Expert in real-time game animation systems including skeletal animation, blend trees, state machines, inverse kinematics, root motion, procedural animation, and animation retargeting. Specializes in creating fluid, responsive character animation that balances visual quality with performance constraints. Use when "animation system, state machine, blend tree, skeletal animation, inverse kinematics, IK system, root motion, animation blending, character animation, animator controller, motion matching, animation retargeting, foot IK, look at IK, aim offset, animation montage, animation notify, additive animation, animation layers, procedural animation, animation, game-dev, character, state-machine, unity, unreal, godot, skeletal, rigging, motion" mentioned.
日本語の概要は準備中です。原文の説明を表示しています。
omer-metin/skills-for-antigravity☆ 1642026年1月22日 更新
Implement, review, or improve SwiftUI animations and transitions. Use when adding explicit animations with withAnimation, configuring implicit animations with .animation(_:body:) or .animation(_:value:), configuring spring animations (.smooth, .snappy, .bouncy), building phase or keyframe animations with PhaseAnimator/KeyframeAnimator, creating hero transitions with matchedGeometryEffect or matchedTransitionSource, adding SF Symbol effects (bounce, pulse, variableColor, breathe, rotate, wiggle), implementing custom Transition or CustomAnimation types, or ensuring animations respect accessibilityReduceMotion.
日本語の概要は準備中です。原文の説明を表示しています。
JordanCoin/ios-skills-collection☆ 62026年9月10日 更新
ReactやNext.jsのアニメーション設定を共通化し、動きを減らす利用者設定や端末性能、サーバー描画との整合性に配慮した実装の土台を整えるスキル。
- 部品間のアニメーション設定の統一
- ばねの動きの共通設定を作りたいとき
- 動きを減らす設定に対応したいとき
affaan-m/ECC☆ 27.7万2026年10月10日 更新
Design and implement web animations that feel natural and purposeful. Use this skill proactively whenever the user asks questions about animations, motion, easing, timing, duration, springs, transitions, or animation performance. This includes questions about how to animate specific UI elements, which easing to use, animation best practices, or accessibility considerations for motion. Triggers on: easing, ease-out, ease-in, ease-in-out, cubic-bezier, bounce, spring physics, keyframes, transform, opacity, fade, slide, scale, hover effects, microinteractions, Framer Motion, React Spring, GSAP, CSS transitions, entrance/exit animations, page transitions, stagger, will-change, GPU acceleration, prefers-reduced-motion, modal/dropdown/tooltip/popover/drawer animations, gesture animations, drag interactions, button press feel, feels janky, make it smooth.
日本語の概要は準備中です。原文の説明を表示しています。
vercel-labs/open-agents☆ 5,8432026年8月29日 更新
Write Swift animation code using Apple's latest frameworks — SwiftUI animations, Core Animation, and UIKit. Prefer first-party APIs over third-party libraries. Use when implementing iOS animations, writing animation code, building transitions, creating gesture-driven interactions, or converting animation specs/designs into working Swift code. Covers iOS 18 through iOS 26 APIs including KeyframeAnimator, PhaseAnimator, custom Transition protocol, zoom navigation transitions, matchedGeometryEffect, symbol effects, mesh gradients, and SwiftUI-UIKit animation bridging.
日本語の概要は準備中です。原文の説明を表示しています。
existential-birds/beagle☆ 822026年9月16日 更新
ReactやNext.jsで、ドラッグ操作、スワイプ、文字やSVGのアニメーションを実装します。複数段階の動きや読み込み表示まで扱い、用途に合うAPI選びも支えるスキル。
- ドラッグで閉じる画面や並べ替えリストの実装
- 単語ごとの文字表示や数値アニメーション
- SVGの線描画や円形の進捗表示
affaan-m/ECC☆ 27.7万2026年10月10日 更新
Three.js animation - keyframe animation, skeletal animation, morph targets, animation mixing. Use when animating objects, playing GLTF animations, creating procedural motion, or blending animations.
日本語の概要は準備中です。原文の説明を表示しています。
calesthio/OpenMontage☆ 6.7万2026年10月4日 更新
Animate in Godot 4.7 three ways: AnimationPlayer for keyframed clips (incl. call and signal tracks), AnimationTree with state machines and blend spaces for character animation, and Tween for short procedural/UI tweens via create_tween(). Use when working with AnimationPlayer/AnimationTree nodes in a .tscn, blending character states, sprite-sheet animation, or code-driven Tweens.
