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wilfreudwilfreud/skills-or-something/animejs/SKILL.md

animejs

Skill2 starsChanged 3 months agoMITView on GitHub

Use when working with Anime.js / animejs: building, editing, reviewing, debugging, optimizing, or designing JavaScript/TypeScript animations, timelines, timers, stagger effects, easings, WAAPI animations, SVG motion, text splitting, draggable interactions, layout transitions, React/Next.js animation integration, or performance-sensitive UI motion. Always use for files importing animejs, animejs/animation, animejs/timeline, animejs/utils, animejs/svg, animejs/text, animejs/waapi, animejs/scope, animate, createTimeline, createTimer, createScope, createDraggable, createLayout, stagger, spring, splitText, svg, waapi, or engine.

20 other projects use a version of this.

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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

Show its rules and text

We split this skill into the rules it gives an agent

17 rules. 0 are common, 9 are distinctive, and 8 are very specific to this project.

  • 0

    Common

    Most of the 20 edited versions we read keep these.

  • 9

    Distinctive

    This author's own choices. Worth a look.

  • 8

    Very specific

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

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

    Before implementing or reviewing Anime.js behavior:

    line 10
  2. Distinctive:

    Search documentation sections for task area: installation, module imports, React, animation, timeline, timer, animatable, draggable, …

    line 13
  3. Distinctive:

    Use bundled references as routing map only.

    line 18
  4. Very specific:

    Read references/doc-map.md to pick official links quickly.

    line 22
  5. Very specific:

    Read references/api-patterns.md before implementing timelines, staggered sequences, SVG/text effects, draggable/layout interactions, WAAPI, …

    line 23
  6. Very specific:

    Read references/react-nextjs.md before using Anime.js in React or Next.js.

    line 24
  7. Very specific:

    Read references/optimization.md before performance-sensitive animation, large lists, frequent events, React Flow/canvas overlays, or …

    line 25
  8. Distinctive:

    Prefer module/subpath imports when bundle size matters.

    line 29
  9. Distinctive:

    Keep animations scoped to owned DOM roots.

    line 31
  10. Very specific:

    Avoid animating layout-heavy properties unless using Anime.js layout APIs deliberately.

    line 33
  11. Distinctive:

    Do not leave infinite loops, timers, draggables, or event callbacks alive after component unmount.

    line 35
  12. Distinctive:

    Do not hide business state in animation instances.

    line 36
  13. Distinctive:

    Keep target selection deterministic and scoped.

    line 51
  14. Distinctive:

    Verify TypeScript/build and manually inspect motion behavior when UI changes.

    line 53
  15. Very specific:

    Use Anime.js for interface polish only.

    line 58
  16. Distinctive:

    If animating React Flow nodes or panels, do not mutate React Flow node objects for animation state.

    line 59
  17. Very specific:

    Do not add animejs dependency without user approval if not already present.

    line 60

“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

Anime.js

Required doc freshness workflow

Before implementing or reviewing Anime.js behavior:

  1. Fetch https://animejs.com/documentation/.
  2. Search documentation sections for task area: installation, module imports, React, animation, timeline, timer, animatable, draggable, layout, scope, events, SVG, text, utilities, easings, WAAPI, engine, or adapters.
  3. Fetch exact linked Anime.js page(s) needed for task.
  4. Base imports, method names, parameter names, callbacks, return types, cleanup methods, and module subpaths on fetched pages, not memory.
  5. Mention fetched docs when handing off non-trivial animation work.

Use bundled references as routing map only. Do not treat them as substitute for fresh docs.

Reference routing

  • Read references/doc-map.md to pick official links quickly.
  • Read references/api-patterns.md before implementing timelines, staggered sequences, SVG/text effects, draggable/layout interactions, WAAPI, or engine-level behavior.
  • Read references/react-nextjs.md before using Anime.js in React or Next.js.
  • Read references/optimization.md before performance-sensitive animation, large lists, frequent events, React Flow/canvas overlays, or reduced-motion work.

Implementation stance

  • Prefer module/subpath imports when bundle size matters.
  • In React/Next.js, use createScope() inside effects and scope.revert() cleanup.
  • Keep animations scoped to owned DOM roots. Avoid global selectors unless deliberate.
  • Animate compositor-friendly properties first: transform, opacity, filter sparingly.
  • Avoid animating layout-heavy properties unless using Anime.js layout APIs deliberately.
  • Respect prefers-reduced-motion; provide reduced or disabled motion path.
  • Do not leave infinite loops, timers, draggables, or event callbacks alive after component unmount.
  • Do not hide business state in animation instances. UI motion follows state, not inverse.

Common task workflow

  1. Identify environment: vanilla JS, React, Next.js Client Component, SVG, text, WAAPI, or layout transition.
  2. Fetch fresh docs through required workflow.
  3. Choose primitive:
    • animate() for direct property animation.
    • createTimeline() for coordinated sequence.
    • createTimer() for timer/callback timing.
    • createScope() for React/component scoping and cleanup.
    • createDraggable() for pointer drag interactions.
    • createLayout() for animating layout state changes.
    • waapi.animate() for lightweight WAAPI-backed animations when feature set fits.
  4. Define lifecycle and cleanup before coding.
  5. Keep target selection deterministic and scoped.
  6. Tune duration/easing/stagger with intent, not decoration.
  7. Verify TypeScript/build and manually inspect motion behavior when UI changes.

Project-specific notes

  • This repo is Next.js App Router. Anime.js UI components must be Client Components.
  • Use Anime.js for interface polish only. Domain source of truth remains SQLite/relational data.
  • If animating React Flow nodes or panels, do not mutate React Flow node objects for animation state. Animate DOM presentation or store UI preference separately.
  • Do not add animejs dependency without user approval if not already present.

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