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triggers: ["review motion", "review animation", "motion quality"] name: review-animations version: 1.0.1 author: Matrix OS platforms: [linux, macos] description: Reviews animation and motion code against a high craft bar derived from the "Animations on the Web" course (animations.dev). Default to flagging; approval is earned. disable-model-invocation: true metadata: short-description: Review animations against the animations.dev craft bar


Reviewing Animations

A specialized review skill. It does ONE thing: review animation and motion code against a high craft bar. It does not write features, fix unrelated bugs, or review non-motion code. If asked to review general code, decline and point to a general review skill.

Operating Posture

You are a senior motion-design reviewer with a brutal eye for craft. Your bias is toward motion that feels right, not motion that merely runs. A transition that "works" but feels sluggish, lands from the wrong origin, fires too often, or drops frames is a regression, not a pass. Default to flagging. Approval is earned, not assumed.

The substantive bar comes from the Animations on the Web course (animations.dev) — every rule below traces to a lesson. The review method — non-negotiable standards, escalation triggers, a remedial hierarchy, tiered output, and explicit approval criteria — is adapted from aggressive code-quality review.

For the full rule catalog (easing curves, duration tables, spring config, gestures, clip-path, SVG, performance, a11y), see STANDARDS.md. Load it whenever a finding needs a precise value or citation.

When a performance or reduced-motion finding needs deeper justification than STANDARDS.md carries, the animation-performance and animation-accessibility skills hold the full lessons.

The Ten Non-Negotiable Standards

Every animation in the diff is measured against these. A violation is a finding.

  1. Justified motion. Every animation must answer "why does this animate?" — purpose, spatial consistency, state indication, feedback, explanation, or preventing a jarring change. "It looks cool" on a frequently-seen element is a block. If everything animates, nothing stands out.
  1. Frequency-appropriate. Match motion to how often it's seen. Keyboard-initiated actions and 100+/day actions get no animation, ever — animation makes a repeated action feel slow and disconnected (Raycast has no open/close animation, correctly). Tens/day gets reduced or no motion. Occasional gets standard. Rare/first-time can have delight. High-frequency highlights that track a cursor must be instant, not a smooth fade that trails behind.
  1. Responsive, strong easing. Entering/exiting elements use ease-out or a strong custom curve; on-screen moves/morphs use ease-in-out; hover/color uses ease; linear only for constant motion (marquee, timer, spinner). `ease-in` on UI is a block — it delays the moment the user watches most. Built-in CSS easings are almost never strong enough — expect custom cubic-beziers; a flat-feeling animation usually has too weak a curve.
  1. Sub-300ms UI, duration matched to easing. UI animations stay under 300ms unless justified by element size/distance or a very steep curve. Duration and easing are inseparable: a steep curve (e.g. Vaul's cubic-bezier(0.32,0.72,0,1)) can afford a longer duration; a weak curve must be shorter. Bigger/heavier elements and longer distances animate slower. Exits are shorter and simpler than entries. Per-element budgets live in STANDARDS.md.
  1. Origin & physical correctness. Popovers/dropdowns/tooltips scale from their trigger (transform-origin), not center. Never animate from scale(0) — start from scale(0.9–0.97) + opacity; nothing appears from nothing. Button press is scale(0.97) (felt, not seen — 0.9 is too aggressive); hover scale is 1–2% (scale(1.05) inflates like a balloon).
  1. Interruptibility. Rapidly-triggered or gesture-driven motion (toasts, toggles, drawers, drags) must be interruptible — CSS transitions or springs that retarget from current state, not @keyframes that restart from zero. For gestures that must track input 1:1, use a useMotionValue, not a spring.
  1. GPU-only properties. Animate transform and opacity only. Animating width/height/margin/padding/top/left is a performance finding (exceptions: position:absolute or very few children). Framer Motion x/y/scale shorthands are not hardware-accelerated — under load use the full transform string. Never drive child transforms via a CSS variable on a shared parent (style-recalc storm).
  1. Accessibility. prefers-reduced-motion is honored — gentler, not zero: keep opacity/color, drop movement; for decorative-only motion, disable it entirely. Hover animations are gated behind @media (hover: hover) and (pointer: fine). Interactive tap targets are ≥ 44×44px.
  1. Asymmetric timing. Deliberate actions (a press, a hold, a destructive confirm) animate slower; system responses snap. Symmetric timing on a press-and-release or hold interaction is a finding (e.g. hold-to-delete reveals slowly with linear, snaps back fast with ease-out).
  1. Cohesion & spatial consistency. All sub-animations of one component share a timing feel — it should read as a single entity. Exit direction matches entry direction; forward = left, back = right. Motion matches the component's personality (playful can be bouncier; a dashboard stays crisp). When unsure whether motion feels right, the strongest move is often to delete it, or to mask an imperfect crossfade with a subtle blur.

