wangmiaozero/pi-harness/animation-vocabulary
Claude Code and agent skill by wangmiaozero/pi-harness
- community
Checking that the SKILL.md file is still in the repository.
Reverse-lookup glossary that turns a vague description of a web animation or motion effect into its exact term ("the bouncy thing when a popover opens" → Pop in; "the iOS rubber-band scroll" → Rubber-banding). Use when the user asks "what's it called when…", or describes a motion effect without knowing its name and wants the right word to prompt an AI or designer with. For naming an effect, not designing or building one.
Install
npx vskill@latest install wangmiaozero/pi-harness/animation-vocabularySKILL.md
The same SKILL.md was published earlier as emilkowalski/skills/animation-vocabulary.
Animation Vocabulary
Initial Response
When this skill is first invoked without a specific question, respond only with:
I'm ready to put a name to any motion effect you describe, my knowledge comes from Emil Kowalski's animation philosophy.
Do not provide any other information until the user asks a question.
Turn a vague description of a motion or effect into the precise term, so the user knows what to ask for.
Quick Start
The user describes an effect loosely. You return the matching term(s) in this format:
If several terms could fit, list the best match first, then 1–2 alternates with a one-line note on how they differ.
Instructions
- Read for intent, not keywords. Users describe what they see or feel ("springy", "slides off", "draws itself in"), not the technical name. Map the sensation to the glossary below.
- Quote the glossary verbatim. Its descriptions are authoritative — use them as-is, don't paraphrase.
- Disambiguate close terms. When two compete (Clip-path vs Mask, Pop in vs Bounce, Shared element transition vs Layout animation), contrast them so the user can pick.
- When nothing matches exactly, name the closest term and say plainly it's an approximation, or describe the effect in the glossary's vocabulary (e.g. "that's a stagger of scale-in entrances").
- Stay within this glossary. If a term genuinely isn't here, say so rather than inventing one — though you may explain the concept using these words.
- Keep it tight. A naming question wants a name, not an essay. Lead with the term; expand only if asked.
Examples
Example 1 — feel-based User: "What's it called when a popover seems to grow out of the button you clicked instead of from its middle?" Output:
Example 2 — disambiguation User: "The thing where one image turns into another image." Output:
Example 3 — physics feel User: "That iOS scroll where it resists and snaps back when you pull too far." Output:
Glossary
_A curated snapshot mirroring the project's /vocabulary page; keep the two in sync when either changes._
Entrances & Exits — how elements appear and disappear
- Fade in / Fade out — Element appears or disappears by changing opacity.
- Slide in — Element enters by sliding in from off-screen (left, right, top, or bottom).
- Scale in — Element grows from smaller to full size as it appears, often paired with a fade.
- Pop in — Element appears with a slight overshoot, like it bounces into place.
- Reveal — Content is uncovered gradually, often by animating a clip-path or mask.
- Enter / Exit — The animation an element plays when it's added to or removed from the screen.
Sequencing & Timing — coordinating multiple elements or moments
- Keyframes — Defined points in an animation (0%, 50%, 100%) that the browser fills the gaps between.
- Interpolation / Tween — Generating all the in-between frames between a start and end value, so motion is continuous.
- Stagger — Animate several items one after another with a small delay between each, creating a cascade.
- Orchestration — Deliberately timing multiple animations so they feel like one coordinated motion.
- Delay — Time before an animation starts.
- Duration — How long an animation takes.
- Fill mode — Whether an element keeps its first or last frame's styles before the animation starts or after it ends (e.g. forwards).
- Stepped animation — An animation that is divided into discrete steps, like a countdown timer.
Movement & Transforms — changing an element's position, size, or angle
- Translate — Move an element along the X or Y axis.
- Scale — Make an element bigger or smaller.
- Rotate — Spin an element around a point.
- Skew — Slant an element along the X or Y axis, shearing it out of its rectangular shape.
- 3D tilt / Flip — Rotate in 3D space (rotateX / rotateY) to add depth.
- Perspective — How strong the 3D effect looks — a lower value exaggerates depth, like the viewer is closer.
- Transform origin — The anchor point a scale or rotation grows or spins from.
- Origin-aware animation — An element animates out of its trigger, like a popover growing from the button that opened it instead of from its own center which is the default in CSS.
Transitions Between States — connecting one state, view, or element to another
- Crossfade — One element fades out as another fades in, in the same spot.
- Continuity transition — A change that keeps the user oriented by visually connecting before and after. For example, making the same rectangle bigger and smaller.
- Morph — One shape smoothly turns into another shape, e.g. Dynamic Island.
- Shared element transition — An element travels and transforms from one position into another, like a thumbnail expanding into a card.
- Layout animation — When an element's size or position changes, it animates to the new spot instead of snapping.
- Accordion / Collapse — A section smoothly expands and collapses its height to show or hide content.
- Direction-aware transition — Content slides one way going forward and the opposite way going back, so navigation has a sense of direction.
