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 timing-principle-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/timing-principle-mastery)<a href="https://agentmods.dev/skills/dylantarre/animation-principles/timing-principle-mastery"><img src="https://agentmods.dev/badge/skills/dylantarre/animation-principles/timing-principle-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/timing-principle-mastery"><img src="https://agentmods.dev/badge/skills/dylantarre/animation-principles/timing-principle-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 | $0.01062 |
| Opus 5 | $0.00015 | $0.00531 |
| Sonnet 5 | $0.00006 | $0.00212 |
| Haiku 4.5 | $0.00003 | $0.00106 |
Grade A, and why
timing-principle-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 — 105 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Timing Mastery
The Weight of Time
Timing is the number of frames (or milliseconds) an action takes. It's deceptively simple—just duration—yet it communicates weight, emotion, and energy more powerfully than any other principle. Change the timing, change the meaning.
Core Theory
Physical communication: Timing tells us about mass and force. Heavy objects start slow, stop slow. Light objects respond instantly. A bowling ball and a balloon falling the same distance—timing alone differentiates them.
Emotional communication: Timing tells us about character state. Sluggish timing reads as tired, depressed, or massive. Snappy timing reads as alert, nervous, or lightweight.
The Frame Rate Foundation
At 24fps (film standard):
- 1-2 frames: Instantaneous (impacts, pops)
- 4-6 frames: Quick (snappy responses)
- 8-12 frames: Standard (natural movement)
- 16-24 frames: Deliberate (weighted, considered)
- 24-48 frames: Slow (dramatic, heavy)
- 48+ frames: Very slow (massive, underwater, dream-like)
At 60fps (UI/games), multiply by 2.5 for equivalent feels.
Timing Categories
Physical timing: Governed by mass, gravity, and force (objective) Theatrical timing: Governed by story needs and emotional beats (subjective) Musical timing: Governed by rhythm and tempo (structural) UI timing: Governed by responsiveness and user perception (functional)
Interaction with Other Principles
Slow in/slow out is timing's texture: The overall duration and the internal spacing work together.
Anticipation affects timing perception: A long wind-up makes subsequent action feel faster.
Staging uses timing for hierarchy: Important elements move on different timing than subordinate ones.
Exaggeration often means timing exaggeration: Stretched holds, compressed actions.
Domain Applications
UI/Motion Design
- Instant (0-100ms): Button feedback, toggle switches—no perceptible delay
- Quick (100-200ms): Micro-interactions, hover states—responsive but visible
- Standard (200-300ms): Page transitions, modals—comfortable, comprehensible
- Deliberate (300-500ms): Complex transitions, onboarding—time to absorb
- Slow (500ms+): Dramatic reveals, ambient animation—contemplative
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 · 105 lines · 31 tokens per session scan A 7cbfcc81a559
timing-principle-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 1,062 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.
Other skills, from other repositories
playground
Creates interactive HTML playgrounds — self-contained single-file explorers that let users configure something visually through controls, see a live preview, and copy out a prompt. Use when the user asks to make a playground, explorer, or interactive tool for a topic.
baseline-ui
Quickly deslop UI code by fixing spacing, hierarchy, typography, and small layout issues. Use when the interface needs a fast cleanup or polish pass.
frontend-design
A guide for building polished web interfaces such as pages, dashboards, applications, posters, and reusable React or Vue components. It covers visual direction, layout, typography, colors, animation, accessibility, and working HTML, CSS, or JavaScript code.
migrate
Apply DESIGN, canon, and modules to every page in the inventory, producing a deployable static HTML site. Use to migrate or render the whole captured site into the redesigned static tree ("migrate the pages", "render the migrated site", "apply the design to all pages", "build the deployable site", "convert the…
shadcn-ui
Provides complete shadcn/ui component library patterns including installation, configuration, and implementation of accessible React components. Use when setting up shadcn/ui, installing components, building forms with React Hook Form and Zod, customizing themes with Tailwind CSS, or implementing UI patterns like…
tailwind-design-system
Skill for creating and managing a Design System using Tailwind CSS and shadcn/ui. Use when defining design tokens, setting up theming with CSS variables, building a consistent UI component library, initializing a design system configuration, or wrapping shadcn/ui components into design system primitives.