@Saccc_c: If you want AI to create professional-grade animations, you first need to learn how to describe them. Linear design engineer Emil Kowalski compiled 90+ animation terms, covering 12 categories including elastic animations, interaction feedback, etc. Useful for websites and video animations. http://animations.d…
Summary
Linear design engineer Emil Kowalski compiled over 90 animation terms across 12 categories to help users better describe animation effects to AI. Additionally, the author used Claude to build a bilingual preview site to facilitate understanding of each term's actual effect.
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Cached at: 06/09/26, 10:46 AM
To get AI to create professional-grade animations, you first need to learn how to describe what you want.
Linear design engineer Emil Kowalski compiled 90+ animation terms across 12 categories including spring animations and interaction feedback. Useful for websites and video animations.
https://t.co/eGO2UJLIeX
To help understand the actual effect of each term, I used Claude to make a bilingual preview site.
👇 https://t.co/6fUjdZxAnZ https://t.co/TO7cT45LWG
Vocabulary
Source: https://animations.dev/vocabulary
#Animation Vocabulary
A glossary of common animation patterns taught in the course. Use these names to describe what you want when prompting an AI.
##Entrances & Exits (https://animations.dev/vocabulary#entrances-and-exits)
How elements appear and disappear.
- -Fade in / Fade out—Element appears or disappears by changing opacity.
- -Slide in—Element enters by sliding in from off-screen (left, right, top, or bottom).
- -Scale in—Element grows from smaller to full size as it appears, often paired with a fade.
- -Pop in—Element appears with a slight overshoot, like it bounces into place.
- -Reveal—Content is uncovered gradually, often by animating a clip-path or mask.
- -Enter / Exit—The animation an element plays when it’s added to or removed from the screen.
##Sequencing & Timing (https://animations.dev/vocabulary#sequencing-and-timing)
Coordinating multiple elements or moments.
- -Keyframes—Defined points in an animation (0%, 50%, 100%) that the browser fills the gaps between.
- -Interpolation / Tween—Generating all the in-between frames between a start and end value, so motion is continuous.
- -Stagger—Animate several items one after another with a small delay between each, creating a cascade.
- -Orchestration—Deliberately timing multiple animations so they feel like one coordinated motion.
- -Delay—Time before an animation starts.
- -Duration—How long an animation takes.
- -Fill mode—Whether an element keeps its first or last frame’s styles before the animation starts or after it ends (e.g. forwards).
- -Stepped animation—An animation that is divided into discrete steps, like a countdown timer.
##Movement & Transforms (https://animations.dev/vocabulary#movement-and-transforms)
Changing an element’s position, size, or angle.
- -Translate—Move an element along the X or Y axis.
- -Scale—Make an element bigger or smaller.
- -Rotate—Spin an element around a point.
- -Skew—Slant an element along the X or Y axis, shearing it out of its rectangular shape.
- -3D tilt / Flip—Rotate in 3D space (rotateX / rotateY) to add depth.
- -Perspective—How strong the 3D effect looks — a lower value exaggerates depth, like the viewer is closer.
- -Transform origin—The anchor point a scale or rotation grows or spins from.
- -Origin-aware animation—An element animates out of its trigger, like a popover growing from the button that opened it instead of from its own center which is the default in CSS.
##Transitions Between States (https://animations.dev/vocabulary#transitions-between-states)
Connecting one state, view, or element to another.
- -Crossfade—One element fades out as another fades in, in the same spot.
- -Continuity transition—A change that keeps the user oriented by visually connecting before and after. For example, making the same rectangle bigger and smaller.
- -Morph—One shape smoothly turns into another shape, e.g. Dynamic Island.
- -Shared element transition—An element travels and transforms from one position into another, like a thumbnail expanding into a card.
- -Layout animation—When an element’s size or position changes, it animates to the new spot instead of snapping.
- -Accordion / Collapse—A section smoothly expands and collapses its height to show or hide content.
- -Direction-aware transition—Content slides one way going forward and the opposite way going back, so navigation has a sense of direction.
##Scroll (https://animations.dev/vocabulary#scroll)
Motion tied to scrolling or navigating between views.
- -Scroll reveal—Elements fade or slide into place as they enter the viewport.
- -Scroll-driven animation—An animation whose progress is tied directly to scroll position.
- -Parallax—Background and foreground move at different speeds while scrolling, creating depth.
- -Page transition—An animation that plays when navigating from one page or route to another.
- -View transition—The browser morphs between two states or pages, connecting shared elements.
##Feedback & Interaction (https://animations.dev/vocabulary#feedback-and-interaction)
Responding to the user’s actions.
- -Hover effect—Visual change when the cursor moves over an element.
- -Press / Tap feedback—A subtle scale-down when an element is clicked, so it feels physical.
- -Hold to confirm—A progress effect that fills up while the user holds a button.
- -Drag—Moving an element by grabbing it, often with momentum when released.
- -Drag to reorder—Dragging items in a list to rearrange them, while the others shift to make room.
- -Swipe to dismiss—Dragging an element off-screen to close it, like a drawer or toast.
