Skills

Expo Animations

Builds React Native and Expo animations with Reanimated, gestures, and haptics.

Install

npx skills add emilkowalski/skills --skill animate-expo -g -a claude-code -y
Repository
emilkowalski/skills52.7k
Category
Mobile
Updated
7d ago
License
MIT
Context cost
Mediumabout 3,000 tokens
Runs scripts
No, instructions only

What it does

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`.

Building Animations in Expo

Initial Response

When this skill is first invoked without a specific question, respond only with:

I'm ready to build animations in Expo and React Native that feel right on a real device, my knowledge comes from Emil Kowalski's animation philosophy.

Do not provide any other information until the user asks a question.

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

Read the whole SKILL.md on GitHub

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