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 secondary-action-masterygit 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/secondary-action-mastery)<a href="https://agentmods.dev/skills/dylantarre/animation-principles/secondary-action-mastery"><img src="https://agentmods.dev/badge/skills/dylantarre/animation-principles/secondary-action-mastery/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/secondary-action-mastery"><img src="https://agentmods.dev/badge/skills/dylantarre/animation-principles/secondary-action-mastery.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 | $0.00031 | $0.00929 |
| Opus 5 | $0.00015 | $0.00464 |
| Sonnet 5 | $0.00006 | $0.00186 |
| Haiku 4.5 | $0.00003 | $0.00093 |
Grade A, and why
secondary-action-mastery 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 9d 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 — 92 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Secondary Action Mastery
The Enrichment Principle
Secondary action adds life to a scene without distracting from the main action. A character walking (primary) while whistling and swinging their arms (secondary). A button pressing (primary) with a subtle ripple effect (secondary). It's the difference between functional animation and rich, immersive motion.
Core Theory
Subordination principle: Secondary action must never compete with primary action. If viewers watch the secondary instead of primary, you've failed. The supporting role must remain supporting.
Reinforcement function: Good secondary action reinforces the primary action's meaning. It doesn't just add motion—it adds dimension to the story being told.
The Distinction: Secondary Action vs. Overlapping Action
These are often confused:
- Overlapping action: Physical consequence (hair moving because head moved)
- Secondary action: Independent supporting action (whistling while walking)
Overlapping is reactive; secondary is additive.
Categories of Secondary Action
Emotional reinforcement: Nervous fidgeting during dialogue, triumphant fist pump after scoring Environmental response: Clothes rippling in wind, breath visible in cold Character business: Adjusting glasses, playing with hair, drumming fingers Ambient life: Background characters, environmental animation, idle behaviors
Interaction with Other Principles
Staging determines secondary action visibility: Secondary must stay subordinate in composition.
Timing offsets prevent competition: Secondary often runs on different timing than primary.
Overlapping action often becomes secondary: The physics-driven motion enriches without distracting.
Follow through provides transition: Secondary action settles as primary action completes.
Domain Applications
UI/Motion Design
- Button interactions: Primary press, secondary subtle shadow shift or icon micro-animation
- Loading states: Primary spinner, secondary pulsing background or floating particles
- Card components: Primary content animation, secondary ambient glow or shadow movement
- Form submission: Primary success state, secondary confetti or subtle celebration
- Navigation: Primary page transition, secondary subtle parallax layers
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.
- 9d ago First seen · 92 lines · 31 tokens per session scan A c8e8d494dc17
secondary-action-mastery is a skill published in the GitHub repository dylantarre/animation-principles (81 stars, last pushed 8mo ago), licensed MIT. It adds 31 tokens to every session and 929 once invoked, about $0.0002 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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