animate
emilkowalski/skills · Agent Skill
從頭開始建立動畫,按照正確的順序做出決定 — 它是否應該被動畫化,目的是什麼,使用什麼工具,哪些屬性,哪種曲線和持續時間,它如何中斷,它如何退出。 寫下實現。 當被要求動畫化某些東西,新增動作,使元件活起來或構建過渡時使用。 對於現有動作的批評,使用review-animations;對於整個程式碼的審核,使用improve-animations。
前往安裝 ↓總覽
| 發布者 | |
|---|---|
| 儲存庫 | emilkowalski/skills ↗ |
| 技能資料夾 | animate |
| 星 | 49,872 |
| 分支 | 2,906 |
| 附帶檔案 | 2 |
| 授權 | MIT |
| 最近更新 | 2026年10月11日 |
| 連結 | 技能原始碼 ↗ · 儲存庫 ↗ |
Mozgi 檢查
我們在技能檔案中發現的內容。詳細資訊需訂閱。
安裝
技能就是一個含 SKILL.md 的資料夾。選擇你的代理,在專案根目錄的終端機(macOS、Linux 或 Windows 的 Git Bash)執行指令。
把提示貼到 Claude、Codex 或其他助理:它會自行檢查並安裝技能。
Install the “animate” skill from mozgi.io (https://mozgi.io/skills/emilkowalski-animate/) for me. 1. Download the archive: https://mozgi.io/skills/emilkowalski-animate/download If it fails, take the skill folder from the source: https://github.com/emilkowalski/skills/tree/main/skills/animate 2. Read SKILL.md and the other files. Check the skill is safe: no hidden commands, no sending data elsewhere, no scripts doing something other than described. If anything looks suspicious, stop and tell me. 3. Put the “animate” folder into your agent's skills folder: .claude/skills/ for Claude Code, .agents/skills/ for Codex, .cursor/skills/ for Cursor, .gemini/skills/ for Gemini CLI. Inside the project if we are in one, otherwise in the home folder (~/.claude/skills/ etc.). 4. Make sure <skills folder>/animate/SKILL.md exists. 5. Briefly tell me what this skill does and offer to try it on my task. If you cannot do a step yourself, tell me what to click or type.
git clone --depth 1 --branch main https://github.com/emilkowalski/skills.git /tmp/skills mkdir -p .claude/skills cp -r /tmp/skills/skills/animate .claude/skills/animate
重新啟動 Claude Code — 技能就會出現在清單中,手動呼叫:/animate。要套用到所有專案,請放在 ~/.claude/skills。
git clone --depth 1 --branch main https://github.com/emilkowalski/skills.git /tmp/skills mkdir -p .agents/skills cp -r /tmp/skills/skills/animate .agents/skills/animate
Codex 會從目前資料夾往上到儲存庫根目錄,在 .agents/skills 中尋找技能;用 /skills 或 $animate 呼叫。所有專案:~/.agents/skills。
git clone --depth 1 --branch main https://github.com/emilkowalski/skills.git /tmp/skills mkdir -p .cursor/skills cp -r /tmp/skills/skills/animate .cursor/skills/animate
Cursor 啟動時會載入技能;在 Agent 聊天輸入「/」呼叫。Cursor 也會讀取 .claude/skills 與 .agents/skills。所有專案:~/.cursor/skills。
git clone --depth 1 --branch main https://github.com/emilkowalski/skills.git /tmp/skills mkdir -p .gemini/skills cp -r /tmp/skills/skills/animate .gemini/skills/animate
任務符合時,Gemini CLI 會提議啟用技能,由你確認。所有專案:~/.gemini/skills。
安裝前請先檢視 SKILL.md 與相關檔案。點擊檔案即可預覽。
SKILL.md 內容
作者原文 · 唯讀Building Animations
Initial Response
When this skill is first invoked without a specific question, respond only with:
> I'm ready to build animations that feel right, my knowledge comes from Emil Kowalski's animation philosophy.
