Creating Reanimated Animations
gluestack/gluestack-ui
Generate React Native Reanimated animation code for React Native apps.
Flutter animation using the Cue package. An agent skill from Milad-Akarie/cue.
$ npx skills add Milad-Akarie/cue --skill cue-animations -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install Milad-Akarie/cue cue-animations --agent claude-codeProject scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).
$ git clone --depth 1 https://github.com/Milad-Akarie/cue.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/cue-animations .claude/skills/cue-animations && rm -rf skills-srcUse ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.
Claude Code skills documentation · loads skills from .claude/skills/
Install the "cue-animations" agent skill from https://github.com/Milad-Akarie/cue/tree/main/skills/cue-animations into .claude/skills/cue-animations/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "cue-animations", then confirm the skill loads.Claude Code copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$skill-installer install https://github.com/Milad-Akarie/cue/tree/main/skills/cue-animationsType this inside Codex. $skill-installer <name> installs a curated skill from openai/skills. The installer writes to $CODEX_HOME/skills (default ~/.codex/skills). Restart Codex if the skill does not show up.
$ npx skills add Milad-Akarie/cue --skill cue-animations -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install Milad-Akarie/cue cue-animations --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/Milad-Akarie/cue.git skills-src && mkdir -p .agents/skills && cp -r skills-src/skills/cue-animations .agents/skills/cue-animations && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "cue-animations" agent skill from https://github.com/Milad-Akarie/cue/tree/main/skills/cue-animations into .agents/skills/cue-animations/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "cue-animations", then confirm the skill loads.Codex copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add Milad-Akarie/cue --skill cue-animations -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install Milad-Akarie/cue cue-animations --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/Milad-Akarie/cue.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/skills/cue-animations .cursor/skills/cue-animations && rm -rf skills-srcUse ~/.cursor/skills/ instead of .cursor/skills for a personal install.
Cursor skills documentation · loads skills from .cursor/skills/, .agents/skills/, .claude/skills/, .codex/skills/
Install the "cue-animations" agent skill from https://github.com/Milad-Akarie/cue/tree/main/skills/cue-animations into .cursor/skills/cue-animations/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "cue-animations", then confirm the skill loads.Cursor copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gemini skills install https://github.com/Milad-Akarie/cue.git --path skills/cue-animations--scope user (default) or --scope workspace; --path is the subfolder of the repo that holds the skill; --consent skips the security confirmation prompt.
$ npx skills add Milad-Akarie/cue --skill cue-animations -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install Milad-Akarie/cue cue-animations --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/Milad-Akarie/cue.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/skills/cue-animations .gemini/skills/cue-animations && rm -rf skills-srcUse ~/.gemini/skills/ instead of .gemini/skills for a personal install, then run /skills reload.
Gemini CLI skills documentation · loads skills from .gemini/skills/, .agents/skills/
Install the "cue-animations" agent skill from https://github.com/Milad-Akarie/cue/tree/main/skills/cue-animations into .gemini/skills/cue-animations/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "cue-animations", then confirm the skill loads.Gemini CLI copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gh skill install Milad-Akarie/cue cue-animationsInstalls for Copilot at project scope by default; add --scope user for a personal install. Preview a skill first with gh skill preview. Needs GitHub CLI 2.90.0 or later (public preview).
$ npx skills add Milad-Akarie/cue --skill cue-animations -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/Milad-Akarie/cue.git skills-src && mkdir -p .github/skills && cp -r skills-src/skills/cue-animations .github/skills/cue-animations && rm -rf skills-srcUse ~/.copilot/skills/ instead of .github/skills for a personal install. Commit .github/skills so cloud agent and code review can use it.
GitHub Copilot skills documentation · loads skills from .github/skills/, .claude/skills/, .agents/skills/
Install the "cue-animations" agent skill from https://github.com/Milad-Akarie/cue/tree/main/skills/cue-animations into .github/skills/cue-animations/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "cue-animations", then confirm the skill loads.GitHub Copilot copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add Milad-Akarie/cue --skill cue-animations -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install Milad-Akarie/cue cue-animations --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/Milad-Akarie/cue.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/skills/cue-animations .opencode/skills/cue-animations && rm -rf skills-srcUse ~/.config/opencode/skills/ instead of .opencode/skills for a personal install.
