ui-animation

ui-animation

Designs, implements, reviews, debugs, and reverse-engineers UI motion: CSS transitions, keyframes, springs, gestures, drag, easing, timing, framer-motion, and animation curves from screen recordings. Use when asked to "add animations", "make this feel smooth", "review my animations", "add a swipe gesture", "match this easing", "reverse engineer this animation", "extract the animation curve", or "what's it called when..." to name a motion effect from a vague description. For visual direction use ui-design; for page-level UI audit use ui-audit.

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Updated 7/14/2026
SKILL.md
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name
ui-animation
description

Designs, implements, reviews, debugs, and reverse-engineers UI motion: CSS transitions, keyframes, springs, gestures, drag, easing, timing, framer-motion, and animation curves from screen recordings. Use when asked to "add animations", "make this feel smooth", "review my animations", "add a swipe gesture", "match this easing", "reverse engineer this animation", "extract the animation curve", or "what's it called when..." to name a motion effect from a vague description. For visual direction use ui-design; for page-level UI audit use ui-audit.

UI Animation

  • IS: designing, implementing, reviewing, debugging UI motion (springs, gestures, drag, easing, CSS transitions, keyframes, framer-motion), measuring motion from a recording (extract frames, track, fit curves) to emit code plus a handoff spec, and naming a described motion effect (reverse-lookup vocabulary).
  • IS NOT: choosing overall visual direction, palettes, or typography (use ui-design), auditing a whole page's UI quality (use ui-audit), or named text-effect specs (use the external animate-text skill where installed).

Canonical home for reverse-engineering motion from a recording: route "reverse engineer this animation" and "match this easing" here, not to a separate skill. If the input is a screen recording or video, you are MEASURING motion: follow the Reverse-engineer workflow. Otherwise (designing, implementing, reviewing) use the rules and Workflow below.

Reference files

File Read when
references/decision-framework.md Default: deciding whether/why to animate, picking easing character
references/spring-animations.md Spring physics, framer-motion useSpring, configuring spring params, Apple damping/response values, interruption mechanics
references/component-patterns.md Buttons, popovers, tooltips, drawers, modals, toasts with animation
references/clip-path-techniques.md clip-path for reveals, tabs, hold-to-delete, comparison sliders
references/gesture-drag.md Drag, swipe-to-dismiss, momentum, pointer capture, velocity handoff, momentum projection
references/performance-deep-dive.md Jank, CSS vs JS, WAAPI, CSS variables trap, Framer Motion caveats
references/review-format.md Reviewing animation code: ten standards (each with flag-on-sight triggers), Before/After/Why table, Block/Approve verdict
references/contextual-animations.md Contextual icon swaps, word-level stagger entrances, fixed-offset exits
references/transition-recipes.md Installing a CSS transition: card resize, badge, dropdown, modal, panel, page slide, icon swap, number pop-in, text swap, success, avatar hover, error shake
references/measurement-guide.md Reverse-engineer: what to measure, eye vs script, reading metrics.json, choosing an ROI
references/curve-fitting.md Reverse-engineer: reading fit_curves.py output, spring vs bezier, judging fit error, asymmetric open/close
references/code-output.md Reverse-engineer: emitting code for CSS, Motion/Framer Motion, SwiftUI, React Native, UIKit
references/choreography.md Reverse-engineer: multi-element/multi-phase motion: staggers, blur-before-move, per-edge settling
references/vocabulary.md Naming a motion effect the user describes vaguely ("what's it called when...")

