# UI Animation
- **IS:** designing, implementing, reviewing, debugging UI motion (springs, gestures, drag, easing, CSS transitions, keyframes, Motion), sweeping an interface for the moments that would genuinely benefit from motion, measuring motion from a recording (extract frames, track, fit curves) to emit code plus a handoff spec, and naming a described motion effect (reverse-lookup vocabulary).
- **IS NOT:** choosing overall visual direction, palettes, or typography (use `ui-design` Direction mode), auditing a whole page's UI quality (use `ui-design` Audit mode), or named text-effect specs (use the external `animate-text` skill where installed).
Routing boundary
`product-design` owns action semantics, scope, reversibility, and contested state choices. `ui-design` builds and styles those states. `ui-animation` owns timing, gestures, and measured motion. A routine missing loading or error state stays with the UI build; a gesture replacing a control needs a product decision and an accessible alternative before its physics.
Reference files
| File | Read when | | --- | --- | | [references/discovery-workflow.md](references/discovery-workflow.md) | Finding worthwhile opportunities for motion in an existing interface | | [references/decision-framework.md](references/decision-framework.md) | Default: deciding whether/why to animate, picking easing character; also the seam list for a Discovery sweep | | [references/spring-animations.md](references/spring-animations.md) | Spring physics, Motion `useSpring`, configuring spring params, Apple damping/response values, asymmetric open/close character, interruption mechanics | | [references/component-patterns.md](references/component-patterns.md) | Buttons, popovers, tooltips, drawers, modals, toasts with animation | | [references/clip-path-techniques.md](references/clip-path-techniques.md) | clip-path for reveals, tabs, hold-to-delete, comparison sliders | | [references/gesture-drag.md](references/gesture-drag.md) | Drag, swipe-to-dismiss, momentum, pointer capture, velocity handoff, momentum projection, rotary/knob drag, detents, carousel `touch-action` | | [references/scroll-animations.md](references/scroll-animations.md) | Scroll-triggered reveals, scrubbed/scroll-driven animation (`animation-timeline`, `useScroll`), parallax, sticky scrollytelling, and when a scroll animation shouldn't exist | | [references/performance-deep-dive.md](references/performance-deep-dive.md) | Jank, CSS vs JS, WAAPI, CSS variables trap, Framer Motion caveats | | [references/debugging-symptoms.md](references/debugging-symptoms.md) | An animation feels off and the cause isn't named: symptom-indexed tables for sluggish, robotic, cheap, jumpy, and misfiring motion | | [references/svg-animation.md](references/svg-animation.md) | Animating vector art: line drawing (`stroke-dashoffset`), SVG transform-origin traps, path morphing, shakes, ambient life | | [references/review-format.md](references/review-format.md) | Reviewing animation code: ten standards (each with flag-on-sight triggers), Before/After/Why table, Block/Approve verdict | | [references/contextual-animations.md](references/contextual-animations.md) | Contextual icon swaps, word-level stagger entrances, peripheral de-emphasis, fixed-offset exits | | [references/transition-recipes.md](references/transition-recipes.md) | Installing a CSS transition: container morph, card resize, badge, dropdown, modal, panel, page slide, icon swap, number pop-in, odometer roll, text swap, success, avatar hover, error shake | | [references/measurement-guide.md](references/measurement-guide.md) | Reverse-engineer: what to measure, eye vs script, reading `metrics.json`, choosing an ROI | | [references/curve-fitting.md](references/curve-fitting.md) | Reverse-engineer: reading `fit_curves.py` output, spring vs bezier, judging fit error, asymmetric open/close | | [references/code-output.md](references/code-output.md) | Reverse-engineer: emitting code for CSS, Motion/Framer Motion, SwiftUI, React Native, UIKit | | [references/choreography.md](references/choreography.md) | Reverse-engineer: multi-element/multi-phase motion: staggers, blur-before-move, per-edge settling | | [references/vocabulary.md](references/vocabulary.md) | Naming a motion effect the user describes vaguely ("what's it called when...") |
Core rules
- Animate for feedback, orientation, continuity, or deliberate delight. If it's just "it looks cool" and the user sees it often, don't.
