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ios-animations — Claude Code skill: what it does, how to install

SwiftUI animation craft guide for Swift 6.2 and Clinic MVVM-C architecture. Configures spring physics and motion tokens without raw literals.

Install into Claude Code · Skills CLI (Vercel) All methods and platforms ↓
npx skills add pproenca/dot-skills --skill ios-animations -a claude-code
Open on GitHub

What ios-animations does

This skill injects 50 animation guidelines structured around the Clinic modular MVVM-C pattern in SwiftUI. It enforces motion tokens like Motion.standard or Motion.responsive across views, banning scattered numeric spring values. Every animated view must use the @Equatable macro, targeting scroll hitch reduction.

State management strictly splits by responsibility. View-owned interactions like drag offsets stay in @State, while animation state connected to domain events relies on @Observable. Lottie vector assets and UIKit transition controllers sit outside its scope. The instructions apply strictly to programmatic SwiftUI motion.

What it helps with

  • replace raw spring numbers with dedicated motion tokens
  • cut down scroll hitches by applying the @Equatable macro
  • build interruptible drag gestures that preserve velocity
  • keep animation logic isolated within presentation boundaries

Example prompts for the agent

  • Build a swipe-to-dismiss gesture using velocity-aware snap points
  • Review this SwiftUI transition for Clinic architecture compliance
  • Refactor these hardcoded spring values to use motion tokens

How to install ios-animations

1Skills CLI (Vercel)

npx skills add pproenca/dot-skills --skill ios-animations -a claude-code

2Manually: put the files in place

~/.claude/skills/ios-animations/SKILL.md

Copy the whole skill folder; for one project use .claude/skills/ios-animations/

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

Questions about ios-animations

How do I install ios-animations in Claude Code?

Run npx skills add pproenca/dot-skills --skill ios-animations -a claude-code. The skill file installs to ~/.claude/skills/ios-animations/SKILL.md.

What does the ios-animations skill do?

It provides an agent with 50 strict SwiftUI animation rules for Swift 6.2. The rules focus on spring physics, timing budgets under 250ms, and gesture continuity.

Does ios-animations cover UIKit or Lottie transitions?

No, After Effects vector workflows via Lottie and custom UIKit controllers remain out of scope. It handles programmatic SwiftUI animations only.

Source text

SKILL.md · MIT
---
name: ios-animations
description: Clinic-architecture-aligned iOS animation craft guidelines for SwiftUI (iOS 26 / Swift 6.2) covering motion tokens, spring physics, gesture continuity, spatial transitions, micro-interactions, and accessibility. Enforces @Equatable on animated views and keeps animation state aligned with Domain/Data feature boundaries. Use when writing, reviewing, or refactoring SwiftUI animation code under the clinic modular MVVM-C architecture.
---

# dot-skills — Airbnb iOS SwiftUI Animations Best Practices

Opinionated, strict animation craft guide for SwiftUI iOS 26 / Swift 6.2 apps. Contains 50 rules across 8 categories, prioritized by impact. Derived from Airbnb Engineering motion patterns, Apple WWDC sessions, and Apple Human Interface Guidelines. Mandates @Equatable on every animated view, motion tokens for all spring/timing values, and design system tokens for layout.

## Mandated Architecture Alignment

This skill is designed to work alongside `swift-ui-architect` and `ios-design-system`. All code examples follow the same non-negotiable constraints:

- `@Equatable` macro on every view (Airbnb measured 15% scroll hitch reduction)
- `@Observable` for complex animation state that involves business logic triggers
- `@State` for view-owned animation state (toggle booleans, drag offsets)
- Design system tokens: `Spacing.xs/sm/md/lg`, `Radius.sm/md/lg` — zero hardcoded layout numbers
- Motion tokens: `Motion.standard/responsive/playful` — zero scattered spring literals
- Semantic colors: `.backgroundSurface`, `.accentPrimary` — no raw Color literals in views
- Feature animations remain presentation-only; data/network concerns stay in Data package

## Scope & Relationship to Sibling Skills

This skill is the **motion layer** — it teaches how to BUILD fluid, performant animations. When loaded alongside sibling skills:

| Sibling Skill | Its Focus | This Skill's Focus |
|---------------|-----------|-------------------|
| `swift-ui-architect` | **Architecture** (modular MVVM-C, route shells, protocol boundaries) | **Animation architecture** (motion tokens, spring selection, orchestration) |
| `ios-design-system` | **Design system infrastructure** (tokens, styles, governance) | **Motion tokens and animated component patterns** |
| `ios-hig` | **HIG compliance** patterns | **Motion-specific HIG** (reduce motion, spatial continuity) |

**Out of scope:** Designer-authored vector animations (use [Lottie](https://github.com/airbnb/lottie-ios) for After Effects exports). Complex UIKit transition controllers (see Airbnb's [declarative transition framework](https://medium.com/airbnb-engineering/motion-engineering-at-scale-5ffabfc878)). This skill covers programmatic SwiftUI animations only.


