motion-design — Claude Code skill: animations and setup
This skill guides UI animation choices, from timing and easing to choreography. Use it when planning micro-interactions, loading states, or page transitions.
npx skills add LottieFiles/motion-design-skill --skill motion-design -a claude-codeWhat motion-design does
The skill starts with the animation's intent and role in the interface, then guides the choice of motion properties, duration, and easing. Entrances and exits follow different timing directions: entrances decelerate, while exits accelerate. That gives the animation a clear rhythm before implementation begins.
Its guidance includes motion personality archetypes, duration tables for common UI elements, and patterns for button presses and card entrances. It also distinguishes primary, secondary, and ambient motion layers. The recommendations can be applied with CSS, Framer Motion, GSAP, Lottie, or Spring.
The skill is listed for Claude Code, Codex, Cursor, GitHub Copilot, Gemini CLI, and OpenCode. To install it for Claude Code, run npx skills add LottieFiles/motion-design-skill --skill motion-design -a claude-code. The reference includes specific duration and easing values, so check them against the interaction you are building instead of applying them mechanically.
What it helps with
- Choose a duration for a modal transition
- Set easing for an element's entrance and exit
- Plan a button press micro-interaction
- Choreograph motion across several elements
Example prompts for the agent
- Plan a card entrance using the motion-design skill.
- Design a button press animation and break it into stages.
- Choose timing and easing for this page transition.
How to install motion-design
1Skills CLI (Vercel)
npx skills add LottieFiles/motion-design-skill --skill motion-design -a claude-code2Manually: put the files in place
~/.claude/skills/motion-design/SKILL.mdCopy the whole skill folder; for one project use .claude/skills/motion-design/
1Skills CLI (Vercel)
npx skills add LottieFiles/motion-design-skill --skill motion-design -a codex2Manually: put the files in place
.agents/skills/motion-design/SKILL.mdFor all projects use ~/.agents/skills/
1Skills CLI (Vercel)
npx skills add LottieFiles/motion-design-skill --skill motion-design -a cursor2Manually: put the files in place
.cursor/skills/motion-design/SKILL.mdCursor also reads .agents/skills/ and .claude/skills/
1GitHub CLI
gh skill install LottieFiles/motion-design-skill motion-design2Manually: put the files in place
.github/skills/motion-design/SKILL.md1Skills CLI (Vercel)
npx skills add LottieFiles/motion-design-skill --skill motion-design -a gemini-cli2Platform CLI
gemini skills install https://github.com/LottieFiles/motion-design-skill --path skills/motion-designManually: put the files in place
.devin/skills/motion-design/SKILL.mdThe legacy .windsurf/skills/ path still works
Skills CLI (Vercel)
npx skills add LottieFiles/motion-design-skill --skill motion-design -a opencodeClaude.ai
Zip the folder and upload it in Settings → Capabilities → Skills
Similar
Questions about motion-design
How do I install motion-design in Claude Code?
Run npx skills add LottieFiles/motion-design-skill --skill motion-design -a claude-code. The skill file is at ~/.claude/skills/motion-design/SKILL.md.
What does motion-design do?
It guides UI animation planning, including motion properties, duration, and easing. The reference includes patterns for button presses and card entrances.
Which animation systems can I use with motion-design?
Its recommendations apply to CSS, Framer Motion, GSAP, Lottie, and Spring.
