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animation-systems — Claude Code skill: what it does, how to install

Motion design guide for clean, product-grade web animations like Stripe, Linear, and Apple. Useful when building UI transitions, hover states, and modals.

Install into Claude Code · Skills CLI (Vercel) All methods and platforms ↓
npx skills add MengTo/Skills --skill animation-systems -a claude-code
Open on GitHub

What animation-systems does

The skill guides your coding agent to implement restrained interface animations instead of random effects. It relies on reusable motion primitives like fade-and-rise entrances and slide transitions. Durations follow practical rules: 120–200 ms for micro-interactions, up to 400–800 ms for section reveals.

Performance rules are strict. The instructions explicitly forbid animating layout properties like width, height, top, or left. Everything must rely on transform and opacity to avoid reflows. Every generated transition must also respect prefers-reduced-motion, falling back to instant state changes.

It adapts to CSS, GSAP, or Framer Motion depending on your stack. The agent will first set up design tokens for durations and easing curves before outputting code.

What it helps with

  • create staggered entrance sequences for UI cards and text lines
  • define consistent easing curves and duration tokens
  • prevent layout reflows by restricting animations to transform and opacity
  • handle accessibility by supporting prefers-reduced-motion

Example prompts for the agent

  • Add a Linear-style staggered entrance to this card grid.
  • Create a hover state with lift and subtle shadow using transform.
  • Generate a modal entrance in Framer Motion with reduced-motion support.

How to install animation-systems

1Skills CLI (Vercel)

npx skills add MengTo/Skills --skill animation-systems -a claude-code

2Manually: put the files in place

~/.claude/skills/animation-systems/SKILL.md

Copy the whole skill folder; for one project use .claude/skills/animation-systems/

Step by step, with commands for each platform: How to install skills in Claude Code: five ways

Questions about animation-systems

How do I install animation-systems in Claude Code?

Run npx skills add MengTo/Skills --skill animation-systems -a claude-code in your terminal.

What does animation-systems do?

It provides your agent with design principles, timing rules (120–800 ms), choreography patterns, and GPU performance constraints for UI motion.

Which animation libraries are supported?

The guidelines are library-agnostic. The skill works with standard CSS transitions, GSAP, and Framer Motion based on what your project uses.

Source text

SKILL.md · MIT
---
name: animation-systems
description: Use when designing or implementing product-grade web motion like Stripe, Linear, Apple, and Vercel. Covers motion principles, easing/duration defaults, choreography patterns, scroll/hover interactions, performance, accessibility (reduced motion), and implementation guidance.
---

# Animation Systems (Stripe × Linear × Apple × Vercel)

This skill helps you ship **tasteful, product-grade motion**.
Not “more animation.”
**Better animation**: clarity, hierarchy, feedback, and delight—without jank.

---

## The goals (why motion exists)
Use animation to:
1) **Explain hierarchy** (what matters)
2) **Confirm action** (feedback)
3) **Guide attention** (where to look next)
4) **Maintain continuity** (spatial relationships)
5) **Add polish** (craft signals)

If an animation doesn’t serve one of these, delete it.

---

## The Stripe/Linear/Apple/Vercel style (shared traits)

### 1) Restraint
- Fewer animations, better chosen.
- One strong hero moment; the rest is supporting motion.

### 2) Clear choreography
- Primary element moves first.
- Secondary elements follow with small stagger.
- Motion establishes a “reading order.”

### 3) Physical but not cartoony
- Use easing that feels **human** (soft acceleration + gentle settle).
- Avoid bouncy defaults for serious product UI.

### 4) Texture + depth (subtle)
- Small parallax, soft shadows, blur fades, light beams.
- Avoid heavy 3D unless it’s the hero.

---

## Motion primitives (build these first)
Think in primitives you can reuse everywhere.

### A) Fade + rise (default entrance)
Use for: text blocks, cards, modals.
- Opacity: 0 → 1
- Y: 12–24px → 0
- Duration: 300–700ms depending on size

### B) Scale + fade (micro emphasis)
Use for: popovers, toasts, selected states.
- Scale: 0.98 → 1
- Opacity: 0 → 1

### C) Slide (navigation)
Use for: drawers, step transitions.
- Use transform translate; avoid animating layout.

### D) Morph / shared element (high craft)
Use for: tab indicators, expanding cards.
- Requires consistent geometry + measured layout.

---

## Defaults (practical numbers)
Use these as a starting system.

### Durations (rule of thumb)
- Micro (hover/press): **120–200ms**
- UI state change (toggle, select): **180–260ms**
- Small transitions (popover, toast): **220–320ms**
- Page section entrance: **400–800ms**
- Hero sequences: **800–1600ms** (with internal beats)

### Easing (safe set)
Pick a small set and reuse.
- UI: **ease-out** with gentle settle
- Emphasis: slightly stronger ease
- Entering: ease-out
- Exiting: ease-in (faster)

If implementing:
- Use your animation library’s “power2.out / expo.out” equivalents.
- Avoid elastic/bounce unless brand is playful.

### Stagger
- 40–90ms per element (text lines/cards)
- Use smaller stagger on mobile

---

## Choreography patterns

### 1) “Hero → supporting elements”
- Hero visual animates in first.
- Headline appears next.
- CTA appears last.

### 2) “Section reveal on scroll”
- Trigger when section is ~20–30% visible.
- Animate once (don’t replay on tiny scroll).

### 3) “Hover: lift + glow”
- Y: -2 to -6px
- Shadow: subtle increase
- Optional: border/gradient glow

### 4) “Focus ring + micro shift”
- For form fields: focus ring + tiny scale/translate for responsiveness.

---

## Performance rules (non‑negotiable)

### Animate the right properties
Prefer:
- `transform` (translate/scale/rotate)
- `opacity`

Avoid (unless necessary):
- width/height/top/left
- expensive filters on large areas

### Respect the GPU
- Clamp device pixel ratio in heavy canvases (1–2)
- Keep blur subtle and small
- Avoid many simultaneous animated shadows

### Reduce reflows
- Don’t measure layout every frame.
- For scroll effects, use a library that batches reads/writes.

---

## Accessibility: Reduced Motion
Always support `prefers-reduced-motion`.

Policy:
- Keep content visible.
- Replace motion with **instant state** + subtle opacity.
- Disable scroll-scrub/pin.

Ask the user:
- “Do you want a reduced-motion mode that disables all non-essential motion?”

---

## Implementation guidance (library-agnostic)

### For simple sites
- CSS transitions for small hovers/toggles.
- Use a single motion library (GSAP or Framer Motion) for complex sequences.

### For product sites
- Create a motion token set:
  - durations
  - easing curves
  - standard offsets (8/16/24px)
  - stagger defaults

### For hero moments
- Use timelines (or keyframes) with labeled beats.
- Lock camera/scene movement first, then layer text.

---

## What to ask the user
- What’s the brand lane: Stripe (polished), Linear (minimal), Apple (cinematic), Vercel (developer/product)?
- What are the key moments? (hero, scroll story, hover cards, nav transitions)
- Any performance constraints? (mobile, low-end devices)
- Reduced motion requirements?

---

## Output format (when asked to “add Stripe/Linear-style animation”)
Return:
1) Motion goals (what we’re trying to communicate)
2) Motion tokens (durations + easing + offsets)
3) A choreography plan (timeline beats)
4) Implementation notes (perf + reduced motion)
5) A small code recipe (CSS or GSAP/Framer depending on stack)

© MengTo · MIT · MengTo/Skills

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