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.
In this repository75 other files it gives its agents.
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- The first 60 shown.
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
- Very specific: line 10
Run this last. Motion polish on a broken flow hides the breakage.
- Very specific: line 16
All of this lives on the interaction, not inside the action.
- Very specific: line 40
Do not reach for smartAnimate by default.
- Very specific: line 54
Use delayMs on hover interactions so a pointer crossing a control does not trigger it.
- Distinctive: line 60
Keep the same journey consistent.
- Distinctive: line 63
Do not add motion to elements the brief never mentioned.
≈ “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
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.
transitiontypes:instant,dissolve,smartAnimate,moveIn,moveOut,push,slideIn,slideOut, withdirectionofleft,right,top, orbottom.durationMson 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}}.delayMsfor 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. navigatetakespreserveScroll, which keeps a long page's scroll position across a transition.
2. Choose Motion From the Interaction, Not Habit
| Interaction | Transition | Duration | Easing |
| Tab or segment switch in place | instant or dissolve | 0–120 ms | easeOut |
| Forward into a detail screen | slideIn or push, direction left | 260–320 ms | easeInOut |
| Back to the previous screen | back, or the mirrored direction | 240–300 ms | easeInOut |
| Bottom sheet or modal opening | moveIn, direction bottom | 220–280 ms | easeOut |
| Sheet or modal closing | moveOut, direction bottom | 180–240 ms | easeIn |
| Element morphing between states | smartAnimate | 240–320 ms | easeInOut or gentle |
| Playful, child-facing confirmation | smartAnimate | 300–420 ms | bouncy or easeOutBack |
| Toast or alert self-dismissing | dissolve on afterDelay | 160–240 ms | easeOut |
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
- Inspect the interactions and confirm
transition,durationMs,easing, and anydelayMsare stored as intended. These fields are reported byinspect_documentandget_node. - Walk the graph and confirm forward and back motion mirror each other, and that every overlay's open and close pair are complementary.
- Confirm no required interaction lost its action while being retimed.
- 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.
Does it work?
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Your trail
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