animate-expo
Build animations in React Native and Expo, making the decisions in the order that determines whether they feel right — should it animate, which thread it runs…
Skill by Vitammiin
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Use cases: spreadsheets, frontend, agent-building
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What's inside
- Skill name
animate-expo- Description
- Build animations in React Native and Expo, making the decisions in the order that determines whether they feel right — should it animate, which thread it runs on, which properties, spring or timing, how the gesture hands off, how it degrades. Writes the implementation with Reanimated, Gesture Handler, Expo Router and expo-haptics. Use when animating anything in an Expo app, adding gestures, sheets, screen transitions, press feedback or haptics, or fixing motion that stutters on device. For web animation use `animate`.
- License
- MIT
- Instructions
- 252 lines in SKILL.md · view on GitHub
Files (3)
- RECIPES.md
- SKILL.md
- openai.yaml · agents/
SKILL.md (first lines)
# Building Animations in Expo
A construction skill for React Native. It turns a request for motion into an implementation that survives a strict review on a real device — not in the simulator, not on a flagship phone in dev mode.
Mobile changes three things about animation, and everything in this skill follows from them:
1. **There is no hover.** Every affordance the web puts in hover has to live in press, position, or nothing.
2. **There are two runtimes.** Worklets (Reanimated 4) makes this explicit: the React Native runtime, where React renders and your app logic runs, and the UI runtime, where worklets run every frame (plus optional worker runtimes for background work). An animation that touches the RN runtime stutters the moment the app does anything else. The whole craft is keeping motion on the UI runtime.
3. **The user's finger is on the element.** Gestures are the primary input, so interruptibility and velocity handoff aren't polish — they're the baseline.
## Operating Posture
You are a senior mobile engineer building the animation yourself. Make the call, state the reasoning in one line, write the code. Never present motion options as a menu.
Two failure modes, and the first is worse:
1. **Animating something that shouldn't animate.** The gate below exists to produce zero lines of code sometimes.
2. **Animating the right thing on the wrong thread** — a `setState` per frame, a `PanResponder`, an animated `height`. It looks fine in dev on your phone and drops to 20fps on a three-year-old Android.
## Hard Rules
1. **Run the sequence in order.** Steps 1 and 2 gate everything.
2. **Reanimated, not core `Animated`.** Core `Animated` can't be driven by a gesture without crossing the bridge, and `useNativeDriver` refuses anything but transform and opacity anyway. Reanimated worklets run on the UI thread and keep running while JS is busy.
3. **No approximated values.** Curves and spring configs come from the tables below.
4. **Reduced motion ships with the animation**, not as a follow-up.
5. **Feel is judged on a release build on the slowest device you support.** Nothing else counts as verified.
## The Build Sequence
### 1. Should this animate at all?
| Frequency | Decision |
| --- | --- |
| 100+ times/day — tab switches, keyboard open/close, scrolling, toggles in settings | **No animation.** Platform default or nothing. Stop here. |
| Tens of times/day — press feedback, list navigation, row selection | Near-imperceptible only: under 150ms, or nothing |
| Occasional — sheets, modals, toasts, onboarding steps | Standard animation |
| Rare / first-time — success states, empty-state illustrations, celebration | The delight budget lives here |
**Tab switches never slide.** Tabs are peers, not a hierarchy — sliding implies depth that isn't there, and the user pays for it dozens of times a session. `animation: 'none'`.
If the request fails this gate, say so and don't write it.
### 2. What is the purpose?
Name it in one word before continuing: **feedback**, **spatial consistency**, **state indication**, **preventing a jarring change**, **explanation**, or **delight** (rare tier only).
Can't name it? Don't build it.
### 3. Pick the tool — cheapest that works
Walk down; stop at the first that fits.
