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Agent Skill · 前端设计

ios-animation-design(iOS animation 设计)

用于辅助界面设计、视觉规范、排版、配色、布局和交互体验优化。它适合让 Agent 根据产品场景整理页面结构、生成 UI 方案、检查视觉一致性或改进组件层级。使用时需要结合现有品牌、设计系统和用户任务,不应只堆装饰元素;涉及真实页面改动时,应通过截图或浏览器预览检查文本溢出、对齐和响应式表现。

ios-animation-design 是前端设计类 Agent Skill,可用宿主为 Codex、Claude、Cursor、Gemini CLI,通过GitHub 仓库获取,权限为需要联网;许可证信息还不明确,第三方扫描已通过,按安装量在前端设计类的 10,216 个 Skill 里排第 6,944。

总安装 441周安装 18GitHub Stars 54下载 141核验 2026-05-01

安装说明

本站只整理中文说明,不托管安装包,也不代用户安装。
GitHub
许可证
unknown

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:ios-animation-design(iOS animation 设计)
来源仓库:https://github.com/existential-birds/beagle
仓库路径:skills/ios-animation-design
安装命令:
npx skills add https://github.com/existential-birds/beagle --skill ios-animation-design
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

复制命令到本机终端执行。该命令会通过 npx skills 从第三方来源获取 Skill;本站只展示命令,不托管安装包,也不自动执行。

skills.shnpx skills
npx skills add https://github.com/existential-birds/beagle --skill ios-animation-design

这个 Skill 是做什么的

前端设计类 Skill 关注页面结构、视觉规范和组件写法,输出通常是可运行的界面代码。

ios-animation-design 用于规划有意图的动画设计,避免装饰性动效。依据 Apple HIG 指导原则,确保动画服务于注意力引导或状态反馈。支持 Liquid Glass 等系统组件的自动响应机制集成建议。实施前应验证系统是否已处理所需动效,减少自定义实现。

适用宿主包括 Codex、Claude、Cursor、Gemini CLI,接入前应确认版本、权限和运行环境要求。

来源仓库内路径:skills/ios-animation-design

上手步骤

4 步
  1. 1

    确认自己的宿主工具

    公开资料标注支持 Codex、Claude、Cursor、Gemini CLI;先确认自己用的是其中之一,再按对应工具的 Skills 目录放置。

  2. 2

    拿到安装命令

    可以直接复制的命令是 npx skills add https://github.com/existential-birds/beagle --skill ios-animation…;命令里的占位符换成自己的路径或密钥再执行。

  3. 3

    安装后重启宿主

    命令执行完要完全退出宿主工具再打开,让新装的 Skill 被重新扫描到,否则列表里可能看不到。

  4. 4

    按最小权限试用

    它需要需要联网,先在测试目录或测试账号里跑,确认没问题再放到正式项目。

常见问题

6 条

ios-animation-design 怎么安装?

在终端执行 npx skills add https://github.com/existential-birds/beagle --skill ios-animation-design。装完完全退出宿主工具再打开,让它重新扫描本地 Skill。

ios-animation-design 支持哪些 AI 工具?

公开资料标注支持 Codex、Claude、Cursor、Gemini CLI。其他工具只要能读取本地 Skill 目录,一般也能手动放进去,但要自己确认触发方式是否一致。

ios-animation-design 需要什么权限?

权限级别是需要联网。该 Skill 可能需要联网访问来源站点、仓库或外部 API;具体网络访问范围需要结合源码和 README 复核。

ios-animation-design 是免费的吗?

公开资料没有标注明确许可证,收费和商用限制都无法确认。正式使用前请到来源仓库核对授权说明。

ios-animation-design 用的人多吗?

公开数据是累计安装 441 次,近一周安装 18 次,下载 141 次,GitHub 54 星。这些数字来自第三方目录统计,只能当作热度参考,不代表质量或安全性。

ios-animation-design 安全吗?

