Build an animation from scratch, making the decisions in the order that determines whether it feels right — should it animate at all, what purpose, which tool, which properties, which curve and duration, how it interrupts, how it exits. Writes the implementation. Use when asked to animate something, add motion, make a component feel alive, or build a transition. For critiquing existing motion use `review-animations`; for auditing a whole codebase use `improve-animations`. Source: github.com/e...
Scanned 9/1/2026
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---
name: animate
description: >
Build an animation from scratch, making the decisions in the order that determines whether
it feels right — should it animate at all, what purpose, which tool, which properties, which
curve and duration, how it interrupts, how it exits. Writes the implementation. Use when
asked to animate something, add motion, make a component feel alive, or build a transition.
For critiquing existing motion use `review-animations`; for auditing a whole codebase use
`improve-animations`. Source: github.com/emilkowalski/skills.
---
# Building Animations
A construction skill. It does ONE thing: turn a request for motion into an implementation that
would survive a strict review. It does not audit a codebase (that's `improve-animations`),
critique a diff (that's `review-animations`), or hunt for places that could animate (that's
`find-animation-opportunities`).
## Operating Posture
You are a senior design engineer building the animation yourself. The bar is `emil-design-eng`'s
animation philosophy — the same bar `review-animations` enforces. Write it so it passes that
review the first time.
Two failure modes, and the first is worse:
1. **Animating something that shouldn't animate.** The gate below exists to produce zero lines
of code sometimes. That's a success, not a dodge.
2. **Animating the right thing with the wrong ingredients** — `ease-in` on an entrance,
`scale(0)`, keyframes on a toast, a duration that makes a dropdown feel sluggish.
Never present motion options as a menu. Make the call, state the reasoning in one line, write
the code.
## Hard Rules
- Run the sequence in order. Steps 1 and 2 gate everything. Don't reach for a curve before you
know whether it animates at all.
- No approximated values. Every curve, duration, and spring config comes from the tables
below. Never invent `cubic-bezier(0.4, 0, 0.2, 1)` because it looks familiar.
- Extend the codebase's tokens, don't fork them. If `--ease-out` or a duration scale already
exists, use it. Adding a parallel system is a defect.
- Reduced motion and hover gating ship with the animation, not as a follow-up.
- Cheapest tool that works. Don't install a motion library for a fade.
## The Build Sequence
### 1. Should this animate at all?
| Frequency | Decision |
| --- | --- |
| 100+ times/day (keyboard shortcuts, command palette toggle) | No animation. Ever. Stop here. |
| Tens of times/day (hover effects, list navigation) | Near-imperceptible only — fast and subtle, or nothing |
| Occasional (modals, drawers, toasts) | Standard animation |
| Rare / first-time (onboarding, success, celebration) | The delight budget lives here |
Keyboard-initiated actions are a disqualifier, not a judgment call. Raycast has no open/close
animation — that is correct for something opened hundreds of times a day.
If the request fails this gate, say so plainly and don't write the animation. Offer the
non-motion alternative (instant state change, a static affordance) instead.
### 2. What is the purpose?
Name it in one of these words before continuing:
- **Feedback** — confirming the interface heard the user
- **Spatial consistency** — showing where something came from or went
- **State indication** — making a state change legible
- **Preventing a jarring change** — bridging content that would otherwise teleport
- **Explanation** — demonstrating how something works (marketing/onboarding only)
- **Delight** — allowed only at the rare/first-time tier
Can't name it? Don't build it. "It looks cool" on a frequently-seen element is a reason to
stop. Also check function: data the user is reading or acting on should not move for style. A
decorative mouse-tracking effect belongs on a marketing page, not on a graph in a banking app.
### 3. Pick the tool — cheapest that works
Walk down; stop at the first that fits.
| Need | Tool |
| --- | --- |
| Hover, press, color, a state toggle you control with a class or attribute | CSS transition |
| Entry animation on mount, no JS state | CSS `@starting-style` |
| Predetermined motion that must stay smooth while the page is busy loading | CSS animation (runs off the main thread) |
| Programmatic control with CSS performance, no library | WAAPI (`element.animate()`) |
| Springs, layout animations, exit animations, gesture-driven values | Motion (motion.dev) |
CSS animations beat JS under load — they run off the main thread, while `requestAnimationFrame`-based
animation drops frames while the browser loads, scripts, or paints. Use CSS for predetermined
motion, JS for dynamic and interruptible motion.
If the task needs a component rather than an animation — a toast, a drawer, a command menu, a
dropdown — check `taste-skill`'s library-selection table first. Hand-rolling those is how you
end up with a `<div>` dropdown and no focus management.
### 4. Pick the properties
- `transform` and `opacity` only. They skip layout and paint and run on the GPU.
`width`/`height`/`margin`/`padding`/`top`/`left` trigger all three. (`clip-path` is the
sanctioned fourth — see `RECIPES.md`. `height` is tolerated only for accordions, where
there's no transform equivalent.)
- Never `scale(0)`. Start from `scale(0.9–0.97)` + `opacity: 0`. Nothing in the real world
appears from nothing.
- `transform-origin` at the trigger for popovers, dropdowns, menus, tooltips —
`var(--transform-origin)` in Base UI. Modals are exempt; they're not anchored to a trigger,
so they stay centered.
- Percentages in `translate()` are relative to the element's own size — `translateY(100%)`
moves by its own height whatever the content. Prefer over hardcoded pixels.
- In Motion, use the full transform string. `x`/`y`/`scale` shorthands are not
hardware-accelerated and drop frames under load:
```jsx
<motion.div animate={{ x: 100 }} /> // drops frames under load
<motion.div animate={{ transform: "translateX(100px)" }} /> // hardware accelerated
```
- Never drive a child's transform from a CSS variable on the parent — it recalculates styles
for every child. Set transform on the element directly.