Core rules

  • Animate for feedback, orientation, continuity, or deliberate delight. If it's just "it looks cool" and the user sees it often, don't.
  • Never animate keyboard-initiated actions (shortcuts, arrow navigation, tab/focus); they repeat constantly and animation makes them feel slow.
  • Prefer CSS transitions for interruptible UI: keyframes restart from zero on interruption, transitions retarget. Use keyframes only for predetermined sequences.
  • Implementation priority: CSS transitions > WAAPI > CSS keyframes > JS (requestAnimationFrame); under load CSS stays smooth while JS drops frames.
  • Asymmetric timing: occasional interactions can enter slightly slower, exit fast. High-frequency ephemeral UI (hover highlights, popovers, panel toggles) inverts this: enter instantly (0ms), exit with a brief fade (100-150ms) so the action feels immediate.
  • Use @starting-style for DOM entry; fall back to a data-mounted attribute where unsupported.
  • A small filter: blur(2px) hides rough crossfades between swapped content.

Motion design principles

  • Continuity over teleportation. Elements visible in both states transition in place; expand from where elements sit rather than fading in a new instance. Never duplicate a persistent element or hard-cut between views that share components; hard cuts lose spatial context.
  • Directional motion matches position. Tab and carousel transitions animate in the direction matching spatial layout (left-to-right forward, right-to-left back).
  • Emerge from the trigger. Overlays, trays, and panels animate outward from the element that opened them; generic centre-screen entrances break spatial orientation.
  • Animate paired states together. If open animates, close animates. If hover has motion, focus and pressed states get equivalent feedback. Do not polish only one half of a repeated interaction.
  • Delight scales inversely with frequency. Rarer interactions get more personality; high-frequency actions must be invisible.
  • Motion enhances perceived speed. Smooth transitions feel faster than hard cuts, even at identical load times.

What to animate

  • Movement: transform and opacity only; they skip layout and paint.
  • State feedback: color, background-color, and opacity are acceptable.
  • Never animate layout properties (width, height, top, left); they trigger layout recalc every frame. (Exception: a deliberate container resize tween, see the card-resize recipe.)
  • Never use transition: all; it animates unintended properties and silently adopts future ones. List them explicitly.
  • Avoid filter animation for core interactions; if unavoidable keep blur ≤ 20px (heavy blur is expensive, especially in Safari).
  • SVG: apply transforms on a <g> wrapper with transform-box: fill-box; transform-origin: center; without it they rotate/scale around the canvas origin.
  • transform: scale() also scales children (icons, text, borders scale proportionally), unlike width/height: a feature for press feedback, but account for it when an inner element must stay fixed-size.
  • Disable transitions during theme switches ([data-theme-switching] * { transition: none !important }), or every themed property animates at once.

Easing defaults

Element Duration Easing
Button press feedback 100-160ms cubic-bezier(0.22, 1, 0.36, 1)
Tooltips, small popovers 125-200ms ease-out or enter curve
Dropdowns, selects 150-250ms cubic-bezier(0.22, 1, 0.36, 1)
Modals, drawers 200-350ms cubic-bezier(0.22, 1, 0.36, 1)
Move/slide on screen 200-300ms cubic-bezier(0.25, 1, 0.5, 1)
Page transitions 250-400ms enter or move curve
Simple hover (colour/opacity) 200ms ease
Illustrative/marketing Up to 1000ms Spring or custom

Keep routine UI under 300ms; scale duration with distance (a full-screen slide can exceed 300ms, a 6px tooltip shift stays under 150ms).

Named curves

  • Enter: cubic-bezier(0.22, 1, 0.36, 1) for entrances and transform-based hover
  • Move: cubic-bezier(0.25, 1, 0.5, 1) for slides, drawers, panels
  • Drawer (iOS-like): cubic-bezier(0.32, 0.72, 0, 1)

Avoid ease-in for UI: it starts slow, so the element lags the user's action and feels sluggish. Prefer custom curves from easing.dev over built-in ease/ease-out, whose gentle acceleration reads soft, not decisive.

