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Agent Skill · 研究检索

ios-animation-graphics-skill(iOS animation graphics 技能)

用于辅助视频生成、动画合成、脚本化剪辑或 Remotion 等视频项目开发。它适合让 Agent 组织镜头、生成素材说明、维护合成代码或排查渲染问题。使用时需要确认分辨率、时长、素材路径和导出格式;涉及外部素材、人物肖像或商业发布时,应先核对版权授权和内容审核要求。

ios-animation-graphics-skill 是研究检索类 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;许可证为 MIT,暂无第三方扫描结果,按安装量在研究检索类的 73,675 个 Skill 里排第 25,079。

总安装 3,849周安装 112GitHub Stars 公开资料未说明下载 1,073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
MIT

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-graphics-skill(iOS animation graphics 技能)
来源仓库:https://github.com/pstuart/pstuart
仓库路径:skills/ios-animation-graphics-skill
安装命令:
npx skills add pstuart/pstuart --skill "ios-animation-graphics-skill"
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。

AgentSkills.tonpx skills
npx skills add pstuart/pstuart --skill "ios-animation-graphics-skill"

这个 Skill 是做什么的

研究检索类 Skill 主要解决「找资料、核对事实、把来源整理清楚」的问题,通常会让助手先检索再总结。

用于辅助视频生成、动画合成和 Remotion 项目开发。适用于 Codex、Claude、Cursor、Gemini CLI 等宿主环境。支持镜头组织与素材说明生成,提升视频制作效率。

安装命令:npx skills add pstuart/pstuart --skill "ios-animation-graphics-skill"。使用前请确认分辨率、时长和素材版权,注意维护状态。

来源仓库内路径:skills/ios-animation-graphics-skill

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 pstuart/pstuart --skill "ios-animation-graphics-skill";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-graphics-skill 怎么安装?

在终端执行 npx skills add pstuart/pstuart --skill "ios-animation-graphics-skill"。装完完全退出宿主工具再打开,让它重新扫描本地 Skill。

ios-animation-graphics-skill 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-graphics-skill 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-graphics-skill 是免费的吗?

来源标注的许可证是 MIT。本站不代收任何费用,也不托管安装包;能否商用、要不要署名,以许可证原文为准。

ios-animation-graphics-skill 用的人多吗?

公开数据是累计安装 3,849 次,近一周安装 112 次,下载 1,073 次。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-graphics-skill 安全吗?

没有查到第三方扫描结果,安全性无法从公开资料判断,安装前请自行审查源码、依赖和命令行为。

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。
  • 许可证明确为 MIT,商用和分发边界好判断。

先想清楚的地方

  • 没有第三方扫描结果,安全性只能靠自己读源码判断。
  • 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。
  • 需要处理研究检索类任务、又不想每次都手写提示词的人。

不太适合

  • 要求有安全扫描结论才肯安装的团队。
  • 需要厂商级技术支持和 SLA 的生产系统。

研究检索类 Skill 对比

6 个同类
Skill总安装GitHub 星权限许可证扫描
find-skills

寻找技能 · Codex、Claude

31,199,81316,486操作浏览器MIT有提醒
self-improving-agent

自我改进 Agent · OpenClaw

16,464,0023,396接触敏感数据MIT-0通过
soultrace

灵魂追踪 · Codex、Claude

7,588,94412需要联网未明确有提醒
self-improving

自我完善 · OpenClaw

6,829,2841,046需要联网MIT-0通过
microsoft-foundry

微软代工厂 · Codex、Claude

6,614,144764调用外部服务未明确有提醒
ios-animation-graphics-skill

iOS animation graphics 技能 · 本页

3,849—需要联网MIT未收录

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

name
iOS Animation Graphics Skill
description
Creating animations and graphics using SwiftUI Canvas, Core Animation, and Lottie integration for engaging iOS app experiences.
version
1.0
activation
Activate for queries on iOS animations, SwiftUI Canvas usage, Lottie integration, Core Animation, or custom graphics creation.

iOS Animation Graphics Skill

This skill provides expertise in creating smooth animations and custom graphics for iOS applications using SwiftUI Canvas, Core Animation, and Lottie. It covers animation principles, performance considerations, and integration with Apple's design system.

