Agent skill

Awwwards Motion Design

by Yu-369 in Yu-369/VibeCurb

Motion design pipeline for building Awwwards/Apple-tier animations, micro-interactions, scroll sequences, page transitions, and kinetic typography.

MITAuto-check passedMedia & Creative

Install Awwwards Motion Design

skills CLI
$ npx skills add Yu-369/VibeCurb --skill awwwards-motion-design -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install Yu-369/VibeCurb awwwards-motion-design --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/Yu-369/VibeCurb.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/awwwards-motion .claude/skills/awwwards-motion-design && rm -rf skills-src

Use ~/.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/

Facts

Skill name
awwwards-motion-design
GitHub stars
979
Token cost
~13k tokens
SKILL.md length
5,805 words
Files
1
Skills in repo
4
Repo updated
First seen
Licence
MIT

At a glance

Motion design pipeline for building Awwwards/Apple-tier animations, micro-interactions, scroll sequences, page transitions, and kinetic typography.

  • Works in 4 steps: Motion Audit → Choreography → Build the Motion (Framework-Agnostic… → …
  • Tasks that involve Motion graphics
  • SKILL.md covers The Pipeline, The Core Doctrine, The Animation Coverage Mandate and Phase 1: Motion Audit, plus 3 more sections
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

Awwwards Motion Design is an agent skill from Yu-369/VibeCurb. Motion design pipeline for building Awwwards/Apple-tier animations, micro-interactions, scroll sequences, page transitions, and kinetic typography. Enforces the principles that separate award-winning motion from generic CSS transitions - intentional easing, scroll-linked choreography, staggered reveals, magnetic interactions, text splitting, parallax depth, morphing state transitions, and the invisible micro-animations that make interfaces feel alive. Every animation must justify its existence, respect…

Its SKILL.md is about 13k 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 Media & Creative, covering Motion graphics and Web animation and motion. The repository describes itself as: VibeCurb - Injects taste into AI workflows to stop agents from generating boring, AI slop. The licence is MIT.

When your agent uses it

  • Tasks that involve Motion graphics
  • Tasks that involve Web animation and motion

Example prompts

  • “/awwwards-motion-design”

Workflow steps

4 steps, taken from the step headings in SKILL.md.

  1. Motion Audit
  2. Choreography
  3. Build the Motion (Framework-Agnostic Rules)
  4. Motion Diff

What it can do on your machine

Read from SKILL.md and the folder at commit c324ba7. It shows what the files ask for, not the result of running them.

  • Tool permissions

    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.

  • Runs code

    No scripts in the folder and no shell commands in SKILL.md (its code samples are css, typescript and javascript).

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Awwwards Motion Design loads about 13k tokens when it runs. Until then it costs about 151 tokens; SKILL.md has 5,805 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~151
When it runs · the whole SKILL.md, loaded when a task matches
~13k

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.

Safety

Auto-check passed

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.

SKILL.md

The full file from Yu-369/VibeCurb at commit c324ba7, republished under its MIT licence (© Yu-369). 5,805 words, ~13,360 tokens.

Download SKILL.mdSave it as .claude/skills/awwwards-motion-design/SKILL.md (or your agent's skills folder).
name
awwwards-motion-design
description
Motion design pipeline for building Awwwards/Apple-tier animations, micro-interactions, scroll sequences, page transitions, and kinetic typography. Enforces the principles that separate award-winning motion from generic CSS transitions - intentional easing, scroll-linked choreography, staggered reveals, magnetic interactions, text splitting, parallax depth, morphing state transitions, and the invisible micro-animations that make interfaces feel alive. Every animation must justify its existence, respect reduced-motion, and run at 60fps. Motion is choreography, not decoration.

Awwwards-Tier Motion Design

This skill fires when the user asks for animations, transitions, micro-interactions, scroll effects, page transitions, kinetic typography, parallax, hover physics, loading sequences, or anything that involves making a web interface feel alive and premium. Motion is the language of quality - the difference between a static page and an experience that feels like it was hand-crafted by a studio charging $200k per project.


The Pipeline

┌───────────────────────────────────────────────────────────────────────┐
│                                                                       │
│   BRIEF IN ──→ Phase 1: Motion Audit ──→ Phase 2: Choreography      │
│                  (classify, extract        (sequence map, timing      │
│                   motion intent)            sheet, easing palette)    │
│                                                                       │
│                              ──→ Phase 3: Build                       │
│                                   (implement layer by layer:          │
│                                    entry → scroll → hover →          │
│                                    transitions → ambient)            │
│                                                                       │
│                              ──→ Phase 4: Motion Diff                 │
│                                   (60fps check, feel check,          │
│                                    reduced-motion audit)             │
│                                                                       │
│   Each phase has a ✓ Quality Gate. Failing a gate blocks the next.    │
│                                                                       │
└───────────────────────────────────────────────────────────────────────┘

The Core Doctrine

Before touching any code, internalize these. They override every aesthetic preference. The quality bar is Apple keynote presentations, Linear app, Stripe homepage, Vercel dashboard, Raycast. If your animation would look out of place on apple.com, it is not good enough.

The Apple Standard. Apple does not use generic CSS transitions. Apple uses spring physics - animations that overshoot, settle, and breathe like physical objects. Every interaction on iOS feels like touching a real thing: buttons compress, sheets slide with momentum, elements settle with a gentle bounce. Your animations must achieve this same physical, tangible quality. If an element moves and it feels "digital" or "computed" rather than "physical" or "alive," the easing is wrong.

Every animation must have a reason. If you cannot answer "why does this move?" with a functional answer (guides attention, communicates state change, provides feedback, establishes spatial relationship), remove the animation. Motion without purpose is noise.

The best animations are invisible. The user should not think "that's a nice animation." They should think "this feels good." If the animation draws attention to ITSELF rather than to the CONTENT, it is too much. Apple never makes you wait for an animation to finish. The animation serves the interaction, not the other way around.

Cohesion is everything. A page where every animation uses the same easing family, the same intensity level, and the same motion language feels like one studio built it. A page where fade-ups coexist with bouncy springs, slide-lefts, and scale-pops feels like a committee. Pick ONE motion personality and enforce it everywhere. Cohesion with fewer animations will always beat variety with full coverage. If forced to choose, sacrifice coverage for consistency - a page with 8 beautifully coordinated animations beats a page with 30 mismatched ones.

Spring physics over cubic-bezier. The era of cubic-bezier(0.25, 0.1, 0.25, 1) as the pinnacle of easing is over. Material Design 3 Expressive has moved to spring-based motion. Apple has used spring animations since iOS 7. The web has caught up: CSS linear() enables true spring physics with overshoot and settle. Use spring-derived easing for EVERY primary animation. Reserve cubic-bezier only for ambient/background motion where spring overshoot would be inappropriate.

Easing IS the animation. A 300ms linear transition and a 300ms spring transition have the same duration but completely different character. The curve is what separates a $200k studio site from a template. There is no such thing as a "default" ease. Every curve is a deliberate, conscious choice with a specific emotional character.

