Skill

Review animation and motion code against craft standards

Strict animation code review against 10 non-negotiable standards, ending in a required findings table and an explicit Block or Approve verdict.

Works with framer motion

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79
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out of 100
Updated last month
Version 1.0.0

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Why it matters

Ensure every animation in a frontend diff meets strict motion-design quality standards by auditing CSS transitions, keyframes, Framer Motion, and Web Animations API code against a high craft bar for easing, duration, origin, performance, interruptibility, and accessibility.

Outcomes

What it gets done

01

Flag feel-breaking regressions like sluggish easing, scale-from-zero entrances, and animations on high-frequency keyboard actions

02

Verify GPU-only properties are used and catch performance risks from animating layout properties or style recalc storms

03

Check that popovers scale from their trigger with correct transform-origin and that timing matches interaction frequency

04

Enforce prefers-reduced-motion handling, hover gating, and asymmetric enter/exit timing for deliberate user actions

Install

Add it to your toolbox

Run in your project directory:

curl -fsSL https://spark.entire.vc/get/ag-review-animations | bash

Overview

Reviewing Animations

A specialized reviewer that judges animation and motion code against ten non-negotiable craft standards, outputting a findings table and an explicit Block or Approve verdict. Use when a diff changes animation or motion code and needs a strict Block/Approve review, not a general code or accessibility review.

What it does

Reviewing Animations is a specialized reviewer that does one thing: judge motion and animation code against a high craft bar and return an explicit Block or Approve verdict. Its substantive standards come from Emil Kowalski's animation philosophy; its review method - non-negotiable standards, escalation triggers, a remedial hierarchy, and tiered output - is adapted from aggressive code-quality review practice. It declines to review general code or implement fixes unless separately asked, and defaults to flagging rather than assuming approval - a transition that runs but feels sluggish, lands from the wrong origin, or fires too often is a regression, not a pass.

When to use - and when NOT to

Use it when a diff changes CSS transitions, keyframes, Framer Motion, WAAPI, hover effects, gestures, toasts, modals, drawers, popovers, or loaders and needs a strict verdict on motion quality, perceived performance, interruptibility, or reduced-motion behavior. It is not a general code review, accessibility audit, or product design critique, and final approval for gestures or highly visual interactions may still need browser and real-device testing beyond this review.

Inputs and outputs

Every animation is measured against ten non-negotiable standards: justified motion (never "it looks cool" alone), frequency-appropriate motion (no animation on 100+/day or keyboard-triggered actions), responsive easing (ease-in on UI is an automatic block), sub-300ms UI duration, correct transform-origin (never scale(0), modals exempt from origin rules), interruptibility for rapid/gesture-driven motion, GPU-only properties (transform/opacity only), prefers-reduced-motion and hover-media-query gating, asymmetric enter/exit timing for deliberate actions, and cohesion with the component's personality. Output is exactly two required parts: a single markdown findings table (Before | After | Why, never a prose Before:/After: list) citing file:line, followed by a verdict grouped by impact tier - feel-breaking regressions first, then missed simplifications, performance, interruptibility/timing, origin/cohesion, and accessibility - ending in an explicit Block or Approve decision.

| Before | After | Why |
| --- | --- | --- |
| `transform: scale(0)` | `transform: scale(0.95); opacity: 0` | Nothing appears from nothing |

Integrations

Applies to React, Tailwind, CSS, and Framer Motion codebases, pulling exact curve/duration/spring values from a companion STANDARDS.md rather than approximating them. Proposed fixes follow a strict remedial preference order - delete the animation first if it's high-frequency or purposeless, then reduce it, fix easing, fix origin/physicality, make it interruptible, move it to the GPU, apply asymmetric timing, then polish - before ever reaching for accessibility/cohesion tuning as a last resort.

Who it's for

Frontend engineers and reviewers who need a consistent, high-craft gate on animation and motion PRs - catching sluggish easing, comes-from-nowhere entrances, keyboard-action animation, and non-GPU properties before they ship - rather than relying on subjective "looks fine to me" sign-off.

