New: Earn 20% as an AgentAlley affiliate. Share your link and earn on every sale you refer. Join now New: Earn 20% as an affiliate. Join now

Reverse-lookup glossary that turns a vague description

Animation vocabulary

by emilkowalski · MIT license · ★ 40,755 on GitHub · updated Sep 23

Animation vocabulary cover

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…

---
name: animation-vocabulary
description: 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.
---

# 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

Overview

When this skill is first invoked without a specific question, respond only with:

Manual install (npx, ZIP)
Claude Codenpx skills add emilkowalski/skills --skill animation-vocabulary -g -a claude-code
Claude Code (manual)mkdir -p ~/.claude/skills && curl -sL https://codeload.github.com/emilkowalski/skills/tar.gz/d16ebe60d09a \ | tar -xz -C ~/.claude/skills --strip-components=2 skills-d16ebe60d09a/skills/animation-vocabulary
Windows (PowerShell)New-Item -ItemType Directory -Force "$HOME\.claude\skills" | Out-Null; Invoke-WebRequest "https://m.agentalley.io/zip/14dc5c0ec5a0431850c7/animation-vocabulary.zip" -OutFile "$env:TEMP\animation-vocabulary.zip"; Expand-Archive "$env:TEMP\animation-vocabulary.zip" -DestinationPath "$HOME\.claude\skills" -Force
Claude.ai / desktopDownload the ZIP and upload it under Settings → Capabilities → Skills.
Codex, Cursor, other agentsPoint them at SKILL.md. The other files are plain text.

Connects with Agent Alley MCP · agentalley.io/mcp

Files included

  • SKILL.md13.1 KB
Read the files here
emilkowalski/d16ebe61 file
SKILL.md
Show the full text182 lines

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:

**Stagger** — Animate several items one after another with a small delay between each, creating a cascade.

If several terms could fit, list the best match first, then 1–2 alternates with a one-line note on how they differ.

Instructions

  1. 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.
  2. Quote the glossary verbatim. Its descriptions are authoritative — use them as-is, don't paraphrase.
  3. 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.
  4. 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").
  5. 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.
  6. 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:

**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.

Example 2 — disambiguation User: "The thing where one image turns into another image." Output:

**Morph** — One shape smoothly turns into another shape, e.g. Dynamic Island.

Close alternates:
- **Crossfade** — if they simply fade over each other in the same spot.
- **Shared element transition** — if an element travels and transforms from one position into another.

Example 3 — physics feel User: "That iOS scroll where it resists and snaps back when you pull too far." Output:

