timing-principle-mastery

timing-principle-mastery is a skill for Claude Code, Codex from dylantarre/animation-principles. It costs 31 tokens per session (1,062 once invoked), scanned A, original, MIT.

A guide to choosing animation duration and pacing. Timing is the number of frames or milliseconds an action takes, and it affects how heavy, quick, calm, or energetic motion feels.

In plain words
What is it for?
Use it to set durations, establish a consistent rhythm, and make interface or character movement feel appropriately weighted.
Why use it?
It helps you make motion communicate the intended physical weight and emotional tone instead of feeling too slow, fast, or unnatural.

Skill for Claude CodeCodex

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

Good fit Use it to set durations, establish a consistent rhythm, and make interface or character movement feel appropriately weighted.

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Install with agentmods
npx agentmods add skills/dylantarre/animation-principles/timing-principle-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 timing-principle-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 timing-principle-mastery

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

Your own site · 80×15
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Per session 31 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,062 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 $0.01062
Opus 5 $0.00015 $0.00531
Sonnet 5 $0.00006 $0.00212
Haiku 4.5 $0.00003 $0.00106

Measured 9d ago against content hash 7cbfcc81a559, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-12, from the pricing page.

Security

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.

skills/11-by-principle-focus/timing-principle-mastery/SKILL.md · 105 lines

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

Read the full file on GitHub · 105 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 · 105 lines · 31 tokens per session scan A 7cbfcc81a559

Subscribe to this mod's changes

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.

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