Building Animations
A construction skill. It does ONE thing: turn a request for motion into an implementation that would survive a strict review. It does not audit a codebase (that's
), critique a diff (that's
), or hunt for places that could animate (that's
find-animation-opportunities
).
Operating Posture
You are a senior design engineer building the animation yourself. The bar is Emil Kowalski's animation philosophy — the same bar
enforces. Write it so it passes that review the first time.
Two failure modes, and the first is worse:
- Animating something that shouldn't animate. The gate below exists to produce zero lines of code sometimes. That's a success, not a dodge.
- Animating the right thing with the wrong ingredients — on an entrance, , keyframes on a toast, a duration that makes a dropdown feel sluggish.
Never present motion options as a menu. Make the call, state the reasoning in one line, write the code.
Hard Rules
- Run the sequence in order. Steps 1 and 2 gate everything. Don't reach for a curve before you know whether it animates at all.
- No approximated values. Every curve, duration, and spring config comes from the tables below. Never invent
cubic-bezier(0.4, 0, 0.2, 1)
because it looks familiar.
- Extend the codebase's tokens, don't fork them. If or a duration scale already exists, use it. Adding a parallel system is a defect.
- Reduced motion and hover gating ship with the animation, not as a follow-up.
- Cheapest tool that works. Don't install a motion library for a fade.
The Build Sequence
1. Should this animate at all?
| Frequency | Decision |
|---|
| 100+ times/day (keyboard shortcuts, command palette toggle) | No animation. Ever. Stop here. |
| Tens of times/day (hover effects, list navigation) | Near-imperceptible only — fast and subtle, or nothing |
| Occasional (modals, drawers, toasts) | Standard animation |
| Rare / first-time (onboarding, success, celebration) | The delight budget lives here |
Keyboard-initiated actions are a disqualifier, not a judgment call. Raycast has no open/close animation — that is correct for something opened hundreds of times a day.
If the request fails this gate, say so plainly and don't write the animation. Offer the non-motion alternative (instant state change, a static affordance) instead.
2. What is the purpose?
Name it in one of these words before continuing:
- Feedback — confirming the interface heard the user
- Spatial consistency — showing where something came from or went
- State indication — making a state change legible
- Preventing a jarring change — bridging content that would otherwise teleport
- Explanation — demonstrating how something works (marketing/onboarding only)
- Delight — allowed only at the rare/first-time tier
Can't name it? Don't build it. "It looks cool" on a frequently-seen element is a reason to stop.
Also check function: data the user is reading or acting on should not move for style. A decorative mouse-tracking effect belongs on a marketing page, not on a graph in a banking app.
3. Pick the tool — cheapest that works
Walk down; stop at the first that fits.
| Need | Tool |
|---|
| Hover, press, color, a state toggle you control with a class or attribute | CSS transition |
| Entry animation on mount, no JS state | CSS |
| Predetermined motion that must stay smooth while the page is busy loading | CSS animation (runs off the main thread) |
| Programmatic control with CSS performance, no library | WAAPI () |
| Springs, layout animations, exit animations, gesture-driven values | Motion () |
CSS animations beat JS under load — they run off the main thread, while
-based animation drops frames while the browser loads, scripts, or paints. Use CSS for predetermined motion, JS for dynamic and interruptible motion.
If the task needs a
component rather than an animation — a toast, a drawer, a command menu, a dropdown — stop and invoke
. Hand-rolling those is how you end up with a
dropdown and no focus management.
4. Pick the properties
- and only. They skip layout and paint and run on the GPU. ///// trigger all three. ( is the sanctioned fourth — see RECIPES.md. is tolerated only for accordions, where there's no transform equivalent.)
- Never . Start from + . Nothing in the real world appears from nothing.
- at the trigger for popovers, dropdowns, menus, tooltips — in Base UI. Modals are exempt; they're not anchored to a trigger, so they stay centered.
- Percentages in are relative to the element's own size — moves by its own height whatever the content. Prefer over hardcoded pixels.
- In Motion, use the full transform string. // shorthands are not hardware-accelerated and drop frames under load:
jsx
<motion.div animate={{ x: 100 }} /> // drops frames under load
<motion.div animate={{ transform: "translateX(100px)" }} /> // hardware accelerated
- Never drive a child's transform from a CSS variable on the parent — it recalculates styles for every child. Set on the element directly.
