Skip to content
Back to skills

Framer Motion Expert

ASecurity

Use when implementing, optimizing, and timing 60fps/120fps framer motion expert animations, transitions, gesture physics, and reduced-motion fallbacks.

  • 5 stars
  • 0 votes
  • 0 copies
  • 0 views
  • Added September 27, 2026
ai-agentsbashreactnextjsnoderailsspringtestingrefactoringapifrontend

Works with

  • terminal
  • cli
  • api

Security analysis

A100/100

Scanned September 29, 2026

npx -y skills add Harmitx7/tribunal-kit --skill framer-motion-expert --agent claude-code

Installs into .claude/skills of the current project.

Are you the author of Framer Motion Expert?

Add the live security badge to your README. It updates with every re-scan.

Security grade badge for Framer Motion Expert
[![Security: A β€” Skills Directory](https://www.skillsdirectory.com/api/skills/harmitx7-framer-motion-expert/badge)](https://www.skillsdirectory.com/skills/harmitx7-framer-motion-expert)

More formats (shields.io, HTML) on the badges page. Keep it an A: scan every change in CI with Pro.

Download with Pro
SKILL.md
---
name: framer-motion-expert
description: "Use when implementing, optimizing, and timing 60fps/120fps framer motion expert animations, transitions, gesture physics, and reduced-motion fallbacks."
version: 6.0.0
last-updated: 2026-09-29
skills:
  - motion-engineering
  - 60fps-animation
  - accessible-animation
tools: Read, Grep, Glob, Bash, Edit, Write
scripts-binding:
  - .agent/scripts/lint_runner.js
  - .agent/scripts/verify_all.js
---

# Framer Motion 12+ β€” Dense Reference

## Mandatory Pre-Flight Context Inspection
Before reading, generating, or refactoring code in the `framer-motion-expert` 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 framer motion expert animations, transitions, gesture physics, and reduced-motion fallbacks.
- **DO NOT activate when:** The task falls outside the `framer-motion-expert` domain or is managed by a different dedicated specialist agent.


## πŸ” 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 |


---

## πŸ› οΈ Technical Architecture & Reference Recipes

## πŸ› οΈ Technical Architecture & Reference Recipes

## Hallucination Traps (Read First)

- ❌ `<Motion>` (capital M) β†’ βœ… `motion.div` (lowercase dot notation)
- ❌ `motion()` wrapper function β†’ βœ… `motion.div`, `motion.span`, etc.
- ❌ `exitBeforeEnter` prop β†’ βœ… `mode="wait"` on `<AnimatePresence>` (removed in FM7+)
- ❌ `exit` works without `<AnimatePresence>` β†’ βœ… REQUIRES AnimatePresence wrapper
- ❌ `<AnimatePresence>` children without unique `key` β†’ βœ… ALWAYS set `key`
- ❌ `stiffness + damping` AND `duration + bounce` together β†’ βœ… pick ONE pair
- ❌ `m.div` without `<LazyMotion>` wrapper β†’ βœ… REQUIRES LazyMotion parent
- ❌ `layout` animations with `domAnimation` feature set β†’ βœ… requires `domMax`
- ❌ Force-animating `width`/`height`/`top`/`left` β†’ βœ… use `x`,`y`,`scale`,`opacity` (GPU)
- ❌ `viewport.once` defaults to true β†’ βœ… defaults to **false** β€” add `once: true` for entrance anims

---

## Core Primitives

### `motion.X` / Declarative Animation

```tsx
import { motion } from 'framer-motion';
<motion.div
  initial={{ opacity: 0, y: 20 }}
  animate={{ opacity: 1, y: 0 }}
  exit={{ opacity: 0, y: -20 }}
  transition={{ duration: 0.3, ease: 'easeOut' }}
/>;
```

### Variants (Stagger / Orchestration)

```tsx
const container = {
  hidden: {},
  visible: { transition: { staggerChildren: 0.08, delayChildren: 0.1 } },
};
const item = {
  hidden: { opacity: 0, y: 20, filter: 'blur(4px)' },
  visible: { opacity: 1, y: 0, filter: 'blur(0px)', transition: { duration: 0.4 } },
};
<motion.ul variants={container} initial="hidden" animate="visible">
  {list.map(e => (
    <motion.li key={e.id} variants={item}>
      {e.name}
    </motion.li>
  ))}
</motion.ul>;
```

### Transitions

```tsx
// Tween (default)
transition={{ duration: 0.5, ease: "easeInOut", delay: 0.2, repeat: Infinity, repeatType: "reverse" }}
// Spring (physics)
transition={{ type: "spring", stiffness: 300, damping: 20 }} // OR use duration+bounce, not both
transition={{ type: "spring", duration: 0.8, bounce: 0.25 }}
// Per-property
transition={{ x: { type: "spring", stiffness: 300 }, opacity: { duration: 0.2 } }}
```

---

## Gestures

```tsx
// Hover/Tap/Focus
<motion.button
  whileHover={{ scale: 1.05 }}
  whileTap={{ scale: 0.95 }}
  whileFocus={{ boxShadow: "0 0 0 3px rgba(66,153,225,0.6)" }}
  transition={{ type: "spring", stiffness: 400, damping: 15 }}
/>
// Drag
<motion.div
  drag="x"                                   // "x" | "y" | true
  dragConstraints={{ left: -100, right: 100 }}
  dragElastic={0.2}                          // 0=hard stop, 1=free
  dragMomentum={true}
  dragSnapToOrigin
/>
// Scroll-triggered
<motion.div
  initial={{ opacity: 0, y: 50 }}
  whileInView={{ opacity: 1, y: 0 }}
  viewport={{ once: true, amount: 0.3 }}    // ← once: true is almost always what you want
/>
```