Stagger creates hierarchy. When multiple elements animate, they cannot all move at once. Stagger is the motion equivalent of visual hierarchy - it tells the eye where to look first, second, third. Apple staggers with millisecond precision. So do you.

Motion respects the user. Every animation gates behind prefers-reduced-motion. No exceptions. Users who set this flag have vestibular disorders, motion sensitivity, or simply prefer stillness. Reduced motion does not mean no animation - it means no translation, no parallax, no scale, no spring overshoot. Opacity-only fades at reduced duration are acceptable.

Every element earns its motion budget. On marketing/landing pages, this means full coverage - every visible element gets at least one form of motion (entry, scroll reveal, hover, or ambient). A static element in an animated page is a dead pixel in a living display. On functional app UI, motion follows a frequency gate:

Usage frequencyMotion budget
100+ times/day (keyboard shortcuts, command palette, core nav)ZERO animation. Ever. Speed is the experience.
Tens of times/day (hover states, list navigation, toggles)Minimal - fast, nearly imperceptible feedback only
Occasional (modals, drawers, toasts, settings panels)Standard motion from the easing palette
Rare / first-time (onboarding, empty states, success, celebration)Full delight budget - springs, bounce, stagger generosity

Hard rule: Keyboard-initiated actions NEVER animate. A command palette that animates open/closed 200 times a day trains users to hate it. The fastest interface wins.


The Animation Coverage Mandate

This is the non-negotiable rule: every visible element gets motion. Not "most elements." Not "the important ones." Every element. Walk through the page element by element and assign motion from this table. If an element does not appear in this table, it still gets at minimum a scroll-triggered fade-in.

→ Mandatory Element Animation Map

Fill this table for EVERY element on the page. Every row must have at least one ✓. Any empty row = incomplete implementation.

ElementEntry AnimationScroll RevealHover/Focus StateAmbient/MicroAssigned
Navigation barSlide down + fade from top-Link underline slide, spring-scale menu items-✓
LogoFade in (first element, 0ms delay)-Subtle scale(1.05) on hover-✓
Nav linksStagger fade-in left-to-right-Sliding underline + color shift-✓
Hero headingWord-by-word masked reveal OR char split---✓
Hero subtextFade-up-deblur (stagger after heading)---✓
Hero CTA buttonScale-in + fade (last hero element)-Pressure depth (compress + inner shadow) + lift + ripple on clickSubtle glow pulse✓
Hero backgroundScale(1.05→1) + fade (Ken Burns settle)Parallax slow-Gradient shift OR grain movement✓
Section headings-Word-by-word masked reveal OR fade-up-deblur--✓
Section subtext-Fade-up (stagger 80ms after heading)--✓
Body paragraphs-Line-by-line reveal OR fade-up--✓
Cards-Stagger fade-up (80ms increment per card)Lift(-4px) + shadow expand + border glow + 3D tilt-✓
Card icons/images-Scale-in (after card reveals)Subtle rotate or color shift on card hover-✓
Card titles-Part of card revealColor shift on card hover-✓
Card descriptions-Part of card revealOpacity increase on card hover-✓
Images-Clip-path wipe reveal OR scale-inKen Burns zoom on hover-✓
Buttons (all)-Fade-up with parentPressure depth + lift + shadow + ripple click-✓
Links (inline)-Part of parent revealSliding underline + color shift-✓
Input fields-Fade-up with parentBorder glow on focus + label float-✓
Badges/pills-Scale-in + fadeBackground color shift on hoverSubtle bounce float✓
Dividers/lines-Width expand from center (scaleX 0→1)--✓
Testimonial quotes-Fade-up-deblur + slide--✓
Avatars-Scale-in with border ring animationRing pulse on hover-✓
Stats/numbers-Counter animation (count up from 0)--✓
Footer-Fade-up (last section)Link underline slides-✓
Footer links-Stagger revealUnderline slide + color shift-✓
Social icons-Stagger scale-inLift + color shift to brand color-✓
Background shapes---Floating animation + parallax✓
Decorative elements-Rotate-in or scale-in-Slow spin or float✓
Scroll indicatorFade-in after hero loads--Gentle bounce loop✓
Progress bars-Width expand (scaleX 0→1) with easing--✓
Tooltips--Float up + fade from trigger-✓
Accordions-Fade-up with parentBorder/bg shift on hoverSmooth height expand✓
Tabs-Fade-up with parentBackground shiftSliding indicator + content crossfade✓
Modals---Backdrop fade + content scale-in✓
Toast/notifications---Slide-in from edge + auto-dismiss✓

⚠ Drift Warning: The #1 failure is animating the hero and first section, then leaving everything below the fold completely static. EVERY section must have scroll-triggered reveals. EVERY interactive element must have hover feedback. Walk the page top-to-bottom and verify coverage. If you scroll and find a section that just "sits there" without animating in, the implementation is broken.

→ Coverage Verification Sweep

After building all animations, perform this sweep. Open the page and scroll top to bottom at a natural reading pace. For EVERY element that enters the viewport:

  1. Does it animate into view? If no → add a scroll reveal
  2. Can you hover it? If yes → does it have hover feedback? If no → add hover state
  3. Is it interactive (clickable, focusable)? If yes → does it have active/focus states? If no → add them
  4. Is it decorative? If yes → does it have ambient motion (float, rotate, pulse)? If no → add it
  5. Is it a text element? If yes → does it have at minimum a fade-up reveal? If no → add it

A page with 100% animation coverage feels alive. A page with 80% coverage has dead spots that the eye catches immediately.


Phase 1: Motion Audit

Before writing any code, classify the motion requirements.

→ Classify the Motion Context
FieldYour answer
Page typeMarketing landing page / Product app / Portfolio / E-commerce / Editorial / Dashboard
Motion densityMinimal (Apple-style restraint) / Moderate (Stripe-level) / Rich (Awwwards experimental)
Primary motion purposeGuide attention / Communicate state / Create atmosphere / Reveal content / Delight
Scroll behaviorStandard scroll / Scroll-linked animations / Scroll-jacked sections / Sticky reveals
Page transitionsNone (SPA with instant swap) / Crossfade / Slide / Morph / Custom sequence
FrameworkVanilla CSS/JS / Framer Motion (React) / GSAP / Motion One / CSS-only
→ Lock the Motion Personality (MANDATORY)

This is the single most important decision in the entire pipeline. Every animation on the page must belong to the SAME personality. A page that mixes personalities feels like three different developers animated it.

Pick ONE:

PersonalityCharacterEasing coreDuration rangeSignature moveReference
SurgicalCrisp, fast, zero overshoot. Every motion is functional, nothing decorative. Clean as a scalpel.--ease-out + --ease-snap100-250msInstant feedback, razor-sharp staggerLinear app, Raycast, Vercel dashboard
PhysicalSpring-based, tactile, objects have weight. Motion has overshoot, settle, momentum. Feels like touching real things.--spring-snappy + --spring-smooth300-600ms (spring settle)Spring entries, momentum drag, press compressionApple.com, iOS, Dynamic Island
CinematicDramatic, slow-build, theatrical reveals. The page IS the show. Scroll-linked narratives.--ease-dramatic + --spring-smooth500-900msClip-path reveals, text splitting, scroll-pinned sequencesStripe homepage, Awwwards experimental

Once locked, the personality constrains EVERYTHING downstream: which curves to use, how fast, how much stagger, whether to use springs, whether to use ambient motion. Do not mix personalities. A surgical page with one bouncy spring element is broken. A cinematic page with a 100ms tooltip snap is broken. Consistency is what makes motion feel like "one mind designed this."