日本語の概要は準備中です。原文の説明を表示しています。
gamedev-skills/awesome-gamedev-agent-skills☆ 1,4072026年10月9日 更新
Versatile JavaScript animation engine for DOM, CSS, SVG, and JavaScript objects. Use when creating timeline-based animations, stagger effects, SVG morphing, keyframe sequences, or complex choreographed animations. Triggers on tasks involving Anime.js, timeline animations, staggered sequences, SVG path animations, morphing, or multi-step animation choreography. Alternative to GSAP for SVG-heavy animations and React-independent projects.
日本語の概要は準備中です。原文の説明を表示しています。
freshtechbro/claudedesignskills☆ 1,0232025年11月20日 更新
After Effects animation rendering for web and React applications. Use this skill when implementing Lottie animations, JSON vector animations, interactive animated icons, micro-interactions, or loading animations. Triggers on tasks involving Lottie, lottie-web, lottie-react, dotLottie, After Effects JSON export, bodymovin, animated SVG alternatives, or designer-created animations. Complements GSAP ScrollTrigger and Framer Motion for scroll-driven and interactive animations.
日本語の概要は準備中です。原文の説明を表示しています。
freshtechbro/claudedesignskills☆ 1,0232025年11月20日 更新
Generate cartoon and animation style video prompts for Seedance 2.0 on Higgsfield. Use whenever the user wants cartoon, 2D animation, cel-shaded, hand-drawn, illustrated, flat animation, or motion graphics animation style video. Triggers on: cartoon, animation, cel shading, hand-drawn, illustrated, flat design animation, vector animation, retro cartoon, rubber hose, motion graphics, or any cartoon/animated style request. Use even for vague requests like "make it look animated" or "fun colorful style.
日本語の概要は準備中です。原文の説明を表示しています。
beshuaxian/higgsfield-seedance2-jineng☆ 9582026年4月10日 更新
World-class motion design expertise combining Disney's 12 principles of animation, Material Design's motion system, and the performance-first philosophy of production interfaces. Motion design is the craft of bringing interfaces to life - not through decoration, but through clarity, continuity, and communication. Great motion design is invisible. Users don't notice the animations - they notice that the interface feels natural, responsive, and alive. Every transition tells a story: where did this come from? Where is it going? What just happened? Motion is the language of cause and effect in digital interfaces. Use when "animation, motion, transition, microinteraction, easing, timing, choreography, loading animation, skeleton loader, page transition, hover effect, scroll animation, spring animation, keyframes, framer motion, gsap, lottie, animation, motion, transitions, microinteractions, easing, timing, accessibility, performance, frontend, design" mentioned.
日本語の概要は準備中です。原文の説明を表示しています。
omer-metin/skills-for-antigravity☆ 1642026年1月22日 更新
Anime.js Animation Skill workflow skill. Use this skill when the user needs Advanced JavaScript animation library skill for creating complex, high-performance web animations and the operator should preserve the upstream workflow, copied support files, and provenance before merging or handing off.
日本語の概要は準備中です。原文の説明を表示しています。
diegosouzapw/awesome-omni-skills☆ 1592026年7月8日 更新
Reviews iOS animation code for correctness, performance, accessibility, and Apple API best practices. Use when reviewing .swift files containing animation code — withAnimation, .animation(), PhaseAnimator, KeyframeAnimator, matchedGeometryEffect, navigationTransition, CABasicAnimation, CASpringAnimation, UIViewPropertyAnimator, UIDynamicAnimator, symbolEffect, scrollTransition, contentTransition, or custom Transition conformances.
日本語の概要は準備中です。原文の説明を表示しています。
existential-birds/beagle☆ 822026年9月16日 更新
Generate hand-crafted web animation patterns as self-contained HTML: typewriter/rotator effects, progress bar simulations, file review state machines, staggered reveals, terminal status displays, streaming AI-response demos, popover/dialog/toast lifecycles, Lottie orchestration, scroll-driven sequences. Behavioral animations that simulate live software. Triggers on typewriter effect, progress animation, stagger reveal, terminal animation, streaming text, AI demo animation, toast animation, data simulation, product demo animation, loading sequence, conductor motion.