- Keep keyboard focus and repeated navigation immediate. A state transition may animate if focus and task completion do not wait for it.
- Prefer CSS transitions for interruptible UI: keyframes restart from zero on interruption, transitions retarget. Use keyframes only for predetermined sequences.
- Implementation priority: CSS transitions > WAAPI > CSS keyframes > JS (`requestAnimationFrame`); under load CSS stays smooth while JS drops frames.
- Asymmetric timing: occasional interactions can enter slightly slower, exit fast. High-frequency ephemeral UI (hover highlights, popovers, panel toggles) inverts this: enter instantly (0ms), exit with a brief fade (100-150ms) so the action feels immediate.
- Tappable controls press on `:active` at 0ms and set `touch-action: manipulation`.
- Use `@starting-style` for DOM entry; fall back to a `data-mounted` attribute where unsupported.
- A small `filter: blur(2px)` hides rough crossfades between swapped content.
Motion design principles
- **Continuity over teleportation.** Elements visible in both states transition in place; expand from where elements sit rather than fading in a new instance. Never duplicate a persistent element or hard-cut between views that share components; hard cuts lose spatial context.
- **Directional motion matches position.** Tab and carousel transitions animate in the direction matching spatial layout (left-to-right forward, right-to-left back).
- **Emerge from the trigger.** Overlays, trays, and panels animate outward from the element that opened them; generic centre-screen entrances break spatial orientation. Better still where the shapes allow: let the trigger *become* the surface (see the container-morph recipe).
- **Confirm in place, not in a corner.** An action's result belongs on the control that caused it: the button becomes "Copied", holds, and reverts. A toast in the far corner makes the user's eye leave the thing they just touched to find out whether it worked. Reserve corner toasts for results with no on-screen origin (a background job finishing, an incoming message).
- **Animate paired states together.** If open animates, close animates. If hover has motion, focus and pressed states get equivalent feedback. Do not polish only one half of a repeated interaction.
- **Delight scales inversely with frequency.** Rarer interactions get more personality; high-frequency actions must be invisible.
- **Motion enhances perceived speed.** Smooth transitions feel faster than hard cuts, even at identical load times.
What to animate
- Movement: `transform` and `opacity` only; they skip layout and paint.
- State feedback: `color`, `background-color`, and `opacity` are acceptable.
- Never animate layout properties (`width`, `height`, `top`, `left`); they trigger layout recalc every frame. (Exception: a deliberate container tween, see the card-resize and container-morph recipes.)
- Never use `transition: all`; it animates unintended properties and silently adopts future ones. List them explicitly.
- Avoid `filter` animation for core interactions; if unavoidable keep blur ≤ 20px (heavy blur is expensive, especially in Safari).
- SVG: apply transforms on a `<g>` wrapper with `transform-box: fill-box; transform-origin: center`; without it they rotate/scale around the canvas origin. Line drawing, path morphing, and the Motion SVG origin override live in [references/svg-animation.md](references/svg-animation.md).
- `transform: scale()` also scales children (icons, text, borders scale proportionally), unlike `width`/`height`: a feature for press feedback, but account for it when an inner element must stay fixed-size.
- Disable transitions during theme switches (`[data-theme-switching] * { transition: none !important }`), or every themed property animates at once.