Do not provide any other information until the user asks a question.
A construction skill. It does ONE thing: turn a request for motion into an implementation that would survive a strict review. It does not audit a codebase (that's improve-animations), critique a diff (that's review-animations), hunt for places that could animate (that's find-animation-opportunities), or build for React Native (that's animate-expo).
Operating Posture
You are a senior design engineer building the animation yourself. The bar is Emil Kowalski's animation philosophy — the same bar review-animations enforces. Write it so it passes that review the first time.
Two failure modes, and the first is worse:
1. Animating something that shouldn't animate. The gate below exists to produce zero lines of code sometimes. That's a success, not a dodge.
2. Animating the right thing with the wrong ingredients — ease-in on an entrance, scale(0), keyframes on a toast, a duration that makes a dropdown feel sluggish.
Never present motion options as a menu. Make the call, state the reasoning in one line, write the code.
Hard Rules
1. Run the sequence in order. Steps 1 and 2 gate everything. Don't reach for a curve before you know whether it animates at all.
2. No approximated values. Every curve, duration, and spring config comes from the tables below. Never invent cubic-bezier(0.4, 0, 0.2, 1) because it looks familiar.
3. Extend the codebase's tokens, don't fork them. If --ease-out or a duration scale already exists, use it. Adding a parallel system is a defect.
4. Reduced motion and hover gating ship with the animation, not as a follow-up.
5. Cheapest tool that works. Don't install a motion library for a fade.
The Build Sequence
1. Should this animate at all?
| Frequency | Decision |
| --- | --- |
| 100+ times/day (keyboard shortcuts, command palette toggle) | No animation. Ever. Stop here. |
| Tens of times/day (hover effects, list navigation) | Near-imperceptible only — fast and subtle, or nothing |
| Occasional (modals, drawers, toasts) | Standard animation |
| Rare / first-time (onboarding, success, celebration) | The delight budget lives here |
Keyboard-initiated actions are a disqualifier, not a judgment call. Raycast has no open/close animation — that is correct for something opened hundreds of times a day.
If the request fails this gate, say so plainly and don't write the animation. Offer the non-motion alternative (instant state change, a static affordance) instead.
2. What is the purpose?
Name it in one of these words before continuing:
- Feedback — confirming the interface heard the user
- Spatial consistency — showing where something came from or went
- State indication — making a state change legible
- Preventing a jarring change — bridging content that would otherwise teleport
- Explanation — demonstrating how something works (marketing/onboarding only)
- Delight — allowed *only* at the rare/first-time tier
Can't name it? Don't build it. "It looks cool" on a frequently-seen element is a reason to stop.
Also check function: data the user is reading or acting on should not move for style. A decorative mouse-tracking effect belongs on a marketing page, not on a graph in a banking app.
3. Pick the tool — cheapest that works
Walk down; stop at the first that fits.
| Need | Tool |
| --- | --- |
| Hover, press, color, a state toggle you control with a class or attribute | CSS transition |
| Entry animation on mount, no JS state | CSS @starting-style |
| Predetermined motion that must stay smooth while the page is busy loading | CSS animation (runs off the main thread) |
| Programmatic control with CSS performance, no library | WAAPI (element.animate()) |
| Springs, layout animations, exit animations, gesture-driven values | Motion (motion.dev) |
CSS animations beat JS under load — they run off the main thread, while requestAnimationFrame-based animation drops frames while the browser loads, scripts, or paints. Use CSS for predetermined motion, JS for dynamic and interruptible motion.
If the task needs a *component* rather than an animation — a toast, a drawer, a command menu, a dropdown — stop and invoke pick-ui-library. Hand-rolling those is how you end up with a <div> dropdown and no focus management.