OpenCode skills documentation · loads skills from .opencode/skills/, .claude/skills/, .agents/skills/
Install the "cue-animations" agent skill from https://github.com/Milad-Akarie/cue/tree/main/skills/cue-animations into .opencode/skills/cue-animations/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "cue-animations", then confirm the skill loads.OpenCode copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
cue-animationsFlutter animation using the Cue package. An agent skill from Milad-Akarie/cue.
Cue Animations is an agent skill from Milad-Akarie/cue. Flutter animation using the Cue package. Use for: adding animations, transitions, motion, enter/exit effects, hover effects, scroll animations, toggle animations, page transitions, draggable scrubbing, modal transitions, animated widgets, keyframe animations, spring physics, fade, slide, scale, rotate, blur, clip, decorate, parallax, stagger, delay, CueMotion presets. DO NOT USE FOR: non-animation UI work, state management, or layout without motion.
Its SKILL.md is about 6.6k tokens, which your agent loads only when the skill is triggered. It is a single SKILL.md file with no bundled scripts.
It sits in Mobile, covering Cross-platform mobile apps, Web animation and motion and Slides and decks. It works with Flutter. The repository describes itself as: Cue is a declarative Flutter animation package. The licence is MIT.
5 steps, taken from the first numbered list in SKILL.md.
Read from SKILL.md and the folder at commit 93422db. It shows what the files ask for, not the result of running them.
Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.
From allowed-tools in the SKILL.md frontmatter.
No scripts in the folder and no shell commands in SKILL.md (its code samples are dart).
From the folder's file list and the shell code blocks in SKILL.md.
No URLs in SKILL.md.
From URLs in SKILL.md, links to its own repository left out.
Names no API keys, tokens, secrets or passwords.
From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.
Cue Animations loads about 6.6k tokens when it runs. Until then it costs about 117 tokens; SKILL.md has 999 words of instructions outside code blocks.
Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.
The automated check found no risky patterns in SKILL.md.
Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.
The full file from Milad-Akarie/cue at commit 93422db, republished under its MIT licence (© Milad-Akarie). 999 words, ~6,638 tokens.
.claude/skills/cue-animations/SKILL.md (or your agent's skills folder).<!-- skill-version: 3 -->
Cue separates animation into four concerns:
| Piece | Role |
|---|---|
Cue | When to animate (the trigger) |
Actor | What is animated (wraps the child) |
Act | Which property changes (fade, slide, scale, etc.) |
CueMotion | How it moves (spring preset or timed curve) |
Widget classes, never helper functions that return widgets. Use StatelessWidget or StatefulWidget for any reusable or extracted UI — not Widget _buildFoo() methods or top-level functions.// Padding / EdgeInsets
.all(16) not EdgeInsets.all(16)
.only(top: 8) not EdgeInsets.only(top: 8)
.symmetric(h: 16) not EdgeInsets.symmetric(horizontal: 16)
.fromLTRB(...) not EdgeInsets.fromLTRB(...)
// BorderRadius
.circular(12) not BorderRadius.circular(12)
.vertical(top: .circular(16)) not BorderRadius.vertical(...)
// Alignment
.topLeft / .center / .bottomRight not Alignment.topLeft
// MainAxisAlignment / CrossAxisAlignment / MainAxisSize
.center / .spaceBetween / .min not MainAxisAlignment.center
// BoxFit / Clip / TextOverflow
.cover / .antiAlias / .fade not BoxFit.cover
// Colors
Colors.transparent / Colors.white (unchanged — no shorthand available)Cue factory for the use case.motion: on Cue (or on Actor/Act for overrides).Actor — or use Cue(acts: [...]) for a single child..fadeIn(), .slideY(), .scale(), etc.).delay: on Actor to offset multiple children.// One-shot entrance when widget mounts
// Supports: repeat, reverseOnRepeat, repeatCount, onEnd
Cue.onMount(
motion: .smooth(),
repeat: false, // loop the animation
reverseOnRepeat: false, // ping-pong when looping
repeatCount: 3, // finite loop count (null = infinite)
onEnd: (forward) { ... }, // fires on completion in either direction
acts: [...],
child: child,
)
// Toggled by a boolean — forward on true, reverse on false
Cue.onToggle(toggled: isExpanded, motion: .smooth(), child: child)
// Restarts forward every time value changes
Cue.onChange(value: currentTab, motion: .smooth(), fromCurrentValue: true, child: child)
// Driven by pointer hover
Cue.onHover(motion: .interactive(), child: child)
// Driven by focus
Cue.onFocus(motion: .smooth(), child: child)
// Scrubbed continuously as the widget travels through the viewport (parallax-style).
