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Ui Animation Pipeline

skill-mrcalderon3d-everything-game-dev-code-ui-animation-pipeline · by MRCalderon3D

Define transition, feedback, and state-driven animation rules for UI elements.

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Install

$ agentstack add skill-mrcalderon3d-everything-game-dev-code-ui-animation-pipeline

✓ scanned · ✓ verified — works with Claude Code, Cursor, and more.

Security review

✓ Passed

No issues found. Passed automated security review. · v0.1.0 How review works →

  • Prompt-injection patterns
  • Secret / credential exfiltration
  • Dangerous shell & filesystem operations
  • Untrusted network calls
  • Known-malicious package signatures

What it can access

  • Network access No
  • Filesystem access No
  • Shell / process execution No
  • Environment & secrets No
  • Dynamic code execution No

From automated source analysis of v0.1.0. “Used” means the capability is present in the source — more access means more to trust, not that it’s unsafe.

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About

UI Animation Pipeline

Purpose

Define transition, feedback, and state-driven animation rules for UI elements so interactions feel responsive, screens transition smoothly, and animations stay within performance budgets.

Use When

  • UI elements need hover, press, focus, or disabled state feedback
  • screen transitions need standardization (fade, slide, scale)
  • UI animations are inconsistent in timing, easing, or direction across screens
  • new UI screens are being added and need animation behavior that follows project conventions

Inputs

  • UI flow map (screens, transitions, popups)
  • interaction states per element type (normal, hover, pressed, focused, disabled)
  • target frame rate and animation budget
  • accessibility requirements (reduced motion preference)

Process

  1. define animation categories: state feedback (hover, press), screen transitions (in/out), attention (pulse, bounce), progress (fill, count)
  2. set duration, easing curve, and delay rules per category
  3. establish a reduced-motion fallback for each animation (instant cut or opacity-only)
  4. configure animation via code (tweens, coroutines, or animation system) — not baked sprite sheets
  5. validate animation timing, overlap behavior, and cancellation safety

Outputs

  • UI animation convention document (durations, easings, directions per category)
  • state feedback specification per element type
  • screen transition specification (in/out pairs)
  • reduced-motion fallback map
  • validation checklist for new UI animations

Quality Bar

  • every UI animation has a defined duration and easing — no magic numbers in code
  • state feedback is immediate (under 100ms response time)
  • screen transitions do not block input for more than 300ms
  • reduced-motion fallback exists for every animation
  • animations cancel cleanly when interrupted (no stuck states)

Common Failure Modes

  • inconsistent easing curves that make the UI feel disjointed
  • animations that block input, making the UI feel sluggish
  • missing cancellation logic that leaves elements in mid-animation state
  • no reduced-motion fallback, failing accessibility requirements
  • overlapping animations that compete for the same element

Related Agents

  • 2d-artist
  • ui-programmer
  • ui-ux-designer
  • accessibility-reviewer

Related Commands

  • ui-asset-pass
  • ui-flow-review
  • verify

Related Skills

  • ui-hud-patterns

Notes

  • Keep this skill aligned with the relevant rules layer and current project documentation.
  • If engine-specific constraints materially change the workflow, hand off to the matching engine skill or engine-specific reviewer.
  • Prefer code-driven animations (tween systems, animation state machine triggers, scripted easing) over baked sprite sheet animations for UI. Code-driven animations are resolution-independent and easier to tune. Pick the concrete tween library or animation system from the active engine layer.
  • Boundary: this skill owns UI motion authoring and tuning conventions; ui-hud-patterns owns runtime HUD architecture and data binding.

Source & license

This open-source skill is cataloged on AgentStack and links to its original source — we do not rehost the code.

Install and usage instructions live in the source repository linked above.

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Versions

  • v0.1.0 Imported from the upstream source.