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技能库 智客分类:Agent 工作流 animate

Animate

实施有目的的界面动画:放松,弹簧,中断,出站,并减少运动. 使用现有的组件或一个被接受的UI简介;这不是视频模板.

官方网址:GitHub

技能介绍

先看中文介绍;官方 description 原文单独保留,不改写 SKILL.md。

做什么

实施有目的的界面动画:放松,弹簧,中断,出站,并减少运动. 使用现有的组件或一个被接受的UI简介;这不是视频模板.

何时用

官方 description 未单独写出 Use when。按规范,代理会在用户任务与这段 description 的关键词匹配时激活本技能。

代理如何加载

按 Agent Skills 渐进披露:启动时只加载 name 与 description(约 100 token);任务匹配后才读入整份 SKILL.md 正文;scripts/、references/、assets/ 仅在需要时再读。 本文件正文结构:Building Animations、Open Design execution context、Operating Posture、Hard Rules、The Build Sequence、1. Should this animate at all?。

文件分析

文件分析:除 SKILL.md 外,正文引用了 references/RECIPES.md,属于带资源的技能包,这些文件按需再读。

官方 description(原文)

Implement purposeful interface animations: easing, springs, interruption, exits, and reduced motion. Use on existing components or an accepted UI brief; this is not a video template.

Building AnimationsOpen Design execution contextOperating PostureHard RulesThe Build Sequence1. Should this animate at all?2. What is the purpose?3. Pick the tool — cheapest that works4. Pick the properties5. Easing and duration — or a spring6. Interruption and exit7. Reduced motion and pointer gating

· 许可:MIT

来源分类:GitHub skill

SKILL.md 与 Agent 调用

官方规范 ↗
name
animate
description
Implement purposeful interface animations: easing, springs, interruption, exits, and reduced motion. Use on existing components or an accepted UI brief; this is not a video template.
许可
MIT
  1. 发现技能客户端向 Agent 提供名称与描述目录。
  2. 匹配与调用用户指定或任务匹配后,载入 SKILL.md 指令。
  3. 按需加载按步骤读取参考文档、使用脚本与素材。
指令中引用的文件 · 1
  • references/RECIPES.md

以下路径提取自原文;文件是否齐全请以来源仓库中的完整目录为准。

具体调用语法与可用工具以目标 Agent 客户端为准。 查看调用机制说明 ↗

安装这个技能

Skills CLI ↗

先选择目标 Agent 和安装范围,保留技能包的附属文件,安装后检查客户端能否发现该技能。

该技能引用了附属文件,请从来源获取完整目录;仅复制 SKILL.md 可能缺少依赖。

交给 Agent 安装

复制安装指令给支持 Agent Skills 的代理,确认其中的目标目录与客户端匹配。

把 Agent Skill「animate」安装到我的项目:SKILL.md 原文与官方 description 见 https://zicq.com/zh/skills/skl-8eaf43f39bc1a66d-Animate.html
请存为 .cursor/skills/animate/SKILL.md 或 .claude/skills/animate/SKILL.md,frontmatter 的 name 与 description 保持原样,不要改写。
该技能还带 scripts/、references/、assets/ 等文件,请从 https://github.com/nexu-io/open-design/tree/HEAD/skills/animate 取完整目录,不要只建一个 SKILL.md。

GitHub 完整包 ↗

终端安装 · Skills CLI

需要 Node.js 与 npx。先查看仓库技能列表,确认实际名称。

npx skills add 'https://github.com/nexu-io/open-design/tree/HEAD/skills/animate' --list

npx skills add 'https://github.com/nexu-io/open-design/tree/HEAD/skills/animate' --skill 'animate'

CLI 会交互选择目标 Agent,默认安装到项目;用户级安装使用 -g。先通过查看命令核对仓库内容,再用 npx skills list 检查已安装技能。

阅读排版
--- name: animate description: "Implement purposeful interface animations: easing, springs, interruption, exits, and reduced motion. Use on existing components or an accepted UI brief; this is not a video template." en_name: "animate" zh_name: "界面动效实现 · Emil" zh_description: "为界面组件实现动画、缓动、弹簧与进出场,处理打断和减少动态效果偏好;适用于原型微交互,不是视频模板。" triggers: - "animate" - "animation" - "motion" - "动效" - "动画" - "微交互" - "界面动效" - "emil kowalski" license: MIT od: mode: utility category: animation-motion upstream: "https://github.com/emilkowalski/skills" source-commit: e8a175de22ae1e49370fc144c1f3bb9aeedf988d --- # Building Animations ## Open Design execution context Use this as a functional helper on the user's current interface or accepted brief. Keep the host's task route, current stage, tool availability, and output contract. Planning describes the motion; implementation happens only in the host's authoring stage. Do not add an extra review, recording, rendering, or approval phase when the host disallows it. Reuse the project's existing stack and motion tokens. Companion skills are optional: use them only if installed; otherwise apply the relevant guidance here without inventing a tool invocation. Report measurements only when actually observed; mark visual estimates and checks that could not be performed explicitly. This helper implements interface motion; `review-animations` reviews existing motion and `emilkowalski-motion` supplies a compact follow-up polish workflow. Use the current request immediately; do not stop at a greeting. ## Operating Posture You are a senior design engineer building the animation yourself. The bar is Emil Kowalski'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 1. **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. 2. **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. 3. **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. 4. **Reduced motion and hover gating ship with the animation**, not as a follow-up. 5. **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, use the project's existing accessible component library. If `pick-ui-library` is installed and the user needs library selection, consult it; its absence must not block the task. Preserve keyboard and focus behavior when adding motion. ### 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 references/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 // drops frames under load // 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](https://easing.dev/) or [easings.co](https://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 [references/RECIPES.md](references/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: - **The gate result** — frequency tier and the named purpose. If something in the request was rejected, say which and why. - **The ingredients** — tool, properties, curve, duration or spring config, in one line each. - **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.

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