第三方扫描结果为通过,但这只覆盖已知的静态检查项,不能替代自己读一遍源码和安装命令。

值得选的地方和要先想清楚的地方

值得选的地方

  • 同时适配 4 种工具,换客户端不用重新找替代品。
  • 第三方扫描已通过,常见的高风险行为没有命中。

先想清楚的地方

  • 许可证没有明确标注,能不能商用、能不能再分发都不确定。
  • 第三方目录整理,版本更新和行为细节以来源仓库为准。

适不适合你

更适合

  • 已经在用 Codex,想直接扩展它能力的人。
  • 需要处理前端设计类任务、又不想每次都手写提示词的人。

不太适合

  • 需要明确授权才能用到公司项目里的场景。
  • 需要厂商级技术支持和 SLA 的生产系统。

前端设计类 Skill 对比

6 个同类
Skill总安装GitHub 星权限许可证扫描
frontend-design

前端设计 · Codex、Claude

8,823,360126,072只读MIT通过
vercel-composition-patterns

Vercel 组合模式 · Codex、Claude

3,858,81625,893需要联网MIT通过
vercel-react-native-skills

Vercel React native skills 前端 · Codex、Claude

2,468,66425,878只读MIT通过
adapt

adapt 搜索 · Codex、Claude

2,027,04023,125操作浏览器未明确通过
bolder

bolder 分析 · Codex、Claude

2,004,28823,130只读未明确通过
ios-animation-design

iOS animation 设计 · 本页

44154需要联网未明确通过

按安装量取同分类前几名;数字来自第三方目录统计,只作热度参考,不代表质量结论。

SKILL.md 原文

iOS Animation Design

Plan animations that feel intentional, not decorative. Apple's HIG is clear: "Don't add motion for the sake of adding motion. Gratuitous or excessive animation can distract people and may make them feel disconnected or physically uncomfortable." Every animation must serve a purpose — guide attention, communicate state changes, reinforce spatial relationships, or provide feedback.

Before adding any custom animation, ask: does the system already handle this? Many system components include motion automatically — Liquid Glass (iOS 26) responds to touch with greater emphasis and produces more subdued effects for trackpad interaction. Standard controls, navigation transitions, and sheets already animate. Custom motion should fill gaps the system doesn't cover, not replace what it already does well.

Design Process

Step 1: Understand the Animation Context

Before proposing options, gather context about what needs to animate and why:

  • What triggers it? User action (tap, swipe, drag), state change (data loaded, error), or lifecycle event (appear, disappear)?
  • What's the purpose? Feedback, spatial orientation, content transition, delight, or status communication?
  • Where in the app? Navigation flow, in-screen state change, overlay/modal, or background ambient?
  • How frequent? Once per session (onboarding), every interaction (tab switch), or continuous (progress indicator)? Apple's HIG warns: "In apps, generally avoid adding motion to UI interactions that occur frequently. The system already provides subtle animations for interactions with standard interface elements."
  • Deployment target? Which iOS version floor determines available APIs.
  • Input methods? Touch, trackpad, keyboard, VoiceOver? iOS 26's Liquid Glass adapts motion intensity based on input — direct touch gets more emphasis, indirect input is more subdued. Custom animations should follow the same principle.

Step 2: Present 2-3 Animation Approaches

For each animation need, present 2-3 distinct approaches. Each option should feel meaningfully different — not minor variations of the same idea. Structure each option as:

### Option [N]: [Name]

**Approach**: [1-2 sentences describing the motion design]
**Technique**: [Which Apple API — SwiftUI animation, KeyframeAnimator, matchedGeometryEffect, etc.]
**Character**: [How it feels — snappy, playful, elegant, subtle, dramatic]
**Complexity**: [Low / Medium / High — implementation and maintenance cost]
**iOS floor**: [Minimum iOS version required]

Then provide a Recommendation with rationale tied to the gathered context. The recommendation should consider:

