mcpbeat

Animation Reverse Engineering

sendaifun/animation-reverse-engineering

Reverse-engineer any motion reference (a video from X/Twitter, Dribbble, a screen recording, a GIF) into production animation code through frame-level dissection. Use when the user shares a video/URL and says "implement this animation", "recreate this motion", "port this interaction", "how does this animate", "clone this effect", or wants to study how a reference moves before building it. Covers both timeline choreography (entrances, text sweeps, staggers) and interaction-driven motion (scrubbers, sliders, drag-driven scenes). Also fires when the user asks where to find good animation references or inspiration — it suggests curated sites and X accounts to hunt, then reverse-engineers whatever they bring back. Ports default to React/TypeScript with framer-motion; the analysis phases are framework-agnostic.

9k tokens
context cost
the whole folder, loaded on every use
11
files
ships runnable scripts
0
copies elsewhere
how many repositories repackaged it
122
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/sendaifun/skills --skill animation-reverse-engineering

What comes with it

26 712 bytes besides the instruction
references/acquisition.md
references/analysis.md
references/discovery.md
references/dissection.md
references/examples/text-sweep.md
references/examples/timelapse-slider.md
references/porting-framer-motion.md
references/porting-interactions.md
references/verification.md
scripts/dissect.sh

The instruction itself

13 sections, as written by the author

Animation Reverse-Engineering → Production Port

> Source & upstream: scriptscrypt/animation-reverse-engineering — improvements land there first.

Turn a motion reference into faithful production code via a measured, frame-level

pipeline instead of eyeballing. **Eyeballing a video at 1× lies about easing,

stagger order, overlap, and timing** — always dissect first.

acquire → overview → dissect → analyse → (prototype) → port → verify → document

Phase 0 — Classify the animation

Before anything, decide which species you're studying. It changes the analysis

checklist and the port architecture:

| Species | Driven by | Examples | Port shape |

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

| Timeline choreography | Time (mount, trigger) | Page entrances, text sweeps, staggered lists, modals | Keyframes, springs, delays, AnimatePresence |

| Interaction-driven | User input (drag, scroll, hover) | Scrubbers, sliders, pull-to-refresh, scroll scenes | One progress value → property mappings + derived discrete state |

Hybrids exist (an interaction that *triggers* timelines — e.g. release-to-reset

rewinds). Classify each layer separately.

Phase 0.5 — No reference yet? Help the user discover one

If the user wants a great animation but has no reference link, don't invent

motion from scratch — send them hunting and offer this shortlist (full list,

search phrases, and capture tips in references/discovery.md):

  • 60fps.design + @60fpsdesign on X — curated best-in-class app animations
  • Mobbin — screen recordings of real shipped product flows
  • Dribbble — search "<pattern> animation"; most shots are video
  • Pinterest — goldmine for "ui animation" / "micro interaction" pins
  • Awwwards / Godly — motion-heavy websites (screen-record)
  • X craft accounts: @emilkowalski_, @raunofreiberg, @jh3yy, @jsngr

Ask them to bring back a link or screen recording, then continue at Phase 1.

Phase 1 — Acquire

  • Download the reference (yt-dlp handles X/Twitter, YouTube, most hosts; plain

curl for direct mp4/GIF; ask the user for a screen recording if undownloadable).

  • Check tooling first: command -v yt-dlp ffmpeg ffprobe — install what's

missing (brew install yt-dlp ffmpeg) before starting.

  • Probe before dissecting — fps, resolution, duration set every later command:
ffprobe -v error -select_streams v:0 \
  -show_entries stream=width,height,r_frame_rate,duration,nb_frames \
  -of default=nw=1 ref.mp4

See references/acquisition.md for edge cases.

Phase 2 — Overview contact sheet

One tiled grid at ~2fps to map the whole video and find the transition windows:

ffmpeg -i ref.mp4 -vf "fps=2,scale=270:270,tile=7x5" overview.png

Read it and note: distinct states, when each transition starts/ends, what the

interactions are (finger/cursor visible?), and which screen regions matter.