→ Identify Motion Layers

Walk through the page and tag every element that should move. Classify each into one of these layers:

Motion LayerWhat it coversPriority
EntryFirst-paint reveals, above-the-fold load animationP0 - must have
ScrollElements revealing as user scrolls, parallax, sticky sequencesP0 - must have
Hover/FocusButton lifts, card tilts, link underlines, pressure depth effectsP0 - must have
StatePage transitions, tab switches, modal open/close, accordion, menuP1 - should have
AmbientFloating elements, gradient shifts, particle systems, cursor glowP2 - polish layer
KineticText splitting, character-by-character reveals, word rotatorsP2 - polish layer
→ Output the Motion Brief

State in 2-3 lines the motion strategy. Must include the locked personality name.

"Motion Brief: PHYSICAL personality. Staggered spring entries on all sections (--spring-snappy). Scroll-triggered reveals with 20% viewport threshold. Press compression on all interactive elements. Spring-smooth text reveals on section headings. No ambient particles (personality conflict). Easing core: spring-snappy for entries, spring-smooth for state changes, ease-snap for hover only."

✓ Quality Gate: Audit

Before moving to Phase 2, confirm:

  • Motion context is classified (page type, density, purpose)
  • Motion Personality is locked (Surgical / Physical / Cinematic)
  • Every moving element is tagged to a motion layer
  • The Element Animation Map is filled for EVERY element on the page - no empty rows
  • Motion Brief is written (includes personality name)
  • Framework is selected

Phase 2: Choreography

Motion is choreography. Every element has an entrance cue, a duration, an easing curve, and a relationship to the elements around it. This phase creates the timing sheet - the musical score of the page.

→ The Easing Palette

This is the single most important section in the entire skill. The easing palette defines the emotional language of every animation on the page. Using the wrong curve is like playing a wrong note in a symphony - even non-musicians can feel it.

The palette has THREE tiers, ordered by quality. Use the highest tier your browser support allows.


TIER 1: Spring Physics via CSS linear() - THE GOLD STANDARD

This is what Apple uses. This is what Material Design 3 Expressive uses. This is what separates $200k studio sites from templates. CSS linear() enables true spring physics with overshoot and settle - something cubic-bezier() fundamentally cannot achieve.

css
/* BLUEPRINT: Spring-based easing palette via CSS linear()
   WHY: Real spring physics create motion that feels PHYSICAL.
   Objects in the real world don't follow cubic-bezier curves -
   they have mass, momentum, and elasticity. Springs overshoot
   their target and settle back, which reads as "alive" to the
   human eye. This is why every iOS animation feels tangible.

   These curves were generated from spring physics simulations
   with specific mass/stiffness/damping parameters. The linear()
   function plots the spring's position at discrete time steps,
   which the browser interpolates smoothly between. */

:root {
  /* 1. APPLE SNAPPY SPRING - Primary entrance/reveal easing
     Physics: mass=1, stiffness=400, damping=30
     Character: Explosive start, tiny overshoot (~2%), soft settle.
     This is the iOS sheet-present / notification-arrive curve.
     Use on: hero entries, scroll reveals, modal opens, everything
     that "arrives" on screen. This is your DEFAULT curve. */
  --spring-snappy: linear(
    0, 0.009, 0.035 2.1%, 0.141 4.4%, 0.723 12.9%,
    0.938 16.7%, 1.017 19.4%, 1.067 22.5%, 1.089 26.0%,
    1.079 30.3%, 1.049 36.0%, 1.024 42.6%, 1.011 50.3%,
    1.004 59.2%, 1.001 69.3%, 1
  );
  --spring-snappy-duration: 0.55s;

  /* 2. APPLE SMOOTH SPRING - State changes, position shifts
     Physics: mass=1, stiffness=200, damping=24
     Character: Gentle acceleration, visible overshoot (~5%),
     two-phase settle. Feels like a precision instrument.
     This is the iOS page-transition / tab-switch curve.
     Use on: page transitions, tab switches, carousel slides,
     anything moving from position A to position B. */
  --spring-smooth: linear(
    0, 0.004, 0.016 2.3%, 0.063 4.7%, 0.141 7.2%,
    0.25 9.9%, 0.601 16.5%, 0.815 21.0%, 0.929 25.2%,
    0.987 29.0%, 1.025 33.5%, 1.042 38.0%, 1.04 43.5%,
    1.027 50.0%, 1.013 57.5%, 1.005 67.0%, 1.001 79.0%, 1
  );
  --spring-smooth-duration: 0.7s;

  /* 3. APPLE BOUNCY SPRING - Playful micro-interactions
     Physics: mass=1, stiffness=500, damping=18
     Character: Very fast, pronounced overshoot (~12%), visible
     bounce-settle. Feels playful, energetic, delightful.
     Use SPARINGLY on: toggles, like buttons, notification pops,
     small badges, emoji reactions. NEVER on large elements. */
  --spring-bouncy: linear(
    0, 0.014, 0.055 1.8%, 0.218 3.7%, 0.867 8.5%,
    1.085 10.7%, 1.212 12.9%, 1.264 15.0%, 1.262 17.0%,
    1.217 19.5%, 1.098 24.0%, 1.035 28.5%, 0.993 33.0%,
    0.981 38.0%, 0.988 45.0%, 0.998 55.0%, 1.001 68.0%, 1
  );
  --spring-bouncy-duration: 0.5s;

  /* 4. MATERIAL 3 EMPHASIZED - Google's expressive motion standard
     Source: Material Design 3 motion spec (legacy cubic-bezier fallback)
     Character: Very slow start, dramatic acceleration, gentle decelerate.
     This is the M3 "emphasized" transition for container transforms,
     shared element transitions, and FAB expansions.
     Use on: container morphs, expand/collapse, shared transitions. */
  --m3-emphasized: cubic-bezier(0.05, 0.7, 0.1, 1.0);
  --m3-emphasized-duration: 0.5s;

  /* 5. MATERIAL 3 EMPHASIZED as SPRING - for spring-capable contexts
     Physics: mass=1, stiffness=300, damping=22
     The spring equivalent of M3 Emphasized - with the overshoot
     that Google's spec now recommends via their spring system. */
  --m3-spring: linear(
    0, 0.007, 0.029 2.0%, 0.118 4.2%, 0.508 10.9%,
    0.797 15.4%, 0.951 19.2%, 1.029 22.2%, 1.074 25.6%,
    1.088 29.2%, 1.075 33.6%, 1.045 39.5%, 1.02 46.5%,
    1.007 55.0%, 1.001 66.0%, 1
  );
  --m3-spring-duration: 0.6s;
}

