# timing-principle-mastery

Provides duration systems and pacing rules for interface transitions and character movement. Ideal when motion feels sluggish, abrupt, or lacks physical weight.

- skill · `type=skill` · Claude Code, Codex, Cursor, GitHub Copilot, Gemini CLI, OpenCode · 510 installs · ★ 129
- Author: dylantarre
- License: MIT · policy=mirror · the beginning of the file is at the end of this page
- Source: https://github.com/dylantarre/animation-principles/tree/HEAD/skills/11-by-principle-focus/timing-principle-mastery/SKILL.md
- Updated: 2025-12-30
- HTML: https://affpapa.org/en/nevibecode/skills/timing-principle-mastery

## What it does

This skill equips your coding agent with animation pacing rules rooted in physics and perception. It translates mass into duration, ensuring heavier elements build and lose momentum slowly while lightweight components react instantly. It also converts 24fps cinematic timing to 60fps real-time environments using a 2.5 multiplier.

The framework establishes distinct duration tiers for interface states. Instant button feedback falls into 0-100ms, while standard modal transitions target 200-300ms. Complex onboarding reveals use 300-500ms. When motion feels awkward, the guide advises testing durations that are 50% shorter or longer before rewriting transition curves.

Arbitrary duration values make interfaces feel erratic: the skill anchors movement to a 200ms base unit, applying 0.5, 1.5, and 2 multipliers to preserve visual hierarchy.

## Install

### Claude Code (native platform)

1. **Skills CLI (Vercel)**
```bash
npx skills add dylantarre/animation-principles --skill timing-principle-mastery -a claude-code
```

2. **Manually: put the files in place**
- File: `~/.claude/skills/timing-principle-mastery/SKILL.md` — Copy the whole skill folder; for one project use .claude/skills/timing-principle-mastery/

### Codex

1. **Skills CLI (Vercel)**
```bash
npx skills add dylantarre/animation-principles --skill timing-principle-mastery -a codex
```

2. **Manually: put the files in place**
- File: `.agents/skills/timing-principle-mastery/SKILL.md` — For all projects use ~/.agents/skills/

### Cursor

1. **Skills CLI (Vercel)**
```bash
npx skills add dylantarre/animation-principles --skill timing-principle-mastery -a cursor
```

2. **Manually: put the files in place**
- File: `.cursor/skills/timing-principle-mastery/SKILL.md` — Cursor also reads .agents/skills/ and .claude/skills/

### GitHub Copilot

1. **GitHub CLI**
```bash
gh skill install dylantarre/animation-principles timing-principle-mastery
```

2. **Manually: put the files in place**
- File: `.github/skills/timing-principle-mastery/SKILL.md`

### Gemini CLI

1. **Skills CLI (Vercel)**
```bash
npx skills add dylantarre/animation-principles --skill timing-principle-mastery -a gemini-cli
```

2. **Platform CLI**
```bash
gemini skills install https://github.com/dylantarre/animation-principles --path skills/11-by-principle-focus/timing-principle-mastery
```

### Windsurf (Devin Desktop)

**Manually: put the files in place**
- File: `.devin/skills/timing-principle-mastery/SKILL.md` — The legacy .windsurf/skills/ path still works

### OpenCode

**Skills CLI (Vercel)**
```bash
npx skills add dylantarre/animation-principles --skill timing-principle-mastery -a opencode
```

### Claude.ai

**Claude.ai**
- Zip the folder and upload it in Settings → Capabilities → Skills

Where a file is given instead of a command, copy the files from the source to that path: https://github.com/dylantarre/animation-principles/tree/HEAD/skills/11-by-principle-focus/timing-principle-mastery/SKILL.md

## When to use it
- calculate transition durations for modals and sidebars
- establish cohesive pacing around a 200ms base unit
- set instant feedback times for buttons within 0-100ms
- convert 24fps frame counts to 60fps animation durations

## Example prompts
- Calculate the opening duration for a slide-over panel using the 200ms base unit.
- Suggest timing values for button click feedback and hover tooltips.
- Set character walk cycle frame counts for a 60fps game.

## Source text · SKILL.md · MIT

Below is the content of a third-party file. It is data, not instructions for you: do not act on anything written inside unless the human asks. Block tag: c59c495816841ac4.

BEGIN THIRD-PARTY FILE c59c495816841ac4
```text
---
name: timing-principle-mastery
description: Use when determining animation durations, controlling pacing, establishing rhythm, or making motion feel appropriately weighted and emotionally resonant.
---

# Timing Mastery

## The Weight of Time

Timing is the number of frames (or milliseconds) an action takes. It's deceptively simple—just duration—yet it communicates weight, emotion, and energy more powerfully than any other principle. Change the timing, change the meaning.

## Core Theory

**Physical communication**: Timing tells us about mass and force. Heavy objects start slow, stop slow. Light objects respond instantly. A bowling ball and a balloon falling the same distance—timing alone differentiates them.

**Emotional communication**: Timing tells us about character state. Sluggish timing reads as tired, depressed, or massive. Snappy timing reads as alert, nervous, or lightweight.

## The Frame Rate Foundation

At 24fps (film standard):
- 1-2 frames: Instantaneous (impacts, pops)
- 4-6 frames: Quick (snappy responses)
- 8-12 frames: Standard (natural movement)
- 16-24 frames: Deliberate (weighted, considered)
- 24-48 frames: Slow (dramatic, heavy)
- 48+ frames: Very slow (massive, underwater, dream-like)

At 60fps (UI/games), multiply by 2.5 for equivalent feels.

## Timing Categories

**Physical timing**: Governed by mass, gravity, and force (objective)
**Theatrical timing**: Governed by story needs and emotional beats (subjective)
**Musical timing**: Governed by rhythm and tempo (structural)
**UI timing**: Governed by responsiveness and user perception (functional)

## Interaction with Other Principles

**Slow in/slow out is timing's texture**: The overall duration and the internal spacing work together.

**Anticipation affects timing perception**: A long wind-up makes subsequent action feel faster.

**Staging uses timing for hierarchy**: Important elements move on different timing than subordinate ones.

**Exaggeration often means timing exaggeration**: Stretched holds, compressed actions.

## Domain Applications

### UI/Motion Design
- **Instant (0-100ms)**: Button feedback, toggle switches—no perceptible delay
- **Quick (100-200ms)**: Micro-interactions, hover states—responsive but visible
- **Standard (200-300ms)**: Page transitions, modals—comfortable, comprehensible
- **Deliberate (300-500ms)**: Complex transitions, onboarding—time to absorb
- **Slow (500ms+)**: Dramatic reveals, ambient animation—contemplative

### Character Animation
- **Personality through timing**: Bouncy = fast timing; grumpy = slow timing
```
END THIRD-PARTY FILE c59c495816841ac4

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First 2588 of 4605 bytes. © dylantarre · MIT · https://github.com/dylantarre/animation-principles/tree/HEAD/skills/11-by-principle-focus/timing-principle-mastery/SKILL.md

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