Easing defaults
| Element | Duration | Easing | | ----------------------------- | ------------ | -------------------------------- | | Button press feedback | 100-160ms | `cubic-bezier(0.22, 1, 0.36, 1)` | | Tooltips, small popovers | 125-200ms | `ease-out` or enter curve | | Dropdowns, selects | 150-250ms | `cubic-bezier(0.22, 1, 0.36, 1)` | | Modals, drawers | 200-350ms | `cubic-bezier(0.22, 1, 0.36, 1)` | | Move/slide on screen | 200-300ms | `cubic-bezier(0.25, 1, 0.5, 1)` | | Page transitions | 250-400ms | enter or move curve | | Hover (colour/opacity) | 200ms | `ease` | | Hover (transform/scale) | 100-150ms | enter curve | | Illustrative/marketing | Up to 1000ms | Spring or custom |
Keep routine UI under 300ms; scale duration with distance (a full-screen slide can exceed 300ms, a 6px tooltip shift stays under 150ms).
**Named curves**
- **Enter:** `cubic-bezier(0.22, 1, 0.36, 1)` for entrances and transform-based hover
- **Move:** `cubic-bezier(0.25, 1, 0.5, 1)` for slides, drawers, panels
- **Drawer (iOS-like):** `cubic-bezier(0.32, 0.72, 0, 1)` (extremely steep start; the reason its 500ms doesn't read as slow)
- **Expo out:** `cubic-bezier(0.19, 1, 0.22, 1)` for dramatic reveals, card hovers, text reveals
- **Press:** `cubic-bezier(0.25, 0.46, 0.45, 0.94)` for button press feedback
- **On-screen move:** `cubic-bezier(0.645, 0.045, 0.355, 1)` for back-and-forth movement that stays on screen
Avoid `ease-in` for UI: it starts slow, so the element lags the user's action and feels sluggish. Prefer custom curves from [easing.dev](https://easing.dev/) over built-in `ease`/`ease-out`, whose gentle acceleration reads soft, not decisive.
Transition decision rules
Match the UI element first, then pick the recipe from [references/transition-recipes.md](references/transition-recipes.md):
| UI pattern | Recipe | |---|---| | Trigger + floating dot/count | Notification badge | | Trigger grows into the surface it opens | Container morph | | Trigger + anchored surface | Menu dropdown | | Centred surface on top of page | Modal dialog | | Panel sliding into existing container | Panel reveal | | List ↔ detail or wizard steps | Page side-by-side slides | | Element dimension changes | Card resize | | Text updating in place | Text state swap | | Two icons in same slot | Icon swap | | Number arriving on its own | Number pop-in | | Number the user is driving | Odometer digit roll | | Confirmation / success moment | Success celebration | | Hovering item in horizontal stack | Avatar group hover | | Form validation error | Error state shake |
Prefer lower-overhead transitions (CSS-only) unless the design requires JS orchestration.
Spatial and sequencing
- Popover `transform-origin` at the trigger (modals stay `center`), dialog/menu entrances from `scale(0.85-0.9)` not `scale(0)`, and 30-50ms staggers (total under 300ms, most important element leading). Full rules and code in [references/component-patterns.md](references/component-patterns.md) and [references/contextual-animations.md](references/contextual-animations.md).
- **Paired elements rule:** elements that animate together (modal + overlay, tooltip + arrow, FAB + label) must share easing and duration. Mismatched timing is the usual cause of "something feels off".
Accessibility
- Gate hover (motion and paint) behind `@media (hover: hover) and (pointer: fine)`, or touch devices replay hover on tap. Inspect the generated CSS before adding a gate; Tailwind v4 already wraps `hover:` in `@media (hover: hover)`.
- During direct manipulation, keep the element locked to the pointer with no easing; add easing only after release.
Performance
- Pause looping animations off-screen with `IntersectionObserver`; they burn GPU even when invisible.
- Toggle `will-change` only during heavy motion and only for `transform`/`opacity`; remove it after. Each promotion costs compositor memory; permanent promotion across many elements is worse than none.
- Do not animate drag via CSS variables on a container; every update recalculates styles for all children. Set `transform` directly on the moving element.