// Progress = 0 when leading edge enters bottom of viewport, 1 when it reaches the top.
// Prefer non-overshoot motions (.smooth, .linear, .easeOut) — springs with bounce
// look jarring when scrubbed.
Cue.onScroll(child: child)
// Plays once when widget scrolls into view; stays complete. Does NOT reverse on scroll-out.
// Until revealed it scrubs like onScroll; once visible it plays forward with its motion.
// Use enabled: false to skip the animation and jump to completed state.
Cue.onScrollVisible(enabled: true, child: child)
// Scrubbed by external progress (e.g. drag)
Cue.onProgress(progress: dragNotifier, child: child)
// Index-based (page carousels, staggered lists)
// Works with CuePageController, CueTabController, CueIndexController
Cue.indexed(controller: cuePageController, index: index, child: child)
// Fully imperative
Cue(controller: myController, child: child)debugLabel — add a label to any Cue to identify it in the DevTools scrubber:
Cue.onMount(motion: .smooth(), debugLabel: 'HeroCard', child: child)// Multiple acts, same child — compose freely
Actor(
delay: 60.ms,
acts: [
.fadeIn(),
.slideY(from: 0.15),
.scale(from: 0.96),
],
child: child,
)
// Extension shorthand for single child — skips explicit Actor
child.act([.fadeIn(), .slideUp()])
// Inline inside Cue (single animated child)
Cue.onMount(
motion: .smooth(),
acts: [.fadeIn(), .slideY(from: 0.2)],
child: child,
)Act defaults — only set what differs from identity:
Every act defaults both from and to to the resting/identity value for that property. You only provide the parameter that deviates. Common identity defaults:
| Act | from default | to default |
|---|---|---|
scale | 1.0 | 1.0 |
opacity | 1.0 | 1.0 |
slideX/Y/Up/Down | 0.0 | 0.0 |
blur | 0.0 | 0.0 |
padding | EdgeInsets.zero | EdgeInsets.zero |
rotate | 0.0 | 0.0 |
translate | Offset.zero | Offset.zero |
.scale(from: 0.9) // → 1.0 (identity)
.scale(to: 1.05) // from 1.0 (identity) →
.slideY(from: 0.15) // → 0.0 (identity)
.blur(from: 8) // → 0.0 (identity, i.e. sharp)
.padding(to: .symmetric(vertical: 12)) // from zero →Actor rules:
Actor without an ancestor Cue throws.Actor (no two slide variants in the same Actor).motion on an act > Actor.motion > Cue motion.delay is additive: Actor.delay + Act.delay stack — setting both does not override, it accumulates.One Cue per scene: A single trigger should be covered by a single Cue. For a page entrance, use one Cue.onMount placed above all the Actors — do not nest multiple Cue.onMount wrappers around individual children. Stagger via Actor.delay, not by multiplying triggers.
// CORRECT — one Cue coordinates the whole entrance
Cue.onMount(
motion: .smooth(),
child: Column(
children: [
Actor(acts: [.fadeIn(), .slideY(from: 0.12)], child: title),
Actor(delay: 60.ms, acts: [.fadeIn(), .slideY(from: 0.12)], child: subtitle),
Actor(delay: 120.ms, acts: [.fadeIn(), .slideY(from: 0.12)], child: button),
],
),
)
// WRONG — three separate triggers for the same scene
Cue.onMount(acts: [.fadeIn()], child: title)
Cue.onMount(acts: [.fadeIn()], child: subtitle) // ✗
Cue.onMount(acts: [.fadeIn()], child: button) // ✗Motion cascades down and can be overridden at each level:
Cue(motion: .smooth()) ← default for all Actors below
Actor(motion: .gentle()) ← default for all acts on this Actor
Act(motion: .snappy()) ← overrides for this specific act onlyCue.motion is the scene-wide default.Actor.motion overrides Cue.motion for all acts on that Actor.motion overrides everything for that single property.motion where behavior should differ from the parent.motion implicitly sets reverseMotion to the same value. To make reverse feel different, set reverseMotion explicitly. This applies at both Cue and Actor level.// reverse uses the same .smooth() motion — implicit
Cue.onToggle(toggled: isOpen, motion: .smooth(), child: child)
// reverse uses a different motion — explicit override
Cue.onToggle(toggled: isOpen, motion: .smooth(), reverseMotion: .snappy(), child: child)
// same rule on Actor
Actor(motion: .bouncy(), reverseMotion: .linear(160.ms), acts: [...], child: child)Cue.onMount(
motion: .smooth(), // scene default
child: Column(children: [
Actor(
acts: [.fadeIn(), .slideY(from: 0.15)], // both use .smooth()
child: title,
),
Actor(
motion: .gentle(), // overrides .smooth() for this Actor
acts: [
.scale(from: 0.95), // uses .gentle()
.fadeIn(motion: .snappy()), // overrides .gentle() for fadeIn only
],
child: card,
),
]),
)Actor.delay and per-act delay stack — they do not override each other.
