath } from 'animejs';
animate('#a', { d: morphTo('#b'), duration: 1000 });           // morph
animate(createDrawable('path'), { draw: ['0 0','0 1'] });      // line draw
animate('.car', { ...createMotionPath('.road') });              // motion path

Text

import { splitText, animate, stagger, scrambleText } from 'animejs';
const { chars } = splitText('.heading', { chars: true });
animate(chars, { opacity: [0,1], y: [20,0], delay: stagger(30) });
animate('.el', { ...scrambleText({ text: 'New text', duration: 1000 }) });

createDraggable()

import { createDraggable, createSpring } from 'animejs';
createDraggable('.card', {
  container: '.board', snap: 100,
  releaseEase: createSpring({ stiffness: 200, damping: 20 }),
});

createAnimatable() — Real-time

import { createAnimatable } from 'animejs';
const box = createAnimatable('.box', { x: { duration: 500, ease: 'outSpring' } });
box.x(200);  // animate to
box.x();     // get current

createScope() — Responsive

import { createScope, createTimeline } from 'animejs';
createScope({ mediaQueries: { mobile: '(max-width: 768px)' } })
  .add(({ matches }) => {
    createTimeline().add('.nav', { x: matches.mobile ? ['-100%',0] : [0,0] });
  });

Easings

'linear' 'ease'
'inSine' 'outSine' 'inOutSine'  'inQuad' 'outQuad' 'inOutQuad'
'inCubic' 'outCubic' 'inOutCubic'  'inExpo' 'outExpo' 'inOutExpo'
'inBack' 'outBack' 'inOutBack'  'inElastic' 'outElastic' 'inOutElastic'
'cubicBezier(.25,.1,.25,1)'  'steps(5)'  'spring(1,100,10,0)'  'outSpring'

Common Patterns

// Loop with alternate
animate('.box', { x: 250, duration: 800, ease: 'inOutExpo', loop: true, alternate: true });

// Timeline stagger
createTimeline()
  .add('.logo', { opacity: [0,1], y: [-20,0] })
  .add('.title', { opacity: [0,1], delay: stagger(50) }, '-=200');

// Scroll parallax
animate('.parallax', { y: ['-20%','20%'], autoplay: onScroll({ sync: true }) });

// Mouse tracking
const b = createAnimatable('.blob', { x: { duration: 800 }, y: { duration: 800 } });
document.addEventListener('mousemove', (e) => { b.x(e.clientX); b.y(e.clientY); });

Hard Rules

  1. Import only what you need — modular imports (~24KB total)
  2. Use transforms (x, y, scale, rotate) — GPU-accelerated
  3. Prefer timelines over nested callbacks
  4. Clean up on unmount — call revert() or cancel()
  5. Avoid animating layout — use transform/opacity, not width/height

References

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