Source text
SKILL.md · MIT
--- name: motion-design description: > Applies motion design principles to create emotionally-driven, technically sound animations and transitions. Provides timing, easing, choreography, and Disney animation principles adapted for UI. Use when creating animations, transitions, micro-interactions, loading states, page transitions, scroll-triggered effects, or any motion work. Works with CSS, Framer Motion, GSAP, Lottie, Spring, or any animation system. license: MIT metadata: author: LottieFiles version: "1.0.0" --- # Motion Design Skill ## When to Apply Use this skill when: - Creating UI animations (buttons, cards, modals, page transitions) - Designing micro-interactions and feedback animations - Building loading, success, or error states - Animating illustrations or decorative elements - Planning scroll-triggered or progress-based animations - Establishing brand motion identity - Choreographing multi-element sequences **Decision tree:** 1. Does it serve a functional purpose (feedback, guidance)? → Timing rules for responsiveness 2. Does it express brand personality? → Motion Personality archetypes 3. Does it tell a story or guide attention? → Disney principles + choreography 4. Is this a complex multi-element scene? → 1/3 Rule + stagger patterns --- ## Quick Reference: 8-Step Checklist Before creating any animation: 1. **Emotional target?** — joy, calm, urgency, elegance 2. **Motion Personality?** — Playful, Premium, Corporate, Energetic 3. **Primary property?** — position, scale, rotation, opacity 4. **Duration?** — see duration table below 5. **Easing family?** — entrance=decelerate, exit=accelerate 6. **Hero element?** — apply staging principles 7. **Secondary + ambient layers?** — add richness 8. **1/3 rules?** — motion distance, simultaneous elements --- ## Three Pillars (CRITICAL) Every animation must satisfy three pillars before any technical decisions: | Pillar | Question | Drives | |--------|----------|--------| | **Emotional Intent** | What should the viewer FEEL? | Easing, timing, amplitude | | **Visual Narrative** | What's the micro-story? | Setup → Action → Resolution | | **Motion Craft** | How do we make it believable? | Physics, secondary motion, paths | **Three motion layers** (flat animation = missing layers): - **Primary**: Main action the viewer follows - **Secondary**: Supporting richness (shadows, icons shifting) - **Ambient**: Background life (gradients, subtle pulses) > Deep dive: [director/core-philosophy.md](director/core-philosophy.md) --- ## Motion Personality Select ONE archetype per project. Apply consistently. | Archetype | Duration | Easing | Overshoot | Keywords | |-----------|----------|--------|-----------|----------| | **Playful** | 150-300ms | ease-out-back | 10-20% | fun, whimsical, bouncy, cute | | **Premium** | 350-600ms | cubic-bezier(0.4,0,0.2,1) | 0% | elegant, minimal, luxury, sophisticated | | **Corporate** | 200-400ms | cubic-bezier(0.2,0,0,1) | 0-3% | clean, professional, business, dashboard | | **Energetic** | 100-250ms | ease-out-expo | 15-30% | dynamic, energetic, bold, exciting | **Default**: Corporate for UI, Playful for illustrations. **Brand Motion Identity** — define three constants: 1. **Signature easing**: One curve for 80% of animations 2. **Duration palette**: 3 durations (quick / standard / slow) 3. **Entrance pattern**: One consistent entry style > Deep dive: [director/motion-personality.md](director/motion-personality.md) --- ## Property Selection | Effect Goal | Primary Property | Secondary Properties | |-------------|------------------|---------------------| | Entrance/Exit | position | opacity, scale | | Emphasis/Attention | scale | rotation (subtle), opacity pulse | | State Change | opacity, color | scale (press feedback) | | Direction/Flow | position | rotation (follow path) | | Depth/3D Feel | scale + shadow | position (parallax) | | Loading/Progress | rotation (spinner) | scale, opacity pulse | | Success | scale (pop) | color, rotation (checkmark draw) | | Error/Alert | position (shake) | color, rotation (wobble) | **Simplicity threshold**: Use the minimum properties needed. One = direct. Two = polished. Three+ = potentially overwhelming. > Deep dive: [reference/property-selection.md](reference/property-selection.md) --- ## Duration Table | Element Type | Duration | Rationale | |-------------|----------|-----------| | Tooltip / micro-feedback | 80-120ms | Must feel instant | | Button press / toggle | 120-180ms | Responsive feedback | | Icon transition | 150-250ms | Clear state change | | Card enter / exit | 200-350ms | Spatial awareness | | Modal / dialog | 300-400ms | Focus shift | | Page transition | 400-600ms | Context switch | | Dramatic reveal | 600-1200ms | Theatrical build | **Distance scales duration**: 100px = base. 200px = 1.3x. 400px = 1.6x. **Enter > Exit**: Entrances 30-50% longer than exits. Users care about what appears. **Interactive feedback**: - Hover: <100ms - Press: <150ms - Release/settle: 200-300ms - Error shake: 300-400ms (2-3 oscillations) > Deep dive: [reference/timing-easing-tables.md](reference/timing-easing-tables.md) --- ## Easing Selection **Directional rules**: - **Entrance** → decelerate (fast start, gentle landing): ease-out family - **Exit** → accelerate (gentle start, fast departure): ease-in family - **On-screen** → smooth both ends: ease-in-out family - **Looping ambient** → seamless: sine-based ease-in-out **Industry standards**: | Standard | Cubic Bezier | Use For | |----------|-------------|---------| | Material Design 3 | (0.2, 0, 0, 1) | Default on-screen | | MD3 Emphasized | (0.05, 0.7, 0.1, 1) | Entrances, attention | | MD3 Accelerate | (0.3, 0, 1, 1) | Exits, dismissals | | Apple HIG | (0.25, 0.1, 0.25, 1) | Standard iOS | | Snappy UI | (0.2, 0, 0, 1) | Fast, decisive | | Gentle float | (0.4, 0, 0.2, 1) | Ambient, background | | Bounce settle | (0.175, 0.885, 0.32, 1.275) | Overshoot, playful | **Material-based easing**: | Material | Duration Scale | Overshoot | |----------|---------------|-----------| | Rigid (metal, stone) | 1.2x | 0% | | Elastic (rubber, gel) | 0.8x | 15-25% | | Fluid (water, paint) | 1.5x | 5% | | Paper (cards, sheets) | 1.0x | 3-5% | | Gas (smoke, fog) | 2.0x | 0% | | Glass (brittle) | 0.9x | 0% | > Deep dive: [reference/timing-easing-tables.md](reference/timing-easing-tables.md) --- ## Common Patterns ### Button Press (Playful) 1. **Anticipation**: Scale to 0.97 (50ms, ease-out) 2. **Squash**: Scale to [1.04, 0.96] (100ms, ease-in) 3. **Follow through**: Overshoots to 1.02, settles to 1.0 (spring, 200ms) 4. **Secondary**: Shadow shrinks during press, icon shifts down 2px 5. **Total**: ~150ms press + 200ms settle ### Card Entrance (Premium) 1. **Start**: 20px below target, opacity 0 2. **Path**: Slight curve (10px X offset at midpoint) 3. **Easing**: ease-out-cubic deceleration 4. **Follow through**: Shadow arrives 50ms after card 5. **Secondary**: Content fades in 100ms after card lands 6. **Staging**: Other cards dim to 80% ### Success State (Playful) 1. **Primary**: Scale pop with ease-out-back 2. **Secondary**: Checkmark draws in 3. **Ambient**: Subtle particle burst 4. **Color**: Green fill 5. **Total**: 300-400ms ### Error Shake (Corporate) 1. **Primary**: Position oscillates 2-3 times, ±10-15px horizontal 2. **Easing**: ease-in-out for sharp stops 3. **Color**: Red tint 4. **Total**: 300-400ms 5. **No overshoot**: Errors feel firm > More patterns: [patterns/entrance-exit.md](patterns/entrance-exit.md) | [patterns/state-feedback.md](patterns/state-feedback.md) --- ## Choreography Essentials **Coordinated entry**: - Lead with the hero — primary element enters first or most prominently - Spatial consistency — all elements enter from same direction - Counter-motion — hero moves right → ambient moves left at 20-30% speed **1/3 Rule (distance)**: No motion travels more than 1/3 of screen without a keyframe change. **1/3 Rule (elements)**: With 3+ elements, no more than 1/3 in active motion simultaneously. **Stagger budgets**: | Pattern | Delay | Total Budget | Use Case | |---------|-------|-------------|----------| | Micro cascade | 20-40ms | <200ms | List items, grid cells | | Standard | 50-100ms | <400ms | Cards, panels, nav | | Dramatic | 100-200ms | <600ms | Hero sections | | Wave | 30-60ms | <500ms | Data visualizations | **Critical**: Total stagger must stay under 500ms. > Deep dive: [director/choreography.md](director/choreography.md) --- ## Emotion-to-Motion Map | Emotion | Character | Path | Easing | Duration | |---------|-----------|------|--------|----------| | Joy | Bouncy, arcs | Curved, upward | ease-out-back | 200-400ms | | Calm | Smooth, flowing | Gentle curves | sine ease-in-out | 500-1000ms | | Urgency | Sharp, fast | Straight lines | ease-out | 100-200ms | | Sadness | Slow, downward | Drooping curves | cubic ease-in-out | 600-1200ms | | Surprise | Sudden, expanding | Radial outward | ease-out-expo | 150-300ms | | Elegance | Slow, controlled | Long arcs | (0.4,0,0.2,1) | 400-700ms | | Playfulness | Bouncy, irregular | Arcs, squiggly | ease-out-back | 200-350ms | **Path as language**: Angular = tense. Curved = friendly. Spiral = whimsical. Diagonal = purposeful. Vertical = growth/weight. Horizontal = progress. > Deep dive: [director/emotion-mapping.md](director/emotion-mapping.md) --- ## Weight Classification | Weight | Examples | Duration | Overshoot | Easing | |--------|----------|----------|-----------|--------| | Heavy | Modals, overlays | 300-500ms | 0% | Gentle, high damping | | Medium | Cards, panels | 200-350ms | 3-5% | Moderate | | Light | Tooltips, badges, icons | 80-200ms | 5-15% | Responsive | --- ## Quality Rules ### CRITICAL — never break 1. **Never linear for spatial movement** — always use easing curves (linear only for spinners, progress bars) 2. **Never opacity-only** for important state changes — combine with position or scale 3. **Never exceed 1/3 screen** without intermediate keyframe 4. **Always three motion layers** — primary + secondary + ambient ### HIGH — strongly follow 1. Match duration to element type (see tables) 2. Use directional easing (ease-out entrance, ease-in exit) 3. Apply Disney principles (especially anticipation, follow-through) 4. Maintain consistent personality across scene > Full checklist: [reference/quality-checklist.md](reference/quality-checklist.md) --- ## Troubleshooting Quick Reference | Problem | Likely Cause | Fix | |---------|-------------|-----| | Looks robotic | Linear easing or no arcs | Add easing curves + arc paths | | Feels too slow | Duration too long for element type | Check duration table, use ease-out | | Feels cheap/flat | Missing secondary + ambient | Add shadow motion + background life | | Too distracting | Too many elements moving | Apply 1/3 rule, reduce amplitude | | No personality | Generic easing everywhere | Apply personality archetype consistently | > Deep dive: [reference/troubleshooting.md](reference/troubleshooting.md) --- ## File Reference **Philosophy** (director/): - [core-philosophy.md](director/core-philosophy.md) — Three Pillars deep dive - [decision-framework.md](director/decision-framework.md) — Full decision pipeline - [disney-principles.md](director/disney-principles.md) — 12 principles, UI-adapted - [motion-personality.md](director/motion-personality.md) — 4 archetypes + brand identity - [emotion-mapping.md](director/emotion-mapping.md) — Emotion → motion + color psychology - [choreography.md](director/choreography.md) — Multi-element coordination - [narrative-structure.md](director/narrative-structure.md) — Micro-story framework - [context-adaptation.md](director/context-adaptation.md) — Platform, a11y, performance **Reference** (reference/): - [timing-easing-tables.md](reference/timing-easing-tables.md) — Duration + easing lookups - [property-selection.md](reference/property-selection.md) — Property communication guide - [troubleshooting.md](reference/troubleshooting.md) — Animation smells + fixes - [quality-checklist.md](reference/quality-checklist.md) — Evaluation criteria **Patterns** (patterns/): - [entrance-exit.md](patterns/entrance-exit.md) — Entrance/exit recipes - [state-feedback.md](patterns/state-feedback.md) — Success, error, loading, hover - [ambient-continuous.md](patterns/ambient-continuous.md) — Looping, breathing, parallax - [multi-element.md](patterns/multi-element.md) — Stagger + choreography recipes
© LottieFiles · MIT · LottieFiles/motion-design-skill