Actor(
delay: 80.ms, // Actor-level delay
acts: [
.fadeIn(), // starts at 80 ms
.slideY(from: 0.15, delay: 40.ms), // starts at 80 + 40 = 120 ms
],
child: child,
)Use Actor.delay for gross stagger between children, and act-level delay for fine-grained sequencing within a single Actor.
Prefer spring-based presets for natural interruption handling.
.smooth() // fast, clean, no overshoot — best default
.snappy() // near-instant micro-interactions
.bouncy() // visible overshoot for emphasis
.gentle() // slower, softer
.wobbly() // exaggerated, playful
.interactive() // responsive drag/hover feel
.spatial() // layout movement
.effect() // decorative property changes
// Fixed-duration timing when physics isn't appropriate
.linear(250.ms)
.easeIn(300.ms)
.easeOut(300.ms)
.easeInOut(300.ms)
.curved(400.ms, curve: Curves.easeInOut)
// Special variants
CueMotion.none // zero-duration, resolves instantly — use when a CueMotion
// is required by the API but no animation is wanted
.threshold(200.ms, breakpoint: 0.5)
// stays at the start value, then snaps instantly to the end
// when progress crosses breakpoint (0→1 fraction).
// no interpolation — useful for visibility toggles that must
// align precisely with another ongoing animation..scale(from: 0.9) // uniform scale
.zoomIn() / .zoomOut()
.rotate(to: 180) // visual-only rotation in degrees (transform, no layout impact — prefer this)
.rotateLayout(to: 1, unit: .quarterTurns) // rotates AND recomputes layout — use only when layout must shift
.rotate3D(to: Rotation3D(x: 15), perspective: 0.001)
.flipX() / .flipY()
.translate(to: Offset(0, 24)) // pixel translation
.translateX(from: -20) / .translateY(from: 20)
.translateFromGlobal(offset: rect.topLeft) // translate from a global screen position
.translateFromGlobalRect(rect) // translate from the center of a global rect
.translateFromGlobalKey(key) // translate from a widget identified by GlobalKey
.slide(from: Offset(0, 2)) // fractional offset (relative to widget size)
.slideX() / .slideY() / .slideUp() / .slideDown()
.slideFromLeading() / .slideFromTrailing()
.stretch(to: Stretch(x: 1.2, y: 0.8)) // scale axes independently
.skew(to: Skew(x: 0.3)) // skew transformation
.transform(to: Matrix4.rotationZ(0.3)) // raw Matrix4 (from defaults to identity)
.parallax(slide: 0.3, axis: .horizontal) // scrub-linked parallax slide.opacity(from: 0, to: 1)
.fadeIn() / .fadeOut()
.blur(from: 8) / .focus() / .unfocus()
.backdropBlur(to: 8)
.colorTint(from: Colors.white60, to: Colors.black)// NSize constructors used by sizedClip and sizedBox:
// NSize(w: 200, h: 100) — explicit width and height
// NSize.width(200) — fixed width, height follows child
// NSize.height(100) — fixed height, width follows child
// NSize.square(48) — equal width and height
// NSize.size(Size(...)) — from a Size object
// NSize.childSize — both axes follow child (no constraint)
// double.infinity → resolves to parent's max constraint
.sizedBox(width: .tween(40, double.infinity), height: .tween(40, 56))
.sizedClip(from: NSize.square(24), to: NSize.height(68))
.sizedClip(from: NSize.size(rect.size), to: NSize.width(240))
.fractionalSize(widthFactor: .tween(0.2, 1.0), heightFactor: .fixed(0.5))
.padding(to: .symmetric(vertical: 12))
.align(from: .bottomCenter, to: .bottomLeft)
.clipHeight(fromFactor: 0.3) / .clipWidth() / .clip() / .circularClip()Some acts animate multiple independent properties on the same widget. Each property accepts an AnimatableValue:
.tween(from, to) — interpolates between two values.fixed(value) — constant, not animated (still required if the act needs to know the value)Omitting a property entirely means that property is ignored/left at its natural value.
