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rakaarwakyrakaarwaky/agents-arwaky/skills/figcraft/figcraft-motion/SKILL.md

figcraft-motion

Skill0 starsChanged 5 days agoMITView on GitHub

Adds transition and animation polish to a FigCraft prototype after its flows already work, using verified transition types, easings, springs, and delayed triggers. Use as the final pass, never as a substitute for correct wiring.

The file

We split this skill into the rules it gives an agent

6 rules. About 0 are common, 2 are distinctive, and 4 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.

  • 4

    Very specific

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

  • Common
  • Distinctive
  • Very specific
  1. Very specific:

    Run this last. Motion polish on a broken flow hides the breakage.

    line 10
  2. Very specific:

    All of this lives on the interaction, not inside the action.

    line 16
  3. Very specific:

    Do not reach for smartAnimate by default.

    line 40
  4. Very specific:

    Use delayMs on hover interactions so a pointer crossing a control does not trigger it.

    line 54
  5. Distinctive:

    Keep the same journey consistent.

    line 60
  6. Distinctive:

    Do not add motion to elements the brief never mentioned.

    line 63

≈ “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

FigCraft Motion

Run this last. Motion polish on a broken flow hides the breakage. figcraft-prototyper must already have every required path wired and inspected before anything here is tuned.

Load the figcraft coordinator for completion rules.

1. What the Engine Provides

All of this lives on the interaction, not inside the action. Confirm the current contract with list_commands before use.

  • transition types: instant, dissolve, smartAnimate, moveIn, moveOut, push, slideIn, slideOut, with direction of left, right, top, or bottom.
  • durationMs on the interaction.
  • easing: linear, easeIn, easeOut, easeInOut, easeInBack, easeOutBack, easeInOutBack, gentle, quick, bouncy, slow, or a custom {customBezier {x1, y1, x2, y2}} or {customSpring {mass, stiffness, damping}}.
  • delayMs for mouse enter, leave, down, and up, so a hover can settle before it fires.
  • An afterDelay {ms} trigger for timed sequences such as a splash, a toast that dismisses itself, or a staged reveal.
  • navigate takes preserveScroll, which keeps a long page's scroll position across a transition.

2. Choose Motion From the Interaction, Not Habit

InteractionTransitionDurationEasing
Tab or segment switch in placeinstant or dissolve0–120 mseaseOut
Forward into a detail screenslideIn or push, direction left260–320 mseaseInOut
Back to the previous screenback, or the mirrored direction240–300 mseaseInOut
Bottom sheet or modal openingmoveIn, direction bottom220–280 mseaseOut
Sheet or modal closingmoveOut, direction bottom180–240 mseaseIn
Element morphing between statessmartAnimate240–320 mseaseInOut or gentle
Playful, child-facing confirmationsmartAnimate300–420 msbouncy or easeOutBack
Toast or alert self-dismissingdissolve on afterDelay160–240 mseaseOut

Entering motion can afford to be slower than exiting motion. Exits should feel immediate. Nothing routine should exceed roughly 400 ms; past that an interface feels sluggish rather than polished.

Do not reach for smartAnimate by default. It earns its cost only when something genuinely continues across the two frames.

3. Smart Animate Pairing

smartAnimate pairs layers across the source and destination and animates the difference. For a pair to be found, keep the layer identical in both frames: same name, same place in the hierarchy, same type. Change only what should move, such as position, size, fill, opacity, or corner radius.

Common causes of a transition that snaps instead of animating: the layer was renamed, it sits at a different depth, it changed type, or it was rebuilt rather than duplicated. Build the second state by duplicating the first, then editing it.

Pairing behavior cannot be observed in a headless session. Treat it as a manual check and tell the user which transitions to watch.

4. Staged Sequences

For a celebration or onboarding beat, chain afterDelay interactions across intermediate frames rather than trying to stagger many elements in one transition. Keep the chain short, give the user an immediate way out, and never trap them in a timed sequence with no control.

Use delayMs on hover interactions so a pointer crossing a control does not trigger it.

5. Restraint

  • Animate what communicates: hierarchy, origin, direction, state change, and progress.
  • One primary motion per interaction. Competing animations read as noise.
  • Keep the same journey consistent. If forward slides left, it slides left everywhere.
  • Respect the design's temperament. A playful children's app can bounce; a banking confirmation should not.
  • Users who need reduced motion exist. If the product has that requirement, ask whether to provide an instant or dissolve variant rather than inventing one.
  • Do not add motion to elements the brief never mentioned.

6. Verification

  1. Inspect the interactions and confirm transition, durationMs, easing, and any delayMs are stored as intended. These fields are reported by inspect_document and get_node.
  2. Walk the graph and confirm forward and back motion mirror each other, and that every overlay's open and close pair are complementary.
  3. Confirm no required interaction lost its action while being retimed.
  4. Playback cannot be automated from this tool set. List the motion checks the user should run in preview, naming each transition, and do not call them verified.

Report the motion model you applied, the durations and easings chosen, the reasoning for anything unusual, and the pairing checks that still need a human eye.

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