flutter-motion-engineering

flutter-motion-engineering is a skill for Claude Code, Codex from ariaramin/flutter-skills. It costs 115 tokens per session (8,243 once invoked), scanned A, original, MIT.

A guide for designing and checking motion in Flutter, such as animations, transitions, draggable panels, dismiss gestures, and effects linked to scrolling. It focuses on motion that responds correctly when users interrupt, reverse, or repeat an action.

In plain words
What is it for?
Use it to implement spring motion, interactive gestures, route and Hero transitions, scroll-linked effects, interrupted animations, and reviews of animation behavior and performance.
Why use it?
It helps avoid animations that stutter, jump, continue after input changes, or behave inconsistently across platforms. It also treats accessibility, correctness, and smooth frame delivery as requirements.

Skill for Claude CodeCodex

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

Good fit Use it to implement spring motion, interactive gestures, route and Hero transitions, scroll-linked effects, interrupted animations, and reviews of animation behavior and performance.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/ariaramin/flutter-skills/flutter-motion-engineering
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 ariaramin/flutter-skills --skill flutter-motion-engineering
Clone the repo
git clone --depth 1 https://github.com/ariaramin/flutter-skills

Made for: Claude Code, Codex.

Wrote this? Show the measurements

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README.md
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Your own site · 80×15
<a href="https://agentmods.dev/skills/ariaramin/flutter-skills/flutter-motion-engineering"><img src="https://agentmods.dev/badge/skills/ariaramin/flutter-skills/flutter-motion-engineering.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 115 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 8,243 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 original No closer match found 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 $0.00115 $0.08243
Opus 5.5 $0.00046 $0.03297
Sonnet 5.5 $0.00023 $0.01649
Haiku 4.5 $0.00012 $0.00824

Measured 6d ago against content hash 10e18ecca7a7, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

flutter-motion-engineering 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.

skills/flutter-motion-engineering/SKILL.md · 372 lines

How it starts

The opening of the file, as written. The whole thing — 372 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Flutter Motion Engineering

Purpose and evidence policy

Engineer motion that communicates state, follows input, survives interruption, and delivers consistent frames. Treat Apple quality as continuity, restraint, and responsiveness, not an instruction to copy iOS styling onto every platform. Accessibility and correctness are acceptance gates, never optional performance tradeoffs.

Evidence labels used below: D = documented framework behavior; P = platform/version-specific guidance; E = engineering recommendation or inference. Selection tables and validation procedures are E unless stated otherwise. Distinguish confirmed defects, measured bottlenecks, plausible risks, and optional refinements in reviews.

Check flutter --version --machine, SDK constraints, lockfiles, and the actual renderer before applying version-sensitive advice. Official documentation is rolling: some pages still identify Flutter 3.44.7 while individual sections describe 3.47; API footers can show 0.0.0. Use the installed SDK source or a matching release tag to resolve conflicts. Do not infer a minimum supported version from a rolling API page.

Bundled reference routing

Read the core workflow first, then load only the supporting material required for the task.

Task Reference
Gesture state, velocity, retargeting, geometry changes, route ownership Interaction protocols
Baseline capture, stage diagnosis, rendering experiments, evidence reporting Profiling playbook
Runnable examples, regression coverage, integration gates, validation limits Testing and examples

The examples are a small Flutter test package, not an application template. Reuse the host project's architecture and tokens instead of copying an entire new motion layer.

Implementation workflow

  1. Inspect repository rules, affected widgets and every caller, route ownership, state management, tokens, accessibility, heavy content, and existing tests. Preserve unrelated changes.
  2. State the interaction: what changes, what relationship motion explains, who owns the target state, and whether input can interrupt it. Classify as decorative, state-driven, navigational, gesture-driven, or physics-driven.
  3. Define forward, reverse, cancellation, rapid retargeting, reduced motion, focus, hit testing, and target-platform behavior before choosing APIs.
  4. Reuse existing primitives and platform widgets. Choose the smallest mechanism that satisfies those behaviors; no animation is valid when motion adds no meaning.
  5. Keep interpolation local to presentation. Implement without per-frame business events or expensive synchronous work.
  6. Test behavior and lifecycle; profile the representative interaction; identify the expensive stage; change one relevant mechanism and re-profile.
  7. Report changed behavior, checks actually run, measured results, and remaining device/platform coverage. Never label an animation optimized from source inspection alone.

Read the full file on GitHub · 372 lines

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 · 372 lines · 115 tokens per session scan A 10e18ecca7a7

Subscribe to this mod's changes

flutter-motion-engineering is a skill published in the GitHub repository ariaramin/flutter-skills (6 stars, last pushed 7d ago), licensed MIT. It adds 115 tokens to every session and 8,243 once invoked, about $0.0005 per session on Opus 5.5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-10-11.

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