Best Practices

  1. Performance First: Use lightweight animations that don't impact scrolling or user interaction.
  1. Meaningful Motion: Ensure animations enhance user experience and provide visual feedback.
  1. Consistent Timing: Use standard animation durations (0.2-0.5 seconds) for familiarity.
  1. Hardware Acceleration: Leverage GPU-accelerated properties for smooth animations.
  1. Accessibility: Respect reduced motion preferences and provide alternatives.
  1. State-Driven: Bind animations to view state for automatic updates.

Animation Guidelines

  • Use SwiftUI's built-in animation modifiers for simple transitions.
  • Implement Canvas for custom drawings and complex graphics.
  • Integrate Lottie for designer-created animations.
  • Combine multiple animation techniques for rich interactions.
  • Test animations on actual devices for performance.
  • Consider different screen sizes and orientations.

Examples

Example 1: Basic SwiftUI Animations

User Prompt: "Create a button that scales and changes color when tapped using SwiftUI animations."

Expected Output:

import SwiftUI

struct AnimatedButton: View {
    @State private var isPressed = false
    @State private var tapCount = 0
    
    var body: some View {
        ZStack {
            Circle()
                .fill(isPressed ? Color.blue : Color.red)
                .frame(width: isPressed ? 120 : 100, height: isPressed ? 120 : 100)
                .shadow(radius: isPressed ? 10 : 5)
                .animation(.spring(response: 0.3, dampingFraction: 0.6), value: isPressed)
            
            Text("\(tapCount)")
                .font(.title)
                .foregroundColor(.white)
                .scaleEffect(isPressed ? 1.2 : 1.0)
                .animation(.easeInOut(duration: 0.2), value: isPressed)
        }
        .onTapGesture {
            isPressed.toggle()
            tapCount += 1
            
            // Reset after animation
            DispatchQueue.main.asyncAfter(deadline: .now() + 0.3) {
                isPressed = false
            }
        }
    }
}

// Advanced example with multiple animations
struct ComplexAnimatedView: View {
    @State private var isAnimating = false
    
    var body: some View {
        VStack(spacing: 20) {
            RoundedRectangle(cornerRadius: 20)
                .fill(Color.blue)
                .frame(width: isAnimating ? 200 : 100, height: 100)
                .rotationEffect(.degrees(isAnimating ? 360 : 0))
                .offset(y: isAnimating ? -50 : 0)
                .animation(.interpolatingSpring(mass: 1.0, stiffness: 100, damping: 10, initialVelocity: 0), value: isAnimating)
            
            Button("Animate") {
                isAnimating.toggle()
            }
            .buttonStyle(.borderedProminent)
        }
        .padding()
    }
}

Example 2: SwiftUI Canvas for Custom Graphics

User Prompt: "Draw a custom animated waveform using SwiftUI Canvas."

Expected Output:

import SwiftUI

struct WaveformView: View {
    @State private var phase = 0.0
    
    var body: some View {
        VStack {
            Canvas { context, size in
                let width = size.width
                let height = size.height
                let centerY = height / 2
                
                // Draw waveform
                var path = Path()
                path.move(to: CGPoint(x: 0, y: centerY))
                
                for x in stride(from: 0, to: width, by: 1) {
                    let relativeX = x / width
                    let y = centerY + sin(relativeX * .pi * 4 + phase) * 30
                    path.addLine(to: CGPoint(x: x, y: y))
                }
                
                context.stroke(path, with: .color(.blue), lineWidth: 2)
                
