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.
npx skills add 2233admin/design-pipeline --skill animation-systemsgit clone --depth 1 https://github.com/2233admin/design-pipelineWrote 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.
[](https://agentmods.dev/skills/2233admin/design-pipeline/animation-systems)<a href="https://agentmods.dev/skills/2233admin/design-pipeline/animation-systems"><img src="https://agentmods.dev/badge/skills/2233admin/design-pipeline/animation-systems/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.
<a href="https://agentmods.dev/skills/2233admin/design-pipeline/animation-systems"><img src="https://agentmods.dev/badge/skills/2233admin/design-pipeline/animation-systems.svg" alt="Reviewed on agentmods" width="80" height="20"></a>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.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00054 | $0.01269 |
| Opus 5 | $0.00027 | $0.00634 |
| Sonnet 5 | $0.00011 | $0.00254 |
| Haiku 4.5 | $0.00005 | $0.00127 |
Grade A, and why
animation-systems 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 6d 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.
This is a copy
100% identical to animation-systems — 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.
How it starts
The opening of the file, as written. The whole thing — 188 lines — stays where its author put it; the contents beside it link to each section on GitHub.
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:
- Explain hierarchy (what matters)
- Confirm action (feedback)
- Guide attention (where to look next)
- Maintain continuity (spatial relationships)
- 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)
What ships with it
3 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.
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.
- 6d ago First seen · 188 lines · 54 tokens per session scan A ae1e51b8eede
animation-systems is a skill published in the GitHub repository 2233admin/design-pipeline (9 stars, last pushed 7d ago), licensed MIT. It adds 54 tokens to every session and 1,269 once invoked, about $0.0003 per session on Opus 5. A static security scan graded it A with 0 findings. It is 100% identical to animation-systems, differing in 0 lines, and is treated as a copy.
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