animate-expo
emilkowalski/skills
Build smooth, gesture-driven animations in Expo that feel right on real devices using Reanimated and the UI thread.
What is animate-expo?
A construction skill for React Native animations that keeps motion on the UI thread to avoid stuttering, handles gesture interruptibility, and makes deliberate decisions about what should animate and how. Use it when building animations, gestures, sheets, screen transitions, haptics, or fixing janky motion in Expo apps.
- Decides whether motion should animate at all based on interaction frequency and purpose
- Routes animations to the cheapest working tool: CSS transitions, layout animations, shared values, or native stack options
- Keeps animations on the UI thread using Reanimated worklets to prevent frame drops during app logic
- Handles gesture-driven animations with velocity handoff and interruptibility
- Provides spring and timing curves validated on real devices, not simulators
- Includes reduced-motion support and haptic feedback integration
How to install animate-expo
npx skills add https://github.com/emilkowalski/skills --skill animate-expo- React Native project with Expo
- npx expo install react-native-reanimated react-native-worklets react-native-gesture-handler (for gesture animations)
- npx expo install expo-router (for screen transitions and native sheets)
- npx expo install expo-haptics (for haptic feedback)
How to use animate-expo
- 1.Determine if the interaction should animate at all using the frequency table (100+ times/day = no animation)
- 2.Name the animation's purpose in one word: feedback, spatial consistency, state indication, preventing jarring change, explanation, or delight
- 3.Pick the cheapest tool that works: CSS transition, CSS animation, layout animation, shared value + gesture, or native option
- 4.Select only transform and opacity properties, or absolutely-positioned elements for layout animations
- 5.Write the implementation using Reanimated worklets to keep motion on the UI thread
- 6.Test on a release build on the slowest device you support, not the simulator
Use cases
- Adding press feedback and state indication to buttons and toggles without animation overhead
- Building interruptible bottom sheets and modals that respond to gesture velocity
- Implementing screen transitions and navigation animations using Expo Router native stack
- Creating gesture-driven interactions like dragging, swiping, or pull-to-refresh that track the UI thread
- Fixing animations that stutter on older devices by moving them off the React Native runtime
- React Native and Expo developers building mobile apps
- Mobile engineers optimizing animation performance on real devices
- Teams shipping to low-end Android devices where frame drops are visible
- Developers building gesture-heavy interfaces with swipes, drags, and press interactions
animate-expo FAQ
Use CSS transitions for state-driven changes with no gesture (press, toggle, color flip). Use shared values only for continuous or interruptible motion like drags; using a worklet for a two-state toggle is over-engineered.
You're likely animating on the React Native runtime instead of the UI thread. Use Reanimated worklets, not setState or core Animated. Avoid animating layout properties like width, height, margin, or padding; stick to transform and opacity.
No. Tabs are peers, not a hierarchy—sliding implies depth that isn't there. Use `animation: 'none'` and let the platform default handle it.
No. Animating BlurView intensity or elevation re-renders every frame. Instead, crossfade the opacity of a static BlurView or pre-shadowed layer.
Core Animated can't be driven by gestures without crossing the bridge and refuses most properties with useNativeDriver. Reanimated worklets run on the UI thread and keep running while JS is busy, preventing stuttering.
Full instructions (SKILL.md)
Source of truth, from emilkowalski/skills.
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.
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:
- There is no hover. Every affordance the web puts in hover has to live in press, position, or nothing.
- 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.
- 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:
- Animating something that shouldn't animate. The gate below exists to produce zero lines of code sometimes.
- Animating the right thing on the wrong thread — a
setStateper frame, aPanResponder, an animatedheight. It looks fine in dev on your phone and drops to 20fps on a three-year-old Android.
Hard Rules
- Run the sequence in order. Steps 1 and 2 gate everything.
- Reanimated, not core
Animated. CoreAnimatedcan't be driven by a gesture without crossing the bridge, anduseNativeDriverrefuses anything but transform and opacity anyway. Reanimated worklets run on the UI thread and keep running while JS is busy. - No approximated values. Curves and spring configs come from the tables below.
- Reduced motion ships with the animation, not as a follow-up.
