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Found 11 Skills
Use when determining how fast or slow motion should be—pacing action sequences, dramatic pauses, comedic beats, or any situation where the duration of movement matters.
Use when designing animations for educational platforms, e-learning, tutoring apps, or skill-building experiences
Use when designing animations for gaming apps, streaming platforms, entertainment portals, or interactive media
Use when designing animations for medical apps, patient portals, telehealth, or health tracking interfaces
Use when designing animations for news sites, content platforms, publishing apps, or media consumption experiences
Generates animation configurations for Remotion including spring configs, interpolations, easing functions, and timing logic. Focuses ONLY on animation parameters, NOT component implementation. Use when defining animation behavior or when asked to "configure animations", "setup spring configs", "define easing curves".
Use when learning animation timing fundamentals - principles that apply regardless of duration, the foundational rules that scale across all time ranges
Use this skill when running per-frame logic or controlling the PixiJS v8 render loop. Covers Ticker.add/addOnce/remove, deltaTime vs deltaMS vs elapsedMS, UPDATE_PRIORITY ordering, maxFPS/minFPS capping, speed scaling, Ticker.shared vs new instances, per-object onRender hook, manual rendering. Triggers on: Ticker, UPDATE_PRIORITY, deltaTime, deltaMS, elapsedMS, onRender, app.ticker, maxFPS, minFPS, Ticker.shared.
Use when designing animations for social platforms, messaging apps, content sharing, or community features
Use when determining animation durations, controlling pacing, establishing rhythm, or making motion feel appropriately weighted and emotionally resonant.
This skill should be used when the user asks to "make this animation feel natural", "fix motion that feels stiff/floaty/cheap", "my animation looks robotic", "choose an easing curve", "how do I use the Graph Editor", "add overshoot or bounce", "Easy Ease isn't enough", "make snappy motion", "pick a duration for this transition", "stagger a list animation", "sync animation to a beat", or "review motion for good timing". It is the tech-agnostic foundation for deciding how something should move.