.sizedBox — animate width and/or height independently:
.sizedBox(
width: .tween(80, double.infinity), // expands to fill
height: .fixed(40), // height stays constant
)
.sizedBox(width: .tween(100, 300)) // only width animates.fractionalSize — size as a fraction of the parent (0.0–1.0):
.fractionalSize(
widthFactor: .tween(0.2, 1.0),
heightFactor: .fixed(0.5),
alignment: .fixed(.center),
).decorate — animate box decoration properties individually.
Prefer DecoratedBoxActor for standalone use; use .decorate when composing with other acts inside an Actor:
.decorate(
color: .tween(Colors.transparent, Colors.white),
borderRadius: .tween(.circular(0), .circular(16)),
border: .fixed(Border.all(color: Colors.blue)),
boxShadow: .tween(
[BoxShadow(blurRadius: 0)],
[BoxShadow(blurRadius: 8, offset: Offset(0, 4))],
),
gradient: .tween(fromGradient, toGradient),
)CardAct / CardActor — animate card surface properties.
Prefer CardActor for standalone card animations; use CardAct inside Actor(acts:[...]) when combining with other acts:
// Preferred for card-only animations
CardActor(
elevation: .tween(1, 8),
color: .tween(Colors.white, Colors.blue.shade50),
borderRadius: .tween(.circular(8), .circular(24)),
shadowColor: .fixed(Colors.black),
margin: .tween(.zero, .all(8)),
child: child,
)
// Inside an Actor alongside other acts
Actor(
acts: [
CardAct(elevation: .fixed(2), borderRadius: .tween(.circular(8), .circular(24))),
.scale(from: 0.95),
],
child: child,
)PositionAct / PositionedActor — animate stack positioning.
Prefer PositionedActor — it reads naturally inside a Stack:
Stack(
children: [
PositionedActor(
from: .fill(), // fills the stack
to: .fromSTEB(20, 250, 20, 24), // shrinks to specific insets
child: myWidget,
),
PositionedActor.keyframed(
frames: .fractional([...]),
relativeTo: stackSize,
child: myWidget,
),
],
)DecoratedBoxActor — standalone animated decoration, no Actor/Cue nesting needed:
DecoratedBoxActor(
color: .tween(Colors.grey.shade100, Colors.blue.shade50),
borderRadius: .tween(.circular(8), .circular(32)),
shape: .circle,
child: SizedBox.square(dimension: 48),
)PaintActor — custom painting driven by animation progress:
PaintActor(
painter: myCustomPainter, // receives CueAnimation<double> to drive paint
child: child,
)// Animate along a custom Path — optional autoRotate to face direction of travel
PathMotionAct(
path: myPath, // a Path() with a single continuous metric
autoRotate: true, // rotate widget to face path direction
alignment: .center, // pivot/anchor point
)// textStyle — animates between two complete TextStyle values
.textStyle(
from: TextStyle(fontSize: 14, color: Colors.grey),
to: TextStyle(fontSize: 22, color: Colors.black, fontWeight: .bold),
)
// iconTheme — animates icon properties
.iconTheme(from: IconThemeData(size: 24), to: IconThemeData(size: 20))See Multi-Property Acts section above for full PositionedActor coverage.