- 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
transformandopacityare free. Everything else is a layout pass.width,height,margin,padding,flex,top,left,gapre-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
widthkeeps the corner radius thatscaleXwould smear. - Never
scale(0). Start fromscale(0.9–0.97)+opacity: 0. Nothing in the real world appears from nothing. transformis 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
BlurViewintensity. On Android it re-renders the blur each frame. Crossfade the opacity of a staticBlurViewinstead. - Percentages work in
translateand 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:
import { Easing } from 'react-native-reanimated';
const EASE_OUT = Easing.bezier(0.23, 1, 0.32, 1); // strong ease-out for UI
const EASE_IN_OUT = Easing.bezier(0.77, 0, 0.175, 1); // on-screen movement
const EASE_SHEET = Easing.bezier(0.32, 0.72, 0, 1); // iOS sheet curve
Duration:
| Element | Duration |
|---|---|
| Press feedback | 100–150ms |
| Toggle, chip, small state change | 150–200ms |
| Sheet, modal, drawer | spring, ~300ms perceived |
| Screen transition | the platform default — don't override it |
Mobile UI animations stay under 300ms, same as web. The platform's own transitions are longer (iOS push is 350ms); match the platform for navigation, beat it everywhere else.
6. Keep it off the JS thread
This is the mobile-specific craft, and it's where most React Native motion dies.
- Never
setStatefrom a gesture or scroll handler. One React render per frame is the single biggest cause of jank in RN apps. Shared value →useAnimatedStyle, and React never re-renders at all. - Never schedule back to the RN runtime inside
onUpdateor a scroll handler.scheduleOnRN(fn, ...args)fromreact-native-worklets— the Reanimated 4 replacement for the deprecatedrunOnJS(fn)(...args)— queues an RN-runtime call, and inonUpdatethat's 60–120× per second. It belongs inonEnd, or in auseAnimatedReactionthat fires when a value crosses a threshold. - Never read a shared value during render (
translateY.get()in JSX). It's a snapshot that never updates and it silently desyncs. Never write one during render either — it fires mid-reconciliation, and a re-render you didn't cause replays the write. Touch shared values only in worklets, handlers, and effects. - Use
.get()/.set(), not.value. Same API, but direct.valueaccess is the form the React Compiler can't see through — the Reanimated docs callget/setthe compiler-safe way.setalso takes a functional update:sv.set((v) => v + 1). - Functions called from a worklet need
'worklet'as their first line, or they throw at runtime on device while working fine in the debugger.
7. Press, not hover
Every hover affordance from the web has to be redesigned, not ported.
- Feedback on press-in, commit on press-out. Waiting for the tap to complete before showing anything feels dead — this is the latency the user actually perceives.
scale: 0.97in 100–150ms on any pressable,Pressable+ a CSS transition.scaletakes the label and icons with it, which is what makes it read as physical.- 44×44pt minimum touch target (48dp Android). If the visual is smaller, add
hitSlop— don't grow the visual. pressRetentionOffsetso a finger drifting a few pixels doesn't cancel a press the user meant.- Android ripple only in a Material-styled app. In a custom-designed app, the same scale on both platforms is more coherent than a ripple on one.
8. Haptics
Mobile has a sense the web doesn't. Use it sparingly and it becomes the thing that makes the app feel expensive; use it everywhere and users turn it off.
| Moment | Call |
|---|---|
| A value ticks past a step — picker, slider detent, segmented control | Haptics.selectionAsync() |
| Something snaps home, a sheet detent catches, a drag commits | Haptics.impactAsync(ImpactFeedbackStyle.Light) |
| A heavy object lands, a destructive action fires | Haptics.impactAsync(ImpactFeedbackStyle.Medium) |
| Operation succeeded or failed | Haptics.notificationAsync(NotificationFeedbackType.Success / Error) |
Three rules, and they're absolute:
- Same frame as the visual. A haptic that lags its animation reads as a glitch, not as feedback. Fire it at the causal moment — the detent catching — not when the animation finishes.
- One per user action. Never on scroll, never per frame, never on an entrance animation the user didn't cause.
- Never the only feedback. Haptics are off system-wide for many users, and silent on most Android hardware. The visual has to stand alone.