## Clinic Architecture Contract (iOS 26 / Swift 6.2)

All guidance in this skill assumes the clinic modular MVVM-C architecture:

- Feature modules import `Domain` + `DesignSystem` only (never `Data`, never sibling features)
- App target is the convergence point and owns `DependencyContainer`, concrete coordinators, and Route Shell wiring
- `Domain` stays pure Swift and defines models plus repository, `*Coordinating`, `ErrorRouting`, and `AppError` contracts
- `Data` owns SwiftData/network/sync/retry/background I/O and implements Domain protocols
- Read/write flow defaults to stale-while-revalidate reads and optimistic queued writes
- ViewModels call repository protocols directly (no default use-case/interactor layer)

## When to Apply

Reference these guidelines when:
- Adding animations to SwiftUI views or transitions
- Building gesture-driven interactions (drag, swipe, pan)
- Connecting views with spatial transitions (expand/collapse, navigation morphs)
- Designing micro-interactions (button press, toggle, loading states)
- Making content changes feel physical (number rolls, symbol replacements)
- Choreographing multi-element animation sequences (KeyframeAnimator, PhaseAnimator)
- Defining motion tokens for a design system
- Reviewing animation code for performance, accessibility, and architecture compliance

## Rule Categories by Priority

| Priority | Category | Impact | Prefix | Rules |
|----------|----------|--------|--------|-------|
| 1 | Spring Physics | CRITICAL | `spring-` | 8 |
| 2 | Timing & Feel | CRITICAL | `feel-` | 6 |
| 3 | Gesture Continuity | HIGH | `gesture-` | 7 |
| 4 | Spatial Transitions | HIGH | `spatial-` | 6 |
| 5 | Micro-interactions | HIGH | `micro-` | 6 |
| 6 | Orchestration | HIGH | `orch-` | 5 |
| 7 | Craft & Polish | HIGH | `craft-` | 5 |
| 8 | Content Motion | MEDIUM-HIGH | `content-` | 5 |

## Quick Reference

### 1. Spring Physics (CRITICAL)

- [`spring-motion-tokens`](references/spring-motion-tokens.md) — Define motion tokens as a caseless enum for all spring presets
- [`spring-smooth-default`](references/spring-smooth-default.md) — Default to .smooth spring for all UI transitions
- [`spring-snappy-responsive`](references/spring-snappy-responsive.md) — Use .snappy spring for responsive interactions
- [`spring-bouncy-celebration`](references/spring-bouncy-celebration.md) — Use .bouncy spring for playful and celebratory moments
- [`spring-custom-parameters`](references/spring-custom-parameters.md) — Tune custom springs with response and dampingFraction
- [`spring-velocity-preservation`](references/spring-velocity-preservation.md) — Springs preserve velocity on interruption
- [`spring-never-linear`](references/spring-never-linear.md) — Never use linear or easeInOut for interactive UI
- [`spring-completion-chaining`](references/spring-completion-chaining.md) — Use withAnimation completion for chained sequences

### 2. Timing & Feel (CRITICAL)

- [`feel-250ms-max`](references/feel-250ms-max.md) — Keep UI animations under 250ms
- [`feel-faster-better`](references/feel-faster-better.md) — Faster animations almost always feel better
- [`feel-asymmetric-enter-exit`](references/feel-asymmetric-enter-exit.md) — Use asymmetric timing for enter and exit
- [`feel-distance-proportional`](references/feel-distance-proportional.md) — Match duration to distance traveled
- [`feel-haptic-sync`](references/feel-haptic-sync.md) — Sync haptic feedback to visual animation keyframes
- [`feel-stagger-timing`](references/feel-stagger-timing.md) — Stagger reveals at 30-50ms intervals

