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Motion

Skill jangles-byte/atelier/skills/motion

Elite art-direction skills for Claude Code — design direction, OKLCH color, typography, motion, structured critique, and frame-rate craft. Any medium, any stack.

Install
npx -y skills add jangles-byte/atelier --skill motion

Assembled from the repository path, not quoted from the project. Check it against their README if it does not work.

2 things to look at

  • 12 days oldThe repository was created 12 days ago. New is not bad, but a brand new repository carrying a familiar-sounding name is the shape a typosquat arrives in, and there has been no time for anyone else to find a problem with it.
  • 2 stars2 stars. Stars are a popularity signal and not a quality one, but at this level it is likely that nobody has read this closely except its author, and you would be relying on your own review.

What its author says it does

Copied from the file, not written here

Build animation that feels alive — and watch it before shipping. Production recipes for interface motion (modals, drawers, toasts, tabs, lists, drag, tickers), view transitions (route changes, shared elements, scroll reveals), and procedural motion (particles, screen shake, hit-stop, springs, ambient fields), plus easing and spring mathematics usable in any language and a diagnostic for motion that "feels dead", "floaty", "janky", or "cheap". Use this skill for ANY animation work: adding or tuning a transition, hover or press state, loading state, page transition, chart animation, game juice, or generative motion. Trigger on "animate", "animation", "transition", "make it feel", "add some life", "microinteraction", "juice", "springy", "smooth", or any easing, duration, or timing decision.

SKILL.md

4.6 KB, as published. Nobody here has run it

Motion

Motion is communication. Every animation answers one of three questions — what just happened? (feedback), where did it go? (orientation), or is this alive? (character). Animation that answers none of them is decoration on a delay; delete it rather than tune it.

The rule that makes this skill different from reading about animation: you cannot judge motion from source code, and you cannot judge it from a still. Run it, capture it, watch it. There is a script here that does exactly that.

Workflow

  1. Name the question. Feedback, orientation, or character — and what the motion temperament is (snappy or viscous, calm or nervous). One line is enough. If the project has a design philosophy from design-direction, take the temperament from there.
  2. Start from a recipe, not from scratch. Find the pattern in the recipe files below; they carry tuned values, per-stack code, reduced-motion variants, and the failure mode for each. Adapt the values to your temperament rather than inventing timings.
  3. Implement with curves and springs from references/easing-and-springs.md.
  4. Watch it. Capture the running animation and look at the result:
    ./scripts/capture-motion.py index.html --out motion.gif \
        --trigger "document.querySelector('#open').click()" --duration 1200
    
    It records real composited frames over the DevTools protocol, so it works for CSS, Web Animations, GSAP/Framer, canvas, and WebGL alike. For native or engine work, use the platform's own capture (simulator recording, engine profiler playback).
  5. Diagnose if it underwhelms — work references/dead-motion-diagnostic.md in order before touching values, then re-capture. The first render of a fix is a hypothesis.
  6. Check the frame cost with the performance-craft skill, and confirm the reduced-motion path is complete and calm — not merely disabled.

Which reference to load

SituationLoad
Modal, drawer, dropdown, toast, accordion, tabs, list reorder, drag, ticker, hover/pressreferences/recipes-interface.md
Route/page transitions, shared elements, scroll reveals, parallax, skeletons, progressreferences/recipes-transitions.md
Particles, screen shake, hit-stop, springs in a game loop, ambient/generative fieldsreferences/recipes-procedural.md
Choosing a curve, spring tuning, staggers, interruptionreferences/easing-and-springs.md
The 12 principles, duration standards, game feel, accessibility floorreferences/principles.md
It exists but feels dead / floaty / cheap / jankyreferences/dead-motion-diagnostic.md

Non-negotiables

  • Nothing moves without a reason. Name the question it answers or cut it.
  • Durations from the weight scale: micro 100–150ms, small 150–250, medium 250–400, large 400–600. Exits ~20% faster than entrances. Nothing over 700ms without a reason.
  • No linear easing on anything an eye follows. Enter fast-and-decelerate, exit accelerate-and-gone. Linear is honest only for machine progress (determinate bars).
  • Animate compositor-friendly properties (transform, opacity, and platform equivalents). Layout properties — top, height, width, margin — get FLIPped, not animated.
  • Every entrance has an exit, and every animation survives being interrupted mid-flight.
  • Delta-time everywhere; never assume 60fps. ProMotion and 144Hz displays are common.
  • prefers-reduced-motion (and platform equivalents) is part of done, not a follow-up: keep opacity and colour feedback, drop travel, scale, parallax, shake, and ambient.
  • Scarcity is what makes the good animation land. One excellent motion beats six mediocre ones, and a still page with one great transition beats a page that breathes everywhere.

Keep looking

Skills are one crate of 328,083. Ordering is by how many stacks a row turns up in, so the top of any crate is what has actually been picked rather than what has the most stars.