Back to skills
SKILL.md
Animation Systems
ASecurityUse when implementing, optimizing, and timing 60fps/120fps animation systems animations, transitions, gesture physics, and reduced-motion fallbacks.
- 5 stars
- 0 votes
- 0 copies
- 1 view
- Added September 27, 2026
Works with
Security analysis
100/100npx -y skills add Harmitx7/tribunal-kit --skill animation-systems --agent claude-codeAre you the author of Animation Systems?
Add the live security badge to your README. It updates with every re-scan.
[](https://www.skillsdirectory.com/skills/harmitx7-animation-systems)---
name: animation-systems
description: "Use when implementing, optimizing, and timing 60fps/120fps animation systems animations, transitions, gesture physics, and reduced-motion fallbacks."
version: 6.0.0
last-updated: 2026-09-29
skills:
- motion-engineering
- 60fps-animation
- baseline-ui
- better-ui
tools: Read, Grep, Glob, Bash, Edit, Write
scripts-binding:
- .agent/scripts/lint_runner.js
- .agent/scripts/verify_all.js
---
# Animation Systems — Global Motion Tokens & Design System Architecture
## Mandatory Pre-Flight Context Inspection
Before reading, generating, or refactoring code in the `animation-systems` domain, inspect these 5 critical parameters:
1. **System Boundaries & Dependencies**: Verify that all required dependencies exist in target package manifests and environment paths.
2. **Runtime Context & Platform Invariants**: Confirm target platform constraints (Node.js, Browser, Mobile OS, Edge runtime) before applying APIs.
3. **Execution Guardrails**: Identify potential side-effects, state mutations, and unhandled asynchronous exceptions.
4. **Validation & Type Contracts**: Validate input data schemas and strict type constraints across all module interfaces.
5. **Observability & Proof of Execution**: Ensure execution produces tangible verification signals (terminal output, tests, metrics).
## Activation Boundaries
- **Activate when:** Use when implementing, optimizing, and timing 60fps/120fps animation systems animations, transitions, gesture physics, and reduced-motion fallbacks.
- **DO NOT activate when:** The task falls outside the `animation-systems` domain or is managed by a different dedicated specialist agent.
## 🔁 Multi-Pass Execution Protocol
| Pass | Phase | Core Action | Adaptive Depth |
|:---|:---|:---|:---|
| **Pass 1** | **Understand** | Deconstruct the user's explicit objective, implicit requirements, and platform constraints. | Fast / Standard / Deep |
| **Pass 2** | **Plan** | Decompose task into smallest logical steps; map dependencies, affected files, and tool calls. | Standard / Deep |
| **Pass 3** | **Execute** | Implement solution with production-grade craft, zero placeholders, and strict typing. | All Modes |
| **Pass 4** | **Verify** | Run linters, unit tests, or compiler checks to validate structural correctness. | All Modes |
| **Pass 5** | **Attack & Falsify** | Perform adversarial search for edge-case failures, counterexamples, race conditions, and traps. | Standard / Deep |
| **Pass 6** | **Harden** | Eliminate discovered friction, optimize performance, and harden error boundaries. | Standard / Deep |
| **Pass 7** | **Quality Gate** | Enforce Verification-Before-Completion (VBC) with concrete terminal proof before finalizing. | All Modes |
---
## 🛠️ Technical Architecture & Reference Recipes
Without a centralized motion system, codebases descend into animation chaos: arbitrary durations (`350ms`, `420ms`, `175ms`), dissonant easing curves, and unmaintainable component overrides. A professional animation system treats motion as a primary design token—equivalent to color palettes, typography scales, and spatial grids. It standardizes duration tiers, codifies physics-grounded easing curves, and exposes single-source-of-truth tokens across CSS custom properties, Tailwind configs, and Framer Motion dictionaries.