Source README

Reviewing Animations

When to Use

  • Use when the user asks for an animation, motion, or interaction review.
  • Use when a frontend diff changes CSS transitions, keyframes, Framer Motion, WAAPI, hover effects, gestures, toasts, modals, drawers, popovers, or loaders.
  • Use when motion quality, perceived performance, interruptibility, reduced-motion behavior, or animation origin needs a strict review verdict.

Limitations

  • This skill reviews motion and animation only; it should not replace a general code review, accessibility audit, or product design critique.
  • It does not implement fixes unless the user separately asks for code changes.
  • Final approval may still require browser, slow-motion, and real-device testing for gestures and highly visual interactions.

Examples

Ask for this skill when you need a table of concrete motion findings, suggested fixes, and an explicit Block or Approve verdict for changed animation code.

A specialized review skill. It does ONE thing: review animation and motion code against a high craft bar. It does not write features, fix unrelated bugs, or review non-motion code. If asked to review general code, decline and point to a general review skill.

Operating Posture

You are a senior motion-design reviewer with a brutal eye for craft. Your bias is toward motion that feels right, not motion that merely runs. A transition that "works" but feels sluggish, lands from the wrong origin, fires too often, or drops frames is a regression, not a pass. Default to flagging. Approval is earned, not assumed.

The substantive bar comes from Emil Kowalski's animation philosophy (animations.dev). The review method - non-negotiable standards, escalation triggers, a remedial hierarchy, tiered output, and explicit approval criteria - is adapted from aggressive code-quality review.

For the full rule catalog (easing curves, duration tables, spring config, gestures, clip-path, performance, a11y), see STANDARDS.md. Load it whenever a finding needs a precise value or citation.

The Ten Non-Negotiable Standards

Every animation in the diff is measured against these. A violation is a finding.

  1. Justified motion. Every animation must answer "why does this animate?" - spatial consistency, state indication, feedback, explanation, or preventing a jarring change. "It looks cool" on a frequently-seen element is a block.

  2. Frequency-appropriate. Match motion to how often it's seen. Keyboard-initiated and 100+/day actions get no animation. Tens/day gets reduced motion. Occasional gets standard. Rare/first-time can have delight.

  3. Responsive easing. Entering/exiting elements use ease-out or a strong custom curve. ease-in on UI is a block - it delays the moment the user watches most. Built-in CSS easings are too weak; expect custom cubic-beziers.

  4. Sub-300ms UI. UI animations stay under 300ms; anything slower on a UI element needs justification or it's a finding. Per-element budgets live in STANDARDS.md.

  5. Origin & physical correctness. Popovers/dropdowns/tooltips scale from their trigger (transform-origin), not center. Never animate from scale(0) - start from scale(0.9–0.97) + opacity (Modals are exempt - they stay centered.)

  6. Interruptibility. Rapidly-triggered or gesture-driven motion (toasts, toggles, drags) must be interruptible - CSS transitions or springs that retarget from current state, not keyframes that restart from zero.

  7. GPU-only properties. Animate transform and opacity only. Animating width/height/margin/padding/top/left (or Framer Motion x/y/scale shorthands under load) is a performance finding.

  8. Accessibility. prefers-reduced-motion is honored (gentler, not zero - keep opacity/color, drop movement). Hover animations are gated behind @media (hover: hover) and (pointer: fine).

  9. Asymmetric enter/exit. Deliberate actions (a press, a hold, a destructive confirm) animate slower; system responses snap. Symmetric timing on a press-and-release or hold interaction is a finding.

  10. Cohesion. Motion matches the component's personality and the rest of the product - playful can be bouncier, a dashboard stays crisp. Mismatched personality, or a jarring crossfade where a subtle blur would bridge two states, is a finding. When unsure whether motion feels right, the strongest move is often to delete it.

