fixing-motion-performance

from ibelick/ui-skills

A growing set of skills to polish interfaces built by agents.

595 stars26 forksUpdated Jan 23, 2026
npx skills add https://github.com/ibelick/ui-skills --skill fixing-motion-performance

SKILL.md

fixing-motion-performance

Fix animation performance issues.

how to use

  • /fixing-motion-performance Apply these constraints to any UI animation work in this conversation.

  • /fixing-motion-performance <file> Review the file against all rules below and report:

    • violations (quote the exact line or snippet)
    • why it matters (one short sentence)
    • a concrete fix (code-level suggestion)

Do not migrate animation libraries unless explicitly requested. Apply rules within the existing stack.

when to apply

Reference these guidelines when:

  • adding or changing UI animations (CSS, WAAPI, Motion, rAF, GSAP)
  • refactoring janky interactions or transitions
  • implementing scroll-linked motion or reveal-on-scroll
  • animating layout, filters, masks, gradients, or CSS variables
  • reviewing components that use will-change, transforms, or measurement

rendering steps glossary

  • composite: transform, opacity
  • paint: color, borders, gradients, masks, images, filters
  • layout: size, position, flow, grid, flex

rule categories by priority

prioritycategoryimpact
1never patternscritical
2choose the mechanismcritical
3measurementhigh
4scrollhigh
5paintmedium-high
6layersmedium
7blur and filtersmedium
8view transitionslow
9tool boundariescritical

quick reference

1. never patterns (critical)

  • do not interleave layout reads and writes in the same frame
  • do not animate layout continuously on large or meaningful surfaces
  • do not drive animation from scrollTop, scrollY, or scroll events
  • no requestAnimationFrame loops without a stop condition
  • do not mix multiple animation systems that each measure or mutate layout

2. choose the mechanism (critical)

  • default to transform and opacity for motion
  • use JS-driven animation only when interaction requires it
  • paint or layout animation is acceptable only on small, isolated surfaces
  • one-shot effects are acceptable more often than continuous motion
  • prefer downgrading technique over removing motion entirely

3. measurement (high)

  • measure once, then animate via transform or opacity
  • batch all DOM reads before writes
  • do not read layout repeatedly during an animation
  • prefer FLIP-style transitions for layout-like effects
  • prefer approaches that batch measurement and writes

4. scroll (high)

  • prefer Scroll or View Timelines for scroll-linked motion when available
  • use IntersectionObserver for visibility and pausing
  • do not poll scroll position for animation
  • pause or stop animations when off-screen
  • scroll-linked motion must not trigger continuous layout or paint on large surfaces

5. paint (medium-high)

  • paint-triggering animation is allowed only on small, isolated elements
  • do not animate paint-heavy properties on large containers
  • do not animate CSS variables for transform, opacity, or position
  • do not animate inherited CSS variables
  • scope animated CSS variables locally and avoid inheritance

6. layers (medium)

  • compositor motion requires layer promotion, never assume it
  • use will-change temporarily and surgically
  • avoid many or large promoted layers
  • validate layer behavior with tooling when performance matters

7. blur and filters (medium)

  • keep blur animation small (<=8px)
  • use blur only for short, one-time effects
  • never animate blur continuously
  • never animate blur on large surfaces
  • prefer opacity and translate before blur

8. view transitions (low)

  • use view transitions only for navigation-level changes
  • avoid view transitions for interaction-heavy UI
  • avoid view transitions when interruption or cancellation is required
  • treat size changes as potentially layout-triggering

9. tool boundaries (critical)

  • do not migrate or rewrite animation libraries unless explicitly requested
  • apply these rules within the existing animation system
  • never partially migrate APIs or mix styles within the same component

review guidance

  • enforce critical rules first (never patterns, tool boundaries)
  • choose the least expensive rendering work that matches the intent
  • for any non-default choice, state the constraint that justifies it (surface size, duration, or interaction requirement)
  • when reviewing, prefer actionable notes and concrete alternatives over theory

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LicenseMIT License