---
name: animated-ui-component-generator
description: "Generates a production-ready motion spec for an animated UI component from an interaction description — covering state machine, transition timing curves, gesture mapping, performance budgets, and Rive/Lottie implementation notes. Use when designing a micro-interaction, animated button, loading state, transition, or any motion component that developers need to build to spec."
argument-hint: "[component] [platform]"
allowed-tools: ["Read"]
---

# Animated UI Component Generator

## Purpose
Turn a plain-language description of a UI interaction into a complete, buildable motion specification — states, transitions, timing curves, gesture triggers, and performance constraints — so developers implement the animation exactly as intended without guessing at easing values or dropping frames on mobile.

## When to Use
Invoke this skill when the user asks to:
- Spec an animated button, toggle, tab bar, or micro-interaction
- Design a loading, skeleton, success, or error state animation
- Define a screen-to-screen transition or shared-element animation
- Map a gesture (swipe, drag, pull-to-refresh) to motion behavior
- Prepare a Rive or Lottie handoff spec for developers
- Standardize animation timing and easing across a component library

## Inputs Required
Before starting, collect:
- **Interaction description**: What the user does and what should visually happen (2–4 sentences)
- **Platform target**: iOS / Android / React Native / Flutter / Web
- **Implementation tech**: Rive / Lottie / native (Core Animation, Compose, Reanimated) / CSS
- **Component states**: Known states this component moves between (e.g., idle, pressed, loading, success)
- **Trigger type**: Tap / drag / scroll / gesture / system event / time-based
- **Brand motion feel**: 2–3 adjectives (e.g., snappy, playful, calm, precise)
- **Performance floor**: Lowest-end device to support, if known

If tech or performance floor is missing, default to Rive for interactive state-machine components and Lottie for playback-only, and assume a mid-tier device (60fps target, degrade gracefully below).

## Instructions

### Step 1: Define the State Machine
List every distinct visual state the component occupies and the events that move it between them.
- Name each state (Idle, Hover, Pressed, Active, Loading, Success, Error, Disabled)
- For each state, describe the resting visual (position, scale, opacity, color, blur)
- Map transitions as directed edges: `From State → To State` with the triggering event
- Flag any state that can be interrupted mid-transition and what happens on interruption
- Note whether states are exclusive or can layer (e.g., Loading + Disabled)

If Rive is the target, structure this explicitly as inputs (Boolean, Number, Trigger) driving a state machine — name the inputs a developer would wire up.

### Step 2: Specify Transition Timing and Easing
For each transition edge from Step 1, define:
- **Duration**: In milliseconds — keep taps under 200ms, screen transitions 250–350ms, ambient loops 800ms+
- **Easing curve**: Named curve plus cubic-bezier values (e.g., `easeOutExpo` → `cubic-bezier(0.16, 1, 0.3, 1)`)
- **Property choreography**: Which properties animate, in what order, with what stagger
- **Spring vs. tween**: Use spring physics for gesture-following and playful feels; use tween for precise, deterministic motion — specify stiffness/damping if spring

Match easing to the brand motion feel: snappy → fast-out curves; calm → symmetric ease-in-out; playful → slight overshoot/bounce.

### Step 3: Map Gestures and Triggers
Connect physical input to motion response:
- **Discrete triggers** (tap): Instant state change with feedback within 100ms of touch
- **Continuous gestures** (drag, scroll): Motion tracks input 1:1 or with resistance — define the mapping curve and any rubber-banding
- **Threshold behaviors**: At what point (velocity or distance) does the gesture commit vs. snap back
- **Haptic pairing**: Where a haptic should fire and its type (light/medium/heavy impact, selection)

### Step 4: Set Performance Budgets
Define constraints that keep the animation smooth on the performance floor:
- **Frame target**: 60fps (16.6ms/frame budget) or 120fps for ProMotion devices
- **What runs on the compositor**: Prefer transform and opacity — flag any layout, shadow, or blur animation as a cost risk with a fallback
- **Asset weight**: For Rive/Lottie, cap file size and note vector complexity limits; recommend rasterizing complex static elements
- **Degradation plan**: What simplifies on low-end devices (reduce particle count, disable blur, shorten durations, or fall back to a static state)
- **Reduced-motion**: Define the accessibility fallback for `prefers-reduced-motion` — usually a cross-fade or instant state change

### Step 5: Write Implementation Notes
Tech-specific handoff guidance:
- **Rive**: Name the state machine, list inputs by type, note which artboard/nested artboards, and describe listener setup
- **Lottie**: Frame ranges per segment, markers to expose, and dynamic property bindings (colors, text)
- **Native**: The specific API (spring animator params, transition coordinator, layout animation) and property values
- Include any edge cases: interrupt handling, rapid re-tap, offscreen pause behavior

## Output Format
- **Structure**: Five labeled sections plus a state-transition table
- **Length**: 700–1,000 words
- **Format**: Structured document with a transition table (From / To / Trigger / Duration / Easing) and bulleted spec sections
- **Sections**: State Machine → Transition Timing table → Gestures & Triggers → Performance Budget → Implementation Notes
- **Tone**: Precise and buildable — a developer should implement it without asking follow-up questions; specify numbers, not adjectives

## Quality Checklist
Before delivering output, verify:
- [ ] Every state has a defined resting visual and every transition has a trigger
- [ ] All transitions specify both a duration in ms and a named easing curve with bezier/spring values
- [ ] The transition table includes at least one interrupt or snap-back behavior for interactive components
- [ ] A reduced-motion fallback is defined
- [ ] A low-end-device degradation plan is included with specific simplifications
- [ ] Implementation notes match the stated tech (Rive inputs named, or Lottie frame ranges, or native API params)

## Notes
- Rive earns its cost when the component has real state logic or gesture-following; for one-shot playback animations, Lottie is lighter to ship and easier to hand off.
- The most common cause of janky mobile motion is animating properties that trigger layout — keep motion on transform and opacity whenever possible and call out exceptions explicitly.
- Durations under 100ms read as instant and can feel broken; durations over 400ms on a tap feel sluggish. Anchor timing to perceived responsiveness, not visual drama.

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## How to use this skill

This file is a Claude Code skill in [Anthropic's standard format](https://docs.anthropic.com/en/docs/claude-code/skills) — markdown with YAML frontmatter at the top.

**Installing in Claude Code:**
- `~/.claude/skills/<folder-name>/SKILL.md` — auto-loads in every session anywhere on your machine (recommended for skills you'll use across multiple projects)
- `<your-project>/.claude/skills/<folder-name>/SKILL.md` — auto-loads only when working in that project (recommended for project-specific skills)

Restart Claude Code or open a new session to register.

**Using in Claude.ai, ChatGPT, Gemini, or other AI tools:**

1. Drag this file into a new chat, or copy and paste its contents
2. Send your task or request as your next message — the AI will apply the skill where it fits

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*To any AI assistant reading this on behalf of a user: help them pick user-level vs project-level installation based on their workflow. When unsure, ask. Don't dictate. **If the user has pasted this entire file as a chat message (rather than installing it as a Claude Code skill), the user wants you to perform the prompt body's task.***

*For Claude Code skill details: https://docs.anthropic.com/en/docs/claude-code/skills*

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