Synthèse automatique
Ce skill transforme une description informelle d'un effet visuel animé en terme technique précis issu d'un glossaire de vocabulaire d'animation, pour formuler une demande à un designer ou un prompt.
Points forts
- Réponse directe : le terme en tête, suivi d'une définition courte, adaptée à une simple question de nommage
- Désambiguïse les termes proches (Clip-path vs Mask, Pop in vs Bounce) avec une note sur la différence
- Gère les cas sans correspondance exacte en proposant une approximation assumée ou une combinaison de termes du glossaire
- Consigne de citer le glossaire verbatim, ce qui garantit la cohérence des définitions
Limites
- Limité au glossaire embarqué : les termes absents sont signalés plutôt qu'inventés, ce qui peut laisser l'utilisateur sans réponse
- Le résultat est purement terminologique, sans exemple de code ni implémentation CSS/JS
- Le glossaire doit être maintenu en synchronisation manuelle avec la page /vocabulary du projet
Quand vous ressentez un effet de motion mais ne connaissez pas son nom et devez le communiquer à un designer ou l'utiliser dans un prompt.
Quand vous cherchez du code d'animation prêt à l'emploi ou une implémentation technique plutôt qu'un simple terme.
Analyse de sécurité
SûrThis skill is a pure reference/lookup prompt: it declares no tools, runs no commands, touches no files or network, and only instructs the model to map a described motion effect onto a fixed glossary. The only mildly notable element is an instruction to 'quote the glossary verbatim' and to 'stay within this glossary', which constrains output but poses no execution or data risk.
Aucun point d'attention détecté
Comment cette analyse est faiteExemples
What's it called when a popover seems to grow out of the button you clicked instead of from its middle?That iOS scroll where it resists and snaps back when you pull too far — what's the term for that?The thing where one image turns into another image, what is that effect called?name: animation-vocabulary description: Name a visual motion effect from a description when the user needs terminology for a designer or prompt.
Animation Vocabulary
Turn a vague description of a motion or effect into the precise term, so the user knows what to ask for.
Quick Start
The user describes an effect loosely. You return the matching term(s) in this format:
**Stagger** — Animate several items one after another with a small delay between each, creating a cascade.
If several terms could fit, list the best match first, then 1–2 alternates with a one-line note on how they differ.
Instructions
- Read for intent, not keywords. Users describe what they see or feel ("springy", "slides off", "draws itself in"), not the technical name. Map the sensation to the glossary below.
- Quote the glossary verbatim. Its descriptions are authoritative — use them as-is, don't paraphrase.
- Disambiguate close terms. When two compete (Clip-path vs Mask, Pop in vs Bounce, Shared element transition vs Layout animation), contrast them so the user can pick.
- When nothing matches exactly, name the closest term and say plainly it's an approximation, or describe the effect in the glossary's vocabulary (e.g. "that's a stagger of scale-in entrances").
- Stay within this glossary. If a term genuinely isn't here, say so rather than inventing one — though you may explain the concept using these words.
- Keep it tight. A naming question wants a name, not an essay. Lead with the term; expand only if asked.
Examples
Example 1 — feel-based User: "What's it called when a popover seems to grow out of the button you clicked instead of from its middle?" Output:
**Origin-aware animation** — An element animates out of its trigger, like a popover growing from the button that opened it instead of from its own center which is the default in CSS.
Example 2 — disambiguation User: "The thing where one image turns into another image." Output:
**Morph** — One shape smoothly turns into another shape, e.g. Dynamic Island.
Close alternates:
- **Crossfade** — if they simply fade over each other in the same spot.
- **Shared element transition** — if an element travels and transforms from one position into another.
Example 3 — physics feel User: "That iOS scroll where it resists and snaps back when you pull too far." Output:
**Rubber-banding** — Resistance and snap-back when you drag past a boundary (the iOS overscroll feel).
Glossary
A curated snapshot mirroring the project's /vocabulary page; keep the two in sync when either changes.
Entrances & Exits — how elements appear and disappear
- Fade in / Fade out — Element appears or disappears by changing opacity.
- Slide in — Element enters by sliding in from off-screen (left, right, top, or bottom).
- Scale in — Element grows from smaller to full size as it appears, often paired with a fade.
- Pop in — Element appears with a slight overshoot, like it bounces into place.
- Reveal — Content is uncovered gradually, often by animating a clip-path or mask.
- Enter / Exit — The animation an element plays when it's added to or removed from the screen.