TIER 2: Premium Cubic-Bezier Curves - STRONG FALLBACK

For browsers that don't support linear(), or for secondary animations where spring overshoot would be inappropriate (ambient motion, background transitions, color shifts).

css
:root {
  /* 6. SNAPPY DECEL - Tier 2 fallback for spring-snappy
     The best cubic-bezier approximation of the Apple snappy spring,
     minus the overshoot. Still far better than CSS keyword easings.
     Use when linear() is unavailable, or for secondary reveals. */
  --ease-out: cubic-bezier(0.16, 1, 0.3, 1);

  /* 7. SMOOTH IN-OUT - for ambient position shifts
     Neither Material 3 nor Apple style - this is the Awwwards
     agency standard for smooth lateral movements, carousel
     auto-play, and background panning. */
  --ease-in-out: cubic-bezier(0.65, 0, 0.35, 1);

  /* 8. ENERGETIC SNAP - for hover responses, interactive feedback
     Faster than --ease-out, designed for immediate tactile response.
     The curve front-loads 80% of the motion into the first 30% of
     the duration, creating a "snap" sensation. */
  --ease-snap: cubic-bezier(0.22, 1, 0.36, 1);

  /* 9. DRAMATIC IN-OUT - for hero reveals, cinematic entrances
     Extremely slow start ("winding up"), explosive middle,
     graceful deceleration. Use for the ONE theatrical moment
     per page - the hero heading reveal, a page transition wipe. */
  --ease-dramatic: cubic-bezier(0.77, 0, 0.175, 1);

  /* 10. CUBIC SPRING APPROXIMATION - bouncy without linear()
      The y2 value exceeds 1.0, causing overshoot. This is the
      closest cubic-bezier can get to a spring. Less natural than
      linear() springs but works everywhere. */
  --ease-spring: cubic-bezier(0.34, 1.56, 0.64, 1);
}

TIER 3: CSS Keyword Easings - BANNED

ease, ease-in, ease-out, ease-in-out, linear - these CSS keywords are the typographic equivalent of Comic Sans. They have zero character, zero intentionality, zero soul. They exist because browsers needed a default, not because any designer chose them.

CSS KeywordWhy it's bannedWhat to use instead
easeGeneric curve that matches nothing. The "I didn't think about this" easing.--spring-snappy or --ease-out
ease-inSlow start, fast end - objects accelerating into a wall. Almost never what you want.--ease-dramatic (if you need a slow start)
ease-outBetter than ease, but still a bland, characterless deceleration.--spring-snappy or --ease-out (the custom one)
ease-in-outThe "I want this to look smooth" default that looks like nothing.--spring-smooth or --ease-in-out (the custom one)
linearObjects don't move at constant speed in nature. Feels robotic and dead.Only acceptable for animation-timing-function on infinite loops (marquees, spinners)

⚠ Drift Warning: If you write transition: all 0.3s ease ANYWHERE in the codebase, the implementation has failed the quality bar. Every transition must use a named curve from the palette. No exceptions. No shortcuts. The easing palette is the DNA of the entire motion experience.


→ The Three-Curve Maximum (CRITICAL)

This is the constraint that creates cohesion. From the 10 curves above, each project picks exactly THREE - one primary, one secondary, one utility. Every animation on the page uses one of these three. No exceptions. Three curves from the same family sound like one voice; ten curves sound like a committee.

PersonalityPrimary (entries, reveals)Secondary (state changes, transitions)Utility (hover, feedback, ambient)
Surgical--ease-out--ease-in-out--ease-snap
Physical--spring-snappy--spring-smooth--ease-snap
Cinematic--ease-dramatic--spring-smooth--ease-in-out

These are the recommended presets. You MAY substitute one curve if the project demands it (e.g., swap --spring-bouncy for --spring-snappy on a playful product) but you MUST NOT exceed three total. If you find yourself reaching for a fourth curve, one of your first three was chosen wrong.

→ How to choose between Tier 1 and Tier 2:

Animation typeUse this tierWhy
Hero entry, page load revealsTier 1 (--spring-snappy)First impression. Must feel physical and premium.
Scroll revealsTier 1 (--spring-snappy)User sees dozens of these. Each one must feel alive.
Button/card hoverTier 2 (--ease-snap)Hover is fast and functional. Spring overshoot on hover feels jittery.
Button click/activeTier 1 (--spring-bouncy)Click feedback benefits from the satisfying "pop" of a spring bounce.
Modal/dialog openTier 1 (--spring-smooth)Modals are spatial - they arrive from somewhere. Springs make this feel real.
Tab switch/carouselTier 1 (--spring-smooth)Position changes need momentum and settle.
Background color shiftTier 2 (--ease-in-out)Color doesn't have mass. Springs on color feel wrong.
Gradient animationTier 2 (--ease-in-out) or linearAmbient motion. No spring needed.
Page transitionTier 1 (--spring-smooth)Page navigation is a major spatial event. Must feel physical.
Tooltip appearTier 2 (--ease-snap)Fast, functional, non-theatrical.
Accordion expandTier 1 (--spring-snappy) or Tier 1 (--m3-spring)Height changes with spring settle feel premium.
Floating/ambientCSS linear keywordContinuous loops don't need easing - constant speed IS correct.

→ Framer Motion / Motion spring equivalents:

tsx
/* BLUEPRINT: Framer Motion spring presets matching the CSS palette
   WHY: When using Framer Motion (React), use these spring configs
   instead of the CSS linear() values. Framer Motion's spring()
   computes physics natively, giving even smoother results than
   the CSS approximation. These match the FEEL of the CSS palette. */

const springs = {
  // Matches --spring-snappy: fast, minimal overshoot
  snappy: { type: "spring", stiffness: 400, damping: 30, mass: 1 },

  // Matches --spring-smooth: gentle, visible settle
  smooth: { type: "spring", stiffness: 200, damping: 24, mass: 1 },

  // Matches --spring-bouncy: playful pop
  bouncy: { type: "spring", stiffness: 500, damping: 18, mass: 1 },

  // Matches --m3-spring: Material 3 emphasized
  emphasized: { type: "spring", stiffness: 300, damping: 22, mass: 1 },

  // For hover responses (no spring, just fast decel)
  snap: { type: "tween", duration: 0.35, ease: [0.22, 1, 0.36, 1] },
};

// Usage:
// <motion.div transition={springs.snappy} />
// <motion.div transition={springs.smooth} />

→ GSAP spring equivalents:

javascript
/* BLUEPRINT: GSAP spring-like easing
   WHY: GSAP doesn't use spring physics natively, but its
   CustomEase plugin can replicate the feel. For standard use,
   these "power" easings are the closest GSAP equivalents. */

// snappy: "power3.out" or CustomEase
// smooth: "power2.inOut"
// bouncy: "back.out(1.7)"  - the 1.7 controls overshoot amount
// dramatic: "expo.inOut"
// snap: "power4.out"

// For true springs in GSAP, use the gsap-spring plugin:
// gsap.to(".element", { x: 100, ease: "spring({stiffness: 400, damping: 30})" });
→ The Timing Sheet

Map every animation in sequence. This is the score.

