Agent skill · Audited from source
motion-principles
skill · athevon/genjutsuNOASSERTION licenceAudited 29 Oct 2026 · source 7196f765fc11
Is it safe? Yes — SAFE, grade B (89/100). We read this skill's source at commit 7196f765fc11 and found no filesystem, network or shell access and no hard-coded secrets. What it does: Motion design foundation - timing, easing, enter/exit patterns, accessibility, performance.
Cite
Cite this page
ModelsAtlas. “motion-principles (athevon/genjutsu)”. Retrieved 29 Oct 2026. https://modelsatlas.com/skills/athevon/motion-principles
Trust audit
Audit 0.4.1 · source read 29 Oct 2026
SAFE means nothing in the source contradicts what the skill says it does. Grade B is shared by 16,667 of 17,602 audited skills.
What the source does
- FilesystemNone observedNo reads or writes in the source
- NetworkNone observedNo outbound calls in the source
- ShellNone observedNo commands run in the source
- DependenciesPinnedNothing floats
- SecretsNone foundNo keys in source
Five audit layers
| Layer | What we check | Result | Findings |
|---|---|---|---|
L0 Provenance | Repo owner, licence, archive status, activity | PASS | 0 |
L1 Static source | Secrets, path traversal, supply chain, hidden code | NA | 0 |
L2 Instructions | Prompt injection, authority framing, hidden directives | PASS | 0 |
L3 Inventory | The files and declarations match the source | PASS | 0 |
L4 Sandbox | Run in isolation and watch behaviour | SKIPPED why | 0 |
Gates applied: no behavioural pass.
Findings (0)
No findings at any severity. We re-audit when the source changes.
Audit 0.4.1 · source sha 7196f765fc11 · 29 Oct 2026Report an issue or request a re-scan
Provenance
Who published it, and what the verdict is pinned to
- Publisherathevon GitHub userOwner of the repository this skill is read from
- Source folderathevon/genjutsu/skills/_jutsu/motion-principlesThe exact folder we audited
- LicenceNOASSERTIONAs the repository states it
- Commit pinned for this verdict7196f765fc11A new audit runs when the source changes
- Repository statusNot archivedLast push 23 days ago
- Sandboxed runNot runSkills are read, not executed; layer L4 is skipped
What it tells the agent
Full source on GitHub ↗Its description: Motion design foundation - timing, easing, enter/exit patterns, accessibility, performance.
---
name: motion-principles
description: "Motion design foundation - timing, easing, enter/exit patterns, accessibility, performance."
metadata:
internal: true
---
> **Version-sensitive.** Every API name, SDK gate and browser-support claim below was
> verified on **2026-09-08** against primary sources. What against, and when, is in
> `_jutsu/VERSIONS.md`. If that date is old, re-verify before acting on a version number.
# Motion Principles
> The foundation. Loaded by every creative skill invocation.
> Concise rules here. Deep-dive in `references/`.
---
## Timing Rules
| Context | Duration | Why |
|---|---|---|
| Micro-interaction (toggle, hover, focus) | 100-150ms | Instant feedback, no perceived delay |
| UI transition (modal, drawer, tab switch) | 200-300ms | Smooth but never sluggish |
| Page/route transition | 300-500ms | Establishes spatial narrative |
| Scroll-driven / 3D | Free (progress-based) | Tied to user input, no fixed duration |
**Frequency rule:** The more often an animation plays, the shorter and subtler it must be.
A button hover (1000x/day) = 100ms opacity. An onboarding reveal (1x ever) = 600ms+ full choreography.
---
## Easing Cheat Sheet
| Action | Easing | Why |
|---|---|---|
| Element enters | `ease-out` / spring | Decelerates into resting position (natural arrival) |
| Element exits | `ease-in` | Accelerates away (gets out of the way) |
| Element moves between states | `ease-in-out` | Smooth start and stop |
| Scroll-synced | `linear` / `none` | Matches 1:1 with input, no lag perception |
| Bouncy/playful | spring (underdamped) | Overshoot creates life |
| Snappy UI | `cubic-bezier(0.2, 0, 0, 1)` | Fast start, smooth land |
> **Exit is always more subtle than enter.**
> Enter: 300ms ease-out, full choreography. Exit: 200ms ease-in, opacity only.
### Native easing equivalents (cross-platform)
| Web (CSS / JS) | SwiftUI | Compose |
|---|---|---|
| `cubic-bezier(0.2, 0, 0, 1)` | `.spring(response: 0.4, dampingFraction: 0.85)` or `.snappy` | `spring(stiffness = Spring.StiffnessMedium, dampingRatio = 0.85f)` |
| `ease-out` | `.easeOut(duration: 0.3)` | `tween(durationMillis = 300, easing = LinearOutSlowInEasing)` |
| `ease-in` | `.easeIn(duration: 0.2)` | `tween(durationMillis = 200, easing = FastOutLinearInEasing)` |
| spring (bouncy) | `.bouncy` (iOS 17+) | `spring(stiffness = Spring.StiffnessLow, dampingRatio = Spring.DampingRatioMediumBouncy)` |
| spring (smooth) | `.smooth` (iOS 17+) | `spring(stiffness = Spring.StiffnessMedium, dampingRatio = Spring.DampingRatioNoBouncy)` |
---
## Accessibility (Non-Negotiable)
### Reduced motion - MANDATORY
Every animated component must respect the user's reduced-motion preference. No exceptions, regardless of platform.
