continuous-loops — Claude Code skill: what it does, how to install
Guides AI agents in creating looping CSS animations with Disney motion principles. Useful for spinners, pulse indicators, typing dots, and ambient effects.
npx skills add dylantarre/animation-principles --skill continuous-loops -a claude-codeWhat continuous-loops does
This skill gives the assistant concrete formulas for infinite animations like loaders, skeleton shimmers, and breathing states. It translates classic animation principles into web keyframes: slight scale shifts (0.98 to 1.02), a 120-degree phase offset across multi-element loaders, and brief pauses at motion extremes. Suggested durations range from 500–800 ms for fast spinners to 3000–5000 ms for ambient floating.
Keyframe patterns include CSS for rotating spinners, bouncing dots with staggered delays (160 ms and 320 ms), and ping-pong scaling using ease-in-out.
To protect rendering speed, the rules forbid animating layout geometry. Transitions must rely solely on transform and opacity. If an infinite loop lasts over one second, the CSS must include will-change: transform. Off-screen animations also require pausing via Intersection Observer.
What it helps with
- build non-distracting loading spinners with matching start and end keyframes
- stagger CSS animation delays across bouncing typing dots
- implement breathing scale effects without triggering layout reflows
- pause infinite background loops when elements leave the viewport
Example prompts for the agent
- Write CSS for a 3-dot typing loader with staggered bounce delays.
- Create an infinite pulsing badge animation using scale and opacity.
- Build a spinning loader with secondary wobble based on continuous loop principles.
How to install continuous-loops
1Skills CLI (Vercel)
npx skills add dylantarre/animation-principles --skill continuous-loops -a claude-code2Manually: put the files in place
~/.claude/skills/continuous-loops/SKILL.mdCopy the whole skill folder; for one project use .claude/skills/continuous-loops/
1Skills CLI (Vercel)
npx skills add dylantarre/animation-principles --skill continuous-loops -a codex2Manually: put the files in place
.agents/skills/continuous-loops/SKILL.mdFor all projects use ~/.agents/skills/
1Skills CLI (Vercel)
npx skills add dylantarre/animation-principles --skill continuous-loops -a cursor2Manually: put the files in place
.cursor/skills/continuous-loops/SKILL.mdCursor also reads .agents/skills/ and .claude/skills/
1GitHub CLI
gh skill install dylantarre/animation-principles continuous-loops2Manually: put the files in place
.github/skills/continuous-loops/SKILL.md1Skills CLI (Vercel)
npx skills add dylantarre/animation-principles --skill continuous-loops -a gemini-cli2Platform CLI
gemini skills install https://github.com/dylantarre/animation-principles --path skills/05-by-animation-type/continuous-loopsManually: put the files in place
.devin/skills/continuous-loops/SKILL.mdThe legacy .windsurf/skills/ path still works
Skills CLI (Vercel)
npx skills add dylantarre/animation-principles --skill continuous-loops -a opencodeClaude.ai
Zip the folder and upload it in Settings → Capabilities → Skills
Step by step, with commands for each platform: How to install skills in Claude Code: five ways
Questions about continuous-loops
How to install continuous-loops in Claude Code?
Run npx skills add dylantarre/animation-principles --skill continuous-loops -a claude-code in your terminal. The configuration is placed at ~/.claude/skills/continuous-loops/SKILL.md.
What does continuous-loops do?
It guides the model on creating looping UI motion using Disney principles, recommended iteration durations, and easing functions. It also provides keyframe templates for spinners, shimmer effects, and pulsing badges.
What performance rules does continuous-loops enforce?
The skill permits only transform and opacity properties to prevent layout recalculations. It mandates will-change: transform on loops exceeding one second and instructs models to respect prefers-reduced-motion.
Source text
SKILL.md · MIT
---
name: continuous-loops
description: Use when creating ongoing animations - loading spinners, pulsing indicators, ambient motion, background effects, or any animation that repeats indefinitely.
---
# Continuous Loop Animations
Apply Disney's 12 principles to animations that never stop.
## Principle Application
**Squash & Stretch**: Subtle scale oscillation (0.98-1.02) creates organic breathing. Avoid rigid mechanical loops.
**Anticipation**: Build anticipation into the loop cycle. Brief pause at extremes before reversing.
**Staging**: Loops should support, not dominate. Keep amplitude subtle for background elements.
**Straight Ahead vs Pose-to-Pose**: Design keyframe poses that loop seamlessly. End frame must flow into start frame.
**Follow Through & Overlapping**: Multi-part loops have elements at different phases. Three dots pulse with 120° phase offset.
**Slow In/Slow Out**: Use ease-in-out for smooth oscillations. Linear motion looks mechanical.
**Arcs**: Circular motion follows true arcs. Spinners rotate, pendulums swing, orbits circle.
**Secondary Action**: Primary rotation + secondary wobble. Spinner spins while slightly bouncing.
**Timing**:
- Fast loops: 500-800ms (spinners, urgent indicators)
- Medium loops: 1000-2000ms (pulsing, breathing)
- Slow loops: 2000-4000ms (ambient, background)
**Exaggeration**: Minimal for loops - they're already attention-grabbing through repetition.
**Solid Drawing**: Loops must be seamless. Any jump between end and start destroys the illusion.
**Appeal**: Loops should be hypnotic, not annoying. Test at 30 seconds - still pleasant?
## Timing Recommendations
| Loop Type | Duration | Easing | Iterations |
|-----------|----------|--------|------------|
| Spinner | 600-800ms | linear (rotation) | infinite |
| Pulse | 1500-2000ms | ease-in-out | infinite |
| Skeleton Shimmer | 1500ms | ease-in-out | infinite |
| Typing Dots | 1400ms | ease-in-out | infinite |
| Breathing | 3000-4000ms | ease-in-out | infinite |
| Floating | 3000-5000ms | ease-in-out | infinite |
## Implementation Patterns
```css
/* Smooth spinner */
.spinner {
animation: spin 700ms linear infinite;
}
@keyframes spin {
to { transform: rotate(360deg); }
}
/* Organic pulse */
.pulse {
animation: pulse 2000ms ease-in-out infinite;
}
@keyframes pulse {
0%, 100% { transform: scale(1); opacity: 1; }
50% { transform: scale(1.05); opacity: 0.8; }
}
/* Staggered dots */
.dot {
animation: bounce 1400ms ease-in-out infinite;
}
.dot:nth-child(2) { animation-delay: 160ms; }
.dot:nth-child(3) { animation-delay: 320ms; }
```
## Performance Rules
1. Use `transform` and `opacity` only - no layout properties
2. Add `will-change: transform` for loops over 1 second
3. Pause off-screen loops with Intersection Observer
4. Respect `prefers-reduced-motion` - reduce or stop loops
## Seamless Loop Formula
For breathing/pulsing: `0%, 100%` keyframes must be identical. Use `alternate` direction for simpler ping-pong effects.
© dylantarre · MIT · dylantarre/animation-principles