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Animation Systems

Meng ToCommunityCreated by Meng To

  • Skill
  • Guidelines
  • Design and creative
  • MIT
  • No issues found

From the author

Use when designing or implementing product-grade web motion like Stripe, Linear, Apple, and Vercel. Covers motion principles, easing/duration defaults, choreography patterns, scroll/hover interactions, performance, accessibility (reduced motion), and implementation guidance.
— the description by Meng To

AutoGineer summary

Written by AutoGineer from the skill’s own files, not by the author

This skill provides a structured approach to implementing web animations that prioritize clarity, hierarchy, and feedback. It outlines motion principles, reusable primitives, choreography patterns, and performance considerations to help designers and developers create consistent, professional user interfaces. The guidance covers essential aspects such as easing, duration, accessibility through reduced motion, and implementation strategies for various web stacks.

What it does

  • Defines motion primitives like fade-and-rise, scale-and-fade, and slide transitions.
  • Provides standard duration and easing values for micro-interactions and hero sequences.
  • Outlines choreography patterns for hero sections, scroll reveals, and hover states.
  • Details performance best practices by focusing on GPU-friendly properties like transform and opacity.
  • Establishes accessibility requirements for respecting user-defined reduced motion settings.
  • Offers a structured output format for planning and implementing animation sequences.

When to use it

  • When designing or implementing motion for product-grade web interfaces.
  • When you need to establish a consistent set of animation tokens for a design system.
  • When you want to ensure animations serve a functional purpose like guiding attention or confirming actions.
  • When implementing complex choreography for hero sections or page transitions.

Advantages

  • Promotes a consistent and restrained approach to UI motion.
  • Provides concrete numerical defaults for durations and easing curves.
  • Ensures accessibility is integrated through support for reduced motion preferences.
  • Focuses on technical implementation strategies that minimize layout reflows.

Usage examples

“Create a motion plan for a hero section in the style of Linear.”
The agent will provide a choreography plan with timeline beats, specific duration and easing tokens, and a code recipe for implementing the hero sequence.
“How should I animate a card hover effect to feel professional?”
The agent will suggest a lift-and-glow pattern with specific Y-offset and shadow adjustments, along with implementation guidance for CSS or animation libraries.

Install

  1. Download the skill as a ZIP:

    https://autogineer.com/agent-skills/mengto/animation-systems/download
  2. Unzip it into the cross-client skills folder of your project:

    mkdir -p .agents/skills && unzip animation-systems.zip -d .agents/skills

Documentation by Meng To

Animation Systems (Stripe × Linear × Apple × Vercel)

This skill helps you ship tasteful, product-grade motion. Not “more animation.” Better animation: clarity, hierarchy, feedback, and delight—without jank.


The goals (why motion exists)

Use animation to:

  1. Explain hierarchy (what matters)

  2. Confirm action (feedback)

  3. Guide attention (where to look next)

  4. Maintain continuity (spatial relationships)

  5. Add polish (craft signals)

If an animation doesn’t serve one of these, delete it.


The Stripe/Linear/Apple/Vercel style (shared traits)

1) Restraint
  • Fewer animations, better chosen.

  • One strong hero moment; the rest is supporting motion.

2) Clear choreography
  • Primary element moves first.

  • Secondary elements follow with small stagger.

  • Motion establishes a “reading order.”

3) Physical but not cartoony
  • Use easing that feels human (soft acceleration + gentle settle).

  • Avoid bouncy defaults for serious product UI.

4) Texture + depth (subtle)
  • Small parallax, soft shadows, blur fades, light beams.

  • Avoid heavy 3D unless it’s the hero.


Motion primitives (build these first)

Think in primitives you can reuse everywhere.

A) Fade + rise (default entrance)

Use for: text blocks, cards, modals.

  • Opacity: 0 → 1

  • Y: 12–24px → 0

  • Duration: 300–700ms depending on size

B) Scale + fade (micro emphasis)

Use for: popovers, toasts, selected states.

  • Scale: 0.98 → 1

  • Opacity: 0 → 1

C) Slide (navigation)

Use for: drawers, step transitions.

  • Use transform translate; avoid animating layout.

D) Morph / shared element (high craft)

Use for: tab indicators, expanding cards.