**Rubber-banding** — Resistance and snap-back when you drag past a boundary (the iOS overscroll feel).

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.
Principles to Know — concepts that guide when and how to animate
  • Purposeful animation — Motion should serve a function — orient, give feedback, show relationships — not just decorate.
  • Anticipation — A small wind-up in the opposite direction before a move, hinting at what's about to happen.
  • Follow-through — Parts of an element keep moving and settle slightly after the main motion stops, adding weight.
  • Squash & stretch — Deforming an element as it moves to convey weight, speed, and flexibility.
  • Perceived performance — The right animation makes an interface feel faster, even when it isn't.
  • Frequency of use — The more often a user sees an animation, the shorter and subtler it should be.
  • Spatial consistency — Animating so an element keeps its identity and position across states, so users never lose track of where things went.
  • Hardware acceleration — Animating transform and opacity lets the GPU keep motion smooth.
  • Reduced motion — Respecting the user's prefers-reduced-motion setting by toning down or removing motion.
1---
2name: animation-vocabulary
3description: 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.
4---
5 
6# Animation Vocabulary
7 
8## Initial Response
9 
10When this skill is first invoked without a specific question, respond only with:
11 
12> I'm ready to put a name to any motion effect you describe, my knowledge comes from Emil Kowalski's animation philosophy.
13 
14Do not provide any other information until the user asks a question.
15 
16Turn a vague description of a motion or effect into the precise term, so the user knows what to ask for.
17 
18## Quick Start
19 
20The user describes an effect loosely. You return the matching term(s) in this format:
21 
22```
23**Stagger** — Animate several items one after another with a small delay between each, creating a cascade.
24```
25 
26If several terms could fit, list the best match first, then 1–2 alternates with a one-line note on how they differ.
27 
28## Instructions
29 
301. **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.
312. **Quote the glossary verbatim.** Its descriptions are authoritative — use them as-is, don't paraphrase.
323. **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.
334. **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").
345. **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.
356. **Keep it tight.** A naming question wants a name, not an essay. Lead with the term; expand only if asked.
36 
37## Examples
38 
39**Example 1 — feel-based**
40User: "What's it called when a popover seems to grow out of the button you clicked instead of from its middle?"
41Output:
42```
43**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.
44```
45 
46**Example 2 — disambiguation**
47User: "The thing where one image turns into another image."
48Output:
49```
50**Morph** — One shape smoothly turns into another shape, e.g. Dynamic Island.
51 
52Close alternates:
53- **Crossfade** — if they simply fade over each other in the same spot.
54- **Shared element transition** — if an element travels and transforms from one position into another.
55```
56 
57**Example 3 — physics feel**
58User: "That iOS scroll where it resists and snaps back when you pull too far."
59Output:
60```
61**Rubber-banding** — Resistance and snap-back when you drag past a boundary (the iOS overscroll feel).
62```
63 
64## Glossary
65 
66_A curated snapshot mirroring the project's `/vocabulary` page; keep the two in sync when either changes._
67 
68### Entrances & Exits — how elements appear and disappear
69- **Fade in / Fade out** — Element appears or disappears by changing opacity.
70- **Slide in** — Element enters by sliding in from off-screen (left, right, top, or bottom).
71- **Scale in** — Element grows from smaller to full size as it appears, often paired with a fade.
72- **Pop in** — Element appears with a slight overshoot, like it bounces into place.
73- **Reveal** — Content is uncovered gradually, often by animating a clip-path or mask.
74- **Enter / Exit** — The animation an element plays when it's added to or removed from the screen.
75 
76### Sequencing & Timing — coordinating multiple elements or moments
77- **Keyframes** — Defined points in an animation (0%, 50%, 100%) that the browser fills the gaps between.
78- **Interpolation / Tween** — Generating all the in-between frames between a start and end value, so motion is continuous.
79- **Stagger** — Animate several items one after another with a small delay between each, creating a cascade.
80- **Orchestration** — Deliberately timing multiple animations so they feel like one coordinated motion.
81- **Delay** — Time before an animation starts.
82- **Duration** — How long an animation takes.
83- **Fill mode** — Whether an element keeps its first or last frame's styles before the animation starts or after it ends (e.g. forwards).
84- **Stepped animation** — An animation that is divided into discrete steps, like a countdown timer.
85 
86### Movement & Transforms — changing an element's position, size, or angle
87- **Translate** — Move an element along the X or Y axis.
88- **Scale** — Make an element bigger or smaller.
89- **Rotate** — Spin an element around a point.
90- **Skew** — Slant an element along the X or Y axis, shearing it out of its rectangular shape.
91- **3D tilt / Flip** — Rotate in 3D space (rotateX / rotateY) to add depth.
92- **Perspective** — How strong the 3D effect looks — a lower value exaggerates depth, like the viewer is closer.
93- **Transform origin** — The anchor point a scale or rotation grows or spins from.
94- **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.
95 
96### Transitions Between States — connecting one state, view, or element to another
97- **Crossfade** — One element fades out as another fades in, in the same spot.
98- **Continuity transition** — A change that keeps the user oriented by visually connecting before and after. For example, making the same rectangle bigger and smaller.
99- **Morph** — One shape smoothly turns into another shape, e.g. Dynamic Island.
100- **Shared element transition** — An element travels and transforms from one position into another, like a thumbnail expanding into a card.
101- **Layout animation** — When an element's size or position changes, it animates to the new spot instead of snapping.
102- **Accordion / Collapse** — A section smoothly expands and collapses its height to show or hide content.
103- **Direction-aware transition** — Content slides one way going forward and the opposite way going back, so navigation has a sense of direction.
104 
105### Scroll — motion tied to scrolling or navigating between views