ElementTriggerDelayDurationEasingTransformNotes
NavPage load0ms600ms--ease-outopacity 0→1, y -20→0First element to appear
Hero eyebrowPage load100ms700ms--ease-outopacity 0→1, y 20→0, blur 8→0Stagger start
Hero headingPage load200ms800ms--ease-outopacity 0→1, y 30→0, blur 8→0Core focal point
Hero subtextPage load320ms700ms--ease-outopacity 0→1, y 20→0After heading lands
Hero CTAPage load440ms600ms--ease-outopacity 0→1, y 20→0, scale 0.95→1Last hero element
Section headingScroll (20% visible)0ms800ms--ease-outopacity 0→1, y 40→0Per section
CardsScroll (15% visible)0/80/160ms700ms--ease-outopacity 0→1, y 30→0Stagger per card
CTA buttonsHover0ms500ms--ease-snapy 0→-2px, shadow increaseImmediate response
CardsHover0ms400ms--ease-snapy 0→-4px, shadow increaseLift effect

Timing Rules:

RuleValueWhy
Maximum total entry sequence800msBeyond 800ms, the page feels slow to load
Stagger increment80-150msBelow 80ms feels simultaneous. Above 150ms feels sluggish
Hover response≤ 150ms perceived startThe user must feel instant feedback
Scroll reveal duration600-900msLong enough to notice, short enough to not obstruct
Page transition300-500msFast enough to not break flow, slow enough to register
Micro-interaction (toggle, checkbox)200-350msFunctional feedback, not theatrical

⚠ Drift Warning: The #1 AI animation failure is making everything too slow. A 1.5-second fade-in on every section makes the page feel like it's loading, not revealing. Keep scroll reveals under 900ms. Keep hover responses under 500ms. Keep total page entry under 800ms.

→ Stagger Choreography

Stagger is not "delay each item by 100ms." Stagger follows visual hierarchy.

Correct stagger order (top to bottom = first to last):

1. Container/background (instant or 0ms)
2. Primary content (heading, hero image) - 100ms
3. Supporting content (subtext, description) - 220ms  
4. Interactive elements (CTAs, buttons) - 340ms
5. Decorative elements (badges, accents) - 440ms

Stagger within grids (cards, features):

For a 3-column grid, stagger left-to-right:
  Card 1: 0ms
  Card 2: 80ms
  Card 3: 160ms

For a 2x3 grid, stagger top-left to bottom-right:
  Row 1: 0ms, 80ms, 160ms
  Row 2: 120ms, 200ms, 280ms

⚠ Drift Warning: Never stagger more than 6-8 items. If you have 12 cards, stagger the first 4-6, then bring the rest in together. A 12-item stagger takes 1.2+ seconds and the user loses patience watching items appear one by one.

✓ Quality Gate: Choreography

Before moving to Phase 3, confirm:

  • Easing palette is defined (not using CSS keyword easings)
  • Timing sheet covers every moving element
  • No animation exceeds 900ms duration
  • Total page entry sequence is under 800ms
  • Stagger increments are 80-150ms
  • Stagger follows visual hierarchy, not DOM order
  • No more than 6-8 items are individually staggered

Phase 3: Build the Motion (Framework-Agnostic Rules)

Implement layer by layer. Each layer builds on the previous one. Do not skip layers. Never output massive boilerplate code blocks. Instead, apply the following constraints when generating the actual code:

Physical Correctness Rules

These apply to EVERY animation regardless of layer. Violations are automatic quality gate failures.

RuleSpecificationWhy
Never scale(0)Start from scale(0.9) minimum, paired with opacity: 0. Range: 0.9-0.97 for UI, 0.95-0.97 for subtle entries.Nothing in the physical world appears from absolute nothingness. scale(0) reads as a rendering glitch, not an entrance.
Origin-aware transformsPopovers, tooltips, and dropdowns set transform-origin to the trigger element's position. Modals are exempt - modals stay transform-origin: center because they are viewport-anchored, not trigger-anchored.Elements that grow from their source point create a spatial story. Elements that grow from their own center feel disconnected from the action that summoned them.
Universal press feedbackEvery pressable element: :active { transform: scale(0.97); transition: transform 160ms var(--ease-snap) }. Subtle range: 0.95-0.98.A button that visually compresses on press confirms the interface registered the action. Missing press feedback makes the UI feel unresponsive regardless of actual latency.
Ban transition: allAlways specify exact properties: transition: transform 200ms var(--ease-out), opacity 200ms var(--ease-out).transition: all animates every property that changes - including background-color, box-shadow, border - causing off-GPU paint operations and visual artifacts.
Asymmetric timingDeliberate user actions (press, hold, destructive confirm) = slow. System response (release, dismiss, confirm) = fast. Example: hold-to-delete overlay fills over 2s linear on press, snaps back in 200ms var(--ease-out) on release.Slow where the user is deciding gives them control. Fast where the system responds gives them confidence. Symmetric timing feels mechanical.

Layer 1: Entry Animations (Page Load)

Every above-the-fold element needs a choreographed entrance.

  • Constraint: Use staggered entry animations based on visual hierarchy (Containers → Headings → Subtext → CTAs → Decorators).
  • CSS: Use @keyframes with transform: translateY(24px) and filter: blur(6px) to 0, applying --ease-out. Stagger via animation-delay.
  • Framer Motion: Use staggerChildren: 0.12. Children should fade-up and deblur.
  • GSAP: Use gsap.timeline() with .from() tweens. Set ease: "power3.out". Overlap tweens with -=0.5.
Layer 2: Scroll-Triggered Reveals

Elements below the fold reveal as the user scrolls them into view.

  • Constraint: Do not use scroll-jacking (preventing default scroll). Use scroll-linked (scrub) or threshold-triggered reveals.
  • Vanilla JS: Use IntersectionObserver with a threshold of 0.15 and rootMargin: "-50px". Unobserve after first trigger to prevent janky re-animation. Add an is-visible class that triggers CSS transitions.
  • GSAP: Use ScrollTrigger. For sticky narrative sections, use pin: true and scrub: 1 to link animation progress directly to scroll position.
Layer 3: Interruptibility Rules

Animations that can be re-triggered before completing (toasts stacking, toggles, accordion spam, rapid hovers) MUST handle interruption gracefully. An animation that restarts from zero on re-trigger creates visual stutter.

MechanismBehavior on interruptUse when
CSS transitionsRetargets from current value - smooth mid-flight reversalHovers, toggles, accordion expand/collapse, any rapidly-triggered state change
CSS @keyframesRestarts from frame 0 - causes jumpOne-shot reveals that fire once (scroll reveals with unobserve), ambient loops
CSS @starting-styleDefines entry state without JS - browser transitions from starting values on first renderElement entry animations without useEffect hacks. Modern replacement for data-mounted patterns
WAAPI (element.animate())JS control with CSS-thread performance. Hardware-accelerated, interruptible, zero library overheadProgrammatic sequences where you need JS timing control but CSS performance
Springs (Framer Motion / GSAP)Carries velocity through interruption - the gold standardGesture-driven motion, drag interactions, anything a user can grab mid-flight

The 500ms rule: If a user can trigger the same animation twice within 500ms (rapid clicking, hover flicking, toast spam), it MUST use CSS transitions or springs. Keyframes will stutter.

