mcpbeat

Ss Motion

bitjaru/ss-motion

Apply a named StyleSeed motion to a component — either one of the 5 personality seeds (Spring/Silk/Snap/Float/Pulse × entrance/exit/hover/press/layout) or a distinctive keyword move from the motion library (toggle-flip, toggle-curtain, reveal-blur, pop-in, shimmer, …). Translates vibe words into framer-motion code from one source of truth.

3k tokens
context cost
the whole folder, loaded on every use
1
files
instructions only
0
copies elsewhere
how many repositories repackaged it
866
stars on the repo
on the repository, not the skill itself

Install

one command, takes just this skill from the repository
npx skills add https://github.com/bitjaru/styleseed --skill ss-motion

The instruction itself

9 sections, as written by the author

Motion Seed Applier

When NOT to use

  • For general framer-motion docs or learning → use the framer-motion site
  • For non-React motion (CSS-only transitions, GSAP) — this skill targets motion.X JSX only
  • For full scroll-linked timelines or parallax — out of scope for *this* skill (it does per-component

seeds/moves). Note these ARE allowed on a marketing/landing/brand page (DESIGN-LANGUAGE §43

Cinematic tier); just build them with a scroll library, not this skill. On app/data surfaces they

stay banned.

  • For tweaking the existing FadeIn/FadeUp/Stagger wrappers — edit engine/components/ui/motion.tsx directly

Vibe → Seed mapping

Translate the user's prompt to one of the five seeds before applying. Use this lookup table from engine/motion/index.ts:

| Words the user might say | Seed |

|---|---|

| bouncy, springy, playful, energetic, alive | Spring |

| smooth, silky, fluid, elegant, composed, continuous | Silk |

| snappy, quick, instant, decisive, sharp, precise | Snap |

| floaty, gentle, weightless, dreamy, ambient, drifting | Float |

| rhythmic, punchy, pulsing, heartbeat, beat | Pulse |

| "Toss style", "Arc style" | Spring (per brand default) |

| "Stripe style", "Notion style" | Silk |

| "Linear style", "Raycast style", "Vercel style" | Snap |

If the user says only a *brand* name, use that brand's default seed from BRAND_DEFAULT_SEED. If the user is explicit about a seed name (spring, silk, etc.), respect it verbatim.

Recommend mode — use-case → motion (when the user describes the *moment*, not the vibe)

If the user describes what the thing is ("a like button", "a modal", "the loading

state", "items in a feed") rather than a feeling, recommend from the use-case map

(MOTION_BY_USECASE in engine/motion/library.ts, exported from @engine/motion):

| Use case | Reach for | Why |

|---|---|---|

| Primary button / CTA press | spring · press | tactile, confident — the press should "give" |

| Modal / dialog / sheet enter | silk · entrance | smooth; never bounce serious/destructive content |

| Dropdown / popover / menu | snap · entrance | instant, precise — frequent UI shouldn't wait |

| Toast / inline notification | spring · entrance | small friendly arrival, non-blocking |

| List / feed items appearing | stagger-cascade | choreograph order, gently |

| Feature / marketing card hover | tilt-3d | depth/flair OK on content-light marketing |

| Dashboard / data card hover | snap · hover | a subtle lift only — keep dense UI calm |

| Like / favorite / reaction | like-burst | a celebratory one-shot; reward the tap |

| Live / online / recording dot | pulse-beat | looping heartbeat = "alive" |

| Loading / skeleton | shimmer | calm directional progress |

| Success / confirmation | pop-in | positive little "done" |

| Toggle / tab / segment switch | toggle-flip | distinctive, recognizable switch |

| Page / route transition | silk · entrance | smooth, minimal, get out of the way |

| Number / balance / KPI / price reveal | none | don't animate the payload — it must read instantly |

Two anti-rules override the table (state them if you deviate):

  • One seed per product. If the project already uses a seed, match it — don't introduce a second personality.
  • Never delay the payload. Don't animate a balance, price, or search result into view; motion is for affordance, not content.

Named motion keywords (distinctive moves)

Seeds set a *personality* (how a fade/scale feels). The motion library in

engine/motion/library.ts adds *distinctive moves* — a flip, a curtain wipe, a

morph — each behind a unique keyword. Prefer a keyword when the user wants a

specific, recognizable motion rather than a generic feel.

engine/motion/library.ts (exported as MOTION_LIBRARY / MOTION_BY_KEY from

@engine/motion) is the single source of truth — every keyword carries its

own runnable snippet. Pull the snippet from there; never hand-write the params.