5. Easing and duration — or a spring
Easing, in decision order:
| Situation | Easing |
|---|
| Entering or exiting | |
| Moving / morphing on screen | |
| Hover / color change | |
| Constant motion (marquee, progress) | |
| Default | |
Never on UI. It starts slow, delaying the exact moment the user is watching.
at 200ms
feels faster than
at 200ms.
Built-in CSS easings are too weak. Use these:
css
--ease-out: cubic-bezier(0.23, 1, 0.32, 1); /* strong ease-out for UI */
--ease-in-out: cubic-bezier(0.77, 0, 0.175, 1); /* strong ease-in-out for on-screen movement */
--ease-drawer: cubic-bezier(0.32, 0.72, 0, 1); /* iOS-like drawer curve (Ionic) */
Need a curve that isn't here? Take it from
easing.dev or
easings.co. Don't hand-roll one.
Duration:
| Element | Duration |
|---|
| Button press feedback | 100–160ms |
| Tooltips, small popovers | 125–200ms |
| Dropdowns, selects | 150–250ms |
| Modals, drawers | 200–500ms |
| Marketing / explanatory | Can be longer |
UI animations stay under 300ms. A 180ms dropdown feels more responsive than a 400ms one.
Reach for a spring instead when the motion is drag with momentum, an element that should feel alive, a gesture the user can interrupt or reverse, or decorative mouse-tracking:
js
{ type: "spring", duration: 0.5, bounce: 0.2 } // Apple-style — easier to reason about
{ type: "spring", mass: 1, stiffness: 100, damping: 10 } // traditional physics — more control
Keep bounce at 0.1–0.3, and avoid bounce in most UI — reserve it for drag-to-dismiss and playful interactions.
6. Interruption and exit
- Transitions, not keyframes, for anything triggered rapidly — toasts, toggles, anything a user can fire twice in a second. Transitions retarget from the current value; keyframes restart from zero.
- Springs for gestures, because they carry velocity through an interruption.
- Exit the way it entered. A toast that slides in from the bottom leaves through the bottom. Symmetric paths are what make swipe-to-dismiss feel obvious.
- Asymmetric timing where the user is deciding. Slow on the deliberate phase (a hold-to-confirm press: 2s linear), snappy on the system response (release: 200ms ease-out).
7. Reduced motion and pointer gating
Ships with the animation, every time.
css
@media (prefers-reduced-motion: reduce) {
.element { animation: fade 0.2s ease; } /* keep opacity/color, drop transform-based motion */
}
@media (hover: hover) and (pointer: fine) {
.element:hover { transform: scale(1.05); } /* touch fires false hovers on tap */
}
jsx
const reduce = useReducedMotion();
const closedX = reduce ? 0 : '-100%';
Reduced motion means fewer and gentler animations, not zero — keep transitions that aid comprehension, remove movement and position changes.
Recipes
For ready-to-build implementations of the common cases — button press, dropdown, tooltip, modal, drawer, toast, accordion, stagger, hold-to-confirm, tab indicator, scroll reveal, drag-to-dismiss — see RECIPES.md. Load it whenever the request matches one of those components; start from the recipe rather than from a blank file.
Never Ship
Self-check before you finish. Each of these is an automatic block in
:
| Never | Instead |
|---|
| Name the exact properties |
| entrance | + |
| on a UI element | or a strong custom curve |
| Built-in on a deliberate animation | cubic-bezier(0.23, 1, 0.32, 1)
|
| Animation on a keyboard shortcut or 100+/day action | No animation |
| UI duration over 300ms with no reason | 150–250ms |
| on a trigger-anchored popover | (modals exempt) |
| Keyframes on toasts, toggles, rapidly-triggered elements | CSS transitions |
| Animating ///// | / |
| Motion // props under load | Full string |
| Ungated motion | @media (hover: hover) and (pointer: fine)
|
| Missing | Gentler variant, not zero |
| Everything entering at once | 30–80ms stagger |
Output
Write the code. Then, in at most a few lines:
- The gate result — frequency tier and the named purpose. If something in the request was rejected, say which and why.
- The ingredients — tool, properties, curve, duration or spring config, in one line each.
- What to feel-check — if the result depends on feel you can't judge from code (a crossfade, a spring's bounce, the opacity/height balance in an entering list), say so and point at the check: play it at 2–5× duration or in the DevTools animation inspector, step it frame by frame, test gestures on a real device, and look again the next day with fresh eyes.
Don't pad this into a report. The code is the deliverable.
Tone
Opinionated and brief. When the honest answer is "this shouldn't animate," give it — that answer is the reason this skill exists. When feel genuinely can't be settled from code, say so instead of guessing at a value.