  • Requires consistent geometry + measured layout.


Defaults (practical numbers)

Use these as a starting system.

Durations (rule of thumb)
  • Micro (hover/press): 120–200ms

  • UI state change (toggle, select): 180–260ms

  • Small transitions (popover, toast): 220–320ms

  • Page section entrance: 400–800ms

  • Hero sequences: 800–1600ms (with internal beats)

Easing (safe set)

Pick a small set and reuse.

  • UI: ease-out with gentle settle

  • Emphasis: slightly stronger ease

  • Entering: ease-out

  • Exiting: ease-in (faster)

If implementing:

  • Use your animation library’s “power2.out / expo.out” equivalents.

  • Avoid elastic/bounce unless brand is playful.

Stagger
  • 40–90ms per element (text lines/cards)

  • Use smaller stagger on mobile


Choreography patterns

1) “Hero → supporting elements”
  • Hero visual animates in first.

  • Headline appears next.

  • CTA appears last.

2) “Section reveal on scroll”
  • Trigger when section is ~20–30% visible.

  • Animate once (don’t replay on tiny scroll).

3) “Hover: lift + glow”
  • Y: -2 to -6px

  • Shadow: subtle increase

  • Optional: border/gradient glow

4) “Focus ring + micro shift”
  • For form fields: focus ring + tiny scale/translate for responsiveness.


Performance rules (non‑negotiable)

Animate the right properties

Prefer:

  • transform (translate/scale/rotate)

  • opacity

Avoid (unless necessary):

  • width/height/top/left

  • expensive filters on large areas

Respect the GPU
  • Clamp device pixel ratio in heavy canvases (1–2)

  • Keep blur subtle and small

  • Avoid many simultaneous animated shadows

Reduce reflows
  • Don’t measure layout every frame.

  • For scroll effects, use a library that batches reads/writes.


Accessibility: Reduced Motion

Always support prefers-reduced-motion.

Policy:

  • Keep content visible.

  • Replace motion with instant state + subtle opacity.

  • Disable scroll-scrub/pin.

Ask the user:

  • “Do you want a reduced-motion mode that disables all non-essential motion?”


Implementation guidance (library-agnostic)

For simple sites
  • CSS transitions for small hovers/toggles.

  • Use a single motion library (GSAP or Framer Motion) for complex sequences.

For product sites
  • Create a motion token set:

    • durations

    • easing curves

    • standard offsets (8/16/24px)

    • stagger defaults

For hero moments
  • Use timelines (or keyframes) with labeled beats.

  • Lock camera/scene movement first, then layer text.


What to ask the user

  • What’s the brand lane: Stripe (polished), Linear (minimal), Apple (cinematic), Vercel (developer/product)?

  • What are the key moments? (hero, scroll story, hover cards, nav transitions)

  • Any performance constraints? (mobile, low-end devices)

  • Reduced motion requirements?


Output format (when asked to “add Stripe/Linear-style animation”)

Return:

  1. Motion goals (what we’re trying to communicate)

  2. Motion tokens (durations + easing + offsets)

  3. A choreography plan (timeline beats)

  4. Implementation notes (perf + reduced motion)

  5. A small code recipe (CSS or GSAP/Framer depending on stack)

Files

LICENSE

MIT License

Copyright (c) 2026 Meng To

Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.

Requirements and compatibility

Works with: Claude Code, Claude apps, OpenAI Codex, GitHub Copilot, Cursor, Gemini CLI, Kiro, OpenCode, Goose, Amp, Roo Code, JetBrains Junie, Factory Droid, Devin (ex-Windsurf), Mistral Vibe, OpenHands, Letta

“Works with” means the tool reads the open Agent Skills format; a skill written for one tool may use features others lack.

Security

No issues found by our static scan· No issues found

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Attribution and licence

Created by
Meng To
Publisher
Meng To (Community)
Source
MengTo/Skills · agent-skills/web-design/animation-systems · commit 5ea1661
Licence
MIT License (redistribution allowed)
  • LICENSE (added by AutoGineer from LICENSE)
  • ATTRIBUTION.md (written by AutoGineer)
Synced

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Download ZIP

The ZIP holds the skill’s files, its licence files and an ATTRIBUTION.md. Download animation-systems.zip