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Jakubantalik / transitions.dev

transitions-ui-generation

Make any UI appear as if an AI agent is generating it. A dotted wireframe is drawn from the element's own structure (outline, boxes, text lines, icon paths, with guides, corner handles and size labels), then the real UI is revealed behind a scan line with a fade on a smooth ease-out. Two modes, skeleton and skeleton + generation texts (an agent log, the motion CSS being written, and a step line). One dependency-free runtime that works with any framework (vanilla, React, Next.js, Vue, Svelte). Use when the user asks for a "generation animation", "AI generating the UI", "agent building the component", "build-in animation", "wireframe to UI reveal", "skeleton generation", "dotted wireframe", "matrix dots", "make it look generated", "futuristic reveal", "generative UI loading", or for an AI product that should show its output being built. Also the commands transitions generate, transitions generate texts and transitions generate preview.

Install

npx skills add https://github.com/Jakubantalik/transitions.dev --skill transitions-ui-generation
license
Free for personal and commercial use; see LICENSE.txt (no redistribution of the library itself)

Transitions UI generation

Plays an "agent is generating this" animation over any element on the page, then hands over to the real UI. Nothing is faked: the drawing is measured from the element itself, so the dotted outline, text lines and icons land exactly where the real ones appear. Headlines are traced along their real glyph outlines, and images are drawn from their own pixels.

Variants

VariantWhat it generatesUse forReference
ui (default)The component's dotted wireframe: dot field, guides, outline, every box, text line and icon, then the real UI behind a scan line.Cards, panels, components an agent produced.01-skeleton.md
textEvery glyph traced along its real outline in flowing dots, then fading in one by one (140ms after its outline, 90ms each, 90ms apart on a gentle in-out curve), with dots flying in to each glyph.Headlines, titles, pull quotes, slide titles.03-text.md
small-textA dotted line through each line of text; the characters fade in as it passes.Eyebrows, subtitles, captions, labels.04-small-text.md
imageA dotted frame, a sketch of the photo's tones, a fine halftone of its pixels, a dot matrix in its colours, then the photo.Hero images, image cards, covers.05-image.md
autoText and images in one block: text at display (32px) or larger as text, smaller as small-text, every image as image.A hero or editorial block mixing a headline, copy and a photo.

text, small-text, image and auto are drawn by text-image-generation.js, which ships with this skill; generate(el, { variant }) from ui-generation.js hands them over. Those variants generate only their own content; the rest of the element shows as it is.

Works in every agent that reads skills (Claude Code, Cursor, Codex, and others): install with npx skills add Jakubantalik/transitions.dev, or copy this folder into the project.

What the ui variant draws

In order, over one build (default 2400ms of drawing, about 2.6s in all):

  1. Dot field. A grid of small dots ripples out from the centre, with matrix rain falling down its columns and a probe line sweeping across.
  2. Construction. Guides run along the element's edges past its corners, corner handles pop in, and a size label counts up to the real size with a build timer.
  3. Outline. The outline is traced from the top centre in both directions in small flowing dots, while loose dots fly in and land on it.
  4. Parts. Every box, text line and icon path is traced in document order. Key elements (buttons, inputs, the largest boxes) get their own guides, handles and size label, and a targeting reticle jumps from part to part with a coordinate readout.
  5. Reveal. The real UI comes in top to bottom behind a scan line, fading and sharpening on --ease-smooth-out, while the drawing is wiped away and the dots clear.

Modes

Every variant takes the same two modes (for the text and image variants, skeleton maps to their trace and skeleton-texts to trace-texts: an agent log of every glyph and image and a step line, see 06-text-image-texts.md).

ModeWhat you getUse forReference
skeletonThe dotted drawing and the reveal.Most places: a card or panel an agent produced, an empty state filling in, a hero moment.01-skeleton.md
skeleton-textsThe same, plus generation texts: an agent log (one line per part with a progress bar), the motion CSS being written (the element's own values on the transitions.dev token scale), and a step line ("Planning layout" … "Ready").Showcases and launch moments where the "agent at work" story matters: landing pages, demos, onboarding, product videos. Needs space beside or under the element; it places the texts only where the page is empty.02-skeleton-texts.md

Decision rules

  • A headline → text. Its subtitle or eyebrow → small-text. A photo → image. A hero mixing them → auto, or each element with its own variant and a delay. A card or component → ui.
  • An AI feature returns UI (a generated component, a chart, a summary card, a draft) → skeleton, played when the result arrives.
  • A launch page, demo or video that should tell the "built by an agent" story → skeleton-texts, played when it scrolls into view.
  • The user asks for "the texts", "the log", "the code streaming", "the futuristic version" → skeleton-texts.
  • Several elements at once (a grid of results) → skeleton on each with a delay of about 260ms per item. The texts only fit around one element at a time.
  • Small inline UI (a badge, a single button, anything under about 120px) or UI that appears often (every route change, every list row) → don't use this. Use the transitions-dev skeleton reveal (14-skeleton-reveal.md) or texts reveal instead: a generation animation is a moment, not a loading state.
  • Unsure which mode → skeleton. Ask before adding the texts.

Commands

transitions generate

Trigger phrases: transitions generate, "add the generation animation", "make this look AI generated", "animate this like an agent builds it".

