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secondary-action-mastery次要动作掌握

Agent Skill

secondary-action-mastery 用于处理 GitHub 仓库、Issue、Pull Request 和代码协作信息,适合在 Codex、Claude、Cursor、Gemini CLI 中需要围绕仓库状态、代码变更或协作事项进行整理时使用。可结合来源仓库、安装命令和原始 README 继续核验具体用法。安装前建议确认权限范围、维护状态,以及是否会触发联网、命令执行或文件读写。

总安装

2,140

周安装

91

GitHub Stars

35

下载量

750
CodexClaudeCursorGemini CLI

安装说明

本站只整理中文说明和来源信息,不托管安装包,也不代用户安装。

GitHub

来源数

3

许可证

MIT

最后核验

2026-05-01

来源状态

来源可访问

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:secondary-action-mastery(次要动作掌握)
来源仓库:https://github.com/dylantarre/animation-principles
仓库路径:skills/secondary-action-mastery
安装命令:
npx skills add https://github.com/dylantarre/animation-principles --skill secondary-action-mastery
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

复制命令到本机终端执行。不同来源提供的安装方式可能略有差异;本站展示可直接复制的安装命令,安装前请核对来源页面。

skills.shnpx skills
npx skills add https://github.com/dylantarre/animation-principles --skill secondary-action-mastery

简介

用于处理 GitHub 仓库、Issue 和 Pull Request。

  • 适合围绕代码变更或协作事项进行信息整理。
  • 可结合来源仓库和安装命令继续核验具体用法。
  • 安装前建议确认权限范围和维护状态。secondary-action-mastery 属于运维和基础设施类 Skill,可作为该场景下的辅助能力补充。
  • 注意是否会触发联网、命令执行或文件读写。

SKILL.md

Secondary Action Mastery

The Enrichment Principle

Secondary action adds life to a scene without distracting from the main action. A character walking (primary) while whistling and swinging their arms (secondary). A button pressing (primary) with a subtle ripple effect (secondary). It's the difference between functional animation and rich, immersive motion.

Core Theory

Subordination principle: Secondary action must never compete with primary action. If viewers watch the secondary instead of primary, you've failed. The supporting role must remain supporting.

Reinforcement function: Good secondary action reinforces the primary action's meaning. It doesn't just add motion—it adds dimension to the story being told.

The Distinction: Secondary Action vs. Overlapping Action

These are often confused:

  • Overlapping action: Physical consequence (hair moving because head moved)
  • Secondary action: Independent supporting action (whistling while walking)

Overlapping is reactive; secondary is additive.

Categories of Secondary Action

Emotional reinforcement: Nervous fidgeting during dialogue, triumphant fist pump after scoring Environmental response: Clothes rippling in wind, breath visible in cold Character business: Adjusting glasses, playing with hair, drumming fingers Ambient life: Background characters, environmental animation, idle behaviors

Interaction with Other Principles

Staging determines secondary action visibility: Secondary must stay subordinate in composition.

Timing offsets prevent competition: Secondary often runs on different timing than primary.

Overlapping action often becomes secondary: The physics-driven motion enriches without distracting.

Follow through provides transition: Secondary action settles as primary action completes.

Domain Applications

UI/Motion Design

  • Button interactions: Primary press, secondary subtle shadow shift or icon micro-animation
  • Loading states: Primary spinner, secondary pulsing background or floating particles
  • Card components: Primary content animation, secondary ambient glow or shadow movement
  • Form submission: Primary success state, secondary confetti or subtle celebration
  • Navigation: Primary page transition, secondary subtle parallax layers

Character Animation

  • Walk cycles: Primary locomotion, secondary arm swing, head bob, breathing
  • Dialogue: Primary lip sync and expression, secondary hand gestures, weight shifts
  • Action scenes: Primary combat, secondary environmental reactions, crowd responses
  • Idle states: Primary pose hold, secondary subtle breathing, blinking, micro-movements

Interface Polish

  • Dashboards: Primary data updates, secondary ambient chart breathing
  • Notifications: Primary message entry, secondary badge pulse
  • Empty states: Primary message, secondary animated illustration
  • Transitions: Primary content swap, secondary skeleton loading, background fade

Game Feel

  • Player actions: Primary attack animation, secondary screen shake, particle burst
  • Environment: Primary player movement, secondary grass swaying, dust kicks
  • Menus: Primary selection change, secondary hover particles, background animation

Common Mistakes

  1. Upstaging the primary: Secondary action too prominent, draws focus away
  2. Unrelated secondary: Actions that don't reinforce primary meaning
  3. Overcrowded secondary: Too many supporting actions create noise
  4. Missing secondary entirely: Scene feels static, lifeless, incomplete

The Subtlety Spectrum

Minimal (professional contexts): 10-20% amplitude of primary action Moderate (consumer products): 30-40% amplitude Expressive (entertainment, games): 50-60% amplitude Theatrical (cartoons, celebrations): 70%+ amplitude

Match to context and brand personality.

The "Remove and Test" Method

Animate with secondary action, then temporarily remove it. If the scene feels dead, the secondary is working. If you don't notice it's gone, it was probably too subtle—or unnecessary.

Implementation Heuristic

For every primary action, ask: "What else would be moving, reacting, or happening?" Add the single most valuable secondary action. Only add more if the first doesn't create competition. Time secondary action to offset from primary—either starting slightly before, during hold phases, or in the settling aftermath.

适合场景

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02

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03

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需要参考平台分布和安装热度时

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能力 1

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能力 2

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能力 3

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能力 4

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能力 5

展示第三方安全扫描或审计结果

安装后应在对应宿主中按原始 README 的触发条件使用;具体调用方式请以来源页面和 README 为准。

平台分布

Claude Code

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按下载量换算183

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15.87%
按下载量换算119

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11.58%
按下载量换算87

windsurf

8.28%
按下载量换算62

Gemini CLI

3.45%
按下载量换算26

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权限和风险

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来源信息

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