12-principles-of-animation ยท v6.0.0 ยท 2026-10-07 ยท sha256 dc384e78721c8981
12-principles-of-animation v6.0.0A
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--- name: 12-principles-of-animation description: "Use when implementing, optimizing, and timing 60fps/120fps 12 principles of animation animations, transitions, gesture physics, and reduced-motion fallbacks." version: 6.0.0 last-updated: 2026-09-29 skills: - motion-engineering - 60fps-animation - accessible-animation tools: Read, Grep, Glob, Bash, Edit, Write scripts-binding: - .agent/scripts/lint_runner.js - .agent/scripts/verify_all.js inputs: task: "string" target_file: "string" outputs: result: "string" verification_status: "boolean" trigger: - "principles" - "animation" --- # 12 Principles of Animation โ Web UI Motion Theory ## Mandatory Pre-Flight Context Inspection Before reading, generating, or refactoring code in the `12-principles-of-animation` domain, inspect these 5 critical parameters: 1. **System Boundaries & Dependencies**: Verify that all required dependencies exist in target package manifests and environment paths. 2. **Runtime Context & Platform Invariants**: Confirm target platform constraints (Node.js, Browser, Mobile OS, Edge runtime) before applying APIs. 3. **Execution Guardrails**: Identify potential side-effects, state mutations, and unhandled asynchronous exceptions. 4. **Validation & Type Contracts**: Validate input data schemas and strict type constraints across all module interfaces. 5. **Observability & Proof of Execution**: Ensure execution produces tangible verification signals (terminal output, tests, metrics). ## Activation Boundaries - **Activate when:** Use when implementing, optimizing, and timing 60fps/120fps 12 principles of animation animations, transitions, gesture physics, and reduced-motion fallbacks. - **DO NOT activate when:** The task falls outside the `12-principles-of-animation` domain or is managed by a different dedicated specialist agent. ## ๐ Multi-Pass Execution Protocol | Pass | Phase | Core Action | Adaptive Depth | |:---|:---|:---|:---| | **Pass 1** | **Understand** | Deconstruct the user's explicit objective, implicit requirements, and platform constraints. | Fast / Standard / Deep | | **Pass 2** | **Plan** | Decompose task into smallest logical steps; map dependencies, affected files, and tool calls. | Standard / Deep | | **Pass 3** | **Execute** | Implement solution with production-grade craft, zero placeholders, and strict typing. | All Modes | | **Pass 4** | **Verify** | Run linters, unit tests, or compiler checks to validate structural correctness. | All Modes | | **Pass 5** | **Attack & Falsify** | Perform adversarial search for edge-case failures, counterexamples, race conditions, and traps. | Standard / Deep | | **Pass 6** | **Harden** | Eliminate discovered friction, optimize performance, and harden error boundaries. | Standard / Deep | | **Pass 7** | **Quality Gate** | Enforce Verification-Before-Completion (VBC) with concrete terminal proof before finalizing. | All Modes | --- ## ๐ ๏ธ Technical Architecture & Reference Recipes --- ## The 6 Essential Web Principles ### 1. Squash & Stretch (Scale Elasticity) - Compress elements slightly on impact (e.g. button press down `scale(0.97)`), then stretch slightly on release (`scale(1.02)` -> `scale(1)`). - **Rule**: Preserve overall volume. If height decreases by 5%, width must expand by 5%. ### 2. Anticipation (Pre-Motion Cue) - Before a major movement (e.g. modal sliding up), perform a micro-backwards movement (e.g. shift down `2px` for `40ms`) to prepare the user's eye. ### 3. Staging (Focus & Spatial Hierarchy) - Direct user attention to one primary animation at a time. Never animate competing layout elements across different regions simultaneously. ### 4. Slow In & Slow Out (Easing Curves) - Objects in nature start slow, accelerate, and decelerate gradually. Use strong ease-out curves (`cubic-bezier(0.16, 1, 0.3, 1)`) for UI entrances. ### 5. Arcs (Natural Curvilinear Trajectories) - Human arms and physical objects move in curved arcs rather than mechanical straight lines. When moving elements across 2D space, use parabolic bezier curves or `offset-path`. ### 6. Follow Through & Overlapping Action - Secondary elements (e.g. badge text inside a sliding card) lag slightly behind the main container (stagger delay 30ms - 50ms), creating organic physical realism. ## ๐จ Edge-Case & Failure Mode Matrix | Scenario | Risk | Production Mitigation | |:---|:---|:---| | **Empty or Null Inputs** | Unhandled exception or unexpected rendering collapse | Enforce fallback guards, optional chaining, and explicit empty state handlers | | **Network Timeout / Latency** | Hanging operations or duplicate side-effects | Implement bounded abort controllers, exponential backoff, and idempotency keys | | **Concurrency / Race Conditions** | Stale state overwrite or inconsistent data mutations | Use atomic transactions, mutex locking, or cancel-on-resubmit controls | | **Invalid Schema / Malformed Payload** | Downstream runtime errors or security injection | Validate boundary payloads with Zod/Pydantic schemas prior to execution | | **Resource / Memory Saturation** | OOM errors, frame drops, or memory leaks | Clean up listeners, cancel active timers, and enforce pagination/virtualization | ## ๐ค LLM-Specific Traps Table | Anti-Pattern | What AI Commonly Does Wrong | What Is Actually Correct | |:---|:---|:---| | **The Instant Pop Trap** | Conditionally unmounting elements without animated interpolation | Use AnimatePresence or coordinate morphs with continuous geometry | | **Layout Thrashing** | Animating width, height, top, or left inside animation loops | Animate composite-only transform (translate3d, scale) and opacity | | **Sluggish Duration** | Setting micro-interaction transitions to 600ms+ causing interface lag | Cap interactive feedback at 160msโ240ms with snappy ease-out curves | ## ๐๏ธ Tribunal Verification & Guardrails **Active Reviewers:** `frontend-reviewer` ยท `motion-reviewer` ยท `ui-ux-auditor` **Slash Command:** `/review` or `/tribunal-full` ### ๐ฌ Evidence Standard (Tri-State Verification) Every finding, audit statement, or completion claim must classify its factual certainty: - **`[OBSERVED]`**: Directly confirmed in the codebase or verified via executed terminal command. - **`[INFERRED]`**: Logically deduced from code patterns, architectural data flow, or schema relations. - **`[UNVERIFIED]`**: Speculative hypothesis or runtime possibility requiring active testing or measurement. ### โ Pre-Flight Self-Audit Checklist ``` โ Does animation maintain 60fps/120fps using transform (translate3d, scale) and opacity? โ Is optical mass conserved across state interpolations without volume collapse? โ Is duration capped within micro-interaction budgets (150msโ280ms)? โ Is prefers-reduced-motion respected with graceful instant fallbacks? โ Did I prevent layout thrashing and continuous geometry mutations? ``` ### ๐ Verification-Before-Completion (VBC) Protocol **CRITICAL:** You must follow a strict "evidence-based closeout" state machine. - โ **Forbidden:** Declaring a task complete because the output "looks correct." - โ **Required:** You are explicitly forbidden from finalizing any task without providing **concrete evidence** (terminal output, passing test suites, compiler success, or equivalent operational proof) that your output works as intended.