PositionedActor(from: .fill(), to: .fromSTEB(20, 250, 20, 24), child: child)
PositionedActor.keyframed(frames: .fractional([...]), relativeTo: size, child: child)// TweenActor — animate any value with a builder (does not need to be inside Actor)
TweenActor<double>(
from: 0,
to: 1,
motion: .smooth(),
builder: (context, animation) {
return FadeTransition(opacity: animation, child: child);
},
)ScaleAct.keyframed(
frames: Keyframes([
.key(0.92),
.key(1.06, motion: .bouncy()),
.key(1.0),
], motion: .smooth()),
)TranslateAct.keyframed(
frames: .fractional([
.key(const Offset(0, 24), at: 0.0),
.key(const Offset(0, -8), at: 0.7),
.key(Offset.zero, at: 1.0),
], duration: 450.ms),
)
// ScaleAct with fractional keyframes (used for custom switch squish)
ScaleAct.keyframed(
frames: .fractional([
.key(1.1, at: 0.4),
.key(1.1, at: 0.6),
.key(1.0, at: 1.0),
]),
)// Mirror: same animation plays in reverse
.fadeIn(reverse: .mirror(delay: 40.ms))
// To: reverse targets a different value
.scale(to: 1.06, reverse: .to(0.98))
// None: reverse does nothing
.zoomIn(reverse: .none())
// Different motion for forward vs reverse on Cue/Actor
Cue.onToggle(
toggled: isOpen,
motion: .smooth(),
reverseMotion: .snappy(),
child: child,
)
Actor(
motion: .smooth(),
reverseMotion: .linear(160.ms),
delay: 80.ms,
reverseDelay: 20.ms,
acts: [...],
child: child,
)Morphs any trigger widget into a full modal. Captures the trigger's screen-space Rect and passes it to the builder so you can animate directly from the trigger's position and size.
CueModalTransition(
motion: .smooth(),
reverseMotion: .snappy(), // defaults to motion if omitted
alignment: .bottomRight, // anchors modal's corner to trigger's same corner
// null = no positioning, builder must place itself
barrierColor: Colors.transparent, // use transparent for contextual menus
barrierDismissible: true,
hideTriggerOnTransition: true, // hides trigger while modal is open (seamless morph)
useRootNavigator: true, // false = scoped to a nested Navigator
backdrop: Actor( // optional: rendered behind modal, in front of barrier
acts: [.backdropBlur(to: 8)],
child: ColoredBox(color: Colors.transparent),
),
triggerBuilder: (context, open) {
return FloatingActionButton(onPressed: open, child: Icon(Icons.add));
},
builder: (context, rect) {
// rect = trigger's bounding box in global screen coordinates
return Actor(
acts: [
.sizedClip(from: NSize.size(rect.size), to: NSize.width(300)), // expand from trigger size
.translateFromGlobalRect(rect), // move FROM trigger's position
],
child: myModalContent,
);
},
)alignment: controls which corner/point of the modal is anchored to the same point on the trigger.
.bottomRight — ideal for FABs and corner action buttons that expand in-place.center — works well for inline buttons that expand in placenull — no automatic positioning; builder output goes into a full-screen Stack and must position itselfrect in builder — common act patterns using the trigger rect:
.sizedClip(from: NSize.size(rect.size)) // expand from trigger's exact size
.translateFromGlobalRect(rect) // translate an element from trigger's center
.translateFromGlobal(offset: rect.topLeft) // translate from trigger's top-left corner
.iconTheme(from: IconThemeData(size: rect.height * 0.5), to: IconThemeData(size: 20))Nesting — bind different gestures to different modals from the same trigger:
CueModalTransition(
motion: .smooth(),
triggerBuilder: (_, openTap) {
return CueModalTransition(
motion: .smooth(),
triggerBuilder: (context, openLongPress) {
return GestureDetector(
onTap: openTap,
onLongPress: openLongPress,
child: myButton,
);
},
builder: (context, rect) => LongPressContent(rect: rect),
);
},
builder: (context, rect) => TapContent(rect: rect),
)Close the modal from inside the builder with Navigator.of(context).pop().
For standard dialogs driven by Cue. All Actors inside automatically pick up the route controller via CueScope — no need to pass a controller explicitly.
showCueDialog(
context: context,
motion: .smooth(),
reverseMotion: .snappy(),
barrierColor: Colors.black54,
builder: (context) => Actor(
acts: [.fadeIn(), .slideY(from: 0.12)],
child: AlertDialog(title: Text('Hello')),
),
)
// Or push directly for full control:
Navigator.of(context).push(
CueDialogRoute(
motion: .smooth(),
reverseMotion: .snappy(),
pageBuilder: (context, _, _) => MyModalContent(),
),
);CueDragScrubber maps drag distance to animation progress. The controller is taken from the nearest CueScope ancestor automatically, or passed explicitly.