- Motion `x`/`y` values are the default for axis movement and drag (they bypass React re-renders). Use a full `transform` string when one owner must combine multiple transform functions, interop with non-Motion code, or survive a busy main thread: the shorthands run on `requestAnimationFrame` and drop frames when motion coincides with navigation, data loading, or hydration; CSS/WAAPI stay smooth there.
- Motion that janks only sometimes (on open, during navigation, while data lands) is usually a long task sharing the tick, not a costly animation. Don't start an animation and expensive work in the same tick: start the motion, let a frame land, then do the work, or defer it to `transitionend`.
- See [references/performance-deep-dive.md](references/performance-deep-dive.md) for WAAPI, compositing layers, long tasks during animation, and the CSS vs JS comparison table.
Anti-patterns
High-signal failures not covered above:
- Animating on mount without a user trigger: unexpected motion disorients; the user did nothing to cause it.
- Hard stops on drag boundaries feel broken; apply friction/damping so movement diminishes past it (see gesture-drag reference).
- Animating both a container and staggering its children: pick one entrance per container. If the panel slides in, its content should already be visible on arrival.
- Tooltip animation after the first is open: subsequent tooltips in the group open instantly, or the toolbar feels laggy.
- Scroll-revealing product UI, above-the-fold content, or every section of a page: scroll reveals belong to a few chosen moments on marketing surfaces, run once, and never re-animate on scroll-up (see [references/scroll-animations.md](references/scroll-animations.md)).
- Easing or duration on scrubbed (scroll-driven) motion: scroll position is the clock, so any curve or duration makes it lag the scrollbar. `linear` and no duration is correct there, and only there.
- Installing `framer-motion` for new work: the package is now `motion` and React imports come from `motion/react`. The old package still resolves, so a mixed codebase compiles while shipping two copies of the library.
Workflow
Copy and track:
```text Animation progress: - [ ] Step 1: Decide whether the interaction should animate - [ ] Step 2: Choose purpose, easing, and duration - [ ] Step 3: Pick the implementation style - [ ] Step 4: Load the relevant component or technique reference - [ ] Step 5: Validate timing, interruption, and device behavior ```
- Answer the four questions in [references/decision-framework.md](references/decision-framework.md): animate? purpose? easing? speed?
- Pick duration from the easing defaults table above.
- Choose implementation: CSS transition > WAAPI > spring > keyframe > JS.
- Load the reference for your component or technique.
- When reviewing, apply the strict posture in [references/review-format.md](references/review-format.md): measure against the ten standards, output the Before/After/Why table, then a tiered verdict ending in a Block/Approve decision.
Validation
Produce evidence for each check (DevTools observations, not "looks fine"):
- Grep the diff for layout property transitions (`width`, `height`, `top`, `left`) and `transition: all`.
- Retoggle components rapidly; confirm transitions retarget instead of restarting from zero.
- Slow to 10% in the DevTools Animations panel to catch timing and `transform-origin` issues invisible at full speed.
- Confirm `will-change` is toggled around animations, not permanently set, and looping animations pause off-screen.
- Test touch interactions on real devices; simulators under-report gesture and hover-on-tap issues.
- Honor `prefers-reduced-motion`: replace spatial travel and looping effects with immediate state changes or restrained fades, then exercise the same task in that mode.
Discovery workflow
For "where should this animate", load `references/discovery-workflow.md` and `references/decision-framework.md`. Report opportunities supported by purpose and usage frequency. Implement a suggestion only when implementation is in scope.
Reverse-engineer workflow
Use this branch to measure an existing animation from a screen recording, then emit code and a handoff spec that reproduce it. The scripts under `scripts/` are the canonical, deterministic path; run them rather than reconstructing their logic.
Resolve every `scripts/` command below relative to the installed skill directory, not the application working directory.
**Dependencies:** `ffmpeg` for frame extraction (`brew install ffmpeg`); Python with `pip install opencv-python numpy scipy` for tracking and curve fitting. Degrades gracefully: with only ffmpeg you can extract frames and reason visually; tracking and fitting need the Python packages.
