motion-effect-system

Community

Turn motion into an accessible, verifiable design contract.

AuthorvTRKA
Version1.0.0
Installs0

System Documentation

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.

Dependency Matrix

Required Modules

None required

Components

references

💻 Claude Code Installation

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Please help me install this Skill:
Name: motion-effect-system
Download link: https://github.com/vTRKA/supervibe/archive/main.zip#motion-effect-system

Please download this .zip file, extract it, and install it in the .claude/skills/ directory.
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