| Keyword | Move | Say it when the user wants… |

|---|---|---|

| toggle-flip | 3D Y-axis card flip | a switch/toggle to flip between two faces |

| toggle-slide | slide-stack swap | a value to slide out and the next to slide in |

| toggle-morph | pill ⇄ circle morph | a control to change shape on toggle |

| toggle-curtain | top→bottom clip-path wipe | a panel to reveal like a curtain |

| reveal-blur | blur(12px)→0 focus-in | content to focus-pull into place |

| reveal-rise | masked clip-path text rise | a headline/text to climb into view |

| reveal-unfold | scaleY from top edge | an accordion/panel to unfold |

| pop-in | spring overshoot from 0 | a badge/checkmark to pop in bouncily |

| press-squish | scale-down + skew | a button to feel jelly/tactile on tap |

| tap-ripple | radial ripple from tap | Material-style press feedback |

| pulse-beat | looping scale pulse | a live/recording/heartbeat indicator |

| wiggle | quick horizontal shake | error / invalid-input feedback |

| shimmer | skeleton loading sweep | a loading placeholder |

| stagger-cascade | children fade-up in sequence | a list to animate in one-by-one |

Applying a keyword:

  • Read the exact recipe from engine/motion/library.ts — find the entry whose

key matches, copy its snippet verbatim (it is calibrated and runnable).

  • Adapt only the element/content to the user's JSX; keep the transition values.
  • If the keyword is stateful (toggles, ripple), wire the useState shown in the

snippet. If it's a one-shot reveal, a key bump replays it.

  • Tell the user the keyword you applied so they can reuse it elsewhere for

consistency, and point them at /motion to preview/Copy others.

If the user describes a move but no exact keyword fits, fall back to a seed +

context. If they say a keyword that doesn't exist, suggest the closest real one

from the table — never invent a keyword.

Context detection

Infer one of the five contexts from the prompt:

  • "on hover" / "when hovered" → hover
  • "on press" / "on tap" / "on click" → press
  • "when it appears" / "on mount" / "entering" → entrance
  • "when it leaves" / "on close" / "exiting" → exit (requires <AnimatePresence>)
  • "when layout changes" / "FLIP" / "rearranging" → layout

If ambiguous, default to entrance. If multiple contexts are reasonable (e.g., a button needs both hover and press), apply both.

Application steps

Apply seed: $0 · Context: $1 · Target: $ARGUMENTS

  • Read the target file at the path given (or, if no path was given, ask the user which file). Locate the JSX element the user is talking about — usually a <button>, <div>, <Card>, or similar.
  • Confirm the import paths. The component file must be able to import:
  • motion (and AnimatePresence for exit) from "framer-motion"
  • the chosen seed from "@engine/motion" — in a project that doesn't use the @engine/* alias, use a relative path to engine/motion
  • Replace the target tag with a <motion.X> and spread the seed's recipe:
   // hover example
   <motion.button {...spring.hover}>Save</motion.button>

   // press + hover combined
   <motion.button {...spring.press} {...spring.hover}>Save</motion.button>

   // entrance (mount)
   <motion.div {...silk.entrance}>...</motion.div>

   // exit (requires AnimatePresence wrapper somewhere up the tree)
   <AnimatePresence>
     {open && <motion.div {...silk.entrance} {...silk.exit} />}
   </AnimatePresence>

   // layout (FLIP)
   <motion.div {...snap.layout}>...</motion.div>
  • Do NOT inline the params. The whole point of the seed is that the values come from one source. Never expand { type: "spring", stiffness: 300, damping: 18 } into the JSX — always spread the recipe.
  • Respect prefers-reduced-motion in long-running surfaces. For one-off interactions (hover/press), framer-motion already throttles. For mount/exit/layout sequences in a long-lived page, import usePrefersReducedMotion and REDUCED_TRANSITION from @engine/motion and override the transition when reduced motion is on.
  • Validate by re-reading the file and confirming the JSX still parses (matching brackets, motion tag closed, AnimatePresence in place if exit was used).
  • Tell the user which seed and context you applied, and offer one related context they might want next ("Want press too so it feels clickable?").

Defaults if the user is vague

  • No file given → ask "which file?"
  • No vibe word → ask "any vibe word, brand, or seed name?"
  • Vibe is "natural" or "feel like a real app" → default to Silk (the safest of the five)
  • Element is a CTA button → also apply press

Forbidden

  • Do not invent new seed names. There are exactly five.
  • Do not edit engine/motion/seeds/*.ts from this skill — those are calibrated by hand. Add a new seed only via a separate, explicit ask.
  • Do not introduce a third-party animation lib (gsap, anime.js). StyleSeed targets framer-motion exclusively.
  • Do not add scroll-linked, parallax, or infinite animations *via this skill* — it does

per-component seeds/moves. (Scroll-linked/parallax/3D ARE allowed on a marketing/landing/brand

page per DESIGN-LANGUAGE §43 Cinematic tier — build those directly with a scroll lib; on

app/data surfaces they stay forbidden.) Infinite loops remain banned everywhere except skeleton pulse.

How to use it

Copy the folder

Take bitjaru/ss-motion from the repository into ~/.claude/skills for personal use, or into .claude/skills inside a project.

Check the name does not clash

The agent identifies a skill by the name field in its header. Two skills with the same name cannot sit side by side — one of them will be ignored.