                // Draw amplitude bars
                for i in 0..<10 {
                    let barHeight = abs(sin(phase + Double(i) * 0.5)) * 50
                    let barX = width * 0.1 * Double(i + 1)
                    
                    let barRect = CGRect(x: barX - 2, y: centerY - barHeight/2, width: 4, height: barHeight)
                    context.fill(Path(barRect), with: .color(.green.opacity(0.6)))
                }
            }
            .frame(height: 200)
            .background(Color.gray.opacity(0.1))
            .cornerRadius(10)
            
            Button("Animate Wave") {
                withAnimation(.linear(duration: 2).repeatForever(autoreverses: false)) {
                    phase += .pi * 2
                }
            }
            .buttonStyle(.bordered)
        }
        .padding()
    }
}

// Interactive canvas example
struct DrawingCanvas: View {
    @State private var paths: [Path] = []
    @State private var currentPath = Path()
    @State private var isDrawing = false
    
    var body: some View {
        VStack {
            Canvas { context, size in
                for path in paths {
                    context.stroke(path, with: .color(.blue), lineWidth: 3)
                }
                context.stroke(currentPath, with: .color(.red), lineWidth: 3)
            }
            .frame(height: 300)
            .background(Color.white)
            .border(Color.gray, width: 1)
            .gesture(
                DragGesture(minimumDistance: 0)
                    .onChanged { value in
                        let point = value.location
                        if !isDrawing {
                            currentPath.move(to: point)
                            isDrawing = true
                        } else {
                            currentPath.addLine(to: point)
                        }
                    }
                    .onEnded { _ in
                        paths.append(currentPath)
                        currentPath = Path()
                        isDrawing = false
                    }
            )
            
            Button("Clear") {
                paths = []
                currentPath = Path()
            }
            .buttonStyle(.bordered)
        }
        .padding()
    }
}

Example 3: Lottie Animation Integration

User Prompt: "Integrate a Lottie animation that plays on button tap."

Expected Output: First, add Lottie to your project using Swift Package Manager:

  • Add https://github.com/airbnb/lottie-ios.git
import SwiftUI
import Lottie

struct LottieAnimationView: View {
    @State private var isPlaying = false
    @State private var animationView: LottieAnimationView?
    
    var body: some View {
        VStack(spacing: 20) {
            // Lottie Animation Container
            ZStack {
                Color.gray.opacity(0.1)
                    .frame(height: 200)
                    .cornerRadius(10)
                
                if let animationView = animationView {
                    LottieView(animationView: animationView)
                        .frame(height: 200)
                } else {
                    Text("Loading animation...")
                        .foregroundColor(.secondary)
                }
            }
            
            HStack(spacing: 20) {
                Button(action: {
                    playAnimation()
                }) {
                    Label("Play", systemImage: "play.fill")
                }
                .buttonStyle(.borderedProminent)
                .disabled(isPlaying)
                
                Button(action: {
                    stopAnimation()
                }) {
                    Label("Stop", systemImage: "stop.fill")
                }
                .buttonStyle(.bordered)
                .disabled(!isPlaying)
            }
        }
        .padding()
        .onAppear {
            loadAnimation()
        }
    }
    
    private func loadAnimation() {
        // Load animation from bundle (you would add the JSON file to your project)
        if let animation = LottieAnimation.named("celebration") {
            animationView = LottieAnimationView(animation: animation)
            animationView?.loopMode = .playOnce
        }
    }
    
    private func playAnimation() {
        isPlaying = true
        animationView?.play { _ in
            isPlaying = false
        }
    }
    
    private func stopAnimation() {
        animationView?.stop()
        isPlaying = false
    }
}

// UIViewRepresentable wrapper for Lottie
struct LottieView: UIViewRepresentable {
    let animationView: LottieAnimationView
    
    func makeUIView(context: Context) -> UIView {
        let view = UIView()
        view.addSubview(animationView)
        animationView.translatesAutoresizingMaskIntoConstraints = false
        NSLayoutConstraint.activate([
            animationView.topAnchor.constraint(equalTo: view.topAnchor),
            animationView.bottomAnchor.constraint(equalTo: view.bottomAnchor),
            animationView.leadingAnchor.constraint(equalTo: view.leadingAnchor),
            animationView.trailingAnchor.constraint(equalTo: view.trailingAnchor)
        ])
        return view
    }
    
    func updateUIView(_ uiView: UIView, context: Context) {
        // Update if needed
    }
}