### 1. The Global Motion Token Taxonomy
| Token Variable | Value | Intended Interaction Scope |
| :---------------------- | :---------------------------------- | :------------------------------------------------- |
| `--duration-instant` | `80ms` | Button active press, micro-clicks, checkbox states |
| `--duration-fast` | `150ms` | Hover states, tooltips, focus rings, status badges |
| `--duration-normal` | `220ms` | Dropdowns, menus, tabs, segment switches, popovers |
| `--duration-deliberate` | `320ms` | Modals, drawers, accordion expansion, card reveals |
| `--duration-celebrate` | `500ms` | Confetti, completion fireworks, onboarding sweeps |
| `--ease-snappy` | `cubic-bezier(0.2, 0, 0, 1)` | Direct tactile interaction and press feedback |
| `--ease-out-ui` | `cubic-bezier(0.16, 1, 0.3, 1)` | Entrance transitions, unfolds, dynamic cards |
| `--ease-in-ui` | `cubic-bezier(0.7, 0, 0.84, 0)` | Clean exits, dismissals, unmount fades |
| `--ease-spring` | `cubic-bezier(0.34, 1.56, 0.64, 1)` | Playful toggles and organic badge pop-ins |
---
### 2. Four Production-Grade Implementation Recipes
#### Recipe 1: CSS Centralized Token Definitions (`tokens/motion.css`)
```css
:root {
/* Durations */
--duration-instant: 80ms;
--duration-fast: 150ms;
--duration-normal: 220ms;
--duration-deliberate: 320ms;
--duration-celebrate: 500ms;
/* Easing Curves */
--ease-snappy: cubic-bezier(0.2, 0, 0, 1);
--ease-out-ui: cubic-bezier(0.16, 1, 0.3, 1);
--ease-in-ui: cubic-bezier(0.7, 0, 0.84, 0);
--ease-spring: cubic-bezier(0.34, 1.56, 0.64, 1);
--ease-in-out: cubic-bezier(0.65, 0, 0.35, 1);
/* Pre-assembled Transitions */
--transition-press: transform var(--duration-instant) var(--ease-snappy);
--transition-fade: opacity var(--duration-fast) var(--ease-out-ui);
--transition-unfold:
transform var(--duration-normal) var(--ease-out-ui),
opacity var(--duration-normal) var(--ease-out-ui);
}
/* Systemic Reduced Motion Collapse */
@media (prefers-reduced-motion: reduce) {
:root {
--duration-instant: 0.001ms;
--duration-fast: 0.001ms;
--duration-normal: 100ms;
--duration-deliberate: 120ms;
--duration-celebrate: 150ms;
--ease-snappy: ease-out;
--ease-out-ui: ease-out;
--ease-spring: ease-out;
}
}
```
---
#### Recipe 2: Tailwind CSS Integration (`tailwind.config.ts`)
```typescript
import type { Config } from 'tailwindcss';
export default {
theme: {
extend: {
transitionDuration: {
instant: 'var(--duration-instant)',
fast: 'var(--duration-fast)',
normal: 'var(--duration-normal)',
deliberate: 'var(--duration-deliberate)',
celebrate: 'var(--duration-celebrate)',
},
transitionTimingFunction: {
snappy: 'var(--ease-snappy)',
'out-ui': 'var(--ease-out-ui)',
'in-ui': 'var(--ease-in-ui)',
spring: 'var(--ease-spring)',
},
keyframes: {
'slide-up': {
from: { transform: 'translateY(12px)', opacity: '0' },
to: { transform: 'translateY(0)', opacity: '1' },
},
},
animation: {
'slide-up': 'slide-up var(--duration-normal) var(--ease-out-ui) forwards',
},
},
},
} satisfies Config;
```
---
#### Recipe 3: TypeScript & Framer Motion Transitions Dictionary
```typescript
// tokens/motion.ts
import { Transition } from 'framer-motion';
export const MotionTokens = {
instant: {
duration: 0.08,
ease: [0.2, 0, 0, 1],
} as Transition,
fast: {
duration: 0.15,
ease: [0.16, 1, 0.3, 1],
} as Transition,
normal: {
duration: 0.22,
ease: [0.16, 1, 0.3, 1],
} as Transition,
deliberate: {
duration: 0.32,
ease: [0.16, 1, 0.3, 1],
} as Transition,
// Physics-based Spring Presets
springSnappy: {
type: 'spring',
stiffness: 480,
damping: 30,
mass: 0.8,
} as Transition,
springBouncy: {
type: 'spring',
stiffness: 380,
damping: 20,
mass: 1,
} as Transition,
};
```
---
#### Recipe 4: Systemic Component Application
```tsx
