sendaifun/solana-new/animation-reverse-engineering
Claude Code and agent skill by sendaifun/solana-new
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Reverse-engineer any motion reference (a video from X/Twitter, Dribbble, a screen recording, a GIF) into production animation code through frame-level dissection. Use when the user shares a video/URL and says "implement this animation", "recreate this motion", "port this interaction", "how does this animate", "clone this effect", or wants to study how a reference moves before building it. Covers both timeline choreography (entrances, text sweeps, staggers) and interaction-driven motion (scrubbers, sliders, drag-driven scenes). Also fires when the user asks where to find good animation references or inspiration — it suggests curated sites and X accounts to hunt, then reverse-engineers whatever they bring back.
Install
npx vskill@latest install sendaifun/solana-new/animation-reverse-engineeringSKILL.md
Preamble (run first)
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This only happens once. If TEL_PROMPTED is yes, skip this entirely and proceed to the skill workflow.
Wrong skill? See SKILL_ROUTER.md for all available skills.
Animation Reverse-Engineering → Production Port
Source & upstream: scriptscrypt/animation-reverse-engineering — improvements land there first and are synced into superstack.
Turn a motion reference into faithful production code via a measured, frame-level pipeline instead of eyeballing. Eyeballing a video at 1× lies about easing, stagger order, overlap, and timing — always dissect first.
Authority Model
frontend-design-guidelines/references/animation.md= baseline constraints (duration tiers, easing, reduced-motion, GPU properties) — this skill inherits them for the final portpage-load-animations= production framer-motion recipes; when the port phase needs an entrance/stagger/modal recipe, delegate the implementation pattern to it- This skill = the measurement layer: how to extract timing, easing, stagger, and interaction grammar from a reference video before any code is written. Neither of the above covers that.
When to Fire This Skill
- The user shares a video, GIF, X/Twitter or Dribbble link and says "build this", "recreate this", "how does this animate"
- An existing animation must match a reference and eyeballed timing "feels off"
- Porting an interaction (scrubber, slider, drag scene) whose behavior must be studied before implementation
- Before
page-load-animationsrecipes are applied to match a specific reference rather than build from scratch
Phase 0 — Classify the animation
Before anything, decide which species you're studying. It changes the analysis checklist and the port architecture:
| Species | Driven by | Examples | Port shape | |
|---|---|---|---|---|
| Timeline choreography | Time (mount, trigger) | Page entrances, text sweeps, staggered lists, modals | Keyframes, springs, delays, AnimatePresence | |
| Interaction-driven | User input (drag, scroll, hover) | Scrubbers, sliders, pull-to-refresh, scroll scenes | One progress value → property mappings + derived discrete state |
Hybrids exist (an interaction that triggers timelines — e.g. release-to-reset rewinds). Classify each layer separately.
Phase 0.5 — No reference yet? Help the user discover one
If the user wants a great animation but has no reference link, don't invent motion from scratch — send them hunting and offer this shortlist (full list, search phrases, and capture tips in references/discovery.md):
- [60fps.design](https://60fps.design) + [@60fpsdesign](https://x.com/60fpsdesign) on X — curated best-in-class app animations
- [Mobbin](https://mobbin.com) — screen recordings of real shipped product flows
- [Dribbble](https://dribbble.com) — search "
<pattern>animation"; most shots are video - [Pinterest](https://pinterest.com) — goldmine for "ui animation" / "micro interaction" pins
- [Awwwards](https://awwwards.com) / [Godly](https://godly.website) — motion-heavy websites (screen-record)
- X craft accounts: @emilkowalski_, @raunofreiberg, @jh3yy, @jsngr
Ask them to bring back a link or screen recording, then continue at Phase 1.
Phase 1 — Acquire
- Download the reference (
yt-dlphandles X/Twitter, YouTube, most hosts; plain
curl for direct mp4/GIF; ask the user for a screen recording if undownloadable).
- Check tooling first:
command -v yt-dlp ffmpeg ffprobe— install what's
missing (brew install yt-dlp ffmpeg) before starting.
- Probe before dissecting — fps, resolution, duration set every later command:
See references/acquisition.md for edge cases.
