Individual skill
animation-system
Builds a coherent UI motion system - a duration token scale, named easing curves, choreography rules, and a per-component mapping - so every transition in the product draws from one vocabulary instead of ad-hoc values. Use when someone asks "define our motion tokens", "our animations feel inconsistent", "what duration should this modal use", "set up easing standards", or is starting a design system and needs the motion layer. Do NOT use to spec the motion of one specific component or flow - use motion-spec instead; for animated type treatments, use kinetic-typography.
skills/animation-system/SKILL.md
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- claude Repository topic
- claude-skills Repository topic
- skill-me Repository topic
- design Derived category
- design-interface Derived category
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# Animation System
Without a motion system, every engineer picks a duration and curve from memory, and the product accumulates dozens of near-identical transitions that read as sloppy even when no single one is wrong. This skill produces the token set and rules that make motion feel like one hand designed it - and prevents the expensive alternative: auditing and re-timing every transition after launch.
Motion must do a job: direct attention, show cause and effect, express hierarchy, or soften a change. A motion that does none of these gets cut - it is latency wearing a costume.
## Operating procedure
Durations come before easings, and both come before choreography, because choreography rules reference the tokens.
### Step 1: Gather inputs
1. Brand feel on a calm↔energetic axis - it shifts the scale ±50ms and decides whether springs are allowed.
2. Platforms (web, iOS, Android) and the animation stack (CSS, Framer Motion, native).