CueDragScrubber(
distance: 250.0, // pixels that map to full 0→1 progress travel
axis: .vertical, // .vertical (default) or .horizontal
scrubDirection: .auto, // .forward, .reverse, or .auto (infers from controller state)
releaseMode: .fling, // what happens on finger lift:
// .fling — flings with velocity, falls back to .snap
// .snap — snaps forward if progress > 0.5, else reverses
// .none — stays wherever drag stopped
forceLinearScrubbing: true, // ignore motion curves while scrubbing (default: true)
onAnimationEnd: (forward) { ... }, // fires when animation completes/dismisses
child: myDraggableWidget,
)scrubDirection:
.forward — dragging in the positive axis direction increases progress (0→1).reverse — dragging in the positive axis direction decreases progress (1→0).auto — infers from controller state: completed/forward → reverse scrub; dismissed/reverse → forward scrubSnap-to-final pattern — combine with Cue.onToggle(onEnd:) to let Cue own the snapping and state:
Cue.onToggle(
toggled: _isDraggedDown,
onEnd: (forward) => setState(() => _isDraggedDown = forward),
motion: .smooth(),
child: CueDragScrubber(
distance: 250.0,
releaseMode: .fling,
child: myCard,
),
)Explicit controller — skip CueScope when the scrubber is far from the Cue in the tree:
CueDragScrubber(
controller: _myController,
distance: 200.0,
child: handle,
)| Controller | Use case |
|---|---|
CuePageController | PageView — drop-in replacement for PageController |
CueTabController | TabBar / TabBarView — drop-in for TabController |
CueIndexController | Custom index-driven sequences (carousels, steppers) |
final controller = CuePageController(viewportFraction: 0.8);
PageView.builder(
controller: controller,
itemBuilder: (context, index) => Cue.indexed(
controller: controller,
index: index,
// During drag: scrub mode (progress mapped directly, motion shapes curve)
// After snap: play mode (motion + Actor delays produce staggered entrance)
child: Column(
children: [
Actor(acts: [.fadeIn(), .slideY(from: 0.12), .rotate(from: 4.5, reverse: .to(-4.5))], child: title),
Actor(delay: 60.ms, acts: [.scale(from: 0.96), .fadeIn()], child: card),
],
),
),
)Only reach for this when the trigger factories are insufficient.
late final CueController _controller;
@override
void initState() {
super.initState();
_controller = CueController(vsync: this, motion: .smooth());
}
@override
void dispose() {
_controller.dispose(); // releases timeline; no need to release tracks manually
super.dispose();
}
@override
Widget build(BuildContext context) {
return Cue(
controller: _controller,
acts: [.fadeIn(), .slideY(from: 0.2)],
child: child,
);
}For typed imperative animations outside widgets:
final opacity = controller.tweenTrack<double>(from: 0, to: 1);
final scale = controller.keyframedTrack<double>(
frames: Keyframes([.key(0.92), .key(1.06), .key(1.0)], motion: .smooth()),
);
// Release when no longer needed (if controller stays alive):
opacity.release();Wrap in kDebugMode to get a scrubber overlay for completed animations:
MaterialApp(
builder: (context, child) {
if (kDebugMode) return CueDebugTools(child: child!);
return child!;
},
).smooth() not Spring.smooth(), .fadeIn() not Act.fadeIn()Cue(acts: [...]) over wrapping a single child in an explicit Actor.act([...]) extension for single-widget inline casesCue per coordinated group — place it high enough to cover all related ActorsActor; separate Actors for different delay/motion groupsActor without a Cue ancestor| Use Case | Pattern |
|---|---|
| Entrance animation | Cue.onMount + .fadeIn(), .slideY(), .scale() |
| Expand/collapse | Cue.onToggle + .clipHeight(), .fadeIn(), .rotate() |
| Tab/selection highlight | Cue.onToggle + .sizedClip(), .colorTint() |
| Hover feedback | Cue.onHover(motion: .interactive()) + .scale(to: 1.03) |
| Context menu | CueModalTransition + .sizedClip(), .translateFromGlobalRect() |
| Page carousel | Cue.indexed + CuePageController + .parallax(), .rotate() |
| Drag-to-dismiss | CueDragScrubber + Cue.onToggle(onEnd:...) |
| Scroll reveal | Cue.onScrollVisible + .fadeIn(), .slideY() |
| Loading → done morph | Cue.onChange + .sizedClip(), .fadeIn(), .zoomIn() |
| Custom value animation | TweenActor<T>(from:, to:, builder:) |
© Milad-Akarie, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file
Just SKILL.md in skills/cue-animations of Milad-Akarie/cue.
