animation-principles

animation-principles is a skill for Claude Code from 2233admin/design-pipeline. It costs 119 tokens per session (2,110 once invoked), scanned A, a copy of animation-principles, MIT.

A guide to animation principles such as timing, easing, spacing, weight, and rhythm. It gives concrete settings that can be used in different animation tools.

In plain words
What is it for?
Use it to plan or review animation timing, movement, transitions, and rhythm. It can also help sync motion to music or decide how movement should suggest weight and follow-through.
Why use it?
It helps diagnose motion that feels stiff, robotic, floaty, or cheap. It also helps choose durations, easing curves, and staggered delays that match the intended feeling.

Skill for Claude Code

Written for Claude Code: shipped in a Claude Code plugin.

Part of the motion-design-skills plugin — 9 skills shipped together

Good fit Use it to plan or review animation timing, movement, transitions, and rhythm. It can also help sync motion to music or decide how movement should suggest weight and follow-through.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/2233admin/design-pipeline/animation-principles
Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

Any agent
npx skills add 2233admin/design-pipeline --skill animation-principles
Clone the repo
git clone --depth 1 https://github.com/2233admin/design-pipeline

Made for: Claude Code.

Or install motion-design-skills, the plugin that ships this one along with the rest of its 9 skills.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for animation-principles

README.md
[![agentmods](https://agentmods.dev/badge/skills/2233admin/design-pipeline/animation-principles/github.svg)](https://agentmods.dev/skills/2233admin/design-pipeline/animation-principles)
Your own site
<a href="https://agentmods.dev/skills/2233admin/design-pipeline/animation-principles"><img src="https://agentmods.dev/badge/skills/2233admin/design-pipeline/animation-principles/github.svg" alt="Measured on agentmods" height="20"></a>

Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.

agentmods 80×15 button for animation-principles

Your own site · 80×15
<a href="https://agentmods.dev/skills/2233admin/design-pipeline/animation-principles"><img src="https://agentmods.dev/badge/skills/2233admin/design-pipeline/animation-principles.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 119 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,110 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin 100% copy Near-identical to another mod in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5.1 $0.00119 $0.02110
Opus 5 $0.00060 $0.01055
Sonnet 5 $0.00024 $0.00422
Haiku 4.5 $0.00012 $0.00211

Measured 5d ago against content hash 21637766f8ae, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-09, from the pricing page.

Security

Grade A, and why

animation-principles scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 5d ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

Origin

This is a copy

100% identical to animation-principles — 0 lines differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.

skill/references/iart-motion-skills/upstream/motion-design-skills/skills/animation-principles/SKILL.md · 115 lines

How it starts

The opening of the file, as written. The whole thing — 115 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Motion Principles

Decide how something should move so it feels right — independent of the tool used to build it. This skill answers timing, easing, spacing, weight, and rhythm. It does not pick a tech stack; it produces concrete numbers (durations, cubic-bezier curves, stagger offsets, spring configs) ready to hand to any implementation.

When to use

  • Motion feels stiff, floaty, mechanical, robotic, or cheap and needs diagnosis.
  • Choosing a clip or transition's duration, easing curve, and stagger offset.
  • Reviewing whether motion respects physics intuition (weight, follow-through, arcs).
  • Synchronizing keyframes to a musical beat or edit accent.

Three pillars — settle these before any number

Every piece of motion should answer three questions before you pick a duration or curve. Skip them and you get technically-correct motion that feels like nothing. These are the shared vocabulary the rest of the collection refers back to.

Pillar The question What it drives
Emotional intent What should the viewer feel? (joy, calm, urgency, trust, elegance) Easing, duration, amplitude/overshoot
Visual narrative What's the micro-story? Setup → action → resolution Sequencing, staging, what enters when
Motion craft How do we make it believable? Physics, secondary motion, arcs, follow-through

Three motion layers — depth, not flatness

Flat motion = only the main thing moves. Believable motion runs three layers at once:

  • Primary — the main action the eye follows (the hero move).
  • Secondary — supporting richness reacting to the primary (a shadow shifting, an icon nudging, a label settling late).
  • Ambient — background life that never demands attention (slow gradient drift, a low-contrast pulse).

The judgment layer (motion-art-direction) calls these Hero / Support / Texture — same three layers, ranked for what earns motion. Primary≈Hero, Secondary≈Support, Ambient≈Texture.

Core principles

Read the full file on GitHub · 115 lines

Files

What ships with it

4 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 5d ago First seen · 115 lines · 119 tokens per session scan A 21637766f8ae

Subscribe to this mod's changes

animation-principles is a skill published in the GitHub repository 2233admin/design-pipeline (9 stars, last pushed 6d ago), licensed MIT. It adds 119 tokens to every session and 2,110 once invoked, about $0.0006 per session on Opus 5. A static security scan graded it A with 0 findings. It is 100% identical to animation-principles, differing in 0 lines, and is treated as a copy.

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