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Motion Craft Agent Skill

Use when an interface moves and the movement has to feel right — durations and easing, what must never animate, fixing motion that reads sluggish, cheap or janky, and reduced-motion. Web and native. NOT the visual system (that is `design`), NOT the graded critique (that is `design-loop`).

3k tokens
context cost
the whole folder, loaded on every use
3
files
ships runnable scripts
0
copies elsewhere
how many repositories repackaged it
105
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/ericrisco/rsc-harness --skill motion-craft

What comes with it

5 986 bytes besides the instruction
evals/cases.yaml
scripts/verify.sh

The instruction itself

9 sections, as written by the author

Motion craft — movement that reads as intent

Motion is not decoration laid over an interface. It is the interface **explaining what just

happened**: what appeared, what it came from, what is still loading, what the user just did. When

motion feels wrong the complaint is almost never "the curve is off" — it is "this feels cheap", or

"slow", or "I don't know what happened". Those are the symptoms this skill exists to convert into

decisions.

The one rule

Every animation answers a question the user is already asking. If you cannot name the question,

delete the animation — it is costing time and attention and returning nothing.

| The user is asking | The motion that answers it |

| --- | --- |

| "Where did this come from?" | It enters from its origin, not from nowhere |

| "Is it working?" | Immediate feedback, under 100ms, even before the result |

| "What did I just do?" | The changed thing moves; nothing else does |

| "Where did it go?" | It exits toward where it can be found again |

| nothing | no animation |

That table is the whole method. Everything below is how to honour it without shipping something

that janks.

Duration: the only numbers worth memorising

Movement is read as *slow* long before it is read as *long*. The usable range is narrower than most

people expect, and the mistake is almost always too slow, not too fast.

| What moves | Range | Why |

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

| State on an element already on screen (hover, toggle, press) | 100–150ms | It must feel like a response, not an event |

| Something entering or leaving in place (menu, tooltip, toast) | 150–250ms | Long enough to be seen, short enough not to be waited for |

| A region rearranging (list reflow, panel) | 250–350ms | Bigger travel needs more time to stay legible |

| A full view transition | 300–400ms | The ceiling. Past 400ms it is a wait, not a transition |

Two rules that come from those numbers, not from taste:

  • Exits are faster than entrances, usually by about a third. The user has already decided; making

them watch the decision leave is the single most common way an interface feels sluggish.

  • Distance and duration scale together, sub-linearly. Doubling the travel does not double the

time. If a value grows past 400ms because the element crosses the screen, the layout is the

problem, not the timing.

Easing: three curves cover almost everything

  • Entering, or responding to input — start fast, settle slow (ease-out family). The user's

attention is already there; arriving quickly and settling reads as responsive.

  • Leaving — start slow, accelerate away (ease-in family). It matches how the eye lets go.
  • Moving between two on-screen positions — accelerate and decelerate (ease-in-out family).

Linear is for one thing only: continuous, non-positional change — a progress bar filling, a

spinner rotating, a colour crossfade. Linear on anything that moves in space reads as mechanical,

because nothing physical starts at full speed.

Springs are worth reaching for when the motion should feel *physical* — dragging, dismissing,

anything the user's finger or pointer is still in contact with. They are the wrong tool for

appearing and disappearing, where a bounce reads as indecision.

What must never animate

This is where most jank comes from, and it is not a matter of degree.

  • Never animate layout. Width, height, top, left, margin, padding — each frame forces the engine

to recompute geometry. Animate transform and opacity, which do not.

  • Never transition: all. It is the shortest path to animating layout by accident. List the

properties.

  • Never animate what the user is reading. Text that moves while being read is illegible.
  • Never block input on an animation. The interface accepts the next action immediately, even

mid-motion. An animation that must finish before the user may act has become a modal dialog.

  • Never animate more than one thing per event. If three things move when one changed, the user

cannot tell which one mattered.

Reduced motion is not an edge case

A real share of people have vestibular conditions for which large movement is nauseating, and they

have told their operating system so. Honouring it is not optional and it is not a fallback to

nothing:

  • Keep the feedback: opacity changes, colour, instant state.
  • Remove the travel: no sliding across the screen, no scaling, no parallax, no auto-playing loops.
  • The interface must still say what happened — it just says it without moving.

An implementation with no reduced-motion branch is unfinished, the same way an interface with no

error state is unfinished.

Diagnosing motion that feels wrong

The complaint names the symptom; this maps it to a cause.

| Complaint | Usually | Fix |

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

| "Sluggish" | Duration too long, or the exit matches the entrance | Cut to the range above; make exits faster |

| "Cheap" / "amateur" | Linear easing on positional movement, or bounce on entrances | Match curve to direction |

| "Janky" / "stutters" | Animating layout properties | Move to transform and opacity |

| "Distracting" | More than one thing moving per event | Animate only what changed |

| "I don't know what happened" | Motion with no origin or destination | Move it from where it came from |

| "Nice, but I'd turn it off" | No reduced-motion branch, or motion that repeats | Honour the setting; never loop what is not loading |

Anti-patterns → STOP

| If you're about to… | Reality / Fix |

| --- | --- |

| Add motion because the screen feels static | Static is not a defect. Motion with no question to answer is noise with a frame cost. |

| Copy a duration from a design you liked | You copied the number without its distance and its context. Take the range, verify against the feel. |

| Animate a list so every item cascades in | Stagger past ~4 items becomes a queue the user waits through. Cap it, or drop it. |

| Use a spring for a menu appearing | A bounce on an entrance reads as indecision. Springs are for what the pointer is still touching. |

| Ship motion without checking reduced-motion | It is not an edge case. Unchecked means unfinished. |

| Reach here for the visual system | Type, colour, spacing and composition are ../design/SKILL.md. This skill only moves what that one placed. |

See Also

  • ../design/SKILL.md — the visual system this motion serves.
  • ../design-loop/SKILL.md — the graded critique that judges a finished screen, motion included.
  • ../design-dna/SKILL.md — turning a look, motion rules included, into a reusable identity.
  • ../accessibility/SKILL.md — the wider ground reduced-motion sits in.

How to use it

Copy the folder

Take ericrisco/motion-craft 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.