factory-animation

factory-animation is a skill for Claude Code from nonlinear-xyz/factory-kit. It costs 125 tokens per session (2,000 once invoked), scanned A, original, MIT.

A set of rules for deciding how and when interface animation should move.

In plain words
What is it for?
Use it when designing animations to limit moving elements, focus attention, respond to user intent, and support reduced-motion settings.
Why use it?
It helps prevent motion from distracting users or competing with the page’s main content.

Skill for Claude Code

Written for Claude Code: shipped in a Claude Code plugin.

Part of the factory-kit plugin — 37 skills, 8 commands, 12 agents, 1 MCP server shipped together

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.

agentmods
npx agentmods add skills/nonlinear-xyz/factory-kit/factory-animation
Any agent
npx skills add nonlinear-xyz/factory-kit --skill factory-animation
Clone the repo
git clone --depth 1 https://github.com/nonlinear-xyz/factory-kit

Made for: Claude Code.

Or install factory-kit, the plugin that ships this one along with the rest of its 37 skills, 8 commands, 12 agents, 1 MCP server.

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 factory-animation

README.md
[![agentmods](https://agentmods.dev/badge/skills/nonlinear-xyz/factory-kit/factory-animation.svg)](https://agentmods.dev/skills/nonlinear-xyz/factory-kit/factory-animation)
Your own site
<a href="https://agentmods.dev/skills/nonlinear-xyz/factory-kit/factory-animation"><img src="https://agentmods.dev/badge/skills/nonlinear-xyz/factory-kit/factory-animation.svg" alt="Measured on agentmods" height="20"></a>
Per session 125 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,000 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
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 $0.00125 $0.02000
Opus 5 $0.00063 $0.01000
Sonnet 5 $0.00025 $0.00400
Haiku 4.5 $0.00013 $0.00200

Measured 6d ago against content hash 69f40a9304c0, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-06, from the pricing page.

Security

Grade A, and why

factory-animation 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 6d 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/factory-animation/SKILL.md · 75 lines

How it starts

The opening of the file, as written. The whole thing — 75 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Factory animation

Each section leads with Principle (one sentence, stack-agnostic), then Why (constraint → option → tradeoff), then Recipe (the Astro + Remotion shape we use), and Failure mode when there's one to name.

Motion is the most expensive ink on the page. factory-design sets the static vocabulary; this skill governs what's allowed to move on top of it. The default answer is "almost nothing" — and that's a feature.

Attention is a fixed budget per viewport

Principle. Every viewport hands the eye one budget of attention; each moving or high-contrast element draws against it, and decorative motion draws without informing.

Why. The eye doesn't have a separate fund for "tasteful" animation — a shifting gradient and the headline you actually want read are competing for the same fixed pool. Designers reason about each animation in isolation ("this glow is subtle, this loop is slow") and never sum the bill, so a page that's calm element-by-element is noisy in aggregate. The discipline is to treat the budget as scarce: spend it where it informs, and treat every decorative draw as a debit against the thing you wanted seen.

Recipe. Before adding any motion, name what it teaches the viewer. If the honest answer is "it makes the page feel alive," it's a debit with no credit — cut it. Budget one deliberate spend per viewport (next section), not one per component.

Figure/ground discipline — calm the ground, move the figure

Principle. The background is ground — it must recede: flat, low-contrast, static. Contrast and motion belong to the figure.

Why. This is the single highest-leverage rule in the skill, because animated or patterned backgrounds are the most common source of a noisy landing page. A shifting gradient, a drifting grid, a scanline sweep, an ambient glow — each sits behind the content and so competes with every word in front of it, everywhere, all the time. Ground that moves can never recede, so the figure can never read cleanly no matter how good it is. The fix is structural, not cosmetic: flatten the ground to a static low-contrast field and load all the contrast and motion you were tempted to spread around into the one figure that earns it.

Read the full file on GitHub · 75 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. 6d ago First seen · 75 lines · 125 tokens per session scan A 69f40a9304c0

Subscribe to this mod's changes

factory-animation is a skill published in the GitHub repository nonlinear-xyz/factory-kit (9 stars, last pushed 1mo ago), licensed MIT. It adds 125 tokens to every session and 2,000 once invoked, about $0.0006 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 2026-08-31.

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