secondary-action-mastery

secondary-action-mastery is a skill for Claude Code, Codex from dylantarre/animation-principles. It costs 31 tokens per session (929 once invoked), scanned A, original, MIT.

An animation guide for adding small supporting movements that make a main action feel more lively without taking attention away from it.

In plain words
What is it for?
Use it to enrich character performances, interface animations, and scenes with gestures, reactions, and environmental movement.
Why use it?
It helps avoid motion that feels flat or empty while keeping the viewer focused on the important action.

Skill for Claude CodeCodex

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

Good fit Use it to enrich character performances, interface animations, and scenes with gestures, reactions, and environmental movement.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/dylantarre/animation-principles/secondary-action-mastery
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 secondary-action-mastery
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 secondary-action-mastery

README.md
[![agentmods](https://agentmods.dev/badge/skills/dylantarre/animation-principles/secondary-action-mastery/github.svg)](https://agentmods.dev/skills/dylantarre/animation-principles/secondary-action-mastery)
Your own site
<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.

agentmods 80×15 button for secondary-action-mastery

Your own site · 80×15
<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>
Per session 31 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 929 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 $0.00031 $0.00929
Opus 5 $0.00015 $0.00464
Sonnet 5 $0.00006 $0.00186
Haiku 4.5 $0.00003 $0.00093

Measured 9d ago against content hash c8e8d494dc17, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-12, from the pricing page.

Security

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.

skills/11-by-principle-focus/secondary-action-mastery/SKILL.md · 92 lines

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

Read the full file on GitHub · 92 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. 9d ago First seen · 92 lines · 31 tokens per session scan A c8e8d494dc17

Subscribe to this mod's changes

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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