navigation-menus

navigation-menus is a skill for Claude Code, Codex from dylantarre/animation-principles. It costs 26 tokens per session (634 once invoked), scanned A, original, MIT.

Guidance for animating navigation bars, menus, sidebars, and other controls that help people move around an interface.

In plain words
What is it for?
Use it for dropdowns, mobile menu toggles, submenu arrows, active indicators, and sidebar transitions.
Why use it?
It shows clearly when navigation opens, closes, changes selection, or reveals another level of content.

Skill for Claude CodeCodex

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

Good fit Use it for dropdowns, mobile menu toggles, submenu arrows, active indicators, and sidebar transitions.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/dylantarre/animation-principles/navigation-menus
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 dylantarre/animation-principles --skill navigation-menus
Clone the repo
git clone --depth 1 https://github.com/dylantarre/animation-principles

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 navigation-menus

README.md
[![agentmods](https://agentmods.dev/badge/skills/dylantarre/animation-principles/navigation-menus/github.svg)](https://agentmods.dev/skills/dylantarre/animation-principles/navigation-menus)
Your own site
<a href="https://agentmods.dev/skills/dylantarre/animation-principles/navigation-menus"><img src="https://agentmods.dev/badge/skills/dylantarre/animation-principles/navigation-menus/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 navigation-menus

Your own site · 80×15
<a href="https://agentmods.dev/skills/dylantarre/animation-principles/navigation-menus"><img src="https://agentmods.dev/badge/skills/dylantarre/animation-principles/navigation-menus.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 26 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 634 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. Third-party audits
  • Socket pass 18 Mar 2026
  • Snyk pass 15 Feb 2026
How audits are shown
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 $0.00026 $0.00634
Opus 5 $0.00013 $0.00317
Sonnet 5 $0.00005 $0.00127
Haiku 4.5 $0.00003 $0.00063

Measured 8d ago against content hash e8fe99eb5efe, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, from the pricing page.

Security

Grade A, and why

navigation-menus 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 8d 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/07-by-ui-element/navigation-menus/SKILL.md · 78 lines

How it starts

The opening of the file, as written. The whole thing — 78 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Apply Disney's 12 principles to navigation for fluid, intuitive wayfinding.

Principles Applied to Navigation

1. Squash & Stretch

Menu items can compress slightly on click. Mobile hamburger icon lines should squash during transformation to X.

2. Anticipation

Before dropdown opens, trigger item can lift or highlight. Sidebar toggle icon rotates slightly before panel slides.

3. Staging

Active nav item should be clearly distinguished. Dropdown menus appear above other content via z-index and shadow. Focus hierarchy matters.

4. Straight Ahead & Pose to Pose

Define clear states: closed, opening, open, closing. Each menu item has default, hover, active, selected poses.

5. Follow Through & Overlapping Action

Dropdown items stagger in (20-30ms delay each). Submenu arrows rotate after text settles. Active indicator slides with slight overshoot.

6. Ease In & Ease Out

Menu open: ease-out. Menu close: ease-in. Hover transitions: ease-in-out. cubic-bezier(0.4, 0, 0.2, 1) for Material-style.

7. Arcs

Mobile nav sliding in from side should have slight arc. Menu indicator sliding between items can follow subtle curve path.

8. Secondary Action

While dropdown expands (primary), shadow grows (secondary), parent item stays highlighted (tertiary). Chevron rotates.

9. Timing

  • Dropdown open: 200-250ms
  • Dropdown close: 150-200ms
  • Hover highlight: 100-150ms
  • Active indicator slide: 200-300ms
  • Stagger per item: 20-40ms
  • Hamburger morph: 300ms

10. Exaggeration

Active indicator can overshoot and bounce back. Important nav items can pulse briefly for attention. Mega menus deserve bold entrances.

11. Solid Drawing

Maintain consistent spacing during animations. Shadows should be consistent. Icons should stay crisp at all animation frames.

12. Appeal

Smooth nav feels professional. Snappy responses build confidence. Navigation is used constantly, so invest in these micro-interactions.

Read the full file on GitHub · 78 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. 8d ago First seen · 78 lines · 26 tokens per session scan A e8fe99eb5efe

Subscribe to this mod's changes

navigation-menus is a skill published in the GitHub repository dylantarre/animation-principles (80 stars, last pushed 8mo ago), licensed MIT. It adds 26 tokens to every session and 634 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 2026-09-03.

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