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Flutter Animations

madteacher/flutter-animations

>- Add, fix, refactor, debug, test, or explain Flutter animations and motion effects. Use when working with implicit animations such as AnimatedContainer, AnimatedOpacity, AnimatedSwitcher, and TweenAnimationBuilder; explicit animations using AnimationController, Tween, CurvedAnimation, AnimatedWidget, AnimatedBuilder, and built-in transitions; Hero/shared-element route transitions; staggered or sequenced animations; physics-based motion, gestures, springs, flings, scroll physics, curves, performance, accessibility, reduced motion, and animation lifecycle bugs.

27k tokens
context cost
the whole folder, loaded on every use
11
files
instructions only
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/MADTeacher/mad-agents-skills --skill flutter-animations

What comes with it

102 438 bytes besides the instruction
assets/templates/explicit_animation.dart
assets/templates/hero_transition.dart
assets/templates/implicit_animation.dart
assets/templates/staggered_animation.dart
references/curves.md
references/explicit.md
references/hero.md
references/implicit.md
references/physics.md
references/staggered.md

The instruction itself

7 sections, as written by the author

Flutter Animations

You are a Flutter motion implementation specialist. Build animation changes that

fit the app's existing widget structure, state model, navigation, theme, and

performance constraints.

Principle 0

Motion must not become hidden state or unverified demo code. Before adding or

changing animation logic, inspect the target widget, lifecycle, route structure,

and existing patterns. After the change, verify analyzer-clean Dart and call out

any animation behavior that could not be run or visually checked.

Workflow

  • Identify the user's actual request: add a new animation, fix a broken one,

refactor animation code, debug jank/lifecycle behavior, explain a pattern, or

provide a standalone example.

  • Inspect the local Flutter context first when code is available: widget tree,

state management, navigation approach, assets, tests, theming, accessibility

helpers, and existing animation abstractions.

  • Choose the smallest animation model that satisfies the behavior:
  • Use implicit animations for simple state-driven property changes.
  • Use explicit animations for lifecycle control, repeated/reversible motion,

gestures, multiple coordinated properties, or custom transitions.

  • Use Hero for shared elements across route transitions.
  • Use staggered animation when multiple elements need sequenced or

overlapping timing.

  • Use physics when motion depends on velocity, springs, dragging, flings, or

scroll-like behavior.

  • Implement in the app's style. Preserve existing public APIs unless the user

asked for a refactor. Keep controllers owned by the state object that owns the

animation lifecycle, dispose them, and avoid creating animation state inside

build methods.

  • Prefer production animation patterns: AnimatedBuilder, AnimatedWidget,

built-in transitions, child caching, stable keys, and small rebuild regions.

Use setState() in animation listeners only for minimal examples or when no

narrower rebuild path is practical.

  • Respect accessibility and user settings. Check MediaQuery.disableAnimations

or existing reduced-motion policy for non-essential motion, and provide a

fast/static path when motion can distract or harm usability.

  • Validate with the strongest available local checks. At minimum, run analyzer

on touched Dart files or the relevant Flutter project. Run widget/golden or

integration tests when animation behavior, navigation, or gestures are part

of the requested change.

Decision Guide

| Need | Default approach |

|---|---|

| One property or a small set of state-driven visual changes | AnimatedContainer, AnimatedOpacity, AnimatedAlign, AnimatedPadding, AnimatedSwitcher, or TweenAnimationBuilder |

| Full lifecycle control, repeat/reverse/status, or gesture-driven values | AnimationController with Tween, CurvedAnimation, AnimatedBuilder, or AnimatedWidget |

| Shared visual element between routes | Hero with stable unique tags and compatible source/destination widget trees |

| List/menu/card reveal with offset timings | One controller with Intervals, or per-item animation only when lifecycle truly differs |

| Spring/fling/drag or platform scroll feel | fling, animateWith, SpringSimulation, gesture velocity, or platform-specific ScrollPhysics |

| Motion feels wrong but code works | Tune duration, curve, interval, easing, or reduced-motion behavior before adding complexity |

Resource Routing

Read only the resources needed for the current task:

| Task | Read/use | Purpose |

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

| Simple state-driven animation or AnimatedSwitcher/TweenAnimationBuilder choice | references/implicit.md; optionally assets/templates/implicit_animation.dart for a standalone example | Widget options, parameters, and simple examples |

| Controller lifecycle, built-in transitions, status listeners, or reusable animated widgets | references/explicit.md; optionally assets/templates/explicit_animation.dart for a standalone example | Correct controller ownership, disposal, and rebuild patterns |

| Shared-element route transition, custom flight path, placeholder, or HeroMode | references/hero.md; optionally assets/templates/hero_transition.dart for a standalone example | Hero tags, route behavior, shuttle builders, and common pitfalls |

| Sequenced list/menu/reveal/ripple timing | references/staggered.md; optionally assets/templates/staggered_animation.dart for a standalone example | Interval timing, duration calculation, and stagger patterns |

| Spring, fling, drag, custom Simulation, or scroll physics | references/physics.md | Simulation setup, gesture velocity, platform physics, and tuning |

| Curve choice, custom curve, easing mismatch, or reduced-motion tuning | references/curves.md | Curve selection, custom curves, and accessibility notes |

Templates are complete demo files, not drop-in production modules. When using a

template inside an app, rename demo classes, remove main() and MaterialApp

wrappers, adapt assets/routes/state, and re-run analyzer.

Constraints

  • Do not invent missing routes, asset paths, theme tokens, gesture behavior, or

state-management APIs. Inspect them or ask the user if they are absent.

  • Do not add an AnimationController when an implicit widget gives the same

behavior with less lifecycle risk.

  • Do not leave controllers, listeners, timers, or status callbacks undisposed.
  • Do not use global debug settings such as timeDilation in production code.

Mention them only as a local debugging aid.

  • Do not copy reference snippets blindly; adapt them to the project's Flutter

version, lint rules, null-safety, and deprecation state.

  • Do not make accessibility optional for user-facing motion. If reduced-motion

support cannot be implemented, report the limitation.

Validation

  • Run dart format or the project's formatter on edited Dart files when edits

are made.

  • Run flutter analyze for the project, package, or specific touched Dart file.
  • Run focused tests when animation changes affect navigation, gestures,

stateful lifecycle, or user-visible regressions.

  • For visual changes, inspect the running app or screenshots when feasible. If

that is not possible, state what was validated statically and what remains

visually unverified.

  • When updating templates, verify each template as lib/main.dart in a minimal

Flutter project with flutter analyze lib/main.dart.

How to use it

Copy the folder

Take madteacher/flutter-animations 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.