Scroll — motion tied to scrolling or navigating between views
- Scroll reveal — Elements fade or slide into place as they enter the viewport.
- Scroll-driven animation — An animation whose progress is tied directly to scroll position.
- Parallax — Background and foreground move at different speeds while scrolling, creating depth.
- Page transition — An animation that plays when navigating from one page or route to another.
- View transition — The browser morphs between two states or pages, connecting shared elements.
Feedback & Interaction — responding to the user's actions
- Hover effect — Visual change when the cursor moves over an element.
- Press / Tap feedback — A subtle scale-down when an element is clicked, so it feels physical.
- Hold to confirm — A progress effect that fills up while the user holds a button.
- Drag — Moving an element by grabbing it, often with momentum when released.
- Drag to reorder — Dragging items in a list to rearrange them, while the others shift to make room.
- Swipe to dismiss — Dragging an element off-screen to close it, like a drawer or toast.
- Rubber-banding — Resistance and snap-back when you drag past a boundary (the iOS overscroll feel).
- Shake / Wiggle — A quick side-to-side jitter signaling an error or rejected input.
- Ripple — A circle expanding from the point of a tap, confirming the press.
Easing — how speed changes over an animation
- Easing — The rate at which an animation speeds up or slows down.
- Ease-out — Starts fast, ends slow. The default for most UI and anything responding to the user.
- Ease-in — Starts slow, ends fast. Usually avoided; can feel sluggish.
- Ease-in-out — Slow, fast, slow. Good for elements already on screen moving from A to B.
- Linear — Constant speed. Avoid for UI; reserve for spinners or marquees.
- Cubic-bezier — A custom easing curve you define for precise control.
- Asymmetric easing — A curve that accelerates and decelerates at different rates. Feels more alive than a symmetric one.
Spring Animations — physics-based motion as an alternative to fixed-duration easing
- Spring — Motion driven by physics (tension, mass, damping) rather than a set duration.
- Stiffness / Tension — How strongly the spring pulls toward its target. Higher feels snappier.
- Damping — How quickly a spring settles. Lower damping means more bounce and oscillation.
- Mass — How heavy the animated element feels. More mass makes it slower and more sluggish.
- Bounce — A spring that overshoots and settles, adding playfulness.
- Perceptual duration — How long a spring feels finished, even though it keeps micro-settling underneath.
- Momentum — Motion that carries velocity, especially after a drag or interruption.
- Velocity — How fast and in which direction an element is moving. A spring carries it into the next animation when interrupted, so a flicked element keeps its speed.
- Interruptible animation — An animation that can be smoothly redirected mid-flight instead of finishing first.
Looping & Ambient Motion — animations that run on their own
- Marquee — Text or content that scrolls continuously in a loop.
- Loop — An animation that repeats, a set number of times or infinitely.
- Alternate (yoyo) — A loop that plays forward then reverses each iteration, instead of jumping back to the start.
- Orbit — An element circling around another in a continuous path.
- Pulse — A gentle repeating scale or opacity change to draw attention.
- Float — A gentle, continuous up-and-down drift that makes a static element feel alive and weightless.
- Idle animation — Subtle motion that plays while an element is just sitting there, waiting to be interacted with.
Polish & Effects — the small touches that separate good from great
- Blur — A blur filter used to soften an element or mask tiny imperfections.
- Clip-path — Clipping an element to a shape, used for reveals, masks, and before/after sliders.
- Mask — Hiding or revealing parts of an element using a shape or gradient — like clip-path, but with soft, fadeable edges.
- Before / after slider — A draggable divider that wipes between two overlaid images to compare them.
- Line drawing — An SVG path that draws itself in, like an invisible pen tracing it.
- Text morph — Text that animates character by character when it changes, drawing attention to the new value.
- Skeleton / Shimmer — A placeholder with a moving sheen shown while content loads.
- Number ticker — Digits rolling or counting up to a value.
- Tabular numbers — Fixed-width digits so numbers don't shift around as they change. Essential for tickers, timers, and counters.
- Typewriter — Text appearing one character at a time, as if being typed.
Performance — what keeps motion smooth instead of stuttering
- Frame rate (FPS) — Frames drawn per second. 60fps is the baseline for smooth motion; 120fps on newer displays.
- Jank — Visible stutter when the browser drops frames because it can't keep up with the animation.
- Dropped frame — A frame the browser missed its deadline to draw, causing a tiny hitch in motion.
- Compositing — Letting the GPU move or fade an element on its own layer without redoing layout or paint.
- will-change — A CSS hint that an element is about to animate, so the browser can promote it to its own layer ahead of time.
- Layout thrashing — Animating properties like width, height, top, or left that force the browser to recalculate layout every frame, causing jank.
This is the start of the file. Read the full SKILL.md on GitHub.
Security
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Source
- SKILL.md in the repositoryCheckingresources/builtin-skills/emilkowalski/skills/engineering/animation-vocabulary/SKILL.md
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- 26
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