| Platform | API |
|---|---|
| Web CSS | `@media (prefers-reduced-motion: reduce)` |
| Web JS | `window.matchMedia('(prefers-reduced-motion: reduce)')` |
| SwiftUI | `@Environment(\.accessibilityReduceMotion) var reduceMotion` |
| UIKit | `UIAccessibility.isReduceMotionEnabled` (+ `reduceMotionStatusDidChangeNotification`) |
| Compose | Custom helper using `Settings.Global.ANIMATOR_DURATION_SCALE` (deep-dive in `mobile-principles/references/accessibility-mobile.md`) |
**CSS:**
```css
@media (prefers-reduced-motion: reduce) {
*, *::before, *::after {
animation-duration: 0.01ms !important;
animation-iteration-count: 1 !important;
transition-duration: 0.01ms !important;
scroll-behavior: auto !important;
}
}
```
**SwiftUI:**
```swift
struct AnimatedView: View {
@Environment(\.accessibilityReduceMotion) var reduceMotion
@State var visible = false
var body: some View {
Text("Hello")
.opacity(visible ? 1 : 0)
.animation(reduceMotion ? .none : .spring(response: 0.4, dampingFraction: 0.85), value: visible)
}
}
```
**Compose:**
```kotlin
@Composable
fun rememberReduceMotion(): Boolean {
val context = LocalContext.current
return remember {
Settings.Global.getFloat(context.contentResolver, Settings.Global.ANIMATOR_DURATION_SCALE, 1f) == 0f
}
}
@Composable
fun AnimatedComponent(visible: Boolean) {
val reduce = rememberReduceMotion()
val alpha by animateFloatAsState(
targetValue = if (visible) 1f else 0f,
animationSpec = if (reduce) snap() else spring(stiffness = Spring.StiffnessMedium)
)
}
```
### Other a11y requirements
- Focus indicators must never be hidden by animations
- Animated content must meet WCAG contrast ratios at every frame (no mid-transition fading to invisible text)
- Looping animations: provide a pause mechanism
---
## Universal "Do Not" Rules
### 1. Never animate width/height/top/left
Triggers layout recalculation every frame = jank.
```css
/* BAD */
.drawer { transition: height 0.3s ease; }
.drawer.open { height: 400px; }
/* GOOD */
.drawer { transition: transform 0.3s ease-out; transform: translateY(100%); }
.drawer.open { transform: translateY(0); }
```
**SwiftUI equivalent (BAD vs GOOD):**
```swift
// BAD - animates frame (causes layout pass)
.frame(height: open ? 400 : 0)
.animation(.easeInOut, value: open)
// GOOD - animates transform via offset
.offset(y: open ? 0 : 400)
.animation(.spring(), value: open)
```
**Compose equivalent (BAD vs GOOD):**
```kotlin
// BAD - animates size (full layout pass)
val height by animateDpAsState(if (open) 400.dp else 0.dp)
// GOOD - animates Y offset via graphicsLayer
val translation by animateFloatAsState(if (open) 0f else 400f)
Box(modifier = Modifier.graphicsLayer { translationY = translation })
```
### 2. Never scale to 0
`scale(0)` causes elements to vanish in a black hole. Always keep a minimum.
```css
/* BAD */
.modal-exit { transform: scale(0); }
/* GOOD */
.modal-exit { transform: scale(0.95); opacity: 0; }
```
**SwiftUI equivalent:**
```swift
// BAD
.scaleEffect(visible ? 1.0 : 0.0)
// GOOD
.scaleEffect(visible ? 1.0 : 0.95)
.opacity(visible ? 1.0 : 0.0)
```
**Compose equivalent:**
```kotlin
// BAD
ModiExcerpt, first 6,000 characters of SKILL.md, verbatim from the audited commit. It is text from someone else’s repository, quoted so you can judge it before your agent reads it.
Install
Pinned to the audited commit 7196f76
git clone https://github.com/athevon/genjutsu git -C genjutsu checkout 7196f765fc11
The author documents no install command, so this uses the repository directly. Our verdict covers commit 7196f765fc11 only.
Works in
The author has not said which agents this skill supports, and we have not tested it in any.
Audit history
Every audit, every source change
- ✓SAFE B 89 / 100
first audit · source
7196f765fc11
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Questions about motion-principles
What does the motion-principles skill do?
Is motion-principles safe to install?
What can motion-principles access on my machine?
How current is this page?
Sources
- github.com/athevon/genjutsu/tree/main/skills/_jutsu/motion-princ — the audited source at commit 7196f765fc11 and every finding aboveObserved · 29 Oct 2026
Spotted something wrong? Report a correction · Methodology
Keep going in your AI
Opens with this page as the source. We add nothing else to the prompt.
- What does the motion-principles skill do?
- Is motion-principles safe to install?
- What can motion-principles access on my machine?