### 5. Easing and duration — or a spring
Easing, in decision order:
| Situation | Easing |
| --- | --- |
| Entering or exiting | `ease-out` |
| Moving / morphing on screen | `ease-in-out` |
| Hover / color change | `ease` |
| Constant motion (marquee, progress) | `linear` |
| Default | `ease-out` |
Never `ease-in` on UI. It starts slow, delaying the exact moment the user is watching.
`ease-out` at 200ms feels faster than `ease-in` at 200ms.
Built-in CSS easings are too weak. Use these:
```css
--ease-out: cubic-bezier(0.23, 1, 0.32, 1); /* strong ease-out for UI */
--ease-in-out: cubic-bezier(0.77, 0, 0.175, 1); /* strong ease-in-out for on-screen movement */
--ease-drawer: cubic-bezier(0.32, 0.72, 0, 1); /* iOS-like drawer curve (Ionic) */
```
Need a curve that isn't here? Take it from easing.dev or easings.co. Don't hand-roll one.
Duration:
| Element | Duration |
| --- | --- |
| Button press feedback | 100–160ms |
| Tooltips, small popovers | 125–200ms |
| Dropdowns, selects | 150–250ms |
| Modals, drawers | 200–500ms |
| Marketing / explanatory | Can be longer |
UI animations stay under 300ms. A 180ms dropdown feels more responsive than a 400ms one.
Reach for a spring instead when the motion is drag with momentum, an element that should feel
alive, a gesture the user can interrupt or reverse, or decorative mouse-tracking:
```js
{ type: "spring", duration: 0.5, bounce: 0.2 } // Apple-style — easier to reason about
{ type: "spring", mass: 1, stiffness: 100, damping: 10 } // traditional physics — more control
```
Keep bounce at 0.1–0.3, and avoid bounce in most UI — reserve it for drag-to-dismiss and
playful interactions.
### 6. Interruption and exit
- Transitions, not keyframes, for anything triggered rapidly — toasts, toggles, anything a
user can fire twice in a second. Transitions retarget from the current value; keyframes
restart from zero.
- Springs for gestures, because they carry velocity through an interruption.
- Exit the way it entered. A toast that slides in from the bottom leaves through the bottom.
Symmetric paths are what make swipe-to-dismiss feel obvious.
- Asymmetric timing where the user is deciding. Slow on the deliberate phase (a hold-to-confirm
press: 2s linear), snappy on the system response (release: 200ms ease-out).
### 7. Reduced motion and pointer gating
Ships with the animation, every time.
```css
@media (prefers-reduced-motion: reduce) {
.element { animation: fade 0.2s ease; } /* keep opacity/color, drop transform-based motion */
}
@media (hover: hover) and (pointer: fine) {
.element:hover { transform: scale(1.05); } /* touch fires false hovers on tap */
}
```
```jsx
const reduce = useReducedMotion();
const closedX = reduce ? 0 : '-100%';
```
Reduced motion means fewer and gentler animations, not zero — keep transitions that aid
comprehension, remove movement and position changes.
## Recipes
For ready-to-build implementations of the common cases — button press, dropdown, tooltip,
modal, drawer, toast, accordion, stagger, hold-to-confirm, tab indicator, scroll reveal,
drag-to-dismiss — see `RECIPES.md`. Load it whenever the request matches one of those
components; start from the recipe rather than from a blank file.
## Never Ship
Self-check before you finish. Each of these is an automatic block in `review-animations`:
| Never | Instead |
| --- | --- |
| `transition: all` | Name the exact properties |
| `transform: scale(0)` entrance | `scale(0.95) + opacity: 0` |
| `ease-in` on a UI element | `ease-out` or a strong custom curve |
| Built-in `ease-out` on a deliberate animation | `cubic-bezier(0.23, 1, 0.32, 1)` |
| Animation on a keyboard shortcut or 100+/day action | No animation |
| UI duration over 300ms with no reason | 150–250ms |
| `transform-origin: center` on a trigger-anchored popover | `var(--transform-origin)` (modals exempt) |
| Keyframes on toasts, toggles, rapidly-triggered elements | CSS transitions |
| Animating `width`/`height`/`margin`/`padding`/`top`/`left` | `transform`/`opacity` |
| Motion `x`/`y`/`scale` props under load | Full `transform` string |
| Ungated `:hover` motion | `@media (hover: hover) and (pointer: fine)` |
| Missing `prefers-reduced-motion` | Gentler variant, not zero |
| Everything entering at once | 30–80ms stagger |
## Output
Write the code. Then, in at most a few lines:
1. **The gate result** — frequency tier and the named purpose. If something in the request was
rejected, say which and why.
2. **The ingredients** — tool, properties, curve, duration or spring config, in one line each.
3. **What to feel-check** — if the result depends on feel you can't judge from code (a
crossfade, a spring's bounce, the opacity/height balance in an entering list), say so and
point at the check: play it at 2–5× duration or in the DevTools animation inspector, step
it frame by frame, test gestures on a real device, and look again the next day with fresh
eyes.
Don't pad this into a report. The code is the deliverable.
## Tone
Opinionated and brief. When the honest answer is "this shouldn't animate," give it — that
answer is the reason this skill exists. When feel genuinely can't be settled from code, say so
instead of guessing at a value.
## See Also
- `emil-design-eng` — the full philosophy this skill's build sequence is drawn from.
- `review-animations` — the review this skill's output should pass on the first try.
- `taste-skill` — library selection for components (toast, dropdown, command menu) instead of
hand-rolling them.
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