// Alternative: Using Lottie with SwiftUI state
struct StatefulLottieView: View {
    @State private var play = false
    
    var body: some View {
        VStack {
            LottieView(animation: .named("loading"))
                .playbackMode(.playing(.toProgress(1, loopMode: .loop)))
                .frame(height: 100)
            
            Button("Toggle Animation") {
                play.toggle()
            }
            .buttonStyle(.bordered)
        }
    }
}

Example 4: Core Animation with UIViewRepresentable

User Prompt: "Create a UIViewRepresentable that uses Core Animation for a rotating gradient border."

Expected Output:

import SwiftUI
import UIKit

struct RotatingGradientBorder: View {
    @State private var isAnimating = false
    
    var body: some View {
        ZStack {
            GradientBorderView(isAnimating: $isAnimating)
                .frame(width: 150, height: 150)
            
            Button(action: {
                isAnimating.toggle()
            }) {
                Text(isAnimating ? "Stop" : "Start")
                    .foregroundColor(.white)
                    .padding()
                    .background(Color.blue.opacity(0.8))
                    .cornerRadius(10)
            }
        }
    }
}

struct GradientBorderView: UIViewRepresentable {
    @Binding var isAnimating: Bool
    
    func makeUIView(context: Context) -> UIView {
        let view = UIView()
        view.backgroundColor = .clear
        
        // Create gradient layer
        let gradientLayer = CAGradientLayer()
        gradientLayer.colors = [UIColor.red.cgColor, UIColor.blue.cgColor, UIColor.green.cgColor, UIColor.red.cgColor]
        gradientLayer.startPoint = CGPoint(x: 0, y: 0)
        gradientLayer.endPoint = CGPoint(x: 1, y: 1)
        gradientLayer.frame = view.bounds
        
        // Create shape layer for border
        let shapeLayer = CAShapeLayer()
        shapeLayer.lineWidth = 4
        shapeLayer.fillColor = UIColor.clear.cgColor
        shapeLayer.strokeColor = UIColor.black.cgColor
        shapeLayer.path = UIBezierPath(roundedRect: view.bounds.insetBy(dx: 2, dy: 2), cornerRadius: 20).cgPath
        
        // Mask gradient with shape
        gradientLayer.mask = shapeLayer
        
        // Add rotation animation
        let rotationAnimation = CABasicAnimation(keyPath: "transform.rotation.z")
        rotationAnimation.fromValue = 0
        rotationAnimation.toValue = CGFloat.pi * 2
        rotationAnimation.duration = 2.0
        rotationAnimation.repeatCount = .infinity
        
        context.coordinator.animation = rotationAnimation
        context.coordinator.gradientLayer = gradientLayer
        
        view.layer.addSublayer(gradientLayer)
        
        return view
    }
    
    func updateUIView(_ uiView: UIView, context: Context) {
        if isAnimating {
            context.coordinator.gradientLayer?.add(context.coordinator.animation!, forKey: "rotation")
        } else {
            context.coordinator.gradientLayer?.removeAnimation(forKey: "rotation")
        }
    }
    
    func makeCoordinator() -> Coordinator {
        Coordinator()
    }
    
    class Coordinator {
        var animation: CABasicAnimation?
        var gradientLayer: CAGradientLayer?
    }
}

// Advanced Core Animation example
struct ParticleSystemView: UIViewRepresentable {
    func makeUIView(context: Context) -> UIView {
        let view = UIView()
        
        // Create particle emitter
        let emitter = CAEmitterLayer()
        emitter.emitterPosition = CGPoint(x: 200, y: 100)
        emitter.emitterSize = CGSize(width: 10, height: 10)
        emitter.emitterShape = .circle
        
