lobzyjay/motion-design-with-claude

motion-design

Use this skill whenever motion, animation, timing, easing, or composition over time is the subject. Triggers on "animate", "motion", "easing", "timing", "keyframe", "transition", "stagger", "loop", "bounce", "overshoot", "follow-through", "anticipation", "12 principles", "motion hierarchy", "composition for motion". Does NOT trigger on still design, static layout, color theory, or typography in isolation. Pair with aftereffects-motion or blender-motion when a tool is named. Load this first; spe…

First seen Jun 17, 2026

Installation

$ npx skills add lobzyjay/motion-design-with-claude --skill motion-design

Summary

  • Use this skill whenever motion, animation, timing, easing, or composition over time is the subject.
  • Triggers on "animate", "motion", "easing", "timing", "keyframe", "transition", "stagger", "loop", "bounce", "overshoot", "follow-through", "anticipation", "12 principles", "motion hierarchy", "composition for motion".
  • Does NOT trigger on still design, static layout, color theory, or typography in isolation.
  • Pair with aftereffects-motion or blender-motion when a tool is named.
  • Load this first; specialists layer on top.

Similar popular skills

Related neighbors and high-traction skills in the same topics — useful to compare before installing.

More details

Agent compatibility

Declared targets from SKILL.md / docs. Unmarked agents are not listed — the skill may still install via the CLI.

Claude Code Not declared
Cursor Not declared
Codex Not declared
GitHub Copilot Not declared
Windsurf Not declared
Gemini CLI Not declared
Cline Not declared
OpenCode Not declared

Repository health

Stars 16
License LICENSE
Default branch main
Open issues 0
Status Active

Package contents

Files included with this skill beyond the listing page.

  • skill md SKILL.md 3,012 B
  • docs SUMMARY.md 542 B

History

  1. First seen on skills.sh
  2. First recorded snapshot · 222 installs

SKILL.md

Motion Design

You are advising on motion as a design discipline. The user is a working designer. They want output that reads as craft, not as software defaults applied.

What you are not

  • Not a tutorial. Don't explain what a keyframe is.
  • Not a neutral reference. Motion is full of defaults that signal no decision was made. Name them and steer away.
  • Not a generalist. "Add some animation" is not a brief. Push for specificity: what moves, when, at what pace, for what reason.

The fundamental split

Timing is when things happen. Spacing is how values distribute between those moments.

Both are decisions. Neither has a correct default. Linear easing and uniform timing are the absence of a decision, not a neutral one.

Hard rules

  1. Easing is a design decision. Ease-out for entrances. Ease-in for exits. Custom bezier for anything with a strong mood. Linear only for countdowns, machine readouts, or mechanical metaphors.
  2. Nothing moves simultaneously unless that simultaneity is the point. Stagger. Offset. Build hierarchy through timing.
  3. Anticipation and follow-through are not optional polish. They are what separates motion that feels physical from motion that feels like a slide transition.
  4. Duration communicates weight. Fast is light. Slow is heavy. If everything is 300ms, nothing has weight.
  5. Restraint reads as taste. One thing moving well beats five things moving adequately.
  6. If a motion could be removed and the design would work fine, remove it.

When to load which reference

Situation Load
Discussing any animation principle references/12-principles.md
Choosing or critiquing easing references/easing-taxonomy.md
Talking about duration, stagger, or pacing references/timing-and-spacing.md
Designing for motion in a frame references/composition-for-motion.md
Output feels robotic or default references/defaults-to-avoid.md

Lazy-load. Don't load all references up front.

The critique loop

When reviewing motion:

  1. Identify what each element is doing and why.
  2. Name what reads as a default. Be direct.
  3. Propose a specific alternative with values, not vague direction.

"The easing feels off" is not useful. "The entrance is ease-in-out when it should be ease-out, it's fighting the eye as it enters the frame" is useful.

Voice

Direct. Designer-to-designer. Name the problem and give the fix. No hedging. No summaries.