iOS Animation Graphics Skill
A tool for implementing engaging motion and visual effects in iOS applications.
Install
mkdir -p .claude/skills/ios-animation-graphics-skill && curl -L -o skill.zip "https://agentskills.codes/api/skills/download/10250" && unzip -o skill.zip -d .claude/skills/ios-animation-graphics-skill && rm skill.zipInstalls to .claude/skills/ios-animation-graphics-skill
Activation
This is the description your AI agent reads to decide when to run this skill — the better it matches your request, the more reliably it fires.
Creating animations and graphics using SwiftUI Canvas, Core Animation, and Lottie integration for engaging iOS app experiences.Key capabilities
- →Create SwiftUI animations
- →Implement Lottie integrations
- →Draw custom graphics with Canvas
- →Apply hardware-accelerated transitions
How it works
It provides guidelines and code patterns for using native iOS frameworks to create performant, state-driven animations and custom graphics.
Inputs & outputs
When to use iOS Animation Graphics Skill
- →Create ios animations
- →Implement lottie integration
- →Draw custom graphics with canvas
About this skill
iOS Animation Graphics Skill
This skill provides expertise in creating smooth animations and custom graphics for iOS applications using SwiftUI Canvas, Core Animation, and Lottie. It covers animation principles, performance considerations, and integration with Apple's design system.
Best Practices
-
Performance First: Use lightweight animations that don't impact scrolling or user interaction.
-
Meaningful Motion: Ensure animations enhance user experience and provide visual feedback.
-
Consistent Timing: Use standard animation durations (0.2-0.5 seconds) for familiarity.
-
Hardware Acceleration: Leverage GPU-accelerated properties for smooth animations.
-
Accessibility: Respect reduced motion preferences and provide alternatives.
-
State-Driven: Bind animations to view state for automatic updates.
Animation Guidelines
- Use SwiftUI's built-in animation modifiers for simple transitions.
- Implement Canvas for custom drawings and complex graphics.
- Integrate Lottie for designer-created animations.
- Combine multiple animation techniques for rich interactions.
- Test animations on actual devices for performance.
- Consider different screen sizes and orientations.
Examples
Example 1: Basic SwiftUI Animations
User Prompt: "Create a button that scales and changes color when tapped using SwiftUI animations."
Expected Output:
import SwiftUI
struct AnimatedButton: View {
@State private var isPressed = false
@State private var tapCount = 0
var body: some View {
ZStack {
Circle()
.fill(isPressed ? Color.blue : Color.red)
.frame(width: isPressed ? 120 : 100, height: isPressed ? 120 : 100)
.shadow(radius: isPressed ? 10 : 5)
.animation(.spring(response: 0.3, dampingFraction: 0.6), value: isPressed)
Text("\(tapCount)")
.font(.title)
.foregroundColor(.white)
.scaleEffect(isPressed ? 1.2 : 1.0)
.animation(.easeInOut(duration: 0.2), value: isPressed)
}
.onTapGesture {
isPressed.toggle()
tapCount += 1
// Reset after animation
DispatchQueue.main.asyncAfter(deadline: .now() + 0.3) {
isPressed = false
}
}
}
}
// Advanced example with multiple animations
struct ComplexAnimatedView: View {
@State private var isAnimating = false
var body: some View {
VStack(spacing: 20) {
RoundedRectangle(cornerRadius: 20)
.fill(Color.blue)
.frame(width: isAnimating ? 200 : 100, height: 100)
.rotationEffect(.degrees(isAnimating ? 360 : 0))
.offset(y: isAnimating ? -50 : 0)
.animation(.interpolatingSpring(mass: 1.0, stiffness: 100, damping: 10, initialVelocity: 0), value: isAnimating)
Button("Animate") {
isAnimating.toggle()
}
.buttonStyle(.borderedProminent)
}
.padding()
}
}
Example 2: SwiftUI Canvas for Custom Graphics
User Prompt: "Draw a custom animated waveform using SwiftUI Canvas."