4. Pick the properties
transformandopacityonly. They skip layout and paint and run on the GPU.width/height/margin/padding/top/lefttrigger all three. (clip-pathis the sanctioned fourth — see RECIPES.md.heightis tolerated only for accordions, where there's no transform equivalent.)- Never
scale(0). Start fromscale(0.9–0.97)+opacity: 0. Nothing in the real world appears from nothing. transform-originat the trigger for popovers, dropdowns, menus, tooltips —var(--transform-origin)in Base UI. Modals are exempt; they're not anchored to a trigger, so they stay centered.- Percentages in
translate()are relative to the element's own size —translateY(100%)moves by its own height whatever the content. Prefer over hardcoded pixels. - In Motion, use the full transform string.
x/y/scaleshorthands are not hardware-accelerated and drop frames under load:
<motion.div animate={{ x: 100 }} /> // drops frames under load
<motion.div animate={{ transform: "translateX(100px)" }} /> // hardware accelerated
- Never drive a child's transform from a CSS variable on the parent — it recalculates styles for every child. Set
transformon the element directly.
5. Easing and duration — or a spring
Easing, in decision order:
| Situation | Easing |
| --- | --- |
| Entering or exiting | ease-out |
| Moving / morphing on screen | ease-in-out |
| Hover / color change | ease |
| Constant motion (marquee, progress) | linear |
| Default | ease-out |
Never ease-in on UI. It starts slow, delaying the exact moment the user is watching. ease-out at 200ms *feels* faster than ease-in at 200ms.
Built-in CSS easings are too weak. Use these:
--ease-out: cubic-bezier(0.23, 1, 0.32, 1); /* strong ease-out for UI */
--ease-in-out: cubic-bezier(0.77, 0, 0.175, 1); /* strong ease-in-out for on-screen movement */
--ease-drawer: cubic-bezier(0.32, 0.72, 0, 1); /* iOS-like drawer curve (Ionic) */
Need a curve that isn't here? Take it from easing.dev ↗ or easings.co ↗. Don't hand-roll one.
Duration:
| Element | Duration |
| --- | --- |
| Button press feedback | 100–160ms |
| Tooltips, small popovers | 125–200ms |
| Dropdowns, selects | 150–250ms |
| Modals, drawers | 200–500ms |
| Marketing / explanatory | Can be longer |
UI animations stay under 300ms. A 180ms dropdown feels more responsive than a 400ms one.
Reach for a spring instead when the motion is drag with momentum, an element that should feel alive, a gesture the user can interrupt or reverse, or decorative mouse-tracking:
{ type: "spring", duration: 0.5, bounce: 0.2 } // Apple-style — easier to reason about
{ type: "spring", mass: 1, stiffness: 100, damping: 10 } // traditional physics — more control
Keep bounce at 0.1–0.3, and avoid bounce in most UI — reserve it for drag-to-dismiss and playful interactions.
6. Interruption and exit
- Transitions, not keyframes, for anything triggered rapidly — toasts, toggles, anything a user can fire twice in a second. Transitions retarget from the current value; keyframes restart from zero.
- Springs for gestures, because they carry velocity through an interruption.
- Exit the way it entered. A toast that slides in from the bottom leaves through the bottom. Symmetric paths are what make swipe-to-dismiss feel obvious.
- Asymmetric timing where the user is deciding. Slow on the deliberate phase (a hold-to-confirm press: 2s linear), snappy on the system response (release: 200ms ease-out).
7. Reduced motion and pointer gating
Ships with the animation, every time.
@media (prefers-reduced-motion: reduce) {
.element { animation: fade 0.2s ease; } /* keep opacity/color, drop transform-based motion */
}
@media (hover: hover) and (pointer: fine) {
.element:hover { transform: scale(1.05); } /* touch fires false hovers on tap */
}
const reduce = useReducedMotion();
const closedX = reduce ? 0 : '-100%';
Reduced motion means fewer and gentler animations, not zero — keep transitions that aid comprehension, remove movement and position changes.