        // Create particle cell
        let cell = CAEmitterCell()
        cell.birthRate = 50
        cell.lifetime = 2.0
        cell.velocity = 100
        cell.velocityRange = 50
        cell.emissionRange = .pi * 2
        cell.scale = 0.1
        cell.scaleRange = 0.05
        cell.contents = UIImage(systemName: "star.fill")?.cgImage
        cell.color = UIColor.blue.cgColor
        
        emitter.emitterCells = [cell]
        view.layer.addSublayer(emitter)
        
        return view
    }
    
    func updateUIView(_ uiView: UIView, context: Context) {
        // Update if needed
    }
}

Example 5: Matched Geometry Effect

User Prompt: "Implement a hero transition between two views using SwiftUI's matchedGeometryEffect."

Expected Output:

import SwiftUI

struct HeroTransitionView: View {
    @State private var selectedItem: Item?
    @Namespace private var namespace
    
    let items = [
        Item(id: 1, title: "Mountain", imageName: "mountain", description: "A beautiful mountain landscape"),
        Item(id: 2, title: "Ocean", imageName: "ocean", description: "Peaceful ocean waves"),
        Item(id: 3, title: "Forest", imageName: "forest", description: "Lush green forest")
    ]
    
    var body: some View {
        ZStack {
            if let selectedItem = selectedItem {
                DetailView(item: selectedItem, namespace: namespace)
                    .onTapGesture {
                        withAnimation(.spring()) {
                            self.selectedItem = nil
                        }
                    }
            } else {
                GridView(items: items, selectedItem: $selectedItem, namespace: namespace)
            }
        }
    }
}

struct GridView: View {
    let items: [Item]
    @Binding var selectedItem: Item?
    let namespace: Namespace.ID
    
    var body: some View {
        ScrollView {
            LazyVGrid(columns: [GridItem(.adaptive(minimum: 150))], spacing: 16) {
                ForEach(items) { item in
                    GridItemView(item: item, namespace: namespace)
                        .onTapGesture {
                            withAnimation(.spring()) {
                                selectedItem = item
                            }
                        }
                }
            }
            .padding()
        }
    }
}

struct GridItemView: View {
    let item: Item
    let namespace: Namespace.ID
    
    var body: some View {
        VStack {
            Image(item.imageName)
                .resizable()
                .aspectRatio(contentMode: .fill)
                .frame(height: 100)
                .clipped()
                .cornerRadius(8)
                .matchedGeometryEffect(id: item.id, in: namespace)
            
            Text(item.title)
                .font(.caption)
                .foregroundColor(.primary)
        }
        .background(Color.white)
        .cornerRadius(8)
        .shadow(radius: 2)
    }
}

struct DetailView: View {
    let item: Item
    let namespace: Namespace.ID
    
    var body: some View {
        VStack {
            Spacer()
            
            Image(item.imageName)
                .resizable()
                .aspectRatio(contentMode: .fit)
                .frame(maxHeight: 300)
                .clipped()
                .cornerRadius(16)
                .matchedGeometryEffect(id: item.id, in: namespace)
                .padding()
            
            Text(item.title)
                .font(.largeTitle)
                .foregroundColor(.primary)
            
            Text(item.description)
                .font(.body)
                .foregroundColor(.secondary)
                .multilineTextAlignment(.center)
                .padding()
            
            Spacer()
        }
        .background(Color.white)
        .edgesIgnoringSafeArea(.all)
    }
}

struct Item: Identifiable {
    let id: Int
    let title: String
    let imageName: String
    let description: String
}

Note: For the image examples above, you would need to add actual images to your asset catalog or use system images.

平台分布

windsurf

28.17%
按下载量换算302

Codex

25.63%
按下载量换算275

Claude Code

16.74%
按下载量换算180

Antigravity

14.31%
按下载量换算154

Gemini CLI

9.02%
按下载量换算97

trae

3.77%
按下载量换算40

安全审计

暂无安全审计结果可展示。

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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