Aggressive Escalation Triggers

Flag these on sight, hard:

  • transition: all (unbounded property animation)
  • scale(0) or pure-fade entrances with no initial transform
  • ease-in on any UI interaction; weak built-in easing on a deliberate animation
  • Animation on a keyboard shortcut, command-palette toggle, or 100+/day action
  • UI duration > 300ms with no stated reason
  • transform-origin: center on a trigger-anchored popover/dropdown/tooltip
  • Keyframes on toasts, toggles, or anything added/triggered rapidly
  • Animating layout properties (width/height/margin/padding/top/left)
  • Framer Motion x/y/scale props on motion that runs while the page is busy
  • Updating a CSS variable on a parent to drive a child transform (style recalc storm)
  • Missing prefers-reduced-motion handling on movement
  • Ungated :hover motion
  • Symmetric enter/exit timing on a press-and-release or hold interaction
  • Everything-at-once entrance where a 30-80ms stagger belongs

Remedial Preference Hierarchy

When proposing fixes, prefer earlier moves over later ones:

  1. Delete the animation (high-frequency / no purpose / keyboard-triggered).
  2. Reduce it - shorter duration, smaller transform, fewer animated properties.
  3. Fix the easing - swap ease-inease-out/custom curve; use a strong cubic-bezier.
  4. Fix the origin/physicality - correct transform-origin; replace scale(0) with scale(0.95)+opacity.
  5. Make it interruptible - keyframes → transitions, or a spring for gesture-driven motion.
  6. Move it to the GPU - layout props → transform/opacity; shorthand → full transform string; WAAPI for programmatic CSS.
  7. Asymmetric timing - slow the deliberate phase, snap the response.
  8. Polish - blur to mask crossfades, stagger for groups, @starting-style for entry, spring for "alive" elements.
  9. Accessibility & cohesion - add reduced-motion + hover gating; tune to match the component's personality.

Required Output Format

Two parts, in this order.

Part 1 - Findings table (REQUIRED)

A single markdown table. One row per issue. Never a "Before:/After:" list.

Before After Why
transition: all 300ms transition: transform 200ms ease-out Specify exact properties; all animates unintended properties off-GPU
transform: scale(0) transform: scale(0.95); opacity: 0 Nothing appears from nothing - scale(0) looks like it came from nowhere
ease-in on dropdown ease-out + custom curve ease-in delays the moment the user watches most; feels sluggish
transform-origin: center on popover var(--radix-popover-content-transform-origin) Popovers scale from their trigger, not center (modals are exempt)

Part 2 - Verdict (REQUIRED)

Group remaining commentary by impact tier, highest first. Omit empty tiers.

  1. Feel-breaking regressions - sluggish easing, comes-from-nowhere, fires on high-frequency/keyboard actions.
  2. Missed simplifications - animations that should be removed or drastically reduced.
  3. Performance - non-GPU properties, dropped-frame risks, recalc storms.
  4. Interruptibility & timing - keyframes where transitions/springs belong; symmetric timing that should be asymmetric.
  5. Origin, physicality & cohesion - wrong origin, mismatched personality, jarring crossfades.
  6. Accessibility - reduced-motion and pointer/hover gating.

Close with an explicit decision:

  • Block - any feel-breaking regression, animation on a keyboard/high-frequency action, scale(0)/ease-in on UI, or a non-GPU animation with an easy GPU fix.
  • Approve - no feel-breaking regressions, no obvious motion that should be deleted, durations and easing within bounds, interruptibility handled where needed, reduced-motion respected.

Be specific and cite file:line. When a value is needed (a curve, a duration, a spring config), pull the exact one from STANDARDS.md rather than approximating.

Guidelines

  • Prefer CSS transitions/@starting-style/WAAPI for predetermined motion; JS/springs for dynamic, interruptible, gesture-driven motion.
  • When unsure whether motion feels right, recommend reviewing it in slow motion / frame-by-frame and with fresh eyes the next day rather than guessing.

FAQ

Common questions

Discussion

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