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animaxxing

animaxxing

github.com/johnpolacekDesign & UI1378 installsUpdated today
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About animaxxing

animaxxing is a skill for developers who want to add GSAP animation effects to existing projects while retaining their visual styling. It provides selectable recipes and delegates lifecycle and initialization to a matching GSAP skill.

Key features

  1. 01Portable TypeScript and GSAP recipes
  2. 02Effects for text, scroll, pointers, and media
  3. 03Reduced-motion and accessibility guidance
  4. 04Recipe cleanup and restoration guidance

Use cases

  1. 01Add a named animation to an interface
  2. 02Apply coordinated motion across every screen
  3. 03Build scroll or pointer-driven effects

Install

Copy the command and run it in a terminal.

$npx skills add https://github.com/johnpolacek/animaxxing-skills --skill animaxxing

After installing, type/animaxxingin Claude Code to confirm it loaded.

Bundled files

References and scripts installed along with SKILL.md.

agents/
openai.yaml
references/
effect-restoration.md
finding-the-vibe.md
motion-vocabulary.md
references/recipes/
ambient.md
blast-off.md
component-motion.md
counters-and-marquees.md
doorways.md
endless-drag.md
hover-effects.md
layout-flip.md
media-effects.md
page-covers.md
particle-effects.md
particle-field.md
physics-effects.md
pointer-effects.md
press-feedback.md
print-effects.md
route-letters.md
scroll-effects.md
section-pager.md
smooth-scroll.md
sortable.md
sound-cues.md
speak-in.md
split-entrances.md
svg-effects.md
typewriter.md

Details

From the project README

Animaxxing

Portable vanilla TypeScript and GSAP effect recipes. Keep the project's fonts, colors, layout, and component styling; no style skill, token, or font is required.

Load the matching gsap-<framework> skill first (gsap-vanilla for plain sites), installing it if missing. It owns mount → initial state → intro → settled → outro → end state → unmount, initialization, navigation, recovery, interruption, and cleanup timing. This skill supplies builders its controller calls; do not invent lifecycle guidance here.

Choose the scope

  • Full treatment. "We're animaxxing", "animax this", or "full treatment" means every element on every screen animates, keeping the brand. Each element starts from a blank first paint, enters (intro), rests static or ambient (settled), and leaves (outro) on every requested navigation. Content below the fold enters when it is scrolled or tabbed to. Mark every element as a page item (route letters) or give it a pair from the shelf; the framework skill keeps the first paint blank. Record the decision in the project's plan or notes so later sessions keep it.
  • Single effects. A named effect gets only that effect. A particle button does not imply a page transition, font change, or hero sequence.
  • A feel, or no effect named. "Make it feel premium", "add some animation": read Finding the vibe before choosing any effect. Read the feel from the project, then say the plan in a line or two before building.
  • Unclear. When the project's own cues settle the feel and how much motion it wants, say the plan in a line or two and build. Ask only when they don't, and then once: "Full treatment on every element, or only ?", folding in the feel if that is open too.
  • The full treatment still follows reduced motion, no-script readability, and the framework skill's initialization and lifecycle.

Setup and adaptation

  • Read the installed GSAP version and types. Every plugin used is free since 3.13; SplitText recipes need 3.13+ (SplitText.create, smartWrap, mask, aria); easeReverse needs 3.15+. Each recipe lists its dependencies; register only those used. Use the official GSAP skills for API details.
  • Recipes register plugins at module scope, which is server-safe, but import them only from client code. Drop a copy's registration when the project registers plugins centrally.
  • Add only requested effects unless the full treatment applies; see Choose the scope.
  • Recipe constants are editable defaults, not brand rules. Tune timing, stagger, spread, and intensity to the surface; expose more constants only if the app needs runtime configuration.
  • Weight effects need a loaded variable weight axis, not a specific font. Match endpoints and resting weight to the face (examples use 400–800), or use transform-only effects.
  • Particle canvases take their CSS color; use an existing brand color with enough contrast. Keep control geometry and focus styling.
  • Use style-animaxxing only when its look is requested; it selects and configures these recipes.

