interaction-physics

interaction-physics is a skill for Claude Code, Codex from sanky369/vibe-building-skills. It costs 138 tokens per session (2,180 once invoked), scanned A, original, MIT.

A guide for designing and implementing UI motion, including transitions, hover and press feedback, and animation timing. It also covers support for reduced-motion settings, which let users limit animations for comfort or accessibility.

In plain words
What is it for?
Use it to add or review modal, toast, page, list, form, hover, press, and focus animations. It produces an animation specification together with the working CSS or JavaScript.
Why use it?
It helps make interactions communicate what happened without feeling slow, confusing, or inconsistent. It also removes motion that has no clear purpose and documents the chosen behavior.

Skill for Claude CodeCodex

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

Good fit Use it to add or review modal, toast, page, list, form, hover, press, and focus animations. It produces an animation specification together with the working CSS or JavaScript.

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Install with agentmods
npx agentmods add skills/sanky369/vibe-building-skills/interaction-physics
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 sanky369/vibe-building-skills --skill interaction-physics
Clone the repo
git clone --depth 1 https://github.com/sanky369/vibe-building-skills

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 interaction-physics

README.md
[![agentmods](https://agentmods.dev/badge/skills/sanky369/vibe-building-skills/interaction-physics/github.svg)](https://agentmods.dev/skills/sanky369/vibe-building-skills/interaction-physics)
Your own site
<a href="https://agentmods.dev/skills/sanky369/vibe-building-skills/interaction-physics"><img src="https://agentmods.dev/badge/skills/sanky369/vibe-building-skills/interaction-physics/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 interaction-physics

Your own site · 80×15
<a href="https://agentmods.dev/skills/sanky369/vibe-building-skills/interaction-physics"><img src="https://agentmods.dev/badge/skills/sanky369/vibe-building-skills/interaction-physics.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 138 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,180 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.
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 $0.00138 $0.02180
Opus 5 $0.00069 $0.01090
Sonnet 5 $0.00028 $0.00436
Haiku 4.5 $0.00014 $0.00218

Measured 11d ago against content hash d2493563518b, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, from the pricing page.

Security

Grade A, and why

interaction-physics 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 11d 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/frontend-design/interaction-physics/SKILL.md · 128 lines

How it starts

The opening of the file, as written. The whole thing — 128 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Interaction Physics

Give every user action a physical response: consistent durations, meaningful easing, and feedback that arrives instantly. The prime directive: every animation must do a job — confirm an action, guide attention, or explain a state change. Motion that does none of these gets deleted, not tuned. Deliver two artifacts together: a project-wide animation spec (so future motion stays consistent) and the implemented code for the interactions in scope.

When to use / when not to

Use for: hover/press/focus feedback, enter/exit transitions (modals, toasts, pages, list items), form feedback animation, animation audits, choosing durations and easings, prefers-reduced-motion support.

Hand off instead when the real need is:

  • Which loading indicator to show and when → skills/frontend-design/loading-states (this skill animates it; that skill chooses it)
  • Optimistic UI, perceived latency, Core Web Vitals → skills/frontend-design/performance-optimization
  • Rendering pipeline, layout thrashing, frame budgets → skills/frontend-design/design-engineer-mindset
  • Non-motion visual polish (spacing, contrast, hierarchy) → skills/frontend-design/visual-hierarchy-refactoring

Step 0 — Inspect the codebase, then ask only what's left

  1. Grep for existing motion: transition, animation, @keyframes, framer-motion, motion., react-spring, gsap, Tailwind transition-*/animate-* classes. Record every duration and easing in use — inconsistency here (e.g. 150ms, 200ms, 250ms, 300ms all for hovers) is usually the first finding.
  2. Check for prefers-reduced-motion handling anywhere. Absence is an automatic fix item.
  3. Identify the animation vehicle: if the project already uses a motion library, implement with it; otherwise default to CSS transitions/keyframes. Never add a motion library for effects CSS can do.
  4. Find dead interactions: buttons without hover/active states, modals/toasts that appear with no transition, form errors that pop in.

Read the full file on GitHub · 128 lines

Files

What ships with it

1 file beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.

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. 11d ago First seen · 128 lines · 138 tokens per session scan A d2493563518b

Subscribe to this mod's changes

interaction-physics is a skill published in the GitHub repository sanky369/vibe-building-skills (30 stars, last pushed 2mo ago), licensed MIT. It adds 138 tokens to every session and 2,180 once invoked, about $0.0007 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 2026-08-30.

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