日本語の概要は準備中です。原文の説明を表示しています。
tdimino/claude-code-minoan☆ 412026年9月28日 更新
This skill should be used when the user asks to "fix janky CSS animation", "make animation 60fps", "stop layout thrashing", "animate width/height/top/left smoothly", "convert animation to transform", "animate box-shadow performantly", "animate height auto", "FLIP animation", or "why is my scroll/hover animation choppy".
日本語の概要は準備中です。原文の説明を表示しています。
iart-ai/web-animation-skills☆ 362026年6月22日 更新
Three.js animation - keyframe animation, skeletal animation, morph targets, animation mixing. Use when animating objects, playing GLTF animations, creating procedural motion, or blending animations.
日本語の概要は準備中です。原文の説明を表示しています。
datit309/supergraph☆ 222026年10月11日 更新
Three.js animation - keyframe animation, skeletal animation, morph targets, animation mixing. Use when animating objects, playing GLTF animations, creating procedural motion, or blending animations.
日本語の概要は準備中です。原文の説明を表示しています。
thedaviddias/agent-forge☆ 32026年5月18日 更新
All animation knowledge for HyperFrames — atomic motion rules, multi-phase scene blueprints, scene transitions, broader motion-design techniques, AND the seven runtime adapters (GSAP default, plus Lottie, Three.js, Anime.js, CSS keyframes, Web Animations API, TypeGPU). Use for any motion or animation task: pick 2-4 rules and compose, or load a blueprint, or look up runtime-specific API (e.g. GSAP eases / Lottie player / Three.js mixer). Also covers auditing an existing composition's choreography (animation map) and 24 named text-animation effects. HyperFrames-native: single paused timeline, seek-safe, deterministic.
日本語の概要は準備中です。原文の説明を表示しています。
heygen-com/hyperframes☆ 6.1万2026年10月11日 更新
Profile, audit, and optimize frontend page performance with emphasis on animation work, memory-leak risks, long-session slowdowns, CSS animations, canvas/WebGL requestAnimationFrame loops, marquees, skeletons, GSAP/Three/Matter effects, timers, listeners, and observers. Use when the user asks to make animations performant, pause offscreen animations, look for memory leaks, profile pages that slow the computer over time, fix janky scrolling, reduce CPU/GPU use, or repeat the "only play in view" optimization on React/Vite/Next/frontend pages using Codex Browser.
日本語の概要は準備中です。原文の説明を表示しています。
MengTo/Skills☆ 6,7122026年10月6日 更新
State machine-based vector animation with runtime interactivity and web integration. Use this skill when creating interactive animations, state-driven UI, animated components with logic, or designer-created animations with runtime control. Triggers on tasks involving Rive, state machines, interactive vector animations, animation with input handling, ViewModel data binding, or React Rive integration. Alternative to Lottie for animations requiring state machines and two-way interactivity.
日本語の概要は準備中です。原文の説明を表示しています。
freshtechbro/claudedesignskills☆ 1,0232025年11月20日 更新
Physics-based animation library combining React Spring (spring dynamics, gesture integration, 60fps animations) and Popmotion (low-level composable animation utilities, reactive streams). Use when building fluid, natural-feeling UI animations, gesture-driven interfaces, physics simulations, or spring-loaded interactions. Triggers on tasks involving React Spring hooks, spring physics, inertia scrolling, physics-based motion, animation composition, or natural UI movements. Alternative physics approach to motion-framer for more physically accurate animations.
日本語の概要は準備中です。原文の説明を表示しています。
freshtechbro/claudedesignskills☆ 1,0232025年11月20日 更新
Use when implementing animations — AnimationPlayer, AnimationTree, blend trees, state machines, sprite animation, and code-driven animation
日本語の概要は準備中です。原文の説明を表示しています。
jame581/GodotPrompter☆ 8092026年10月11日 更新
All animation knowledge for HyperFrames — atomic motion rules, multi-phase scene blueprints, scene transitions, broader motion-design techniques, AND the seven runtime adapters (GSAP default, plus Lottie, Three.js, Anime.js, CSS keyframes, Web Animations API, TypeGPU). Use for any motion or animation task: pick 2-4 rules and compose, or load a blueprint, or look up runtime-specific API (e.g. GSAP eases / Lottie player / Three.js mixer). Also covers auditing an existing composition's choreography (animation map) and 24 named text-animation effects. HyperFrames-native: single paused timeline, seek-safe, deterministic.
日本語の概要は準備中です。原文の説明を表示しています。
coco-research/coco☆ 5362026年10月11日 更新