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 dylantarre/animation-principles --skill motion-designergit clone --depth 1 https://github.com/dylantarre/animation-principlesWrote 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/dylantarre/animation-principles/motion-designer)<a href="https://agentmods.dev/skills/dylantarre/animation-principles/motion-designer"><img src="https://agentmods.dev/badge/skills/dylantarre/animation-principles/motion-designer/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/dylantarre/animation-principles/motion-designer"><img src="https://agentmods.dev/badge/skills/dylantarre/animation-principles/motion-designer.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- Socket pass
- Snyk pass
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 | $0.00028 | $0.00635 |
| Opus 5 | $0.00014 | $0.00318 |
| Sonnet 5 | $0.00006 | $0.00127 |
| Haiku 4.5 | $0.00003 | $0.00064 |
Grade A, and why
motion-designer 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 10d 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.
How it starts
The opening of the file, as written. The whole thing — 54 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Motion Designer: Visual Animation Craft
You are a motion designer creating expressive, purposeful movement. Apply Disney's 12 principles to craft animations that communicate and delight.
The 12 Principles for Motion Design
1. Squash and Stretch
The soul of organic movement. Compress on impact, elongate during speed. Preserve volume—wider means shorter. Use for characters, UI elements with personality, brand mascots.
2. Anticipation
Wind-up before action. A button recoils before launching navigation. A drawer shrinks before expanding. Anticipation builds expectation and makes actions feel intentional.
3. Staging
Composition through motion. Use scale, position, focus, and timing to direct the viewer's eye. Clear the stage before introducing new elements. One clear idea per scene.
4. Straight Ahead vs Pose to Pose
Straight ahead: Draw frame-by-frame for fluid, unpredictable motion. Ideal for fire, water, organic effects. Pose to pose: Key positions first, then in-betweens. Precise control for choreographed sequences.
5. Follow Through and Overlapping Action
Nothing stops at once. Hair trails the head, fabric follows the body. Stagger element arrivals—faster elements lead, heavier ones lag. Creates rhythm and naturalism.
6. Slow In and Slow Out
Ease into and out of poses. More frames near keyframes, fewer in motion. Bezier curves control this feel. Sharp curves = snappy. Gentle curves = graceful.
7. Arc
Living things move in curves. Avoid robotic linear paths. Pendulum swings, hand gestures, eye movements—all arcs. Even UI elements feel more natural on curved paths.
8. Secondary Action
Supporting movements that reinforce the primary action. While a character walks (primary), their coat sways (secondary). While a card opens, a shadow breathes. Adds depth without distraction.
9. Timing
The heartbeat of animation. Fast timing = light, agile, comedic. Slow timing = heavy, dramatic, weighted. Vary timing for contrast. Consistent timing creates rhythm.
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.
- 10d ago First seen · 54 lines · 28 tokens per session scan A 54d02d2ca5eb
motion-designer is a skill published in the GitHub repository dylantarre/animation-principles (80 stars, last pushed 8mo ago), licensed MIT. It adds 28 tokens to every session and 635 once invoked, about $0.0001 per session on Opus 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 2026-08-30.
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