- -Rubber-banding—Resistance and snap-back when you drag past a boundary (the iOS overscroll feel).
- -Shake / Wiggle—A quick side-to-side jitter signaling an error or rejected input.
- -Ripple—A circle expanding from the point of a tap, confirming the press.
##Easing (https://animations.dev/vocabulary#easing)
How speed changes over an animation.
- -Easing—The rate at which an animation speeds up or slows down.
- -Ease-out—Starts fast, ends slow. The default for most UI and anything responding to the user.
- -Ease-in—Starts slow, ends fast. Usually avoided; can feel sluggish.
- -Ease-in-out—Slow, fast, slow. Good for elements already on screen moving from A to B.
- -Linear—Constant speed. Avoid for UI; reserve for spinners or marquees.
- -Cubic-bezier—A custom easing curve you define for precise control.
- -Asymmetric easing—A curve that accelerates and decelerates at different rates. Feels more alive than a symmetric one.
##Spring Animations (https://animations.dev/vocabulary#spring-animations)
Physics-based motion as an alternative to fixed-duration easing.
- -Spring—Motion driven by physics (tension, mass, damping) rather than a set duration.
- -Stiffness / Tension—How strongly the spring pulls toward its target. Higher feels snappier.
- -Damping—How quickly a spring settles. Lower damping means more bounce and oscillation.
- -Mass—How heavy the animated element feels. More mass makes it slower and more sluggish.
- -Bounce—A spring that overshoots and settles, adding playfulness.
- -Perceptual duration—How long a spring feels finished, even though it keeps micro-settling underneath.
- -Momentum—Motion that carries velocity, especially after a drag or interruption.
- -Velocity—How fast and in which direction an element is moving. A spring carries it into the next animation when interrupted, so a flicked element keeps its speed.
- -Interruptible animation—An animation that can be smoothly redirected mid-flight instead of finishing first.
##Looping & Ambient Motion (https://animations.dev/vocabulary#looping-and-ambient-motion)
Animations that run on their own.
- -Marquee—Text or content that scrolls continuously in a loop.
- -Loop—An animation that repeats, a set number of times or infinitely.
- -Alternate (yoyo)—A loop that plays forward then reverses each iteration, instead of jumping back to the start.
- -Orbit—An element circling around another in a continuous path.
- -Pulse—A gentle repeating scale or opacity change to draw attention.
- -Float—A gentle, continuous up-and-down drift that makes a static element feel alive and weightless.
- -Idle animation—Subtle motion that plays while an element is just sitting there, waiting to be interacted with.
##Polish & Effects (https://animations.dev/vocabulary#polish-and-effects)
The small touches that separate good from great.
- -Blur—A blur filter used to soften an element or mask tiny imperfections.
- -Clip-path—Clipping an element to a shape, used for reveals, masks, and before/after sliders.
- -Mask—Hiding or revealing parts of an element using a shape or gradient — like clip-path, but with soft, fadeable edges.
- -Before / after slider—A draggable divider that wipes between two overlaid images to compare them.
- -Line drawing—An SVG path that draws itself in, like an invisible pen tracing it.
- -Text morph—Text that animates character by character when it changes, drawing attention to the new value.
- -Skeleton / Shimmer—A placeholder with a moving sheen shown while content loads.
- -Number ticker—Digits rolling or counting up to a value.
- -Tabular numbers—Fixed-width digits so numbers don’t shift around as they change. Essential for tickers, timers, and counters.
- -Typewriter—Text appearing one character at a time, as if being typed.
##Performance (https://animations.dev/vocabulary#performance)
What keeps motion smooth instead of stuttering.
- -Frame rate (FPS)—Frames drawn per second. 60fps is the baseline for smooth motion; 120fps on newer displays.
- -Jank—Visible stutter when the browser drops frames because it can’t keep up with the animation.
- -Dropped frame—A frame the browser missed its deadline to draw, causing a tiny hitch in motion.
- -Compositing—Letting the GPU move or fade an element on its own layer without redoing layout or paint.
- -will-change—A CSS hint that an element is about to animate, so the browser can promote it to its own layer ahead of time.
- -Layout thrashing—Animating properties like width, height, top, or left that force the browser to recalculate layout every frame, causing jank.
##Principles to Know (https://animations.dev/vocabulary#principles-to-know)
Concepts that guide when and how to animate.
- -Purposeful animation—Motion should serve a function — orient, give feedback, show relationships — not just decorate.
- -Anticipation—A small wind-up in the opposite direction before a move, hinting at what’s about to happen.
- -Follow-through—Parts of an element keep moving and settle slightly after the main motion stops, adding weight.
- -Squash & stretch—Deforming an element as it moves to convey weight, speed, and flexibility.
- -Perceived performance—The right animation makes an interface feel faster, even when it isn’t.
- -Frequency of use—The more often a user sees an animation, the shorter and subtler it should be.
- -Spatial consistency—Animating so an element keeps its identity and position across states, so users never lose track of where things went.
- -Hardware acceleration—Animating transform and opacity lets the GPU keep motion smooth.
- -Reduced motion—Respecting the user’s prefers-reduced-motion setting by toning down or removing motion.
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