  • API availability relative to the deployment target
  • Complexity budget — simpler is better unless the animation is a signature moment
  • Whether the system already handles it — prefer system-provided motion over custom implementations
  • Consistency with existing app motion language
  • Cancellability — can users interrupt or skip it? ("Don't make people wait for an animation to complete before they can do anything" — Apple HIG)
  • Accessibility (can it gracefully degrade with Reduce Motion?)
  • Multimodal feedback — animation alone shouldn't be the only signal. "Supplement visual feedback by also using alternatives like haptics and audio" (Apple HIG)

Step 3: Compile the Animation Spec

Once the user selects an approach (or confirms the recommendation), produce a structured spec. This spec is the contract between design and implementation — it should contain everything needed to write the code without ambiguity.

Animation Spec Format

# Animation Spec: [Name]

## Overview
[1-2 sentences: what this animation does and why it exists]

## Trigger
- **Event**: [What initiates the animation — tap, state change, appear, gesture, etc.]
- **Direction**: [Forward / Reverse / Bidirectional]

## Motion Design

### Properties
| Property | From | To | Curve | Duration |
|----------|------|----|-------|----------|
| opacity | 0 | 1 | .easeOut | 0.25s |
| scale | 0.8 | 1.0 | .spring(duration: 0.5, bounce: 0.3) | — |
| offset.y | 20 | 0 | .spring(duration: 0.5, bounce: 0.3) | — |

### Timing
- **Total duration**: [end-to-end time]
- **Stagger**: [if multiple elements, delay between each]
- **Interruption**: [What happens if triggered again mid-animation — cancel, reverse, queue]

### Gesture Binding (if interactive)
- **Gesture type**: [drag, long press, rotation, magnification]
- **Progress mapping**: [How gesture progress maps to animation progress]
- **Threshold**: [When the animation commits vs. cancels]
- **Velocity handling**: [How release velocity affects completion]

## Accessibility & Multimodal Feedback
- **Reduce Motion**: [What happens — crossfade, instant, simplified version]
- **VoiceOver**: [Any announcement needed for the state change]
- **Haptics**: [Which sensoryFeedback type pairs with this animation — .impact, .selection, .success, etc.]
- **Audio**: [Optional sound cue if the state change is important enough]
- **Dynamic Type**: [Does layout shift affect the animation?]

## Implementation Notes
- **Recommended API**: [SwiftUI withAnimation, KeyframeAnimator, PhaseAnimator, matchedGeometryEffect, UIViewPropertyAnimator, etc.]
- **State model**: [What @State/@Binding drives this animation]
- **Extractable component**: [Yes/No — should this be a reusable ViewModifier or View?]

Animation Categories

When designing, think in terms of these categories. Each has different expectations for timing, easing, and purpose.

Navigation & Scene Transitions

Screen-to-screen movement. Users expect spatial consistency — where did I come from, where am I going? These should feel fast and confident.

  • Push/pop with hero elements (matchedGeometryEffect, navigationTransition(.zoom))
  • Full-screen covers and sheets (custom Transition protocol)
  • Tab switches (crossfade, slide, or matched geometry)
  • Onboarding flows (page-based with progressive reveal)

Timing: 0.3–0.5s. Easing: spring-based (.snappy or .smooth). Interruption: must handle back-gesture gracefully.

Micro-Interactions

Small, immediate feedback for user actions. Apple's HIG emphasizes brevity: "When animated feedback is brief and precise, it tends to feel lightweight and unobtrusive, and it can often convey information more effectively than prominent animation." These should be near-instant and never block interaction. For frequent interactions, strongly consider whether the system's built-in animation is sufficient before adding custom motion.

  • Button press states (scale + haptic)
  • Toggle/switch animations
  • Like/favorite/bookmark responses
  • Pull-to-refresh indicators
  • Text field focus transitions
  • Swipe action reveals

Timing: 0.1–0.3s. Easing: .snappy or .spring(duration: 0.2, bounce: 0.4). Always pair with sensoryFeedback — haptics reinforce the visual feedback and communicate to users who can't see the animation.