Show full SKILL.md (2,336 more words)Show less
Layer 8: State Transitions

Smooth transitions between UI states (modals, accordions, tabs).

  • Modals: Use the native <dialog> element. Fade the ::backdrop and scale/translate the dialog itself to create a 2-layer lifting effect. Modal scales from scale(0.95) + opacity: 0, never scale(0). transform-origin: center (modals are viewport-anchored).
  • Accordions: Use CSS Grid grid-template-rows: 0fr to 1fr for smooth height animations without JS calculations.
  • Tabs: Do not just crossfade active states. Use a sliding indicator (absolute positioned line) that transform: translateX to the active tab's coordinates for a physical connection.
  • Crossfade polish: When two states visibly overlap during a crossfade (old content and new content both partially visible), add filter: blur(2px) during the mid-transition to blend them into one perceived transformation. Keep blur under 16px - heavy blur is GPU-expensive, especially in Safari.
Layer 8.5: Gesture & Drag Physics

For any draggable, swipeable, or dismissable surface (drawers, sheets, toasts, cards, carousels):

PrincipleImplementation
Velocity-based dismissalDo not require dragging past a fixed distance threshold. Compute velocity: Math.abs(dragDistance) / elapsedMs. If > 0.11, dismiss regardless of distance. A quick flick is enough.
Momentum projectionOn release, project the resting position using exponential decay: projectedEnd = current + (velocity / 1000) * decayRate / (1 - decayRate) where decayRate ≈ 0.998. Snap to the nearest target from the projected point, not the release point.
Rubber-banding at boundariesWhen dragging past a natural edge (e.g., pulling a drawer above its max height), apply progressive resistance: rubberband(overshoot, dimension, 0.55) = (overshoot * dimension * 0.55) / (dimension + 0.55 * abs(overshoot)). Never hard-stop - the element should slow continuously like a physical object.
Pointer captureCall element.setPointerCapture(e.pointerId) on drag start. This ensures tracking continues even when the pointer leaves the element's bounds.
Multi-touch protectionOnce a drag begins, ignore additional touch points: if (isDragging) return. Switching fingers mid-drag without this causes the element to jump to the new position.
Velocity handoffWhen the gesture ends and the spring animation begins, pass the finger's release velocity as the spring's initial velocity. There must be zero visual seam between the drag phase and the settle animation.
Layer 9: Loading and Preloader Sequences
  • Constraint: Keep preloaders minimal. A simple expanding line (scaleX) with a numeric counter is more premium than a spinning circle.
  • Timing: Never enforce artificial minimum load times over 2.5s. When resources (document.fonts.ready, images) are loaded, wipe the preloader away (e.g., via clip-path) and immediately trigger the Layer 1 Hero Entry.
Layer 10: Signature Micro-Animations

Select exactly 1 to 3 of these per page. Restraint is what makes them signature - if everything is special, nothing is. Apply them only to the ONE element that deserves maximum attention (the hero heading, OR the primary CTA, OR the featured visual - not all three). The rest of the page uses the standard reveal vocabulary. This contrast is what makes the signature moment land.

  1. Text Scramble / Decode: For hero headings or numbers. Cycle through random characters (!<>-_\\/[]{}-=+*^?#_) before locking into the real text.
  2. Border Draw: Instead of fading a border, use pseudo-elements scaling from 0 to 1 on scaleX/scaleY with staggered delays to look like a pen tracing the edge.
  3. Ripple Click: On primary buttons, spawn a radial-gradient circle exactly at e.clientX / e.clientY (cursor position) and scale it up to 4x while fading opacity to 0.
  4. Shimmer Loading: For async data. Use a linear-gradient angled at -20deg moving from 200% to -200% background-position.
  5. Morphing Blob Background: For hero depth. Use an absolute positioned element with an 8-value border-radius (e.g., 60% 40% 30% 70% / 60% 30% 70% 40%) animated over ~8 seconds.
  6. Tilt Parallax Cards: On hover, track mouse position and apply slight translate(x,y) shifts to internal layers based on a data-depth multiplier to create a 3D diorama effect.
  7. Tooltip Float-Up: Add a 100ms hover delay before floating tooltips up from below. Prevents accidental flashes when cursor passes by. Skip-delay rule: Once any tooltip in a group is already open, subsequent tooltips in the same toolbar/group open instantly with zero delay and zero animation. This makes the entire toolbar feel fast.
  8. Magnetic Cursor Elements: Interactive elements that subtly pull toward the cursor when it enters their proximity zone (~40px). Use spring interpolation on the offset - direct mouse tracking feels robotic, spring-interpolated tracking feels alive.
  9. Gradient Border: Use a conic-gradient with @property --gradient-angle animated linearly over 3 seconds to create a living, spinning edge.
  10. Cursor Trail: If requested, use a small dot tracking exactly to the cursor, and a larger hollow circle that follows with a slight lerp (delay) for an elastic feel. Hide on touch devices.
  11. Clip-Path Reveals: For major section transitions, reveal the next section by expanding a circle clip-path: circle(0% at 50% 50%) to 150%.

Phase 4: Motion Diff

Compare your animations against the Motion Brief and Timing Sheet. Walk through every category. Any FAIL blocks delivery.

⚡ Coverage Check (MANDATORY - Run First)
CheckPASS/FAIL
Every heading on the page has a scroll reveal or entry animation
Every paragraph/body text has at minimum a fade-up reveal
Every card has a scroll reveal AND a hover state (lift + shadow)
Every button has hover (lift/wipe/color) + active (press) + focus-visible states
Every link has a hover underline animation or color shift
Every image has a reveal animation (clip-path, scale-in, or fade)
Every input has a focus state (glow, border shift, or label animation)
Every section has scroll-triggered entry (no section just "sits there")
Every decorative element has ambient motion (float, rotate, pulse)
Every divider/line animates in (scaleX expansion or fade)
Every icon has hover feedback (color, scale, or rotation shift)
Stats/numbers count up from 0 when scrolled into view
Nav bar has an entry animation on page load
Footer has scroll-triggered stagger reveal on its contents
Scroll the entire page top-to-bottom: ZERO static elements found

⚠ If any row is FAIL, go back and add the missing animation before proceeding. This is not optional. A page with 90% animation coverage has dead spots that destroy the premium feel.

