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Forge Motion

Community
BekhruzTursunboev
forge-motion

Advanced motion and animation design skill. Covers scroll-storytelling, physics-grade interactions, Three.js/WebGL, GSAP choreography, and cinematic page transitions. Use alongside forge-core when MOTION_DEPTH >= 8 is needed.

Overview

PublisherBekhruzTursunboev
RepositoryBexa-professional-frontend-design-skills-for-ai-agents
Skill nameforge-motion
Stars
9
Forks
2
Bundled files
4
LicenseMIT
Links
  • Markdown instructions

    A SKILL.md file the model loads on demand, so it only costs tokens when a request actually matches.

  • Works with any LLM

    AI skills are plain Markdown, not provider-specific code, so this works with GPT, Claude, Gemini, Grok, or a local model.

  • 4 bundled files

    Scripts, templates, and references the model can read while it works. Files are read-only and never executed.

  • Open source

    Published by BekhruzTursunboev on GitHub. Read the source before you install it.

Installation

Install the Forge Motion AI skill in TypingMind to use it with any LLM, or drop it into another agent that reads SKILL.md.

1

Install in TypingMind

TypingMind installs a skill straight from its GitHub folder — it reads SKILL.md, bundles the resource files, and stores the result locally.

  1. Open the app and go to Plugins → Skills.
  2. Choose "Install from GitHub".
  3. Paste the skill folder URL below and confirm.
    https://github.com/BekhruzTursunboev/Bexa-professional-frontend-design-skills-for-ai-agents/tree/main
  4. Enable the skill in any chat where you want it available.
Plugins → Skills → Add skill → From GitHub URL, then paste the folder URL and press Continue.
2

Install in another agent

Any agent that reads the Agent Skills format can use this skill — copy the folder into that agent's skills directory.

Claude Code — .claude/skills
git clone --depth 1 https://github.com/BekhruzTursunboev/Bexa-professional-frontend-design-skills-for-ai-agents.git \
  .claude/skills/forge-motion
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Forge Motion in any TypingMind chat and the model takes it from there. Its name and description sit in the system prompt, and the moment a request matches, the model loads the full instructions itself — you never invoke it by hand, and it costs no tokens until it is actually used.

The model loads Forge Motion on its own as soon as a request matches it.

Works with any AI model

AI skills are plain Markdown instructions rather than provider-specific code, so Forge Motion is not tied to the model it was written for. Install it once in TypingMind and use it with GPT-5, Claude, Gemini, Grok, DeepSeek, Mistral, Llama, or a local model you run yourself — all on your own API keys.

  • Loaded only when it is needed

    The system prompt carries just the name and description. The instructions are fetched on the first matching request, so an idle skill costs nothing.

  • Switch models mid-chat

    Because the skill is instructions rather than code, changing model does not break it — the next model reads the same SKILL.md.

Skill instructions

This is the SKILL.md content the model loads. Read it before installing — a skill is instructions your model will follow.

FORGE MOTION — Cinematic Animation & Physics Skill

Motion is not decoration. It is communication. Every animation must answer: what does this movement mean to the user?


DIAL CONFIGURATION

CHOREOGRAPHY:    8   (1=Simple fade / 10=Hollywood-grade sequencing)
PHYSICS_GRADE:   8   (1=Linear ease / 10=Mass, friction, spring simulation)
PERFORMANCE_CAP: 9   (1=Any GPU cost / 10=60fps on mid-range Android)

SECTION 1 — THE MOTION PHILOSOPHY

Meaning Before Movement

Before adding any animation, answer:

  1. What state change is this communicating?
  2. Does removing this animation hurt comprehension?
  3. Is this respecting prefers-reduced-motion?

If #2 is "no" and #3 is "no" → remove the animation.

Hierarchy of Motion

  1. Functional — Loading states, page transitions, validation feedback. Always present.
  2. Feedback — Button press, hover response, drag confirmation. Always present.
  3. Contextual — List stagger, scroll reveals, shared element. Present when CHOREOGRAPHY ≥ 4.
  4. Ambient — Background meshes, floating particles, cursor trails. Present when CHOREOGRAPHY ≥ 7.

prefers-reduced-motion

Every animation MUST respect the user's system preference:

css
@media (prefers-reduced-motion: reduce) {
  *, *::before, *::after {
    animation-duration: 0.01ms !important;
    animation-iteration-count: 1 !important;
    transition-duration: 0.01ms !important;
  }
}

In Framer Motion: check useReducedMotion() and substitute with instant opacity changes.