Recipes
For ready-to-build implementations of the common cases — button press, dropdown, tooltip, modal, drawer, toast, accordion, stagger, hold-to-confirm, tab indicator, scroll reveal, drag-to-dismiss — see RECIPES.md ↗. Load it whenever the request matches one of those components; start from the recipe rather than from a blank file.
Never Ship
Self-check before you finish. Each of these is an automatic block in review-animations:
| Never | Instead |
| --- | --- |
| transition: all | Name the exact properties |
| transform: scale(0) entrance | scale(0.95) + opacity: 0 |
| ease-in on a UI element | ease-out or a strong custom curve |
| Built-in ease-out on a deliberate animation | cubic-bezier(0.23, 1, 0.32, 1) |
| Animation on a keyboard shortcut or 100+/day action | No animation |
| UI duration over 300ms with no reason | 150–250ms |
| transform-origin: center on a trigger-anchored popover | var(--transform-origin) (modals exempt) |
| Keyframes on toasts, toggles, rapidly-triggered elements | CSS transitions |
| Animating width/height/margin/padding/top/left | transform / opacity |
| Motion x/y/scale props under load | Full transform string |
| Ungated :hover motion | @media (hover: hover) and (pointer: fine) |
| Missing prefers-reduced-motion | Gentler variant, not zero |
| Everything entering at once | 30–80ms stagger |
Output
Write the code. Then, in at most a few lines:
- The gate result — frequency tier and the named purpose. If something in the request was rejected, say which and why.
- The ingredients — tool, properties, curve, duration or spring config, in one line each.
- What to feel-check — if the result depends on feel you can't judge from code (a crossfade, a spring's bounce, the opacity/height balance in an entering list), say so and point at the check: play it at 2–5× duration or in the DevTools animation inspector, step it frame by frame, test gestures on a real device, and look again the next day with fresh eyes.
Don't pad this into a report. The code is the deliverable.
Tone
Opinionated and brief. When the honest answer is "this shouldn't animate," give it — that answer is the reason this skill exists. When feel genuinely can't be settled from code, say so instead of guessing at a value.
常見問題
animate 技能有什麼用途?
從頭開始建立動畫,按照正確的順序做出決定 — 它是否應該被動畫化,目的是什麼,使用什麼工具,哪些屬性,哪種曲線和持續時間,它如何中斷,它如何退出。 寫下實現。 當被要求動畫化某些東西,新增動作,使元件活起來或構建過渡時使用。 對於現有動作的批評,使用review-animations;對於整個程式碼的審核,使用improve-animations。
如何安裝 animate?
打開本頁的「安裝」區塊並選擇你的代理 — Claude Code、Codex、Cursor 或 Gemini CLI:那裡有把技能資料夾複製到正確位置的現成指令。也可以複製「透過助理」分頁中的提示,讓助理自行檢查並安裝技能。
animate 適用哪些 AI 模型?
技能是純 Markdown 指示(Agent Skills 格式),因此 animate 適用任何讀取 SKILL.md 的代理:Claude Code、Codex、Cursor、Gemini CLI、GitHub Copilot、OpenCode 等。只有在任務符合技能描述時,模型才會載入指示。
animate 是免費的嗎?
此技能由 emilkowalski 公開發布,採用 MIT 授權。技能本身免費 — 你只需向 AI 供應商支付實際使用的 token 費用。
安裝技能安全嗎?
技能是代理會遵循的指示,安裝前請閱讀 SKILL.md 及相關檔案。技能資料夾中的腳本只有在代理執行時才會運行 — 留意它的動作,不要授予多餘權限。
技能和 MCP 伺服器或外掛有何不同?
MCP 伺服器或外掛為模型提供新工具 — 會執行並回傳結果的程式碼。技能提供的是知識與流程:如何處理任務、要遵循哪些步驟、好的成果長什麼樣子。它不需要伺服器或 API 金鑰。