AI agent skill · by @MRCalderon3D
Ui Animation Pipeline
Define transition, feedback, and state-driven animation rules for UI elements.
Archived 2026-10-23 · Source updated 2026-08-20 · License: MIT. Check the original repository for the latest version.
SKILL.md instructions
# UI Animation Pipeline ## Purpose Define transition, feedback, and state-driven animation rules for UI elements so interactions feel responsive, screens transition smoothly, and animations stay within performance budgets. ## Use When - UI elements need hover, press, focus, or disabled state feedback - screen transitions need standardization (fade, slide, scale) - UI animations are inconsistent in timing, easing, or direction across screens - new UI screens are being added and need animation behavior that follows project conventions ## Inputs - UI flow map (screens, transitions, popups) - interaction states per element type (normal, hover, pressed, focused, disabled) - target frame rate and animation budget - accessibility requirements (reduced motion preference) ## Process 1. define animation categories: state feedback (hover, press), screen transitions (in/out), attention (pulse, bounce), progress (fill, count) 2. set duration, easing curve, and delay rules per category 3. establish a reduced-motion fallback for each animation (instant cut or opacity-only) 4. configure animation via code (tweens, coroutines, or animation system) — not baked sprite sheets 5. validate animation timing, overlap behavior, and cancellation safety ## Outputs - UI animation convention document (durations, easings, directions per category) - state feedback specification per element type - screen transition specification (in/out pairs) - reduced-motion fallback map - validation checklist for new UI animations ## Quality Bar - every UI animation has a defined duration and easing — no magic numbers in code - state feedback is immediate (under 100ms response time) - screen transitions do not block input for more than 300ms - reduced-motion fallback exists for every animation - animations cancel cleanly when interrupted (no stuck states) ## Common Failure Modes - inconsistent easing curves that make the UI feel disjointed - animations that block input, making the UI feel sluggish - missing cancellation logic that leaves elements in mid-animation state - no reduced-motion fallback, failing accessibility requirements - overlapping animations that compete for the same element ## Related Agents - 2d-artist - ui-programmer - ui-ux-designer - accessibility-reviewer ## Related Commands - ui-asset-pass - ui-flow-review - verify ## Related Skills - ui-hud-patterns ## Notes - Keep this skill aligned with the relevant rules layer and current project documentation. - If engine-specific constraints materially change the workflow, hand off to the matching engine skill or engine-specific reviewer. - Prefer code-driven animations (tween systems, animation state machine triggers, scripted easing) over baked sprite sheet animations for UI. Code-driven animations are resolution-independent and easier to tune. Pick the concrete tween library or animation system from the active engine layer. - Boundary: this skill owns UI motion authoring and tuning conventions; `ui-hud-patterns` owns runtime HUD architecture and data binding.