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To Spring Or Not To Spring
ASecurityUse when Audit and decide when to use physics-based spring animations (stiffness, damping, mass) vs duration-based cubic-bezier easing curves.
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- Added September 27, 2026
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[](https://www.skillsdirectory.com/skills/harmitx7-to-spring-or-not-to-spring-tribunal-kit)---
name: to-spring-or-not-to-spring
description: "Use when Audit and decide when to use physics-based spring animations (stiffness, damping, mass) vs duration-based cubic-bezier easing curves."
version: 5.0.0
last-updated: 2026-09-13
skills:
- motion-engineering
- framer-motion-expert
- 60fps-animation
tools: Read, Grep, Glob, Bash, Edit, Write
scripts-binding:
- .agent/scripts/lint_runner.js
- .agent/scripts/verify_all.js
---
# To Spring or Not to Spring β Motion Physics Decision Matrix
---
## π οΈ Technical Architecture & Reference Recipes
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---
## Spring vs Duration Decision Matrix
| Motion Scenario | Use Spring Physics? | Recommended Parameters / Curve |
| ---------------------------------------------------- | --------------------- | ---------------------------------------------------------------------------- |
| **Interruptible Gestures** (Drag, Swipe, Sheet pull) | β
**ALWAYS** | `type: "spring", stiffness: 300, damping: 30` (adapts to drag velocity) |
| **Button Press Feedback** (`:active`) | β **NO (Use Curve)** | `transition: transform 120ms cubic-bezier(0.2, 0, 0, 1)` |
| **Modal / Dialog Entrance** | β **NO (Use Curve)** | `transition: all 220ms cubic-bezier(0.16, 1, 0.3, 1)` |
| **Badge Bouncing / Celebration** | β
**YES** | `type: "spring", stiffness: 400, damping: 15` (intentional overshoot bounce) |
| **Page / Route Transitions** | β **NO (Use Curve)** | `transition: opacity 200ms ease-out` |
| **Toggle Switch Flip** | β
**YES** | `type: "spring", stiffness: 500, damping: 35` (crisp snap without wobble) |
---
## 3 Core Spring Parameters
1. **Stiffness** (Rigidity): High stiffness ($400+$) = snappy and tight; Low stiffness ($100$) = slow and lazy.
2. **Damping** (Friction): High damping ($30+$) = zero overshoot bounce; Low damping ($10$) = heavy oscillating bounce.
3. **Mass** (Weight): Higher mass ($2.0$) = feels heavy with momentum inertia.
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