Content Transitions

When data changes within a view — numbers updating, content swapping, list reordering.

  • Numeric text transitions (.contentTransition(.numericText))
  • Image crossfades
  • List item insertion/removal
  • Skeleton-to-content reveal
  • Error/empty/loaded state switches

Timing: 0.2–0.35s. Easing: .smooth or .easeInOut. Use animation(_:value:) tied to the changing data.

Gesture-Driven Animations

Interactive animations where the user directly controls progress. These need to feel physically connected to the finger — no lag, no disconnection.

  • Card dismiss (swipe to remove)
  • Drawer/sheet drag
  • Pinch-to-zoom
  • Rotation interactions
  • Scroll-linked parallax (scrollTransition)

Spring-based completion is essential. Track velocity on release. Use UIViewPropertyAnimator for UIKit or GestureState + spring for SwiftUI.

Loading & Progress

Communicate waiting and progress. Should feel alive without being distracting.

  • Skeleton screens (shimmer with gradient mask)
  • Indeterminate spinners (SF Symbol .symbolEffect(.pulse))
  • Determinate progress (animated bar/ring)
  • Content placeholder pulse (PhaseAnimator)

Keep looping animations lightweight — they run continuously and must not drain battery or cause hitches.

Ambient & Decorative

Background motion that establishes mood. Use sparingly — these are the easiest to overdo.

  • Animated gradients (MeshGradient with timer-driven point shifts)
  • Floating particle effects
  • Subtle parallax on device tilt
  • Background blur transitions

Always disable or simplify with Reduce Motion. These are the first to cut for performance.

Principles

  1. Purpose over polish — If you can't articulate why something animates, it shouldn't. Apple's HIG: "Don't add motion for the sake of adding motion."
  2. System first — Many system components already include motion (Liquid Glass, navigation transitions, sheets, SF Symbol effects). Check whether the system handles it before designing custom motion. Custom animation should fill gaps, not duplicate the system.
  3. Brevity over spectacle — "Aim for brevity and precision in feedback animations" (Apple HIG). Brief animations convey information more effectively than prominent ones. A succinct response tied to the action beats an elaborate sequence.
  4. Springs over curves — Spring animations feel physical. Use duration + bounce parameters, not bezier curves, unless you have a specific reason.
  5. Reduce Motion is not optional — Every animation spec must include a Reduce Motion fallback. Apple's HIG: "Make motion optional. Not everyone can or wants to experience the motion in your app." This also means never using animation as the only way to communicate important information.
  6. Multimodal feedback — Supplement animation with haptics (.sensoryFeedback) and audio where appropriate. Animation alone shouldn't carry critical state changes.
  7. Cancellation is a right — "Don't make people wait for an animation to complete before they can do anything, especially if they have to experience the animation more than once" (Apple HIG). Every animation must be interruptible.
  8. Realistic spatial feedback — Motion should follow the user's gesture and expectations. If someone slides a view down, they expect to dismiss it by sliding down, not sideways. Feedback that defies spatial logic disorients people.
  9. Speed earns trust — Animations under 0.3s feel responsive. Over 0.5s feels sluggish unless it's a signature moment. When in doubt, go faster.
  10. Consistency compounds — Use the same spring parameters across similar interactions. A consistent motion language makes the whole app feel cohesive. Define a small set of timing presets and reuse them.

平台分布

Codex

37.37%
按下载量换算53

Claude

31.02%
按下载量换算44

Cursor

19.7%
按下载量换算28

Gemini CLI

8.51%
按下载量换算12

安全审计

Gen Agent Trust Hub

通过

Socket

通过

Snyk

通过

权限和风险

需要联网

该 Skill 可能需要联网访问来源站点、仓库或外部 API;具体网络访问范围需要结合源码和 README 复核。

安装前确认

本站仅展示第三方公开信息,不托管安装包,不提供自动安装或运行环境。安装前应自行审查源码、依赖和命令行为。目前只有一个公开来源,建议同时核对源仓库。

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