Feel Check
CheckPASS/FAIL
Page entry completes in under 800ms total
No element "pops" into existence without any animation
Stagger follows visual hierarchy (heading before subtext before CTA)
Scroll reveals trigger at a natural point (~15-20% element visibility)
Hover feedback is immediate (perceived start ≤ 150ms)
No animation feels "slow" or makes the user wait
No animation draws attention to ITSELF rather than to the content
Cohesion test: mute the page to just motion (blur your eyes). Do ALL animations feel like they belong to the same family? Same speed range, same intensity, same personality?
The compound test: does the page feel "premium" without any single animation being showy? The goal is 20 invisible correct choices, not 1 theatrical one
Easing Check
CheckPASS/FAIL
No CSS keyword easings (ease, ease-in, ease-out) on visible animations
All entry animations use --ease-out (snappy decel)
All hover interactions use --ease-snap (energetic out)
All state transitions use --ease-in-out (smooth)
Easing palette is consistent across the entire page
Performance Check
CheckPASS/FAIL
All animations use ONLY transform and opacity (except clip-path reveals and filter:blur entries)
No animations on top, left, width, height, margin, padding
No transition: all anywhere - every transition specifies exact properties
will-change is applied only to elements that are actively animating
will-change is removed after animation completes (for one-shot animations)
No backdrop-filter on scrolling elements (only fixed/sticky)
Scroll listeners use { passive: true }
Page maintains 60fps during all animations (check DevTools → Performance)
No layout thrashing (reading layout → writing layout in a loop)
Framer Motion: no x/y/scale shorthand props on heavy pages - use animate={{ transform: "translateX(100px)" }} for GPU acceleration
No CSS variable on a parent driving child transforms (e.g., --swipe-amount) - set transform directly on the element to avoid style recalculation storms
Accessibility Check
CheckPASS/FAIL
All motion respects prefers-reduced-motion: reduce
Reduced motion fallback is opacity-only fade (no transforms, no parallax, no spring overshoot)
Hover animations gated behind @media (hover: hover) and (pointer: fine) - touch devices fire hover on tap, causing false activation
Split text has aria-label preserving the original text
No essential information is conveyed ONLY through animation
Focus states are visible and not obscured by animations
Auto-playing animations (marquee, floats, gradients) can be paused (WCAG 2.2.2)
Custom cursor does not appear on touch devices
Technical Check
CheckPASS/FAIL
Scroll reveal uses IntersectionObserver, not scroll event listener
Scroll-linked animations use scrub (not triggered by scroll events)
Touch devices have smoothTouch: false if using Lenis
No scroll-jacking (overriding native scroll behavior) without clear justification
Parallax is disabled on mobile (too janky on underpowered devices)
Custom cursor is disabled on mobile/touch
Preloader shows content within 3 seconds maximum
No FOUC (flash of unstyled content) before animations initialize
Composition Check
CheckPASS/FAIL
Maximum 2-3 complex animations running simultaneously on screen
No competing motion (two elements fighting for attention at the same time)
Ambient motion (floats, gradients) does not compete with interactive motion
Animation density matches the Motion Brief (minimal/moderate/rich)
Personality lock held: every animation on the page belongs to the locked personality (Surgical/Physical/Cinematic). Zero personality drift.
Three-curve maximum held: only 3 easing curves are used across the entire page. Grep the CSS - if you find a 4th curve, the palette leaked.
Intensity consistency: scroll reveals all use the SAME transform distance (e.g., all translateY(24px), not a mix of 20/30/40/60). Hover lifts all use the SAME offset (e.g., all -4px, not a mix). Stagger delays all use the SAME increment.
Signature micro-animations are on at most 1-3 focal elements, not scattered everywhere

The Anti-Patterns

These are the specific failures that turn premium motion into amateur animation. Check for all of them.

❌ The Franken-Motion

Different sections use different easing families - springs here, dramatic curves there, linear snaps elsewhere. Each animation is fine in isolation but the page feels like a patchwork quilt. Fix: Lock a personality in Phase 1 and enforce the Three-Curve Maximum. Every animation must belong to the same easing family. If the hero uses --spring-snappy, the scroll reveals use --spring-snappy. If the cards hover with --ease-snap, ALL interactive elements hover with --ease-snap. Cohesion is the #1 predictor of whether a page feels "premium" or "messy."

❌ The Slow Reveal

Everything fades in over 1.5 seconds. The page feels like it's buffering. Fix: Keep reveals under 800ms. The user came for content, not a curtain call.

❌ The Scroll Carnival

Every element has a different animation: this one slides left, that one bounces, this one rotates in. Fix: Use ONE reveal animation (fade-up-deblur) for all scroll reveals. Consistency reads as intentional.

❌ The Hover Disco

Buttons scale to 1.1x, cards rotate, links flash different colors. Fix: Hover effects should be subtle: 2px lift + shadow expansion for cards, background-color shift for buttons. The user shouldn't be startled.

❌ The Parallax Soup

Five layers of parallax on every section. Foreground, midground, background, all moving at different speeds. Fix: Maximum 2 parallax layers per viewport. One subtle background shift, one element float. More is motion sickness.

❌ The Text Disassembly

Every heading character-splits and reassembles from random positions. Fix: Character-split maximum ONE heading per page. Use word-reveal on section headings. Use simple fade-up on everything else.

❌ The Infinite Preloader

A 5-second preloader with elaborate animations before the content appears. Fix: Preloader maximum 2.5 seconds. If content loads faster, end sooner. Never add artificial delay.

❌ The Missing Reduced Motion

No prefers-reduced-motion media query anywhere. Fix: Every single animation must gate behind prefers-reduced-motion: reduce with an opacity-only fallback.

❌ The Layout Animator

Animating width, height, top, left, padding, margin, or border-radius. Fix: Only animate transform and opacity. Use transform: scale() instead of width/height. Use transform: translate() instead of top/left.


Framework Decision Matrix

If the project uses...Use this motion stack
Vanilla HTML/CSS/JSCSS keyframes + transitions + IntersectionObserver. Add GSAP only for scroll-pinning or complex timelines
React (no framework)Framer Motion (motion/react). It handles AnimatePresence, layout animations, and gesture detection
Next.jsFramer Motion + View Transitions API for page transitions
Vue<Transition> / <TransitionGroup> components + GSAP for scroll
AstroView Transitions API (built-in) + CSS animations + GSAP for scroll
SvelteBuilt-in transition: and animate: directives + GSAP for scroll

When to reach for GSAP:

  • Scroll-pinned (sticky) sequences where content changes as you scroll
  • Horizontal scroll sections
  • Complex timelines with overlapping animations
  • Text splitting with SplitText plugin (premium, but best-in-class)

When CSS is enough:

  • Entry animations (keyframes + animation-delay)
  • Hover states (transitions)
  • Simple scroll reveals (IntersectionObserver + CSS transitions)
  • Floating/ambient motion (keyframes + infinite)
  • Accordion/tab state changes (transitions)

The Apple-Level Motion Standards

These are the non-negotiable standards that separate Apple/Awwwards motion from everything else. They apply regardless of framework. Memorize them.

Spring physics are mandatory. Use CSS linear() spring curves or Framer Motion springs for EVERY primary animation (entries, reveals, modals, transitions). Cubic-bezier is acceptable only for secondary motion (hovers, color shifts, ambient). If the page feels "digital" instead of "physical," the easing is wrong.

Material 3 Expressive is the baseline. Google's M3 Expressive easing - cubic-bezier(0.05, 0.7, 0.1, 1.0) - is the MINIMUM quality for any transition. If your easing is less intentional than this, replace it.

Every curve is a conscious choice. The same 400ms animation with ease, cubic-bezier(0.16, 1, 0.3, 1), and a spring linear() produces three completely different emotional responses: generic, professional, and alive. You must be able to justify WHY you chose each curve.

