motion-effect-system

Define motion system contracts with timing, easing, and reduced-motion fallbacks.

Updated Apr 27, 2026
One-click install
npx skills add https://github.com/vTRKA/supervibe --skill motion-effect-system
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: motion-effect-system
Source: https://github.com/vTRKA/supervibe/tree/main/skills/motion-effect-system
Command: npx skills add https://github.com/vTRKA/supervibe --skill motion-effect-system

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes references (resource) components.

What problem does it solve?

Motion requirements often stay informal, causing accessibility gaps, inconsistent easing/timing, missing reduced-motion parity, and unprovable runtime claims during design and handoff.

Core Features & Use Cases

  • Motion system contract: Defines named timing tiers, easing tokens, choreography rules, and approval boundaries for when motion is allowed or must be removed.
  • Accessible fallback planning: Requires no-motion equivalents and reduced-motion handling tied to evidence rather than taste.
  • Verification-ready output: Enforces anti-AI-slop evidence, gate IDs, and an output report contract that separates static review from runtime proof.
  • Specialist routing: Delegates actual playback/implementation to runtime-focused skills (e.g., Lottie/Rive, WebGL/Canvas, generated video) after the system contract is set.

Quick Start

Use motion-effect-system to define a token-governed animation recipe and its reduced-motion/no-motion fallback before routing implementation to runtime specialists for a specific UI state or handoff artifact.

Frequently Asked Questions about motion-effect-system

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I create an accessible motion design system with reduced-motion fallbacks?

An accessible motion design system requires defining named timing tiers, easing tokens, and choreography rules while enforcing reduced-motion and no-motion equivalents. This creates a verifiable design contract that separates static review from required runtime proof.

What is a motion system contract for design handoff?

A motion system contract for design handoff is a defined set of named timing tiers, easing tokens, and approval boundaries dictating when motion is allowed or must be removed. It enforces anti-slop evidence and gate IDs for verifiable runtime claims.

How do I enforce reduced-motion accessibility in animation tokens?

You enforce reduced-motion accessibility in animation tokens by requiring no-motion equivalents and reduced-motion handling tied to evidence rather than taste. The system separates static approval from required browser runtime proof to prevent accessibility gaps.

Does this motion design approach handle state-transition choreography for app surfaces?

Yes, this motion design approach handles state-transition choreography across interaction, route, media, and runtime boundaries for app surfaces. It defines choreography rules and delegates actual playback implementation to runtime-focused specialists.

What is the best way to document animation tokens for developer handoff?

The best way to document animation tokens for handoff is generating an output report that separates static approval from required browser runtime proof. This enforces anti-AI-slop evidence and gate IDs to verify all motion claims.

When should I not use a system-level motion contract for prototypes?

You should not use a system-level motion contract for prototypes if you need actual playback or implementation, as this approach solely defines the token-governed animation recipe. It routes runtime execution to specialized skills after setting the contract.