Read only what you need

TaskReference
The feel isn't settled: a full treatment, a new project, or a user describing a moodFinding the vibe
Choose in/out effects, configure defaults, coordinate with the controllerMotion vocabulary
A brand's signature curve for every ease optionSignature curves
Loading flashes, auth-dependent content, or layout shiftsMatching installed framework skill's references/initialization.md, Data readiness and layout stability
Character animation: font readiness, kerning, masks, stable split/revert; weight or width moves inside a line of textText stability
Character, word, line, scramble, or glitch entrances/exits, implode and explode, ellipse line reveals, highlighter line sweepsSplit entrances
Page items, including scattering headlinesRoute letters
Short display copy arriving at speaking paceSpeak-in
Text typed behind a caret, deleted, or a word that retypes through a listTypewriter
Ambient headline rippleWave
Scroll reveals and pop-ins, scrubbed statements, parallax and footer reveals, pinned scenes, stacking cards, zoom-through to the next scene, horizontal runs and drift inside them, an element traveling between section waypoints, progress, velocity skew, header theme per section, hide-on-scroll headersScroll effects
Magnetic buttons, tilt cards, spotlight reveals, cursor follower and its scrolling label, momentum hover, proximity scaling and dock effects, image trails, drag-and-throw tracks, swipe to dismissPointer effects
Endless drag galleries: a wrapping loop with snap, wheel, and drift; a 2D grid that wraps on both axes; a fanned card stack dealt by drag or flickEndless drag
Lists reordered by dragging a handle or with the keyboardSortable
Full-screen sections changing on a wheel flick, swipe, or keySection pager
Opt-in sound on interactions and timelines, ambient bedsSound cues
Line drawing, icon morphs, a shape flowing through a sequence of shapes, a mark following a path, a section edge that morphs with scroll, text riding a path or turning around a badgeSVG effects
Printmaking: an image or block painted on with a dry brush, text that inks in through grain or is written on by a brush, a second impression slipping into register, a corner pulled back and peeled offPrint effects
Thresholds and arches: a picture opening out of an arch to fill its frame, a scrolled passage through a doorway into the next picture, a picture flying from a card into an arch and taking its shapeDoorways
A beat that draws the eye then rests (a ring from a live dot, a heartbeat, a badge bump), and ambient loops that float, drift, breathe, or orbit while on screen, with a pausePulse and ambient
Count-up figures, odometer digits rolling to new values, looping marquees, logo walls that cycleCounters and marquees
Eased page scrolling with Lenis or ScrollSmootherSmooth scroll
Curtain page transitions, tilted, titled, clip-path wipe, or drifting covers, curved SVG swipe covers, first-visit preloadersPage covers
Filter, reorder, and expand layouts; shared-element morphs across pagesLayout Flip
Image wipe reveals, a liquid pour reveal, hover image previews, scroll-scrubbed video, canvas frame sequencesMedia effects
Label rolls, underline sweeps, direction-aware fills, weight or width hovers in running text, image zoom on hover and focus, liquid hovers (a bead underline, a poured round fill, a jelly button)Hover effects
A control that squashes and ripples when pressed, by any inputPress feedback
A shake for an error or refused actionAccents
Menu overlays, interruptible enter/exit with reverse easing, dialog enter and exit, accordion height, sliding tab indicators, buttons that show loading, success, and failureComponent motion
Dispersal on a call to actionBlast-off
Confetti bursts and emoji rain thrown under gravityPhysics effects
Particle buttons, cards, links, or command fieldsParticle effects plus field/attach helpers
Touch, focus, stuck hover, mobile particle budgetsInput and devices
Roll back partial setup and restore modified contentEffect restoration
Verify effects and reuse on another brandVerification, then the framework's relevant checks

Recipe contract

Copy only the selected recipe and its named local helpers. Return shapes differ per recipe (timelines, { timeline, revert }, stop functions, particle controls); assume no universal interface.

Framework phaseEffect responsibility
initial stateTargets prepared under the framework's pre-paint/no-script mechanism
introEntrance builder or enter(delay)
settledClear temporary styles; optional idle() or wave
outroExit builder, exit(), or blastOff(...)
end stateNotify completion; controller decides the next action
unmountController calls the recipe's stop, destroy, or revert handle
  • Apply effect restoration when copying a recipe, including failure before a handle returns.
  • Builders never navigate, mount, subscribe to page lifecycle, or decide when they run. The controller calls them and owns phase state.
  • An invisible start does not make incomplete data ready. The controller supplies resolved targets or reserved regions; never use an entrance to disguise guest or empty content.
  • Keep split markup only while an effect needs it (speak-in finishes and an active wave persist). Revert at the controller's cleanup boundary; preserve accessible text and nested controls.
  • Use overwrite: "auto"; clear temporary styles and will-change when their phase ends.
  • Park a start position with gsap.set or fromTo, never with a CSS transform the tween also moves: GSAP reads CSS translateY(100%) as pixel y and adds yPercent on top, so a cover lands a full height short. A CSS transform is fine as a resting pose that a from tween lands on.
  • Reduced motion reaches the documented settled or exit state and still fires completion callbacks; no ambient motion. Use the project's preference helper, including any app override. Builders read it when they build; on a change, the controller tears down and rebuilds.
  • Killing a parent timeline never reaches a nested builder's interrupt callback. Kill the parent, then call each builder's revert, such as revertText for split runners.
  • One effect per target: two owners must never write one element's transform. Stop pointer and ambient effects before an outro moves their target.
  • Ambient effects expose controls so the owner can pause them off screen and stop them on exit. Loops past five seconds need a user-facing pause (WCAG 2.2.2).
  • Particle input and density follow the field contract. Controls work without hover.
  • Text keeps its line breaks from first paint to rest. Wait for the faces before measuring or splitting, keep text hidden until they load (briefly at most), never tween letter-spacing, width, or weight on text that wraps, and animate a paragraph as one block unless its split lines match the resting breaks. Verification has the check.
  • Width changes can invalidate split measurements (resize). The controller decides whether to rebuild; recipes never remount pages.

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