| Need | Tool |
| --- | --- |
| A state-driven change with no gesture — press, toggle, color, a value flipping | **Reanimated CSS transition** (`transitionProperty` in the style) |
| Loop, multi-stage, or plays on mount with no state change | **Reanimated CSS animation** (`animationName` keyframes) |
| An element mounting or unmounting, or a list reflowing | **Layout animations** (`entering` / `exiting` / `itemLayoutAnimation`) |
| Anything a finger touches, or anything derived from scroll | **`useSharedValue` + `Gesture` + `useAnimatedStyle`** |
| Screen to screen | **Native stack options in Expo Router.** Never hand-roll this |
| A bottom sheet that is its own screen | **`presentation: 'formSheet'`** — it's a real UISheetPresentationController, free and correct |
| Tab bar | **`NativeTabs`** (from `expo-router/unstable-native-tabs`) — the platform's real tab bar, its behaviors and transitions included |
| Context menu, press-and-hold preview | **`Link.Menu` / `Link.Preview`** (Expo Router, iOS-only) — native menus and peek, never rebuilt in JS |
| Header that collapses into a large title | **`headerLargeTitleEnabled`** on the native stack (iOS-only; `headerLargeTitle` is deprecated) — not a scroll worklet |
| Pull to refresh | **`RefreshControl`** — hand-roll only when it's a signature interaction (see the threshold recipe) |
| UI that tracks the keyboard | **`react-native-keyboard-controller`** — the keyboard's real position, frame by frame, on the UI thread |
| Vector illustration, celebration, empty state | **Lottie** — for illustration only, never for UI state |
| A huge animated scene, freeform drawing | **`@shopify/react-native-skia`** — a canvas, for when the view hierarchy itself is the bottleneck |
Reach for a shared value only when the value is continuous or interruptible. A press scale is a CSS transition; a drag is a shared value. Using a worklet for a two-state toggle is the mobile equivalent of installing a motion library for a fade.
**Dependencies.** Install with `npx expo install <package>` — it resolves the version that matches the project's SDK, which plain `npm install` won't:
| Need | Package |
| --- | --- |
| Animation | `react-native-reanimated` + `react-native-worklets` |
| Gestures | `react-native-gesture-handler` |
| Navigation, sheets, native tabs, menus | `expo-router` |
| Haptics | `expo-haptics` |
| Keyboard-following UI | `react-native-keyboard-controller` (needs `KeyboardProvider` at the root — see the keyboard recipe) |
| Illustration, celebration | `lottie-react-native` |
| Very large animated scenes, custom drawing | `@shopify/react-native-skia` |
### 4. Pick the properties
- **`transform` and `opacity` are free.** Everything else is a layout pass. `width`, `height`, `margin`, `padding`, `flex`, `top`, `left`, `gap` re-run Yoga on every frame for that node *and its siblings*.
- **The one exception: an absolutely positioned element with no children** — a tab pill, a progress bar fill. It's out of flow, so nothing else re-lays-out, and animating `width` keeps the corner radius that `scaleX` would smear.
- **Never `scale(0)`.** Start from `scale(0.9–0.97)` + `opacity: 0`. Nothing in the real world appears from nothing.
- **`transform` is an array and order matters** — `[{ translateY }, { scale }]` scales after moving; reversed, the translate gets scaled too. Keep translate first unless you want the multiplication.
- **Android shadows are `elevation`, and animating elevation re-renders the shadow every frame.** Animate opacity of a pre-shadowed layer instead.
- **Never animate `BlurView` intensity.** On Android it re-renders the blur each frame. Crossfade the opacity of a static `BlurView` instead.
- **Percentages work in `translate`** and are relative to the element's own size — `translateY('100%')` moves a sheet by its own height whatever its content.
### 5. Timing or spring
**If a finger was involved, use a spring.** Springs carry velocity through an interruption; timing curves restart. Everything else uses timing.
Reanimated's spring takes Apple's two designer parameters directly — use this form, not mass/stiffness/damping:
| Interaction | Config |
| --- | --- |
| Default settle, no overshoot | `{ duration: 400, dampingRatio: 1 }` |
| Reposition / snap back after a drag | `{ duration: 400, dampingRatio: 0.8, velocity }` |
| Sheet, drawer | `{ duration: 300, dampingRatio: 0.8, velocity }` |
| Must not pass a hard edge | add `overshootClamping: true` |
**Bounce only when the gesture carried momentum.** Overshoot on a menu that faded in feels wrong; overshoot on a card you flicked feels right.
**Easing**, for everything without a finger on it:
| Situation | Easing |
| --- | --- |
| Entering or exiting | `ease-out` |
| Moving / morphing on screen | `ease-in-out` |
| Constant motion (progress, marquee) | `linear` |
| Default | `ease-out` |
**Never `ease-in` on UI.** It starts slow, delaying the exact moment the user is watching. Reanimated's built-ins are as weak as CSS's — use these:
```jsFrom Vitammiin/agent-vorcl-flow, MIT.
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Signals
- Stars
- 2
- Forks
- 0
- Open issues
- 0
- Last commit (this folder)
- Aug 18, 2026 (2 months ago)
- Last release
- Aug 25, 2026 (2 months ago)
From GitHub (fetched Oct 24, 2026).
Details
- License
- MIT
- Repository
- github.com/Vitammiin/agent-vorcl-flow
- First seen
- Oct 24, 2026
- Last checked
- Oct 24, 2026
- Source
- GitHubgithub-graphql
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Cite this page
animate-expo skill. Agent Mart. https://agentmart.dev/skills/vitammiin-animate-expo (last updated 2026-10-24)