Phase 3 — Crop-band frame stacks

Extract dense vertical stacks of just the region that moves, at (or near) native

fps. **Derive crop coordinates mathematically from the overview sheet's scale

factor — do not eyeball.** Keep stacks to 14–17 rows for readability; use

not(mod(n,k)) sampling to fit; always pair select= with -vsync 0.

# every 2nd frame of frames 96–126, one region, 16 rows
ffmpeg -i ref.mp4 -vf "crop=W:H:X:Y,select='between(n,96,126)*not(mod(n,2))',tile=1x16" \
  -frames:v 1 -vsync 0 stack.png

Start stacks ~0.3s before visible motion so you capture the exit phase, not just

the entrance. Full recipes in references/dissection.md.

Phase 4 — Analysis checklist

Work through the checklist for your species (both, for hybrids). Write the

findings down as a doc — this becomes the implementation spec *and* the

verification baseline.

Timeline choreography (full list in references/analysis.md):

  • Which properties change (translate, opacity, scale, blur, letter-spacing…)
  • Direction grammar (conveyor vs mirror)
  • Stagger order (forward, reverse-index, center-out)
  • Feather — how many units are mid-transition simultaneously
  • Easing measured from frame-by-frame deltas — never guessed
  • Asymmetric timing (fast exit + long settle is the norm)
  • Handoff overlap between elements
  • Intermediate/transient values
  • What explicitly does NOT move

Interaction-driven (full list in references/porting-interactions.md):

  • The progress domain — what does 0→1 span? Is it clamped, rubber-banded, wrapped?
  • Continuous mappings — which properties interpolate smoothly with progress

(gradients, positions, magnification fields)

  • Discrete derivations — which values step at thresholds, and how each step

transitions (crossfade? roll? hard cut?) — check for ghost frames at 60fps

  • Interaction grammar — every gesture and button: does reset *jump* or *rewind*?

does release snap, settle, or stay? is there an autoplay?

  • State-dependent chrome — does the scene's palette/theme flip at some progress

value (e.g. day→night)? Does the flip lead or lag the continuous background?

  • Smoothing — does the driven value track input 1:1 or through a spring?

Phase 5 — HTML motion lab (optional, decide deliberately)

A single self-contained HTML file (no deps) with toggles + speed slider, to lock

timing before touching production. Build it when the animation is

timeline-choreographed and timing/easing is the hard part. Skip it when the

animation is interaction-driven — easing comes from the user's finger, so go

straight to the production port and move the iteration loop into Phase 7

verification instead.

Phase 6 — Production port

Default target is framer-motion (references/porting-framer-motion.md for the

pitfall table — filter containing-block trap, per-property transition delays,

double-animation nesting, rAF progress bars). For interaction-driven animations

use the one-MotionValue architecture in references/porting-interactions.md.

Phases 0–5 are framework-agnostic: the same analysis doc ports to CSS/WAAPI,

React Native Reanimated, or SwiftUI.

Phase 7 — Verify against the reference

Don't stop at "it runs". Drive your implementation to the same states you

dissected (Playwright/browser automation), screenshot them, and compare against

the frame stacks from Phase 3. This is where mismatches surface — a theme flip

threshold that lags the sky, a crossfade that's too slow, a stagger running the

wrong direction. Loop: compare → adjust constant → re-screenshot. Method in

references/verification.md.

Phase 8 — Document

Record: source link, probe output, the analysis doc, tuning constants (with

comments explaining which measurement each encodes), deliberate deviations from

the reference (and why), and the exact ffmpeg commands so the dissection is

reproducible.

Worked examples

  • references/examples/text-sweep.md — timeline species: the X Money

reverse-index text sweep (stagger math, blur feather, spring settle)

  • references/examples/timelapse-slider.md — interaction species: a weather

timelapse scrubber (continuous sky interpolation, discrete hourly crossfades,

rewind-not-jump reset, scene theme flip)

Ethics

This skill is for studying motion *technique* — timing, easing, structure — to

build your own work. Don't use it to ship 1:1 clones of a branded product's

identity.

How to use it

Copy the folder

Take sendaifun/animation-reverse-engineering 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.

Install what it needs

The instructions reference brew. Without those the skill loads but fails at the first command.