SECTION 2 — SPRING PHYSICS REFERENCE

The spring is the universal language of premium motion. Use these configurations:

js
// Definitions
const springs = {
  // Heavy, authoritative — modals, drawers
  heavy:   { type: 'spring', stiffness: 80,  damping: 18, mass: 1.2 },
  // Standard UI — buttons, cards, list items
  default: { type: 'spring', stiffness: 140, damping: 20, mass: 0.8 },
  // Snappy, direct — tooltips, badges, micro-interactions
  snappy:  { type: 'spring', stiffness: 300, damping: 28, mass: 0.5 },
  // Gentle, atmospheric — hero reveals, page entries
  drift:   { type: 'spring', stiffness: 60,  damping: 15, mass: 1.0 },
  // Aggressive overshoot — celebration, success confirmations
  bounce:  { type: 'spring', stiffness: 400, damping: 12, mass: 0.6 },
};

Rule: Never use ease, ease-in-out, or linear for interactive elements. Springs only. CSS transitions on non-interactive ambient elements may use cubic-bezier(0.16, 1, 0.3, 1).


SECTION 3 — FRAMER MOTION PATTERNS

Page Transitions

jsx
const pageVariants = {
  initial: { opacity: 0, y: 12, filter: 'blur(4px)' },
  animate: { opacity: 1, y: 0,  filter: 'blur(0px)', transition: springs.drift },
  exit:    { opacity: 0, y: -8, filter: 'blur(4px)', transition: { duration: 0.2 } },
};
// Wrap in <AnimatePresence mode="wait"> at router level

Staggered List Reveal

jsx
const container = {
  hidden: {},
  show: { transition: { staggerChildren: 0.07, delayChildren: 0.1 } },
};
const item = {
  hidden: { opacity: 0, y: 16 },
  show:   { opacity: 1, y: 0, transition: springs.default },
};
// Parent + children MUST be in same Client Component tree

Magnetic Button Effect

jsx
// useMotionValue OUTSIDE render — never useState
const x = useMotionValue(0);
const y = useMotionValue(0);
const springX = useSpring(x, { stiffness: 200, damping: 20 });
const springY = useSpring(y, { stiffness: 200, damping: 20 });

function handleMouse(e) {
  const rect = ref.current.getBoundingClientRect();
  const centerX = rect.left + rect.width  / 2;
  const centerY = rect.top  + rect.height / 2;
  x.set((e.clientX - centerX) * 0.35); // 35% pull intensity
  y.set((e.clientY - centerY) * 0.35);
}
function handleLeave() { x.set(0); y.set(0); }

Shared Element Transition

jsx
// Source list item
<motion.div layoutId={`card-${id}`}>
  <motion.h3 layoutId={`title-${id}`}>{title}</motion.h3>
</motion.div>

// Target detail view (same layoutId)
<motion.div layoutId={`card-${id}`}>
  <motion.h1 layoutId={`title-${id}`}>{title}</motion.h1>
</motion.div>
// Wrap both in <LayoutGroup> at parent level

Scroll-Triggered Reveal (Framer)

jsx
const { scrollYProgress } = useScroll({ target: ref, offset: ['start end','end start'] });
const opacity = useTransform(scrollYProgress, [0, 0.3], [0, 1]);
const y       = useTransform(scrollYProgress, [0, 0.3], [32, 0]);

SECTION 4 — GSAP PATTERNS (CHOREOGRAPHY >= 9)

CRITICAL: Never mix GSAP with Framer Motion in the same component. GSAP is for: scrolltelling, full-page sequences, canvas backgrounds.

Setup Pattern

jsx
useEffect(() => {
  const ctx = gsap.context(() => {
    // All GSAP code inside ctx
    gsap.from('.hero-title', {
      y: 60, opacity: 0, duration: 1,
      ease: 'expo.out', stagger: 0.08,
    });

    ScrollTrigger.create({
      trigger: sectionRef.current,
      start: 'top 80%',
      onEnter: () => gsap.to(sectionRef.current, { opacity: 1, y: 0, duration: 0.8 }),
    });
  }, containerRef);

  return () => ctx.revert(); // ALWAYS clean up
}, []);

Horizontal Scroll Section

jsx
gsap.to(trackRef.current, {
  x: () => -(trackRef.current.scrollWidth - window.innerWidth),
  ease: 'none',
  scrollTrigger: {
    trigger: containerRef.current,
    pin: true,
    scrub: 1,
    end: () => `+=${trackRef.current.scrollWidth - window.innerWidth}`,
  },
});

SECTION 5 — THREE.JS / WEBGL (CHOREOGRAPHY = 10)

Use only for: hero canvas backgrounds, 3D product showcases, data globe visualizations.