106- **Scroll reveal** — Elements fade or slide into place as they enter the viewport.
107- **Scroll-driven animation** — An animation whose progress is tied directly to scroll position.
108- **Parallax** — Background and foreground move at different speeds while scrolling, creating depth.
109- **Page transition** — An animation that plays when navigating from one page or route to another.
110- **View transition** — The browser morphs between two states or pages, connecting shared elements.
111 
112### Feedback & Interaction — responding to the user's actions
113- **Hover effect** — Visual change when the cursor moves over an element.
114- **Press / Tap feedback** — A subtle scale-down when an element is clicked, so it feels physical.
115- **Hold to confirm** — A progress effect that fills up while the user holds a button.
116- **Drag** — Moving an element by grabbing it, often with momentum when released.
117- **Drag to reorder** — Dragging items in a list to rearrange them, while the others shift to make room.
118- **Swipe to dismiss** — Dragging an element off-screen to close it, like a drawer or toast.
119- **Rubber-banding** — Resistance and snap-back when you drag past a boundary (the iOS overscroll feel).
120- **Shake / Wiggle** — A quick side-to-side jitter signaling an error or rejected input.
121- **Ripple** — A circle expanding from the point of a tap, confirming the press.
122 
123### Easing — how speed changes over an animation
124- **Easing** — The rate at which an animation speeds up or slows down.
125- **Ease-out** — Starts fast, ends slow. The default for most UI and anything responding to the user.
126- **Ease-in** — Starts slow, ends fast. Usually avoided; can feel sluggish.
127- **Ease-in-out** — Slow, fast, slow. Good for elements already on screen moving from A to B.
128- **Linear** — Constant speed. Avoid for UI; reserve for spinners or marquees.
129- **Cubic-bezier** — A custom easing curve you define for precise control.
130- **Asymmetric easing** — A curve that accelerates and decelerates at different rates. Feels more alive than a symmetric one.
131 
132### Spring Animations — physics-based motion as an alternative to fixed-duration easing
133- **Spring** — Motion driven by physics (tension, mass, damping) rather than a set duration.
134- **Stiffness / Tension** — How strongly the spring pulls toward its target. Higher feels snappier.
135- **Damping** — How quickly a spring settles. Lower damping means more bounce and oscillation.
136- **Mass** — How heavy the animated element feels. More mass makes it slower and more sluggish.
137- **Bounce** — A spring that overshoots and settles, adding playfulness.
138- **Perceptual duration** — How long a spring feels finished, even though it keeps micro-settling underneath.
139- **Momentum** — Motion that carries velocity, especially after a drag or interruption.
140- **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.
141- **Interruptible animation** — An animation that can be smoothly redirected mid-flight instead of finishing first.
142 
143### Looping & Ambient Motion — animations that run on their own
144- **Marquee** — Text or content that scrolls continuously in a loop.
145- **Loop** — An animation that repeats, a set number of times or infinitely.
146- **Alternate (yoyo)** — A loop that plays forward then reverses each iteration, instead of jumping back to the start.
147- **Orbit** — An element circling around another in a continuous path.
148- **Pulse** — A gentle repeating scale or opacity change to draw attention.
149- **Float** — A gentle, continuous up-and-down drift that makes a static element feel alive and weightless.
150- **Idle animation** — Subtle motion that plays while an element is just sitting there, waiting to be interacted with.
151 
152### Polish & Effects — the small touches that separate good from great
153- **Blur** — A blur filter used to soften an element or mask tiny imperfections.
154- **Clip-path** — Clipping an element to a shape, used for reveals, masks, and before/after sliders.
155- **Mask** — Hiding or revealing parts of an element using a shape or gradient — like clip-path, but with soft, fadeable edges.
156- **Before / after slider** — A draggable divider that wipes between two overlaid images to compare them.
157- **Line drawing** — An SVG path that draws itself in, like an invisible pen tracing it.
158- **Text morph** — Text that animates character by character when it changes, drawing attention to the new value.
159- **Skeleton / Shimmer** — A placeholder with a moving sheen shown while content loads.
160- **Number ticker** — Digits rolling or counting up to a value.
161- **Tabular numbers** — Fixed-width digits so numbers don't shift around as they change. Essential for tickers, timers, and counters.
162- **Typewriter** — Text appearing one character at a time, as if being typed.
163 
164### Performance — what keeps motion smooth instead of stuttering
165- **Frame rate (FPS)** — Frames drawn per second. 60fps is the baseline for smooth motion; 120fps on newer displays.
166- **Jank** — Visible stutter when the browser drops frames because it can't keep up with the animation.
167- **Dropped frame** — A frame the browser missed its deadline to draw, causing a tiny hitch in motion.
168- **Compositing** — Letting the GPU move or fade an element on its own layer without redoing layout or paint.
169- **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.
170- **Layout thrashing** — Animating properties like width, height, top, or left that force the browser to recalculate layout every frame, causing jank.
171 
172### Principles to Know — concepts that guide when and how to animate
173- **Purposeful animation** — Motion should serve a function — orient, give feedback, show relationships — not just decorate.
174- **Anticipation** — A small wind-up in the opposite direction before a move, hinting at what's about to happen.
175- **Follow-through** — Parts of an element keep moving and settle slightly after the main motion stops, adding weight.
176- **Squash & stretch** — Deforming an element as it moves to convey weight, speed, and flexibility.
177- **Perceived performance** — The right animation makes an interface feel faster, even when it isn't.
178- **Frequency of use** — The more often a user sees an animation, the shorter and subtler it should be.
179- **Spatial consistency** — Animating so an element keeps its identity and position across states, so users never lose track of where things went.
180- **Hardware acceleration** — Animating transform and opacity lets the GPU keep motion smooth.
181- **Reduced motion** — Respecting the user's prefers-reduced-motion setting by toning down or removing motion.
182 
View all files on GitHub →

