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sreejithramansreejithraman/SreeStack/skills/animate/SKILL.md

animate

Skill1 starsChanged 16 days agoMITView on GitHub

Design, implement, and tune web, SwiftUI, and UIKit interface motion. Use for motion on those platforms when deciding whether to animate, building or reviewing transitions, shaping gesture-driven motion, or honoring reduced-motion preferences.

110 other projects use a version of this.

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Used with

Projects with it also use bolder, arrange 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.
  • HK-hubSkill

    bolder

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    Also in 29 projects that use this

  • HK-hubSkill

    arrange

    Improve layout, spacing, and visual rhythm. Fixes monotonous grids, inconsistent spacing, and weak visual hierarchy. Use when the user mentions layout feeling off, spacing issues, visual hierarchy, crowded UI, alignment problems, or wanting better composition.

    Also in 14 projects that use this

  • sanmidableSkill

    animate-expo

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  • swyxioSkill

    mobile-native

    Apply swyx's native mobile UX preferences when designing or critiquing iPhone/iPad flows, adapting tablet layouts, choosing communication-app notification behavior, or opening notifications/deep links/widgets/shortcuts before local content is ready. Also use for iOS/iPadOS generated build configuration, signing/install/launch problems, and device playtesting. Keep existing native or cross-platform stacks; excludes browser-only responsive work and backend-only changes without native UX or delivery implications.

    Also in 18 projects that use this

  • sanmidableSkill

    write-swift

    Also in 24 projects that use this

  • zwy123zwySkill

    normalize

    将用户随意输入的提示词规范化为结构清晰、便于大模型执行的标准化提示词。适用于需要整理、统一提示词格式时调用。

    Also in 19 projects that use this

  • +5 more from HK-hub
  • +1 more from sanmidable

The file

We split this skill into the rules it gives an agent

9 rules. 0 are common, 9 are distinctive, and 0 are very specific to this project.

  • 0

    Common

    Most of the 103 edited versions we read keep these.

  • 9

    Distinctive

    This author's own choices. Worth a look.

  • 0

    Very specific

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

  • Common
  • Distinctive
  • Very specific
  1. Distinctive:

    Read the platform branch before choosing APIs or timing:

    line 18
  2. Distinctive:

    Test entry, exit, rapid repeat, interruption, affected input methods, and reduced motion on the target platform.

    line 23
  3. Distinctive:

    Add delight to a rare moment without blocking the task.

    line 43
  4. Distinctive:

    Keep content steady while someone reads or acts on it.

    line 45
  5. Distinctive:

    Prefer the platform's standard components and transitions.

    line 49
  6. Distinctive:

    Start interrupted motion from its live value.

    line 52
  7. Distinctive:

    Keep controls usable while decorative motion runs.

    line 53
  8. Distinctive:

    Treat durations, curves, and spring values as test points.

    line 54
  9. Distinctive:

    Keep the note brief; the tested interaction is the result.

    line 66

“Common” is measured: kept by at least 6 in 10 of the 103 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

Animate

Build the requested motion on its real platform. An instant state change is a valid result when motion would add delay without meaning.

For an authorized build or fix, implement and test the workflow below. For a plan or review, leave the product unchanged and report the proposed motion or instant alternative, exact changes, and checks the implementation must pass.

Process

  1. Inspect the real interaction, nearby motion, design tokens, target platform and supported versions, input methods, use rate, state changes, and runnable surface. Finish when every animated element in scope has this evidence.
  2. Apply the motion gate below. Name the purpose and frequency tier. If motion fails the gate, keep the state change instant and test that state on the real surface.
  3. Read the platform branch before choosing APIs or timing:
    • For websites and web apps, read web motion. Read only the pattern guides that match the interaction.
    • For SwiftUI or UIKit, read Apple-platform motion.
  4. Choose the smallest mechanism that fits the interaction. Use the product's current components, motion system, and tokens before adding another abstraction or dependency.
  5. Implement the reduced-motion path with the primary behavior. Preserve useful feedback and the final state when movement is reduced or removed.
  6. Test entry, exit, rapid repeat, interruption, affected input methods, and reduced motion on the target platform. Slow playback or frame-step when timing and coordination need closer study.

When motion passes the gate, the work is done when it has a stated purpose, follows the product and platform conventions, survives interruption, and passes the affected input and reduced-motion paths. When motion fails the gate, the work is done when the instant or static state passes those same affected paths.

Motion gate

Use rateDefault
Very frequent or keyboard-ledInstant
Frequent, such as hover or list movementNone or very short
Occasional, such as a modal, drawer, or toastStandard interface motion
Rare, explanatory, or celebratoryMore room for delight

Motion needs one job:

  • Confirm input.
  • Explain spatial origin or destination.
  • Mark a state change.
  • Bridge a change that would otherwise feel abrupt.
  • Teach a rare flow.
  • Add delight to a rare moment without blocking the task.

Keep content steady while someone reads or acts on it. Decorative motion must not move useful data or its controls. If none of the jobs applies, stop at the gate.

Shared behavior

  • Prefer the platform's standard components and transitions. Add custom motion only when it communicates something the system behavior does not.
  • Make feedback immediate, brief, and proportional to the state change. Frequent actions should feel faster and quieter than rare ones.
  • Preserve spatial meaning between entry and exit. Tune them separately when the system response should be faster on dismissal.
  • Start interrupted motion from its live value. Gesture-driven motion should track input directly, preserve the grab point, and settle from the release state rather than restart from an old target.
  • Keep controls usable while decorative motion runs. Important information needs a non-motion cue.
  • Treat durations, curves, and spring values as test points. Geometry, content, input, platform, and product tone determine what feels right.

Handoff

For a build, deliver the implemented result first. When the gate rejects motion, deliver the instant or static alternative instead. For a plan or review, deliver the proposal or findings without editing the product. Then state:

  • The motion gate result and purpose.
  • The platform mechanism and reduced-motion behavior.
  • Any feel check that still needs slow motion, frame stepping, Simulator, or device testing.

Keep the note brief; the tested interaction is the result.

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