From a worklet, haptics must be scheduled back to the RN runtime: scheduleOnRN(Haptics.selectionAsync).
9. Reduced motion and accessibility
import { useReducedMotion, ReduceMotion, withSpring } from 'react-native-reanimated';
const reduced = useReducedMotion();
const y = useSharedValue(reduced ? 0 : SHEET_HEIGHT);
// or let each animation decide
withSpring(0, { duration: 300, dampingRatio: 0.8, reduceMotion: ReduceMotion.System });
Reduced motion means fewer and gentler, not zero: keep opacity and color changes that explain a state change, drop translation, scale, parallax and overshoot. Screen transitions become animation: 'fade'.
Text scales. allowFontScaling is on by default, so any height you measured at default type size is wrong at 200%. Never animate to a hardcoded height — measure with onLayout, or animate a transform instead.
Setup that silently breaks motion
Check these first when "the animation just doesn't run":
- Install through Expo so versions match the SDK:
npx expo install react-native-reanimated react-native-worklets. In an Expo project,babel-preset-expoconfigures the worklets Babel plugin automatically — nobabel.config.jsstep. Only a bare RN project without that preset adds the plugin manually, and there it must be last in the list. A missing or misplaced plugin doesn't silently fall back anymore — it throwsFailed to create a workletat runtime. GestureHandlerRootViewmust wrap the app, or gestures do nothing with no error.- Reanimated 4 requires the New Architecture.
- Expo Go is not a performance environment. Judge feel in a release build; a dev build's JS thread is slow enough to hide exactly the problems you're looking for.
120fps
On ProMotion iPhones, third-party animations are capped at 60fps unless CADisableMinimumFrameDurationOnPhone is set. Recent Expo SDKs set it by default — confirm it's there, and add it if not:
{ "expo": { "ios": { "infoPlist": { "CADisableMinimumFrameDurationOnPhone": true } } } }
Then the frame budget is 8ms, not 16. This is also why a UI-thread animation matters more on mobile than it does on web.
Recipes
For ready-to-build implementations — press feedback, drag-to-dismiss sheet, swipe-to-delete, collapsing header, list entrances, keyboard-synced UI, tab indicator, screen transitions — see RECIPES.md. Load it whenever the request matches one; start from the recipe rather than from a blank file.
Never Ship
| Never | Instead |
|---|---|
PanResponder | Gesture.Pan() from gesture-handler |
setState in a gesture or scroll handler | shared value + useAnimatedStyle |
runOnJS (deprecated in Reanimated 4) | scheduleOnRN from react-native-worklets |
scheduleOnRN per frame | onEnd, or useAnimatedReaction at a threshold |
| Reading or writing a shared value during render | .get() / .set() in worklets, handlers, effects |
Core Animated for anything a finger touches | Reanimated |
Animating height / width / margin / flex / top | transform + opacity (absolute, childless elements exempt) |
Animating BlurView intensity or Android elevation | crossfade a static layer |
entering on a virtualized list row | animate the container, or itemLayoutAnimation |
| A screen transition rebuilt in JS | native stack animation |
| Sliding between tabs | animation: 'none' |
Easing.in(...) on a UI element | Easing.bezier(0.23, 1, 0.32, 1) |
scale(0) entrance | scale(0.95) + opacity: 0 |
| Distance-only dismissal threshold | velocity or distance — a flick is enough |
| Hard stop at a boundary | rubber-band resistance |
| A haptic per frame, or as the only feedback | one per commit, always paired with a visual |
| Judging feel in Expo Go or the simulator | release build, slowest supported device |
Output
Write the code. Then, in at most a few lines:
- The gate result — frequency tier and named purpose. Say what you rejected and why.
- The ingredients — tool, properties, spring or curve + duration, thread.
- What to feel-check on device — gestures, velocity handoff and haptic timing cannot be judged from code. Name what to try: flick it, interrupt it mid-flight, reverse it, run it on the slowest Android you have.
The code is the deliverable. Don't pad it into a report.
Tone
Opinionated and brief. When the honest answer is "this shouldn't animate," or "this needs a real device before I can tell you if it's right," give it.
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