Open the folder on GitHubat commit 93422db
We found 1 copy of this SKILL.md (exact, near-identical or edited) in other folders, from 1 other GitHub owner. This page covers the copy in Milad-Akarie/cue, which our catalogue first saw on October 7, 2026.
Cue Animations next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.
| Skill | Stars | Used in | Tokens | Auto-check | Licence | Repo updated |
|---|---|---|---|---|---|---|
| Cue Animations this skillMilad-Akarie/cue | 119 | 1 repos | ~6.6k | Automated safety check: Pass | MIT | |
| Creating Reanimated Animationsgluestack/gluestack-ui | 5.3k | — | ~2.4k | Automated safety check: Pass | None | |
| Flutter Riverpod State Managementandrewyng/context-hub | 14k | — | ~1.1k | Automated safety check: Pass | MIT | |
| BlocVeryGoodOpenSource/vgv-ai-flutter-plugin | 170 | — | ~2k | Automated safety check: Pass | MIT | |
| Flutter Dart Code Reviewaffaan-m/ECC | 277k | 2 repos | ~5.8k | Automated safety check: Notes | MIT | |
| Signals for Flutterrodydavis/signals.dart | 819 | — | ~1.9k | Automated safety check: Pass | Apache-2.0 |
gluestack/gluestack-ui
Generate React Native Reanimated animation code for React Native apps.
andrewyng/context-hub
Guides Flutter state management with Riverpod: choosing provider types, wiring ConsumerWidgets, handling async state and lifecycle, and overriding providers in tests.
VeryGoodOpenSource/vgv-ai-flutter-plugin
Best practices for Bloc state management in Flutter/Dart, covering Cubit versus Bloc, event and state naming, sealed classes with Equatable, the Page/View split with BlocProvider, BlocBuilder…
affaan-m/ECC
Library-agnostic Flutter/Dart code review checklist covering widget best practices, state management patterns (BLoC, Riverpod, Provider, GetX, MobX, Signals), Dart idioms, performance…
rodydavis/signals.dart
Reference for the signals_flutter package: reactive signals, computed values, effects, async signals and collection signals bound to Flutter widgets.
rohitg00/awesome-claude-code-toolkit
Mobile development patterns for React Native and Flutter including navigation, state management, and responsive design
Works with
Categories
Flutter animation using the Cue package. An agent skill from Milad-Akarie/cue. Cue Animations is an agent skill from Milad-Akarie/cue. Flutter animation using the Cue package.
Cue Animations fits situations like: : adding animations; enter/exit effects; scroll animations; toggle animations.
Run `npx skills add Milad-Akarie/cue --skill cue-animations -a claude-code`. Or copy the skill folder (skills/cue-animations in Milad-Akarie/cue) into .claude/skills/cue-animations in your project. Claude Code loads it when a task matches its description.
Run `npx skills add Milad-Akarie/cue --skill cue-animations -a codex`. Or copy the skill folder (skills/cue-animations in Milad-Akarie/cue) into .agents/skills/cue-animations in your project. Codex loads it when a task matches its description.
Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add Milad-Akarie/cue --skill cue-animations -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/cue-animations, .gemini/skills/cue-animations, .github/skills/cue-animations and .opencode/skills/cue-animations in your project.
SKILL.md names no scripts, command-line tools or credentials: Cue Animations is instructions for the agent only.
SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.
Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.
Cue Animations is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
About 6.6k tokens (SKILL.md is roughly 27k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.
Skills that share tags, products or a category with Cue Animations: Creating Reanimated Animations (gluestack/gluestack-ui, 5.3k stars), Flutter Riverpod State Management (andrewyng/context-hub, 14k stars), Bloc (VeryGoodOpenSource/vgv-ai-flutter-plugin, 170 stars) and Flutter Dart Code Review (affaan-m/ECC, 277k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.
Milad-Akarie (a GitHub user) maintains it in Milad-Akarie/cue, which has 119 GitHub stars. The repository was last updated on September 13, 2026.
Source: Milad-Akarie/cue on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.