Transition decision rules

Match the UI element first, then pick the recipe from references/transition-recipes.md:

UI pattern Recipe
Trigger + floating dot/count Notification badge
Trigger + anchored surface Menu dropdown
Centred surface on top of page Modal dialog
Panel sliding into existing container Panel reveal
List ↔ detail or wizard steps Page side-by-side slides
Element dimension changes Card resize
Text updating in place Text state swap
Two icons in same slot Icon swap
Number updating Number pop-in
Confirmation / success moment Success celebration
Hovering item in horizontal stack Avatar group hover
Form validation error Error state shake

Prefer lower-overhead transitions (CSS-only) unless the design requires JS orchestration.

Spatial and sequencing

  • Popover transform-origin at the trigger (modals stay center), dialog/menu entrances from scale(0.85-0.9) not scale(0), and 30-50ms staggers (total under 300ms, most important element leading). Full rules and code in references/component-patterns.md and references/contextual-animations.md.
  • Paired elements rule: elements that animate together (modal + overlay, tooltip + arrow, FAB + label) must share easing and duration. Mismatched timing is the usual cause of "something feels off".

Accessibility

  • Every animation needs a prefers-reduced-motion: reduce path: disable transform/keyframe motion, keep instant state changes or opacity-only fades. All recipes include the guard.
  • Gate hover animations behind @media (hover: hover) and (pointer: fine), or touch devices replay hover on tap. Tailwind v4 hover: utilities apply this automatically; skip the manual query there.
  • During direct manipulation, keep the element locked to the pointer with no easing; add easing only after release.

Performance

  • Pause looping animations off-screen with IntersectionObserver; they burn GPU even when invisible.
  • Toggle will-change only during heavy motion and only for transform/opacity; remove it after. Each promotion costs compositor memory; permanent promotion across many elements is worse than none.
  • Do not animate drag via CSS variables on a container; every update recalculates styles for all children. Set transform directly on the moving element.
  • Motion x/y values are the default for axis movement and drag (they bypass React re-renders). Use a full transform string only when one owner must combine multiple transform functions or interop with non-Motion code.
  • See references/performance-deep-dive.md for WAAPI, compositing layers, and the CSS vs JS comparison table.

Anti-patterns

High-signal failures not covered above:

  • Animating on mount without a user trigger: unexpected motion disorients; the user did nothing to cause it.
  • Hard stops on drag boundaries feel broken; apply friction/damping so movement diminishes past it (see gesture-drag reference).
  • Animating both a container and staggering its children: pick one entrance per container. If the panel slides in, its content should already be visible on arrival.
  • Tooltip animation after the first is open: subsequent tooltips in the group open instantly, or the toolbar feels laggy.

(The transform-owner clash and keyframes-on-rapid-fire failures are stated canonically under Performance and Core rules above.)

Workflow

Copy and track:

Animation progress:
- [ ] Step 1: Decide whether the interaction should animate
- [ ] Step 2: Choose purpose, easing, and duration
- [ ] Step 3: Pick the implementation style
- [ ] Step 4: Load the relevant component or technique reference
- [ ] Step 5: Validate timing, interruption, and device behavior
  1. Answer the four questions in references/decision-framework.md: animate? purpose? easing? speed?
  2. Pick duration from the easing defaults table above.
  3. Choose implementation: CSS transition > WAAPI > spring > keyframe > JS.
  4. Load the reference for your component or technique.
  5. When reviewing, apply the strict posture in references/review-format.md: measure against the ten standards, output the Before/After/Why table, then a tiered verdict ending in a Block/Approve decision.

Validation

Produce evidence for each check (DevTools observations, not "looks fine"):

  • Grep the diff for layout property transitions (width, height, top, left) and transition: all.
  • Retoggle components rapidly; confirm transitions retarget instead of restarting from zero.
  • Slow to 10% in the DevTools Animations panel to catch timing and transform-origin issues invisible at full speed.
  • Emulate prefers-reduced-motion: reduce (DevTools Rendering panel) and confirm every animation has a reduced path.
  • Confirm will-change is toggled around animations, not permanently set, and looping animations pause off-screen.
  • Test touch interactions on real devices; simulators under-report gesture and hover-on-tap issues.
  • Review again with fresh eyes the next day; imperfections missed during development stand out.