Phase 2 — Overview contact sheet
One tiled grid at ~2fps to map the whole video and find the transition windows:
Read it and note: distinct states, when each transition starts/ends, what the interactions are (finger/cursor visible?), and which screen regions matter.
Phase 3 — Crop-band frame stacks
Extract dense vertical stacks of just the region that moves, at (or near) native fps. Derive crop coordinates mathematically from the overview sheet's scale factor — do not eyeball. Keep stacks to 14–17 rows for readability; use not(mod(n,k)) sampling to fit; always pair select= with -vsync 0.
Start stacks ~0.3s before visible motion so you capture the exit phase, not just the entrance. Full recipes in references/dissection.md.
Phase 4 — Analysis checklist
Work through the checklist for your species (both, for hybrids). Write the findings down as a doc — this becomes the implementation spec and the verification baseline.
Timeline choreography (full list in references/analysis.md):
- Which properties change (translate, opacity, scale, blur, letter-spacing…)
- Direction grammar (conveyor vs mirror)
- Stagger order (forward, reverse-index, center-out)
- Feather — how many units are mid-transition simultaneously
- Easing measured from frame-by-frame deltas — never guessed
- Asymmetric timing (fast exit + long settle is the norm)
- Handoff overlap between elements
- Intermediate/transient values
- What explicitly does NOT move
Interaction-driven (full list in references/porting-interactions.md):
- The progress domain — what does 0→1 span? Is it clamped, rubber-banded, wrapped?
- Continuous mappings — which properties interpolate smoothly with progress
(gradients, positions, magnification fields)
- Discrete derivations — which values step at thresholds, and how each step
transitions (crossfade? roll? hard cut?) — check for ghost frames at 60fps
- Interaction grammar — every gesture and button: does reset jump or rewind?
does release snap, settle, or stay? is there an autoplay?
- State-dependent chrome — does the scene's palette/theme flip at some progress
value (e.g. day→night)? Does the flip lead or lag the continuous background?
- Smoothing — does the driven value track input 1:1 or through a spring?
Phase 5 — HTML motion lab (optional, decide deliberately)
A single self-contained HTML file (no deps) with toggles + speed slider, to lock timing before touching production. Build it when the animation is timeline-choreographed and timing/easing is the hard part. Skip it when the animation is interaction-driven — easing comes from the user's finger, so go straight to the production port and move the iteration loop into Phase 7 verification instead.
Phase 6 — Production port
Default target is framer-motion (references/porting-framer-motion.md for the pitfall table — filter containing-block trap, per-property transition delays, double-animation nesting, rAF progress bars). For interaction-driven animations use the one-MotionValue architecture in references/porting-interactions.md. Phases 0–5 are framework-agnostic: the same analysis doc ports to CSS/WAAPI, React Native Reanimated, or SwiftUI. When the port is a page entrance, stagger, modal, or live-data pattern, implement it with the recipes in page-load-animations — this skill supplies the measured constants.
Phase 7 — Verify against the reference
Don't stop at "it runs". Drive your implementation to the same states you dissected (Playwright/browser automation), screenshot them, and compare against the frame stacks from Phase 3. This is where mismatches surface — a theme flip threshold that lags the sky, a crossfade that's too slow, a stagger running the wrong direction. Loop: compare → adjust constant → re-screenshot. Method in references/verification.md.
Phase 8 — Document
Record: source link, probe output, the analysis doc, tuning constants (with comments explaining which measurement each encodes), deliberate deviations from the reference (and why), and the exact ffmpeg commands so the dissection is reproducible.
Integration with Other Skills
- `page-load-animations` — the implementation recipe library. This skill measures the reference; that skill provides the framer-motion patterns to port it with. When both fire, this skill's measured constants override recipe defaults.
- `frontend-design-guidelines` — baseline animation constraints (
references/animation.md) still apply to the final port: reduced-motion, GPU-friendly properties, duration sanity. - `design-taste` — when the reference is a branded product, use
design-tasteto adapt the direction rather than clone the identity (see Ethics below).
Resources
references/
This is the start of the file. Read the full SKILL.md on GitHub.
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Source
- SKILL.md in the repositoryCheckingskills/build/animation-reverse-engineering/SKILL.md
Popularity
- Repository stars
- 166
- Repository forks
- 46
- 7-day trend score
- 26
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