---

## Layout Animations

```tsx
// layout prop β€” auto-animates position/size changes
<motion.div layout transition={{ type: "spring", stiffness: 200 }}>
  {/* layout="position" = only position, layout="size" = only size */}
</motion.div>

// layoutId β€” shared element transition (morph between renders)
// List thumbnail β†’ expanded modal:
<motion.div key={item.id} layoutId={`card-${item.id}`} />   // in list
<motion.div layoutId={`card-${selectedId}`} className="modal" /> // in modal
// ❌ TRAP: Cross-tree layoutId requires <LayoutGroup> wrapper
import { LayoutGroup } from "framer-motion";
<LayoutGroup><Sidebar /><MainContent /></LayoutGroup>
```

### AnimatePresence

```tsx
<AnimatePresence mode="sync">
  {' '}
  {/* "sync"|"wait"|"popLayout" */}
  {items.map(item => (
    <motion.div
      key={item.id}
      /* ← REQUIRED */ initial={{ opacity: 0, height: 0 }}
      animate={{ opacity: 1, height: 'auto' }}
      exit={{ opacity: 0, height: 0 }}
    />
  ))}
</AnimatePresence>
// mode="wait" β€” waits for exit before entering
// initial={false} on AnimatePresence β€” skip first-render animation
```

---

## Scroll Animations

```tsx
import { useScroll, useTransform } from 'framer-motion';
// Page scroll progress (0–1)
const { scrollYProgress } = useScroll();
const y = useTransform(scrollYProgress, [0, 1], [0, -200]);
const opacity = useTransform(scrollYProgress, [0, 0.5], [1, 0]);
<motion.div style={{ y, opacity }} />;

// Element-scoped scroll
const ref = useRef(null);
const { scrollYProgress } = useScroll({ target: ref, offset: ['start end', 'end start'] });
```

---

## Hooks

### `useAnimate` β€” Imperative sequences

```tsx
import { useAnimate, stagger } from 'framer-motion';
const [scope, animate] = useAnimate(); // ← returns [scope, animate] NOT [ref, controls]
await animate('.item', { opacity: 1 }, { delay: stagger(0.1) });
<div ref={scope}>...</div>;
```

### `useMotionValue` + `useTransform` β€” No re-renders

```tsx
const x = useMotionValue(0);
const rotateY = useTransform(x, [-200, 200], [-45, 45]);
// βœ… useMotionValue does NOT trigger React re-renders β€” key perf advantage over useState
<motion.div style={{ x, rotateY }} drag="x" />;
```

### `useSpring` / `useVelocity`

```tsx
const springX = useSpring(x, { stiffness: 300, damping: 30 });
const xVel = useVelocity(x);
const skewX = useTransform(xVel, [-1000, 0, 1000], [-15, 0, 15]);
```

---

## Performance & Bundle

```tsx
// LazyMotion β€” ~5KB vs ~30KB full bundle
import { LazyMotion, domAnimation, m } from 'framer-motion';
// domAnimation β‰ˆ 5KB | domMax β‰ˆ 20KB (needed for layout/drag)
<LazyMotion features={domAnimation}>
  <m.div animate={{ opacity: 1 }} />
</LazyMotion>;
```

### Accessibility

```tsx
import { useReducedMotion } from 'framer-motion';
const reduce = useReducedMotion();
// opacity/color: always safe | position/scale/rotation: must be disabled when reduce=true
<motion.div
  animate={{ x: reduce ? 0 : 100, opacity: 1 }}
  transition={{ duration: reduce ? 0 : 0.5 }}
/>;
```

### Rules

- βœ… Animate: `x`, `y`, `scale`, `rotation`, `opacity` (GPU composited)
- ❌ Never animate: `width`, `height`, `top`, `left`, `padding`, `margin` (causes layout thrashing)
- βœ… `useMotionValue` for animation-driven values β€” never `useState`
- ❌ Nest `AnimatePresence` only when necessary β€” each adds reconciler overhead
- `"use client"` required in Next.js β€” `motion.div` cannot run in Server Components

## 🚨 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 |


## πŸ›οΈ Tribunal Verification & Guardrails

**Active Reviewers:** `frontend-reviewer` Β· `motion-reviewer` Β· `ui-ux-auditor`
**Slash Command:** `/review` or `/tribunal-full`

### πŸ”¬ 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.

### βœ… Pre-Flight Self-Audit Checklist
```
βœ… Does animation maintain 60fps/120fps using transform (translate3d, scale) and opacity?
βœ… Is optical mass conserved across state interpolations without volume collapse?
βœ… Is duration capped within micro-interaction budgets (150ms–280ms)?
βœ… Is prefers-reduced-motion respected with graceful instant fallbacks?
βœ… Did I prevent layout thrashing and continuous geometry mutations?
```

### πŸ›‘ 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."
- βœ… **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

Is this your skill, or is something wrong with this listing? Request removal or report an issue. Author removals are honored within 72 hours.

Comments

Loading comments…