Details

Updated
Sep 23, 2026
License
MIT
Stars on the repo
★ 40,755
Checked
Source
emilkowalski/skills ↗
Creator
emilkowalski · 13 listings
View creator

Similar skills

See all →
SkillMake hand-painted watercolour-and-ink cartoon videosPainted animationedenfunf/reelmimic · by edenfunfMake hand-painted watercolour-and-ink cartoon videos (MP4) with code — p5.js + p5.brush rendered frame by frame in headless Chrome, encoded with ffmpeg — starring Clawd or any character. Use when the user asks to make an animation, animated short, cartoon, music video, lyric video, animated GIF/loop or "a video of Clawd…", or mentions the PDoomVideo / ClaudeAnimationBase approach. Covers storyboarding, the engine API, the render-and-look review loop, music/lyric sync and splitting long videos across subagents.★ 3.6k GitHub starsSkillSearch tool for modern web development best practicesModern web guidanceGoogleChrome/modern-web-guidance · by GoogleChromeSearch tool for modern web development best practices. MANDATORY: Execute FIRST for all HTML/CSS and clientside JS tasks. Do NOT skip — web APIs evolve rapidly and training weights contain obsolete patterns. Trigger immediately for: - UI/Layout: Modals, dialogs, popovers, Glassmorphism/backdrop-filters, anchor positioning, container queries, `:has()`, `:user-valid`. - Scroll/Motion: View Transitions, Scroll-driven animations, scroll parallax/reveals. - Performance: CWV (LCP, INP), content-visibility, Fetch Priority, image optimization. - System/APIs: Local filesystem access, WebUSB, WebSockets sync, WebAssembly widgets. - Frameworks: Adapting layout/styles in React, Vue, Angular. - General Frontend: Forms, autofill, advanced inputs, custom scrollbars, modern component states, etc. DO NOT trigger for: - Backend: Database SQL, ORMs, Express API routes. - Pipelines: CI/CD deployment, Docker, Actions. - Generic: Local scripts (Python/Go tools), ESLint, Git.★ 2.4k GitHub starsSkillTraduz pedidos de animação em português para o efeito deBiblioteca de Motion apenasdouglas · Versão Documentalapenasdouglas/ai-motion-library · by apenasdouglasTraduz pedidos de animação em português ("faz o número quicar", "entra um depois do outro", "dá um tranco no zoom") para o efeito de motion graphics certo, com o termo técnico, a duração e a aceleração. Use sempre que o usuário pedir animação, motion, transição ou efeito em vídeo, HTML, CSS, GSAP, Remotion, HyperFrames ou After Effects, principalmente quando o pedido for vago ("faz uma animação bonita") ou o vídeo for de canal dark (faceless) de curiosidades, história ou documentário. Also triggers on English requests for motion graphics, easing and animation effects in documentary or faceless YouTube videos.★ 68 GitHub starsSkillHeadless, reproducible browser automation with PlaywrightPlaywright BrowserAndyShiu/claude-skill-playwright-browser · by AndyShiuHeadless, reproducible browser automation with Playwright for any project — screenshots of web pages or local dev servers (desktop/tablet/mobile, full page or one element, single page or every page/menu of an app in one batch), frontend audits (console errors, failed requests, broken images/links, responsive overflow, axe accessibility, LCP/CLS performance), before/after visual comparison, scripted E2E flows (log in, click, fill, page through, assert), and logged-in pages via saved sessions. Use this whenever the user wants to screenshot or visually check a site, find frontend bugs, see how a page looks on mobile, compare the UI before and after a CSS/code change, reproduce a bug from an issue or ticket and capture evidence images for it, verify a UI flow works, or run/write a browser test — even if they never say "Playwright" or "browser". If Claude in Chrome could also do the job, briefly ask which to use (with a recommendation) instead of silently picking.★ 49 GitHub starsSkillRebuild a web page, sectionReplicaalbertirgi/replica · by albertirgiRebuild a web page, section, component or interaction from a reference (a live URL, a local HTML file, a screenshot or design export, or a screen recording or GIF) inside the user's own codebase. Then measure the rebuild against the reference (element boxes, computed styles, pixels, motion timing and easing) and iterate until a numeric Replica Score passes. Use when the user wants to clone, replicate, recreate, copy, port or match a site, landing page, hero, navbar, pricing table, card, modal, footer, hover effect, scroll reveal, page-load animation or any other UI, or to "make it look/feel/move like" one. Also use when they say "pixel-perfect", "1:1", "exactly like this" or "same as <url>", or hand over a screenshot, Figma export or video and ask to build it, including when they want their own copy, brand or extra features on top.★ 43 GitHub starsSkillDesign, build, redesign, audit and polish websitesSitesmithbyensitmagnus/sitesmith · by byensitmagnusDesign, build, redesign, audit and polish websites and web apps that do not look AI-generated. Use for landing pages, marketing sites, product and e-commerce pages, SaaS sites, dashboards, web apps, local business sites, portfolios and editorial sites, and for improving existing React, Next.js, Astro, Vue, Tailwind, shadcn or plain HTML/CSS projects. Triggers on: build a website, make a landing page, design a page, redesign this, make it look better, fix the design, improve the UI, this looks generic, choose colours or fonts, pick a style, add animations, make it responsive, add dark mode, accessibility pass, hero section, pricing table, dashboard layout, product page, component styling, design system, design review, UI audit.New listing