```text Reverse-engineer progress: - [ ] Step 1: Extract frames + contact sheet (per direction if open differs from close) - [ ] Step 2: Vision pass: identify element, effects, phases - [ ] Step 3: Decide precision (eye-only vs scripted) - [ ] Step 4: Track motion and fit curves (if escalating) - [ ] Step 5: Annotate choreography (delays, asymmetry) - [ ] Step 6: Emit code for the target(s) - [ ] Step 7: Validate against the recording ```
- **Extract.** Run `python3 scripts/extract_frames.py <video> <outdir>`. Trim to just the transition with `--start`/`--duration`; if the interaction has both an open and a close, trim two windows and run the pipeline once per direction (they are almost never mirror images). Match `--fps` to the source (probe with `ffprobe`), never sampling above the source rate. Open `contact_sheet.png` first.
- **Vision pass.** Name the element(s) that move, every effect (translate, scale often anisotropic, opacity, blur, corner radius, shadow, color), and the phases, noting which property leads and lags. Use the checklist in `references/measurement-guide.md`.
- **Decide precision.** Simple fade or linear slide: read timing off the contact sheet, skip to step 5. Elastic, springy, or multi-property motion: escalate to step 4 (eyeballing a spring is unreliable).
- **Track and fit.** Run `python3 scripts/track_motion.py <outdir>` for `metrics.json` (pass `--bbox X,Y,W,H` to isolate one element), then `python3 scripts/fit_curves.py <outdir>/metrics.json` for spring params, cubic-bezier, and per-property fit error. Pass the same `--fps` you extracted with. Read `references/curve-fitting.md` to pick the model; high error on both means multi-phase motion (split and fit each segment).
- **Annotate.** Load `references/choreography.md`. Build the timing-offset table (when each property starts and settles); lead/lag gaps and over-stretch carry more feel than any single curve.
- **Emit.** Substitute fitted parameters into the templates in `references/code-output.md` for the target. Keep movement on `transform`/`opacity`. Emit two transitions when open and close differ, plus the consolidated handoff spec so it can be implemented without the video.
- **Validate.** Re-derive: play the emitted animation, screen-record it, run it back through `extract_frames.py`, and compare contact sheets side by side. Slow to 0.1x to confirm phase order and over-stretch survive. Confirm the code only animates `transform`, `opacity`, and `filter`.
**Reverse-engineer gotchas:**
- `fit_curves.py` defaults to `--fps 30`: extract at 60 but fit at the default and every `duration_ms` doubles while fitted stiffness drops to a quarter. Always pass the extraction fps to the fit.
- Sampling above the source rate duplicates frames: a 24 fps GIF extracted at 60 inflates fit error with plateaued runs in `metrics.json`. Probe and match the source rate.
- Screen recordings drop frames and iOS/QuickTime captures are variable-frame-rate; consecutive identical rows are duplicated frames, not a pause. Re-record at a steadier rate if plateaus dominate.
- Measure open and close as separate clips and report two curves; never fit one and reuse it reversed (see `references/choreography.md`). Treat a fit `error` above 0.08 as suspect.
Maintenance only: when changing Discovery routing or the gate, run the scenarios in `evaluations/` as a regression rubric. They never load during a user task.
Related skills
- `product-design`: which states exist, what an action affects, and whether it is reversible. Route here first when a gesture replaces a control, since swipe-to-delete and hold-to-confirm change what the user can do before they change how it moves.
- `ui-design` Direction mode: visual direction, palettes, typography; settle the visual system before tuning motion.
- `ui-design` Audit mode: page/feature-level UI quality audit. Motion craft and fixes belong here.
- Optional external `animate-text` skill where installed: curated named text effects (typewriter, line reveal, stagger builds) with exact JSON specs.
Maintenance only: `evals/evals.json` contains regression scenarios for changes to this skill; it does not load during a user task.