universal-elements

universal-elements is a skill for Claude Code, Codex from dylantarre/animation-principles. It costs 27 tokens per session (874 once invoked), scanned A, original, MIT.

A general set of animation guidelines for interface elements such as buttons, panels, notifications, and organic effects. It explains how motion can show interaction, hierarchy, timing, and relationships between elements.

In plain words
What is it for?
Use it when designing reusable UI animations, interaction feedback, transitions, expanding panels, notifications, particles, and other interface components.
Why use it?
It helps create consistent motion when no more specific design guidance applies. It also gives practical direction for choosing start and end states, easing, preparation, and staggered movement.

Skill for Claude CodeCodex

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

Good fit Use it when designing reusable UI animations, interaction feedback, transitions, expanding panels, notifications, particles, and other interface components.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/dylantarre/animation-principles/universal-elements
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 universal-elements
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 universal-elements

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

Your own site · 80×15
<a href="https://agentmods.dev/skills/dylantarre/animation-principles/universal-elements"><img src="https://agentmods.dev/badge/skills/dylantarre/animation-principles/universal-elements.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 27 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 874 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 $0.00027 $0.00874
Opus 5 $0.00014 $0.00437
Sonnet 5 $0.00005 $0.00175
Haiku 4.5 $0.00003 $0.00087

Measured 8d ago against content hash ebc16b3c3eeb, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, from the pricing page.

Security

Grade A, and why

universal-elements 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/universal-elements/SKILL.md · 86 lines

How it starts

The opening of the file, as written. The whole thing — 86 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Universal Element Animation Principles

Apply Disney's 12 principles to any UI element for consistent, professional motion design.

Universal Application of Principles

1. Squash & Stretch

Any element that responds to interaction can squash (compress on impact/press) and stretch (extend on release). Keep it subtle: 2-5% maximum for UI.

2. Anticipation

Before any significant action, a brief preparatory motion signals what's coming. Scale down before scale up, pull back before push forward. 50-100ms duration.

3. Staging

Direct attention to the most important element. Use contrast in motion, size, color, z-index, and blur to create clear visual hierarchy.

4. Straight Ahead & Pose to Pose

Pose-to-pose for most UI: define start and end states clearly. Straight-ahead for organic, flowing animations like particles or organic shapes.

5. Follow Through & Overlapping Action

Nothing stops all at once. Child elements lag behind parents. Shadows settle after objects. Stagger related elements 20-50ms apart.

6. Ease In & Ease Out

The golden rule: never use linear for UI motion. Enter with ease-out, exit with ease-in, transition with ease-in-out.

7. Arcs

Natural motion follows curved paths. Add subtle vertical movement to horizontal transitions. Rotate while translating. Avoid robotic straight lines.

8. Secondary Action

Every primary action deserves supporting animation. Shadow changes, color shifts, icon rotations, glow effects reinforce without competing.

9. Timing

Element Type Fast Normal Slow
Micro (icons, buttons) 50-100ms 100-200ms 200-300ms
Small (cards, inputs) 150-200ms 200-300ms 300-400ms
Medium (modals, menus) 200-250ms 250-350ms 350-500ms
Large (pages, overlays) 300-400ms 400-600ms 600-800ms

10. Exaggeration

Match animation intensity to context. Celebratory moments allow 20-30% exaggeration. Professional contexts keep it under 10%. Error states can be more dramatic.

Read the full file on GitHub · 86 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 · 86 lines · 27 tokens per session scan A ebc16b3c3eeb

Subscribe to this mod's changes

universal-elements is a skill published in the GitHub repository dylantarre/animation-principles (80 stars, last pushed 8mo ago), licensed MIT. It adds 27 tokens to every session and 874 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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