Reverse-engineer workflow

Use this branch to measure an existing animation from a screen recording, then emit code and a handoff spec that reproduce it. The scripts under scripts/ are the canonical, deterministic path; run them rather than reconstructing their logic.

Dependencies: ffmpeg for frame extraction (brew install ffmpeg); Python with pip install opencv-python numpy scipy for tracking and curve fitting. Degrades gracefully: with only ffmpeg you can extract frames and reason visually; tracking and fitting need the Python packages.

Reverse-engineer progress:
- [ ] Step 1: Extract frames + contact sheet (per direction if open differs from close)
- [ ] Step 2: Vision pass: identify element, effects, phases
- [ ] Step 3: Decide precision (eye-only vs scripted)
- [ ] Step 4: Track motion and fit curves (if escalating)
- [ ] Step 5: Annotate choreography (delays, asymmetry)
- [ ] Step 6: Emit code for the target(s)
- [ ] Step 7: Validate against the recording
  1. Extract. Run python3 scripts/extract_frames.py <video> <outdir>. Trim to just the transition with --start/--duration; if the interaction has both an open and a close, trim two windows and run the pipeline once per direction (they are almost never mirror images). Match --fps to the source (probe with ffprobe), never sampling above the source rate. Open contact_sheet.png first.
  2. Vision pass. Name the element(s) that move, every effect (translate, scale often anisotropic, opacity, blur, corner radius, shadow, color), and the phases, noting which property leads and lags. Use the checklist in references/measurement-guide.md.
  3. Decide precision. Simple fade or linear slide: read timing off the contact sheet, skip to step 5. Elastic, springy, or multi-property motion: escalate to step 4 (eyeballing a spring is unreliable).
  4. Track and fit. Run python3 scripts/track_motion.py <outdir> for metrics.json (pass --bbox X,Y,W,H to isolate one element), then python3 scripts/fit_curves.py <outdir>/metrics.json for spring params, cubic-bezier, and per-property fit error. Pass the same --fps you extracted with. Read references/curve-fitting.md to pick the model; high error on both means multi-phase motion (split and fit each segment).
  5. Annotate. Load references/choreography.md. Build the timing-offset table (when each property starts and settles); lead/lag gaps and over-stretch carry more feel than any single curve.
  6. Emit. Substitute fitted parameters into the templates in references/code-output.md for the target. Keep movement on transform/opacity. Emit two transitions when open and close differ, plus the consolidated handoff spec so it can be implemented without the video.
  7. Validate. Re-derive: play the emitted animation, screen-record it, run it back through extract_frames.py, and compare contact sheets side by side. Slow to 0.1x to confirm phase order and over-stretch survive. Confirm the code only animates transform, opacity, and filter.

Reverse-engineer gotchas:

  • fit_curves.py defaults to --fps 30: extract at 60 but fit at the default and every duration_ms doubles while fitted stiffness drops to a quarter. Always pass the extraction fps to the fit.
  • Sampling above the source rate duplicates frames: a 24 fps GIF extracted at 60 inflates fit error with plateaued runs in metrics.json. Probe and match the source rate.
  • Screen recordings drop frames and iOS/QuickTime captures are variable-frame-rate; consecutive identical rows are duplicated frames, not a pause. Re-record at a steadier rate if plateaus dominate.
  • Measure open and close as separate clips and report two curves; never fit one and reuse it reversed (see references/choreography.md). Treat a fit error above 0.08 as suspect.

Related skills

  • ui-design: visual direction, palettes, typography; settle the visual system before tuning motion.
  • ui-audit: page/feature-level UI quality audit; its motion findings route back here for fixes.
  • Optional external animate-text skill where installed: curated named text effects (typewriter, line reveal, stagger builds) with exact JSON specs.