More from emilkowalski

SkillApple's approach to interface design and fluidApple designemilkowalski/skills · by emilkowalskiApple's approach to interface design and fluid, physical motion, translated for the web. Use when building or reviewing gesture-driven UI, spring animations, drag/swipe/sheet interactions, momentum and interruptible transitions, translucent materials and depth, typography (optical sizing, tracking, leading), reduced-motion, or the design foundations (feedback, spatial consistency, restraint) behind Apple-style interfaces.★ 40.8k GitHub starsSkillBuild an animation from scratchBuilding Animationsemilkowalski/skills · by emilkowalskiBuild an animation from scratch, making the decisions in the order that determines whether it feels right — should it animate at all, what purpose, which tool, which properties, which curve and duration, how it interrupts, how it exits. Writes the implementation. Use when asked to animate something, add motion, make a component feel alive, or build a transition. For critiquing existing motion use review-animations; for auditing a whole codebase use improve-animations.★ 40.8k GitHub starsSkillBuild animations in React Native and ExpoBuilding Animations in Expoemilkowalski/skills · by emilkowalskiBuild animations in React Native and Expo, making the decisions in the order that determines whether they feel right — should it animate, which thread it runs on, which properties, spring or timing, how the gesture hands off, how it degrades. Writes the implementation with Reanimated, Gesture Handler, Expo Router and expo-haptics. Use when animating anything in an Expo app, adding gestures, sheets, screen transitions, press feedback or haptics, or fixing motion that stutters on device. For web animation use `animate`.★ 40.8k GitHub starsSkillEncodes Emil Kowalski's philosophy on UI polishDesign Engineeringemilkowalski/skills · by emilkowalskiThis skill encodes Emil Kowalski's philosophy on UI polish, component design, animation decisions, and the invisible details that make software feel great.★ 40.8k GitHub starsSkillMake a web app feel native on a phoneFeeling Native On Mobileemilkowalski/skills · by emilkowalskiMake a web app feel native on a phone — the small CSS and meta-tag fixes that separate "a website in a browser" from something that feels installed. Covers sticky hover states, tap highlight flashes, the 100vh bug, inputs that zoom the page, laggy taps, pull-to-refresh hijacking scroll, content under the notch, long-press selecting button text, carousels that scroll the wrong way, mismatched status bars, and the rule that you test on real hardware. Use when a web app is being built for or reviewed on mobile, when something "works in Chrome but feels wrong on my phone", when building a PWA, a bottom sheet, a carousel, a full-screen layout, or any touch interaction. For motion itself use animate; for React Native use animate-expo.★ 40.8k GitHub starsSkillSearch a codebase or UI for places that don't animate butFinding Animation Opportunitiesemilkowalski/skills · by emilkowalskiSearch a codebase or UI for places that don't animate but should, and reject everything that shouldn't. Read-only; it proposes motion with exact values, it does not implement it. Use when the user asks "what could be animated here?" or wants to "make this feel more alive". For fixing existing animations, use improve-animations or review-animations instead.★ 40.8k GitHub stars