animation-systems

animation-systems is a skill for Claude Code, Codex from 2233admin/design-pipeline. It costs 54 tokens per session (1,269 once invoked), scanned A, a copy of animation-systems, MIT.

A set of principles and implementation guidance for product-interface animation. It explains how motion can show hierarchy, confirm actions, guide attention, and preserve spatial relationships.

In plain words
What is it for?
Use it to design transitions, hover effects, scroll interactions, feedback animations, and coordinated movement across a web product.
Why use it?
It helps avoid distracting or poorly timed animation and addresses performance and reduced-motion accessibility needs.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one.

Good fit Use it to design transitions, hover effects, scroll interactions, feedback animations, and coordinated movement across a web product.

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Install with agentmods
npx agentmods add skills/2233admin/design-pipeline/animation-systems
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-systems
Clone the repo
git clone --depth 1 https://github.com/2233admin/design-pipeline

Made for: Claude Code, Codex.

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-systems

README.md
[![agentmods](https://agentmods.dev/badge/skills/2233admin/design-pipeline/animation-systems/github.svg)](https://agentmods.dev/skills/2233admin/design-pipeline/animation-systems)
Your own site
<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.

agentmods 80×15 button for animation-systems

Your own site · 80×15
<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>
Per session 54 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,269 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 $0.00054 $0.01269
Opus 5 $0.00027 $0.00634
Sonnet 5 $0.00011 $0.00254
Haiku 4.5 $0.00005 $0.00127

Measured 6d ago against content hash ae1e51b8eede, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-09, from the pricing page.

Security

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.

Origin

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.

skill/references/mengto-skills/upstream/agent-skills/web-design/animation-systems/SKILL.md · 188 lines

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:

  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)

Read the full file on GitHub · 188 lines

Files

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.

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. 6d ago First seen · 188 lines · 54 tokens per session scan A ae1e51b8eede

Subscribe to this mod's changes

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.