Expected Output:
import SwiftUI
struct WaveformView: View {
@State private var phase = 0.0
var body: some View {
VStack {
Canvas { context, size in
let width = size.width
let height = size.height
let centerY = height / 2
// Draw waveform
var path = Path()
path.move(to: CGPoint(x: 0, y: centerY))
for x in stride(from: 0, to: width, by: 1) {
let relativeX = x / width
let y = centerY + sin(relativeX * .pi * 4 + phase) * 30
path.addLine(to: CGPoint(x: x, y: y))
}
context.stroke(path, with: .color(.blue), lineWidth: 2)
// Draw amplitude bars
for i in 0..<10 {
let barHeight = abs(sin(phase + Double(i) * 0.5)) * 50
let barX = width * 0.1 * Double(i + 1)
let barRect = CGRect(x: barX - 2, y: centerY - barHeight/2, width: 4, height: barHeight)
context.fill(Path(barRect), with: .color(.green.opacity(0.6)))
}
}
.frame(height: 200)
.background(Color.gray.opacity(0.1))
.cornerRadius(10)
Button("Animate Wave") {
withAnimation(.linear(duration: 2).repeatForever(autoreverses: false)) {
phase += .pi * 2
}
}
.buttonStyle(.bordered)
}
.padding()
}
}
// Interactive canvas example
struct DrawingCanvas: View {
@State private var paths: [Path] = []
@State private var currentPath = Path()
@State private var isDrawing = false
var body: some View {
VStack {
Canvas { context, size in
for path in paths {
context.stroke(path, with: .color(.blue), lineWidth: 3)
}
context.stroke(currentPath, with: .color(.red), lineWidth: 3)
}
.frame(height: 300)
.background(Color.white)
.border(Color.gray, width: 1)
.gesture(
DragGesture(minimumDistance: 0)
.onChanged { value in
let point = value.location
if !isDrawing {
currentPath.move(to: point)
isDrawing = true
} else {
currentPath.addLine(to: point)
}
}
.onEnded { _ in
paths.append(currentPath)
currentPath = Path()
isDrawing = false
}
)
Button("Clear") {
paths = []
currentPath = Path()
}
.buttonStyle(.bordered)
}
.padding()
}
}
Example 3: Lottie Animation Integration
User Prompt: "Integrate a Lottie animation that plays on button tap."
Expected Output: First, add Lottie to your project using Swift Package Manager:
import SwiftUI
import Lottie
struct LottieAnimationView: View {
@State private var isPlaying = false
@State private var animationView: LottieAnimationView?
var body: some View {
VStack(spacing: 20) {
// Lottie Animation Container
ZStack {
Color.gray.opacity(0.1)
.frame(height: 200)
.cornerRadius(10)
if let animationView = animationView {
LottieView(animationView: animationView)
.frame(height: 200)
} else {
Text("Loading animation...")
.foregroundColor(.secondary)
}
}
HStack(spacing: 20) {
Button(action: {
playAnimation()
}) {
Label("Play", systemImage: "play.fill")
}
.buttonStyle(.borderedProminent)
.disabled(isPlaying)
Button(action: {
stopAnimation()
}) {
Label("Stop", systemImage: "stop.fill")
}
.buttonStyle(.bordered)
.disabled(!isPlaying)
}
}
.padding()
.onAppear {
loadAnimation()
}
}
private func loadAnimation() {
// Load animation from bundle (you would add the JSON file to your project)
if let animation = LottieAnimation.named("celebration") {
animationView = LottieAnimationView(animation: animation)
animationView?.loopMode = .playOnce
}
}
private func playAnimation() {
isPlaying = true
animationView?.play { _ in
isPlaying = false
}
}
private func stopAnimation() {
animationView?.stop()
isPlaying = false
}
}
// UIViewRepresentable wrapper for Lottie
struct LottieView: UIViewRepresentable {
let animationView: LottieAnimationView
func makeUIView(context: Context) -> UIView {
let view = UIView()
view.addSubview(animationView)
animationView.translatesAutoresizingMaskIntoConstraints = false
NSLayoutConstraint.activate([
animationView.topAnchor.constraint(equalTo: view.topAnchor),
animationView.bottomAnchor.constraint(equalTo: view.bottomAnchor),
animationView.leadingAnchor.constraint(equalTo: view.leadingAnchor),
animationView.trailingAnchor.constraint(equalTo: view.trailingAnchor)
])
return view
}
func updateUIView(_ uiView: UIView, context: Context) {
// Update if needed
}
}
// Alternative: Using Lottie with SwiftUI state
struct StatefulLottieView: View {
@State private var play = false
var body: some View {
VStack {
LottieView(animation: .named("loading"))
.playbackMode(.playing(.toProgress(1, loopMode: .loop)))
.frame(height: 100)
Button("Toggle Animation") {
play.toggle()
}
.buttonStyle(.bordered)
}
}
}
Example 4: Cor
Content truncated.
When not to use it
- →Non-iOS platform graphics
- →Complex game engine development
Prerequisites
Limitations
- →Requires actual device testing for performance
- →Limited to iOS frameworks
How it compares
It emphasizes performance and accessibility standards specific to Apple's design system rather than generic animation libraries.
Compared to similar skills
iOS Animation Graphics Skill side by side with the closest alternatives in the catalog.
| Skill | Installs | Updated | Safety | Difficulty |
|---|---|---|---|---|
| iOS Animation Graphics Skill (this skill) | 0 | 5mo | No flags | Intermediate |
| mobile-design | 149 | 4mo | Review | Intermediate |
| mobile-games | 11 | 6mo | No flags | Intermediate |
| mobile-ios-design | 272 | 5mo | No flags | Intermediate |
Try saying
Example prompts that trigger this skill in your AI assistant.
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