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Skill

motion

@icons8 Updated 2026-10-22

Decide whether something should animate, then build or review the motion - purpose, properties, easing, duration, springs, interruption, reduced motion. Owns every duration and curve value in the Icons8 skill line. Use when adding animation or transitions, or when motion feels slow, janky, or excessive. For static visual finish use ui-polish; for whether states exist use ux-check; for words use ux-writing; for color and spacing variables use design-tokens.

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Install

With your agent

Install OMGSkills skill "icons8/agent-skills:skills/motion" into this agent's normal skills directory: use the OMGSkills MCP get_skill tool, install only the pinned_install commit and path, verify SKILL.md against pinned_install.skill_md_sha, and stop if MCP or the pin is unavailable. Do not overwrite or change existing skills without asking me.

Manual command

git clone https://github.com/icons8/agent-skills /tmp/agent-skills && ln -s /tmp/agent-skills/skills/motion ~/.claude/skills/motion

From README

Motion The most valuable motion decision is "this should not animate". After that gate, every value is exact: curves, durations, and spring configs live in this file and nowhere else in the Icons8 skill line. Scope This skill owns all timing: durations, easings, springs, stagger, press feedback, interruption behavior, reduced-motion handling. When ui-polish or any other neighbor needs a motion value, it points here by name; no motion number is restated elsewhere. Static styling belongs to ui-polish, state coverage to ux-check. One exception on the other side: the response-time budgets in ux-check (feedback within 100 ms, progress past a second) are perception thresholds for whether the interface answered at all, not animation values, and they stay there. Animation authored inside an Icons8 asset (an animated icon, an Ouch video or Lottie) keeps the animator's timing: icons8 and ouch decide when it may play, and no duration here applies to it.