Stagger creates narrative. Elements appearing simultaneously is a data dump. Elements appearing in sequence is a story. The stagger order IS your visual hierarchy. Apple staggers with 80-120ms precision.

Motion is restraint with intensity. The most awarded sites have fewer animations, not more - but each one is more sophisticated. A single spring-physics text reveal with word masking is worth more than 20 generic fade-ins. Quality over quantity, always.

Performance is non-negotiable. A 45fps animation is worse than no animation. Only animate transform, opacity, and filter. Test on a throttled CPU. If it's not 60fps, simplify until it is. Use will-change surgically.

Reduced motion is not optional. Every animation gates behind prefers-reduced-motion. The reduced version uses opacity-only fades at shorter durations. No transforms, no parallax, no spring overshoot, no scroll-linked sequences.

The acid test. Take a screenshot of your page. Put it next to apple.com, linear.app, vercel.com, or stripe.com. If your motion design looks like it belongs on a different planet, start over. If it looks like it could be a page on one of those sites, you've passed.

© Yu-369, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

Just SKILL.md in skills/awwwards-motion of Yu-369/VibeCurb.

Open the folder on GitHubat commit c324ba7

Compare with similar skills

Awwwards Motion Design 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.

Awwwards Motion Design compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Awwwards Motion Design this skillYu-369/VibeCurb979—~13kAutomated safety check: PassMIT
HyperFrames Animationheygen-com/hyperframes60k3 repos~2.1kAutomated safety check: PassApache-2.0
Anidoodlealexgreensh/anidoodle878—~2.7kAutomated safety check: PassApache-2.0
HyperFrames Keyframesheygen-com/hyperframes60k1 repos~4.1kAutomated safety check: PassApache-2.0
AnalyzeKumarSashank/motiscope122—~3.1kAutomated safety check: NotesMIT
Phone UI Demo AnimationsUnclecheng-li/AI_Animation1.5k—~703Automated safety check: PassMIT

Similar skills

  • HyperFrames Animation

    heygen-com/hyperframes

    Collects motion rules, scene blueprints, transitions and runtime adapters for HyperFrames video compositions, with GSAP as the default animation runtime.

    60k GitHub starsUsed in 3 repos~2.1k tokens
    Media & CreativeAuto-check passed
  • Anidoodle

    alexgreensh/anidoodle

    Code-drawn stills, drawing timelapses, films, explainers and interactive web animations in 32 styles, with composed scores.

    878 GitHub stars~2.7k tokensUpdated today
    Media & CreativeAuto-check passed
  • HyperFrames Keyframes

    heygen-com/hyperframes

    Writes seek-safe 2D and 3D keyframes for HyperFrames video compositions, covering punch-ins, zooms, reframes and camera moves without touching clip assembly.

    60k GitHub starsUsed in 1 repo~4.1k tokens
    Media & CreativeAuto-check passed
  • Analyze

    KumarSashank/motiscope

    Analyze a screen recording of an animation to characterize its motion — timing, easing, transforms, and sequencing — so it can be recreated as web code.

    122 GitHub stars~3.1k tokensUpdated 2 mo ago
    Media & CreativeAuto-check: notes
  • Phone UI Demo Animations

    Unclecheng-li/AI_Animation

    Turns a product, lesson or script into a cinematic web animation staged inside a realistic phone interface, with lock screens, chats, settings and a virtual-clock player.

    1.5k GitHub stars~703 tokensUpdated 6 days ago
    Media & CreativeAuto-check passed
  • Yuv Viral Video

    hoodini/ai-agents-skills

    Edit any selfie or screen-share footage into a viral short-form video in YUV.AI's signature style — Apple-style liquid-glass cards (real CSS backdrop-filter), dark-mode polish, MrBeast-paced cuts…

    282 GitHub stars~7.5k tokensUpdated 3 mo ago
    Media & CreativeAuto-check: notes

More from Yu-369/VibeCurb

  • Image-to-code replication pipeline. An agent skill from Yu-369/VibeCurb.

    979 GitHub stars~8.7k tokensUpdated 2 mo ago
    Auto-check passed
  • Awwwards Hero Section

    Yu-369/VibeCurb

    Hero-section pipeline for building Awwwards/FWA-tier hero sections.

    979 GitHub stars~6.3k tokensUpdated 2 mo ago
    Auto-check passed
  • Visual Redesign

    Yu-369/VibeCurb

    Surgical aesthetic upgrade pipeline for existing React codebases.

    979 GitHub stars~12k tokensUpdated 2 mo ago
    Auto-check passed

Questions about Awwwards Motion Design

What does Awwwards Motion Design do?

Motion design pipeline for building Awwwards/Apple-tier animations, micro-interactions, scroll sequences, page transitions, and kinetic typography. Awwwards Motion Design is an agent skill from Yu-369/VibeCurb. Motion design pipeline for building Awwwards/Apple-tier animations, micro-interactions, scroll sequences, page transitions, and kinetic typography.

When should I use Awwwards Motion Design?

Awwwards Motion Design fits situations like: tasks that involve Motion graphics; tasks that involve Web animation and motion.

How do I install Awwwards Motion Design in Claude Code?

Run `npx skills add Yu-369/VibeCurb --skill awwwards-motion-design -a claude-code`. Or copy the skill folder (skills/awwwards-motion in Yu-369/VibeCurb) into .claude/skills/awwwards-motion-design in your project. Claude Code loads it when a task matches its description.

How do I install Awwwards Motion Design in Codex?

Run `npx skills add Yu-369/VibeCurb --skill awwwards-motion-design -a codex`. Or copy the skill folder (skills/awwwards-motion in Yu-369/VibeCurb) into .agents/skills/awwwards-motion-design in your project. Codex loads it when a task matches its description.

Can I use Awwwards Motion Design in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add Yu-369/VibeCurb --skill awwwards-motion-design -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/awwwards-motion-design, .gemini/skills/awwwards-motion-design, .github/skills/awwwards-motion-design and .opencode/skills/awwwards-motion-design in your project.

What does Awwwards Motion Design need to run?

SKILL.md names no scripts, command-line tools or credentials: Awwwards Motion Design is instructions for the agent only.

Does Awwwards Motion Design access the network?

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.

Is Awwwards Motion Design safe to install?

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.

What licence does Awwwards Motion Design use?

Awwwards Motion Design is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Awwwards Motion Design use?

About 13k tokens (SKILL.md is roughly 53k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.

What are the alternatives to Awwwards Motion Design?

Skills that share tags, products or a category with Awwwards Motion Design: HyperFrames Animation (heygen-com/hyperframes, 60k stars), Anidoodle (alexgreensh/anidoodle, 878 stars), HyperFrames Keyframes (heygen-com/hyperframes, 60k stars) and Analyze (KumarSashank/motiscope, 122 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Awwwards Motion Design?

Yu-369 (a GitHub user) maintains it in Yu-369/VibeCurb, which has 979 GitHub stars. The repository holds 4 skills in this directory. The repository was last updated on August 5, 2026.

Source: Yu-369/VibeCurb on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.