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skill CX Codex

secondary-action-mastery — Claude Code skill: secondary animation

A skill for adding secondary motion that supports the primary action instead of fighting it. Useful for UI animation and game feel.

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

What secondary-action-mastery does

The skill covers secondary action: what moves in a scene besides the main motion. A character walks and whistles, a button press sends out a faint ripple. Inside you get the subordination principle (secondary must never compete for attention), the split between secondary action and overlapping action, and categories like emotional reinforcement and ambient life.

Domain sections cover UI and motion design, character animation, interface polish, and game feel. Each one spells out what counts as primary and what stays supporting. There is also an amplitude spectrum: 10-20% of the primary action for professional contexts, up to 70%+ for cartoons and celebrations.

The test method is blunt: animate with the secondary action, then take it out. If the scene goes dead, it was working. If nobody notices it is gone, it was too subtle or pointless. The skill advises starting with the single most valuable secondary action and adding another only when the first one does not create competition.

What it helps with

  • bring a scene to life without pulling focus
  • tell secondary action apart from overlapping action
  • pick the right amplitude for the context
  • check whether the added motion does anything

Example prompts for the agent

  • Add secondary action to my button press animation, keep the press primary
  • Review this character animation — does the secondary motion steal focus?
  • What amplitude should secondary action have in a game UI?

How to install secondary-action-mastery

1Skills CLI (Vercel)

npx skills add dylantarre/animation-principles --skill secondary-action-mastery -a claude-code

2Manually: put the files in place

~/.claude/skills/secondary-action-mastery/SKILL.md

Copy the whole skill folder; for one project use .claude/skills/secondary-action-mastery/

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

Questions about secondary-action-mastery

How do I install secondary-action-mastery in Claude?

Run npx skills add dylantarre/animation-principles --skill secondary-action-mastery -a claude-code. The skill lands in ~/.claude/skills/secondary-action-mastery/SKILL.md.

What does secondary-action-mastery do?

It helps you add supporting motion to a primary animation: choosing amplitude, separating secondary action from overlapping action, and checking that the support does not steal attention.

How is secondary action different from overlapping action?

Overlapping action is a physical consequence — hair moves because the head moved. Secondary action is independent and adds meaning, like whistling while walking.

Source text

SKILL.md · MIT
---
name: secondary-action-mastery
description: Use when enriching primary animations, adding supporting details, creating depth in motion, or making scenes feel alive without distracting from main action.
---

# Secondary Action Mastery

## The Enrichment Principle

Secondary action adds life to a scene without distracting from the main action. A character walking (primary) while whistling and swinging their arms (secondary). A button pressing (primary) with a subtle ripple effect (secondary). It's the difference between functional animation and rich, immersive motion.

## Core Theory

**Subordination principle**: Secondary action must never compete with primary action. If viewers watch the secondary instead of primary, you've failed. The supporting role must remain supporting.

**Reinforcement function**: Good secondary action reinforces the primary action's meaning. It doesn't just add motion—it adds dimension to the story being told.

## The Distinction: Secondary Action vs. Overlapping Action

These are often confused:
- **Overlapping action**: Physical consequence (hair moving because head moved)
- **Secondary action**: Independent supporting action (whistling while walking)

Overlapping is reactive; secondary is additive.

## Categories of Secondary Action

**Emotional reinforcement**: Nervous fidgeting during dialogue, triumphant fist pump after scoring
**Environmental response**: Clothes rippling in wind, breath visible in cold
**Character business**: Adjusting glasses, playing with hair, drumming fingers
**Ambient life**: Background characters, environmental animation, idle behaviors

## Interaction with Other Principles

**Staging determines secondary action visibility**: Secondary must stay subordinate in composition.

**Timing offsets prevent competition**: Secondary often runs on different timing than primary.

**Overlapping action often becomes secondary**: The physics-driven motion enriches without distracting.

**Follow through provides transition**: Secondary action settles as primary action completes.

## Domain Applications

### UI/Motion Design
- **Button interactions**: Primary press, secondary subtle shadow shift or icon micro-animation
- **Loading states**: Primary spinner, secondary pulsing background or floating particles
- **Card components**: Primary content animation, secondary ambient glow or shadow movement
- **Form submission**: Primary success state, secondary confetti or subtle celebration
- **Navigation**: Primary page transition, secondary subtle parallax layers

### Character Animation
- **Walk cycles**: Primary locomotion, secondary arm swing, head bob, breathing
- **Dialogue**: Primary lip sync and expression, secondary hand gestures, weight shifts
- **Action scenes**: Primary combat, secondary environmental reactions, crowd responses
- **Idle states**: Primary pose hold, secondary subtle breathing, blinking, micro-movements

### Interface Polish
- **Dashboards**: Primary data updates, secondary ambient chart breathing
- **Notifications**: Primary message entry, secondary badge pulse
- **Empty states**: Primary message, secondary animated illustration
- **Transitions**: Primary content swap, secondary skeleton loading, background fade

### Game Feel
- **Player actions**: Primary attack animation, secondary screen shake, particle burst
- **Environment**: Primary player movement, secondary grass swaying, dust kicks
- **Menus**: Primary selection change, secondary hover particles, background animation

## Common Mistakes

1. **Upstaging the primary**: Secondary action too prominent, draws focus away
2. **Unrelated secondary**: Actions that don't reinforce primary meaning
3. **Overcrowded secondary**: Too many supporting actions create noise
4. **Missing secondary entirely**: Scene feels static, lifeless, incomplete

## The Subtlety Spectrum

**Minimal (professional contexts)**: 10-20% amplitude of primary action
**Moderate (consumer products)**: 30-40% amplitude
**Expressive (entertainment, games)**: 50-60% amplitude
**Theatrical (cartoons, celebrations)**: 70%+ amplitude

Match to context and brand personality.

## The "Remove and Test" Method

Animate with secondary action, then temporarily remove it. If the scene feels dead, the secondary is working. If you don't notice it's gone, it was probably too subtle—or unnecessary.

## Implementation Heuristic

For every primary action, ask: "What else would be moving, reacting, or happening?" Add the single most valuable secondary action. Only add more if the first doesn't create competition. Time secondary action to offset from primary—either starting slightly before, during hold phases, or in the settling aftermath.

© dylantarre · MIT · dylantarre/animation-principles

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