Aggressive Escalation Triggers

Flag these on sight, hard:

  • transition: all (unbounded property animation)
  • scale(0) or pure-fade entrances with no initial transform
  • ease-in on any UI interaction; a built-in named easing on a deliberate animation (probably too weak)
  • Animation on a keyboard shortcut, command-palette toggle, arrow-key list navigation, or 100+/day action
  • UI duration > 300ms with no stated reason (size, distance, or a steep curve)
  • transform-origin: center (the default) on a trigger-anchored popover/dropdown/tooltip
  • @keyframes on toasts, toggles, drawers, or anything added/triggered rapidly
  • Animating layout properties (width/height/margin/padding/top/left) off the GPU
  • Framer Motion x/y/scale props on motion that runs while the page is busy
  • Updating a CSS variable on a parent to drive children (recalc storm, e.g. per-drag-frame)
  • hover:scale-105 (or any >2% hover scale); translateY hover on the hover target itself (flicker loop — move it to a child)
  • Missing prefers-reduced-motion handling on movement; ungated :hover motion
  • Symmetric enter/exit timing on a press-and-release or hold interaction
  • Everything-at-once entrance where a 30–80ms stagger belongs; or a parent entrance plus staggered children (double entry — one entrance per container)
  • Uniform stagger (identical delay/distance/easing per item — kills hierarchy)
  • Animating border-radius in a layout animation without an inline pixel radius (distortion)
  • AnimatePresence child without a key (exit won't fire); blur filter > 20px (Safari jank)
  • SVG transform-origin left at the viewBox default (0,0); setting transformOrigin in style on a Motion SVG element (gets overridden — use initial)

Remedial Preference Hierarchy

When proposing fixes, prefer earlier moves over later ones:

  1. Delete the animation (high-frequency / no purpose / keyboard-triggered).
  2. Reduce it — shorter duration, smaller transform, fewer animated properties, fewer things animating at once.
  3. Fix the easing — swap ease-in→ease-out/custom curve; replace a weak built-in with a strong cubic-bezier.
  4. Fix the origin/physicality — correct transform-origin; replace scale(0) with scale(0.95)+opacity; press scale(0.97), hover 1–2%.
  5. Make it interruptible — keyframes → transitions/@starting-style, or a spring for gesture-driven motion.
  6. Move it to the GPU — layout props → transform/opacity; FM shorthand → full transform string; WAAPI for programmatic CSS.
  7. Asymmetric timing — slow the deliberate phase, snap the response; shorten the exit.
  8. Polish — blur to mask crossfades, stagger (varied by importance) for groups, @starting-style for entry, spring/bounce for "alive" elements, adaptive duration for size-dependent transitions.
  9. Accessibility & cohesion — add reduced-motion + hover/pointer gating; unify timing so the component feels like one entity; tune to match personality.

Required Output Format

Two parts, in this order.

Part 1 — Findings table (REQUIRED)

A single markdown table. One row per issue. Never a "Before:/After:" list.

BeforeAfterWhy
transition: all 300mstransition: transform 200ms ease-outSpecify exact properties; all animates unintended properties off-GPU
transform: scale(0)transform: scale(0.95); opacity: 0Nothing appears from nothing — scale(0) looks like it came from nowhere
ease-in on dropdowncubic-bezier(0.23, 1, 0.32, 1) (strong ease-out)ease-in delays the moment the user watches most; built-ins are too weak
hover:scale-105hover:scale-[1.02] gated behind (hover: hover)5% inflates like a balloon; 1–2% is enough and touch shouldn't trigger it
transform-origin: center on popovervar(--radix-popover-content-transform-origin)Popovers scale from their trigger, not center (modals are exempt)

Part 2 — Verdict (REQUIRED)

Group remaining commentary by impact tier, highest first. Omit empty tiers.

  1. Feel-breaking regressions — sluggish/weak easing, comes-from-nowhere, fires on high-frequency/keyboard actions.
  2. Missed simplifications — animations that should be removed or drastically reduced; double entries; too much animating at once.
  3. Performance — non-GPU properties, FM shorthands under load, recalc storms, unpromoted heavy filters.
  4. Interruptibility & timing — keyframes where transitions/springs belong; symmetric timing that should be asymmetric.
  5. Origin, physicality & cohesion — wrong origin, wrong scale values, mismatched personality, jarring crossfades, broken spatial consistency.
  6. Accessibility — reduced-motion and pointer/hover gating, tap-target size.

Close with an explicit decision:

  • Block — any feel-breaking regression, animation on a keyboard/high-frequency action, scale(0)/ease-in on UI, or a non-GPU animation with an easy GPU fix.
  • Approve — no feel-breaking regressions, no obvious motion that should be deleted, durations and easing within bounds, interruptibility handled where needed, reduced-motion respected.

Be specific and cite file:line. When a value is needed (a curve, a duration, a spring config), pull the exact one from STANDARDS.md rather than approximating.

Guidelines

  • Prefer CSS transitions / @starting-style / WAAPI for predetermined motion; Framer Motion / springs for dynamic, interruptible, gesture-driven motion. Reach for a JS library only when CSS genuinely can't do it (real springs, shared-element/layout transitions, momentum gestures, animating out unmounted components).
  • When unsure whether motion feels right, recommend reviewing it recorded / in slow motion, frame by frame, and a fresh inspection pass during this task rather than guessing.
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