Setup Template

jsx
useEffect(() => {
  const renderer = new THREE.WebGLRenderer({ canvas: canvasRef.current, alpha: true, antialias: true });
  const scene  = new THREE.Scene();
  const camera = new THREE.PerspectiveCamera(60, width / height, 0.1, 100);
  camera.position.z = 5;

  // ... scene setup ...

  let rafId;
  const animate = () => { rafId = requestAnimationFrame(animate); renderer.render(scene, camera); };
  animate();

  return () => {
    cancelAnimationFrame(rafId);
    renderer.dispose(); // Critical — prevents GPU memory leak
    scene.clear();
  };
}, []);

Performance Rules

  • Max 300k vertices per scene for mobile.
  • Use BufferGeometry, never legacy Geometry.
  • Limit draw calls: merge static geometries with BufferGeometryUtils.mergeBufferGeometries.
  • Mobile fallback: if GPU tier < 1, replace WebGL canvas with static image.

SECTION 6 — CSS ANIMATION PRIMITIVES

Premium CSS animations for when JS animation is overkill:

css
/* Shimmer skeleton */
@keyframes shimmer {
  from { background-position: -200% 0; }
  to   { background-position:  200% 0; }
}
.skeleton {
  background: linear-gradient(90deg, hsl(220 13% 91%) 25%, hsl(220 13% 96%) 50%, hsl(220 13% 91%) 75%);
  background-size: 200% 100%;
  animation: shimmer 1.5s ease-in-out infinite;
}

/* Status ping beacon */
@keyframes ping {
  0%   { transform: scale(1);   opacity: 1; }
  75%  { transform: scale(2.2); opacity: 0; }
  100% { transform: scale(2.2); opacity: 0; }
}

/* Directional hover fill (clip-path) */
.btn { position: relative; overflow: hidden; }
.btn::before {
  content: ''; position: absolute; inset: 0;
  background: var(--accent-dim);
  clip-path: inset(0 100% 0 0);
  transition: clip-path 300ms cubic-bezier(0.16, 1, 0.3, 1);
}
.btn:hover::before { clip-path: inset(0 0% 0 0); }

/* Float ambient animation */
@keyframes float {
  0%, 100% { transform: translateY(0); }
  50%       { transform: translateY(-8px); }
}

SECTION 7 — PERFORMANCE CHECKLIST

  • Only transform and opacity animated (no layout-triggering properties)
  • will-change: transform removed after animation completes
  • Grain/noise on fixed pseudo-element only, not scrolling containers
  • All GSAP instances destroyed in useEffect cleanup
  • All Three.js renderers disposed in cleanup
  • Perpetual animations in isolated React.memo components
  • prefers-reduced-motion respected with CSS media query + Framer useReducedMotion()
  • GSAP and Framer Motion NOT mixed in same component tree
  • staggerChildren parent + children in same Client Component

Bundled files

The model reads these on demand while the skill is loaded. They are exposed as readable files and are never executed.

Frequently asked questions

What does the Forge Motion AI skill do?

Advanced motion and animation design skill. Covers scroll-storytelling, physics-grade interactions, Three.js/WebGL, GSAP choreography, and cinematic page transitions. Use alongside forge-core when MOTION_DEPTH >= 8 is needed.

Why use Forge Motion on TypingMind?

Because you install it once and use it with any model. Forge Motion is plain Markdown rather than provider-specific code, so the same skill runs on GPT-5, Claude, Gemini, Grok, or a local model — and you can switch model mid-chat without it breaking. TypingMind runs on your own API keys, so you pay providers directly instead of a per-seat subscription, and your skills and chats stay in your own storage.

How do I install Forge Motion in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/BekhruzTursunboev/Bexa-professional-frontend-design-skills-for-ai-agents/tree/main. TypingMind reads its SKILL.md and bundles its files and installs it as a skill you can enable per chat.

Which AI models can use Forge Motion?

Any model you connect in TypingMind. AI skills are plain Markdown instructions rather than provider-specific code, so GPT, Claude, Gemini, Grok, and local models can all load this skill when a request matches it.

How many AI models can I use with Forge Motion?

As many as you like. As long as a model supports skills, you can use Forge Motion with it — GPT, Claude, Gemini, Grok, DeepSeek, Mistral, Llama and more — all on TypingMind with your own API keys.

Is the Forge Motion AI skill free?

Yes. It is published on GitHub by BekhruzTursunboev under the MIT license. You only pay your own AI provider for the tokens you use.

What are AI skills?

An AI skill is a reusable instruction bundle that teaches an AI model how to do one specific task. It follows the open Agent Skills format: a SKILL.md file with a name and description, plus any scripts, templates or reference files the model may need. The model reads the instructions only when your request matches the skill, so an installed skill costs nothing until it is used.

How are AI skills different from plugins or MCP servers?

A plugin or MCP server gives a model new tools to call — code that runs somewhere and returns a result. An AI skill gives the model knowledge and process instead: how to approach a task, which steps to follow, what good output looks like. Skills are plain Markdown, so they need no server, no API key and no runtime, and they work with any model.

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