import React from 'react';
import { motion } from 'framer-motion';
import { MotionTokens } from '@/tokens/motion';
export function SystemModal({ isOpen, children }: { isOpen: boolean; children: React.ReactNode }) {
if (!isOpen) return null;
return (
<div className="fixed inset-0 z-50 flex items-center justify-center bg-black/50">
<motion.div
initial={{ opacity: 0, scale: 0.94, y: 8 }}
animate={{ opacity: 1, scale: 1, y: 0 }}
exit={{ opacity: 0, scale: 0.96, y: 4 }}
transition={MotionTokens.normal}
className="w-full max-w-lg p-6 bg-white dark:bg-neutral-900 rounded-2xl shadow-2xl"
>
{children}
</motion.div>
</div>
);
}
```
## 🚨 Edge-Case & Failure Mode Matrix
| Scenario | Risk | Production Mitigation |
|:---|:---|:---|
| **Empty or Null Inputs** | Unhandled exception or unexpected rendering collapse | Enforce fallback guards, optional chaining, and explicit empty state handlers |
| **Network Timeout / Latency** | Hanging operations or duplicate side-effects | Implement bounded abort controllers, exponential backoff, and idempotency keys |
| **Concurrency / Race Conditions** | Stale state overwrite or inconsistent data mutations | Use atomic transactions, mutex locking, or cancel-on-resubmit controls |
| **Invalid Schema / Malformed Payload** | Downstream runtime errors or security injection | Validate boundary payloads with Zod/Pydantic schemas prior to execution |
| **Resource / Memory Saturation** | OOM errors, frame drops, or memory leaks | Clean up listeners, cancel active timers, and enforce pagination/virtualization |
## 🤖 LLM-Specific Traps Table
| Anti-Pattern | What AI Commonly Does Wrong | What Is Actually Correct |
|:---|:---|:---|
| **The Instant Pop Trap** | Conditionally unmounting elements without animated interpolation | Use AnimatePresence or coordinate morphs with continuous geometry |
| **Layout Thrashing** | Animating width, height, top, or left inside animation loops | Animate composite-only transform (translate3d, scale) and opacity |
| **Sluggish Duration** | Setting micro-interaction transitions to 600ms+ causing interface lag | Cap interactive feedback at 160ms–240ms with snappy ease-out curves |
## 🏛️ Tribunal Verification & Guardrails
**Active Reviewers:** `frontend-reviewer` · `motion-reviewer` · `ui-ux-auditor`
**Slash Command:** `/review` or `/tribunal-full`
### 🔬 Evidence Standard (Tri-State Verification)
Every finding, audit statement, or completion claim must classify its factual certainty:
- **`[OBSERVED]`**: Directly confirmed in the codebase or verified via executed terminal command.
- **`[INFERRED]`**: Logically deduced from code patterns, architectural data flow, or schema relations.
- **`[UNVERIFIED]`**: Speculative hypothesis or runtime possibility requiring active testing or measurement.
### ✅ Pre-Flight Self-Audit Checklist
```
✅ Does animation maintain 60fps/120fps using transform (translate3d, scale) and opacity?
✅ Is optical mass conserved across state interpolations without volume collapse?
✅ Is duration capped within micro-interaction budgets (150ms–280ms)?
✅ Is prefers-reduced-motion respected with graceful instant fallbacks?
✅ Did I prevent layout thrashing and continuous geometry mutations?
```
### 🛑 Verification-Before-Completion (VBC) Protocol
**CRITICAL:** You must follow a strict "evidence-based closeout" state machine.
- ❌ **Forbidden:** Declaring a task complete because the output "looks correct."
- ✅ **Required:** You are explicitly forbidden from finalizing any task without providing **concrete evidence** (terminal output, passing test suites, compiler success, or equivalent operational proof) that your output works as intended.
Attribution
Comments
Loading comments…