### 3. Gesture Continuity (HIGH)

- [`gesture-rubber-band`](references/gesture-rubber-band.md) — Rubber band at drag boundaries
- [`gesture-momentum-dismiss`](references/gesture-momentum-dismiss.md) — Dismiss on velocity OR distance threshold
- [`gesture-snap-points`](references/gesture-snap-points.md) — Use velocity-aware snap points
- [`gesture-interruptible`](references/gesture-interruptible.md) — Make all gesture animations interruptible
- [`gesture-scroll-drag-conflict`](references/gesture-scroll-drag-conflict.md) — Resolve scroll and drag gesture conflicts
- [`gesture-state-transient`](references/gesture-state-transient.md) — Use GestureState for transient drag state
- [`gesture-projected-landing`](references/gesture-projected-landing.md) — Project gesture velocity for natural landing position

### 4. Spatial Transitions (HIGH)

- [`spatial-matched-geometry`](references/spatial-matched-geometry.md) — Use matchedGeometryEffect for expand/collapse morphs
- [`spatial-zoom-navigation`](references/spatial-zoom-navigation.md) — Use zoom navigation transition for collection detail (iOS 18)
- [`spatial-transition-origin`](references/spatial-transition-origin.md) — Anchor transitions to their trigger location
- [`spatial-hero-shared-element`](references/spatial-hero-shared-element.md) — Share multiple element IDs for rich hero animations
- [`spatial-sheet-morph`](references/spatial-sheet-morph.md) — Use matchedGeometryEffect for sheet presentations
- [`spatial-tab-continuity`](references/spatial-tab-continuity.md) — Maintain spatial direction in tab transitions

### 5. Micro-interactions (HIGH)

- [`micro-button-press-scale`](references/micro-button-press-scale.md) — Scale buttons to 0.97 on press for tactile feedback
- [`micro-haptic-pairing`](references/micro-haptic-pairing.md) — Pair every visual state change with haptic feedback
- [`micro-symbol-effect`](references/micro-symbol-effect.md) — Use symbolEffect for SF Symbol animations
- [`micro-toggle-bounce`](references/micro-toggle-bounce.md) — Add bounce to toggle state changes
- [`micro-long-press-fill`](references/micro-long-press-fill.md) — Animate progressive fill for long press actions
- [`micro-loading-phase`](references/micro-loading-phase.md) — Use repeating spring for organic loading states

### 6. Orchestration (HIGH)

- [`orch-phase-animator`](references/orch-phase-animator.md) — Use PhaseAnimator for multi-step sequences
- [`orch-keyframe-animator`](references/orch-keyframe-animator.md) — Use KeyframeAnimator for timeline-precise motion
- [`orch-stagger-children`](references/orch-stagger-children.md) — Stagger child elements for orchestrated reveals
- [`orch-coordinated-entrance`](references/orch-coordinated-entrance.md) — Coordinate multi-element entrances with shared trigger
- [`orch-timeline-view`](references/orch-timeline-view.md) — Use TimelineView for continuous repeating animations

### 7. Craft & Polish (HIGH)

- [`craft-reduce-motion`](references/craft-reduce-motion.md) — Respect accessibilityReduceMotion with crossfade fallback
- [`craft-blur-bridge`](references/craft-blur-bridge.md) — Use blur to bridge imperfect transition states
- [`craft-drawing-group`](references/craft-drawing-group.md) — Use drawingGroup() for Metal-backed complex animations
- [`craft-geometry-group`](references/craft-geometry-group.md) — Use geometryGroup() to isolate layout animation propagation
- [`craft-transaction-debug`](references/craft-transaction-debug.md) — Use Transaction to debug and override animation behavior

### 8. Content Motion (MEDIUM-HIGH)

- [`content-numeric-text`](references/content-numeric-text.md) — Use contentTransition(.numericText) for number changes
- [`content-scroll-transition`](references/content-scroll-transition.md) — Use scrollTransition for scroll-position effects
- [`content-visual-effect`](references/content-visual-effect.md) — Use visualEffect for position-aware animations
- [`content-symbol-replace`](references/content-symbol-replace.md) — Animate symbol replacement with contentTransition
- [`content-text-renderer`](references/content-text-renderer.md) — Use Text Renderer for character-level animation (iOS 18)

## How to Use

Read individual reference files for detailed explanations with incorrect/correct code examples:

- [Section definitions](references/_sections.md) — Category structure and impact levels
- [Rule template](assets/templates/_template.md) — Template for adding new rules

## Reference Files

| File | Description |
|------|-------------|
| [references/_sections.md](references/_sections.md) | Category definitions and ordering |
| [assets/templates/_template.md](assets/templates/_template.md) | Template for new rules |
| [metadata.json](metadata.json) | Version and reference information |

© pproenca · MIT · pproenca/dot-skills

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