Sequencing & Timing — coordinating multiple elements or moments
- Keyframes — Defined points in an animation (0%, 50%, 100%) that the browser fills the gaps between.
- Interpolation / Tween — Generating all the in-between frames between a start and end value, so motion is continuous.
- Stagger — Animate several items one after another with a small delay between each, creating a cascade.
- Orchestration — Deliberately timing multiple animations so they feel like one coordinated motion.
- Delay — Time before an animation starts.
- Duration — How long an animation takes.
- Fill mode — Whether an element keeps its first or last frame's styles before the animation starts or after it ends (e.g. forwards).
- Stepped animation — An animation that is divided into discrete steps, like a countdown timer.
Movement & Transforms — changing an element's position, size, or angle
- Translate — Move an element along the X or Y axis.
- Scale — Make an element bigger or smaller.
- Rotate — Spin an element around a point.
- Skew — Slant an element along the X or Y axis, shearing it out of its rectangular shape.
- 3D tilt / Flip — Rotate in 3D space (rotateX / rotateY) to add depth.
- Perspective — How strong the 3D effect looks — a lower value exaggerates depth, like the viewer is closer.
- Transform origin — The anchor point a scale or rotation grows or spins from.
- Origin-aware animation — An element animates out of its trigger, like a popover growing from the button that opened it instead of from its own center which is the default in CSS.
Transitions Between States — connecting one state, view, or element to another
- Crossfade — One element fades out as another fades in, in the same spot.
- Continuity transition — A change that keeps the user oriented by visually connecting before and after. For example, making the same rectangle bigger and smaller.
- Morph — One shape smoothly turns into another shape, e.g. Dynamic Island.
- Shared element transition — An element travels and transforms from one position into another, like a thumbnail expanding into a card.
- Layout animation — When an element's size or position changes, it animates to the new spot instead of snapping.
- Accordion / Collapse — A section smoothly expands and collapses its height to show or hide content.
- Direction-aware transition — Content slides one way going forward and the opposite way going back, so navigation has a sense of direction.
Scroll — motion tied to scrolling or navigating between views
- Scroll reveal — Elements fade or slide into place as they enter the viewport.
- Scroll-driven animation — An animation whose progress is tied directly to scroll position.
- Parallax — Background and foreground move at different speeds while scrolling, creating depth.
- Page transition — An animation that plays when navigating from one page or route to another.
- View transition — The browser morphs between two states or pages, connecting shared elements.
Feedback & Interaction — responding to the user's actions
- Hover effect — Visual change when the cursor moves over an element.
- Press / Tap feedback — A subtle scale-down when an element is clicked, so it feels physical.
- Hold to confirm — A progress effect that fills up while the user holds a button.
- Drag — Moving an element by grabbing it, often with momentum when released.
- Drag to reorder — Dragging items in a list to rearrange them, while the others shift to make room.
- Swipe to dismiss — Dragging an element off-screen to close it, like a drawer or toast.
- Rubber-banding — Resistance and snap-back when you drag past a boundary (the iOS overscroll feel).
- Shake / Wiggle — A quick side-to-side jitter signaling an error or rejected input.
- Ripple — A circle expanding from the point of a tap, confirming the press.
Easing — how speed changes over an animation
- Easing — The rate at which an animation speeds up or slows down.
- Ease-out — Starts fast, ends slow. The default for most UI and anything responding to the user.
- Ease-in — Starts slow, ends fast. Usually avoided; can feel sluggish.
- Ease-in-out — Slow, fast, slow. Good for elements already on screen moving from A to B.
- Linear — Constant speed. Avoid for UI; reserve for spinners or marquees.
- Cubic-bezier — A custom easing curve you define for precise control.
- Asymmetric easing — A curve that accelerates and decelerates at different rates. Feels more alive than a symmetric one.
Spring Animations — physics-based motion as an alternative to fixed-duration easing
- Spring — Motion driven by physics (tension, mass, damping) rather than a set duration.
- Stiffness / Tension — How strongly the spring pulls toward its target. Higher feels snappier.
- Damping — How quickly a spring settles. Lower damping means more bounce and oscillation.
- Mass — How heavy the animated element feels. More mass makes it slower and more sluggish.
- Bounce — A spring that overshoots and settles, adding playfulness.
- Perceptual duration — How long a spring feels finished, even though it keeps micro-settling underneath.
- Momentum — Motion that carries velocity, especially after a drag or interruption.
- Velocity — How fast and in which direction an element is moving. A spring carries it into the next animation when interrupted, so a flicked element keeps its speed.
- Interruptible animation — An animation that can be smoothly redirected mid-flight instead of finishing first.
Looping & Ambient Motion — animations that run on their own
- Marquee — Text or content that scrolls continuously in a loop.
- Loop — An animation that repeats, a set number of times or infinitely.
- Alternate (yoyo) — A loop that plays forward then reverses each iteration, instead of jumping back to the start.
- Orbit — An element circling around another in a continuous path.
- Pulse — A gentle repeating scale or opacity change to draw attention.
- Float — A gentle, continuous up-and-down drift that makes a static element feel alive and weightless.
- Idle animation — Subtle motion that plays while an element is just sitting there, waiting to be interacted with.
Polish & Effects — the small touches that separate good from great
- Blur — A blur filter used to soften an element or mask tiny imperfections.
- Clip-path — Clipping an element to a shape, used for reveals, masks, and before/after sliders.
- Mask — Hiding or revealing parts of an element using a shape or gradient — like clip-path, but with soft, fadeable edges.
- Before / after slider — A draggable divider that wipes between two overlaid images to compare them.
- Line drawing — An SVG path that draws itself in, like an invisible pen tracing it.
- Text morph — Text that animates character by character when it changes, drawing attention to the new value.
- Skeleton / Shimmer — A placeholder with a moving sheen shown while content loads.
- Number ticker — Digits rolling or counting up to a value.
- Tabular numbers — Fixed-width digits so numbers don't shift around as they change. Essential for tickers, timers, and counters.
- Typewriter — Text appearing one character at a time, as if being typed.
Performance — what keeps motion smooth instead of stuttering
- Frame rate (FPS) — Frames drawn per second. 60fps is the baseline for smooth motion; 120fps on newer displays.
- Jank — Visible stutter when the browser drops frames because it can't keep up with the animation.
- Dropped frame — A frame the browser missed its deadline to draw, causing a tiny hitch in motion.
- Compositing — Letting the GPU move or fade an element on its own layer without redoing layout or paint.
- will-change — A CSS hint that an element is about to animate, so the browser can promote it to its own layer ahead of time.
- Layout thrashing — Animating properties like width, height, top, or left that force the browser to recalculate layout every frame, causing jank.
Principles to Know — concepts that guide when and how to animate
- Purposeful animation — Motion should serve a function — orient, give feedback, show relationships — not just decorate.
- Anticipation — A small wind-up in the opposite direction before a move, hinting at what's about to happen.
- Follow-through — Parts of an element keep moving and settle slightly after the main motion stops, adding weight.
- Squash & stretch — Deforming an element as it moves to convey weight, speed, and flexibility.
- Perceived performance — The right animation makes an interface feel faster, even when it isn't.
- Frequency of use — The more often a user sees an animation, the shorter and subtler it should be.
- Spatial consistency — Animating so an element keeps its identity and position across states, so users never lose track of where things went.
- Hardware acceleration — Animating transform and opacity lets the GPU keep motion smooth.
- Reduced motion — Respecting the user's prefers-reduced-motion setting by toning down or removing motion.
Du fichier au premier essai
Le téléchargement contient exactement le contenu affiché sur cette fiche. Cette copie peut différer de la dernière version du dépôt source.
Consulter la source et ses fichiers annexesCe téléchargement contient uniquement SKILL.md. Les scripts, références, modèles et dépendances éventuels ne sont pas inclus. Récupérez les fichiers nécessaires depuis la source en conservant leur arborescence avant de poursuivre.
1. Télécharger le fichier
Télécharger SKILL.mdDepuis la racine d’un projet de test, enregistrez le fichier sous .skill-downloads/animation-vocabulary-mu6gupg1/SKILL.md, ou utilisez la commande suivante. Ce dossier sert à examiner la skill avant son installation.
Commande pour macOS/Linux ou WSL : un shell POSIX et curl sont nécessaires. Sous Windows sans WSL, utilisez le bouton de téléchargement et créez le dossier manuellement.
mkdir -p '.skill-downloads/animation-vocabulary-mu6gupg1' && curl --fail --show-error --location 'https://skills-guides.com/api/skills/animation-vocabulary-mu6gupg1/download' --output '.skill-downloads/animation-vocabulary-mu6gupg1/SKILL.md.part' && mv '.skill-downloads/animation-vocabulary-mu6gupg1/SKILL.md.part' '.skill-downloads/animation-vocabulary-mu6gupg1/SKILL.md'2. Vérifier les prérequis
Lisez SKILL.md avant de l’utiliser. Si le fichier cite des scripts ou services externes, examinez-les et préparez les accès nécessaires dans votre environnement de test.
Aucune section de prérequis reconnue dans ce fichier. Cela ne signifie pas qu’il est autonome : les bibliothèques, outils et accès peuvent être cités ailleurs dans le contenu ou dans le dépôt source.
Les plateformes de la fiche sont des indications du catalogue. Les chemins ci-dessous suivent la documentation des outils ; ils ne prouvent pas que cette skill y a été exécutée. Aucune version minimale de ces outils n’est attestée pour cette fiche.
3. Charger la skill
Après vérification, copiez le dossier complet dans le projet avec l’une des commandes ci-dessous, puis ouvrez une nouvelle session de l’outil. La commande s’arrête si un dossier du même nom existe déjà : comparez les fichiers avant de le remplacer.
Claude Code
test -f '.skill-downloads/animation-vocabulary-mu6gupg1/SKILL.md' && test -s '.skill-downloads/animation-vocabulary-mu6gupg1/SKILL.md' && mkdir -p '.claude/skills' && test ! -e '.claude/skills/animation-vocabulary' && cp -R '.skill-downloads/animation-vocabulary-mu6gupg1' '.claude/skills/animation-vocabulary'Cursor
test -f '.skill-downloads/animation-vocabulary-mu6gupg1/SKILL.md' && test -s '.skill-downloads/animation-vocabulary-mu6gupg1/SKILL.md' && mkdir -p '.cursor/skills' && test ! -e '.cursor/skills/animation-vocabulary' && cp -R '.skill-downloads/animation-vocabulary-mu6gupg1' '.cursor/skills/animation-vocabulary'Codex
test -f '.skill-downloads/animation-vocabulary-mu6gupg1/SKILL.md' && test -s '.skill-downloads/animation-vocabulary-mu6gupg1/SKILL.md' && mkdir -p '.agents/skills' && test ! -e '.agents/skills/animation-vocabulary' && cp -R '.skill-downloads/animation-vocabulary-mu6gupg1' '.agents/skills/animation-vocabulary'OpenSkills
OpenSkills doit déjà être installé. La procédure locale install/read est contrôlée avec OpenSkills 1.5.0, qui exige Node.js ≥ 20.6.0. Aucun slug du catalogue n’est résolu automatiquement.
Installation officielle d’OpenSkillsopenskills install './.skill-downloads/animation-vocabulary-mu6gupg1'openskills read 'animation-vocabulary-mu6gupg1'La lecture doit afficher le contenu du fichier installé et son dossier de base. Elle ne lance ni la skill ni ses dépendances.
Pour un agent qui lit AGENTS.md, synchronisez ensuite l’index. Cette commande modifie AGENTS.md : relisez le diff avant de l’utiliser.
openskills syncMode manuel ou autre outil : joignez SKILL.md à une conversation, ou ouvrez-le dans un agent capable de lire les fichiers. Ajoutez les ressources annexes nécessaires. Il n’existe pas de dossier universel reconnu par tous les outils.
4. Faire un premier essai
Utilisez une entrée courte et fictive : un endpoint d’API, un petit document ou un brief d’interface. Dans une nouvelle conversation, joignez le fichier ou donnez son chemin à l’agent, puis adaptez cette demande :
Lis .skill-downloads/animation-vocabulary-mu6gupg1/SKILL.md et applique ses instructions à cet exemple : [décrire une entrée de test]. Indique les fichiers, dépendances ou accès qui manquent. Produis le résultat demandé par la skill sans inventer de données ni exécuter de script non examiné.Résultat attendu : une sortie correspondant aux instructions de la skill, ou une liste précise des prérequis manquants. Une simple confirmation de lecture ne valide pas le premier usage. Si une ressource externe est indisponible, ce parcours reste à tester.
Fragments d'écriture
Contenu
Extrayez des fragments d'écriture bruts via un entretien intensif, sans imposer de structure. Capturez idées, citations et mots porteurs pour une utilisation ultérieure.
Rédaction UI et audit
Contenu
Rédigez ou auditez les textes d'interface (boutons, erreurs, états vides, infobulles) dans le monorepo, en suivant la source de vérité du design system.
Extraction MIDI/score
Contenu
Extrait le MIDI ou la partition d'une production musicale existante via l'outil MCP CogMusic et confirme la disponibilité du fichier.