Behaviour:

  1. Find the element: the one the user named, the component in the open file, or the element nearest the cursor. If it is ambiguous, ask which.
  2. Pick the variant (default ui; text, small-text, image, auto) and the mode with the decision rules (default skeleton), and the trigger: on mount, when data arrives, on scroll into view, or on demand.
  3. Propose it in one line, for example: "I'd play skeleton on <ResultCard> when the response arrives. Confirm?"
  4. On confirmation, follow ## Install and ## Wiring below. Keep the diff small.

transitions generate texts

Same as transitions generate with mode: "skeleton-texts". Mention that the texts need empty space beside or under the element and are skipped where there is none.

transitions generate preview

Serve the folder over http (for example npx serve in this directory) and open:

  • demo.html: the ui variant on three components published on the transitions.dev Community (Heart Rate Monitor, Chart card, Music Player Likes), each in its own shadow root, with a one-card layout that shows the side panels.
  • demo-text.html: one title ("Generative skill", Saans Medium from the repo's assets/fonts, Inter when served on its own) in the text and small-text variants, with a settings panel (variant, build, delay, fade, delay between characters, sequence easing with a draggable curve, fade by, focus bracket, coordinates, type guides, flying dots) remembered per browser.
  • demo-editorial.html: an editorial page (hero, two image cards, a quote) in the auto variant, the same panel with all variants.

Install

  1. Copy ui-generation.js, text-image-generation.js (it imports this one, for the text and image variants), ui-generation.css and text-image-generation.css into the project (for example src/lib/ or public/vendor/). No dependencies.
  2. Import both CSS files once, globally (a <link>, or import "./ui-generation.css" in the app entry).
  3. Import generate (and auto for the attribute API) where the element lives.

Do not rewrite the runtime or its timings. They are tuned together: the drawing phases, the dot spacing, the flow speed and the reveal curve.

Wiring

Call generate after the element has rendered and has its final size, with fonts loaded. It hides the element itself until the reveal, then restores its inline opacity, clip-path and filter.

Text and image variants: call generate after fonts and images have loaded (await document.fonts.ready, await img.decode()): glyphs are traced in the font the page renders, and the sketch and halftone read the image's pixels. Their text blocks are held behind a mask and their images at opacity: 0 until they come in, and restored after.

js
await generate(headline, { variant: "text" }).finished;generate(subtitle, { variant: "small-text", delay: 400 });generate(cover, { variant: "image", delay: 600 });

Vanilla

js
import { generate } from "./ui-generation.js";await document.fonts.ready;const run = generate(document.querySelector("#result"), { mode: "skeleton" });await run.finished; // the real UI is fully in

Attribute API (plays each element once it scrolls into view)

html
<section data-t-generate="skeleton-texts" data-t-generate-delay="200">…</section><script type="module">  import { auto } from "./ui-generation.js";  auto();</script>

React / Next.js (client component)

jsx
"use client";import { useLayoutEffect, useRef } from "react";import { generate } from "@/lib/ui-generation.js";
export function GeneratedCard({ data }) {  const ref = useRef(null);  useLayoutEffect(() => {    if (!ref.current) return;    const run = generate(ref.current, { mode: "skeleton" });    return () => run.cancel();  }, [data]); // replays when new data arrives  return <div ref={ref} className="card">{/* … */}</div>;}

Vue

js
import { onMounted, onBeforeUnmount, ref } from "vue";import { generate } from "@/lib/ui-generation.js";const el = ref(null); let run;onMounted(() => { run = generate(el.value, { mode: "skeleton" }); });onBeforeUnmount(() => run && run.cancel());

Svelte (action)

js
import { generate } from "$lib/ui-generation.js";export function generating(node, mode = "skeleton") { const run = generate(node, { mode }); return { destroy: () => run.cancel() }; }// <div use:generating={"skeleton-texts"}>…</div>

Timeline (video tools)

For the text and image variants, timeline(element, options) builds the same drawing without running it: seek(ms) draws the build at that time, backwards too, so a video editor or a frame-by-frame renderer can scrub it. Before 0 the element is hidden; from end on it is as it was. Pass parent (a positioned element such as a scene) to put the overlay inside it so it shows and hides with it. destroy() restores everything.

js
import { timeline } from "./ui-generation.js";const tl = timeline(title, { variant: "text", duration: 3000, parent: scene });tl.seek(1200); // e.g. from the video's render loop

API

generate(element, options) returns { finished, cancel, element }. finished resolves when the real UI is fully in. cancel() stops at once and shows the element as it is. Calling generate again on the same element cancels the previous run.

OptionDefaultNotes
variant"ui""ui", "text", "small-text", "image" or "auto".
mode"skeleton""skeleton" or "skeleton-texts".
duration2400ms of drawing. The whole run is about duration × 1.09. Keep it between 1600 and 3600.
delay0ms before it starts (stagger several elements with it).
steps["Planning layout", "Drawing structure", "Writing styles", "Adding motion"]The step line (skeleton-texts).
done"Ready"The last step, shown as the UI comes in. Use the component's name, for example "Invite modal ready".
codederivedLines for the motion CSS panel. By default the element's own radius, type and colours with transitions.dev motion tokens.
titlederivedName in the motion CSS header (else aria-label or the first heading).
maxParts60Most parts traced; the largest are kept.
keys5Key elements that get guides, handles and a size label.
onDonenullCalled with the element when the run ends.

Mark any child with data-t-generate-skip to leave it out of the drawing. Attribute API: data-t-generate-variant picks the variant.

Text, small text, image and auto take these options too (the defaults are the text demo's tuned settings):

OptionDefaultNotes
duration3000ms of building. The whole run is about duration × 1.06. Keep it between 2000 and 4500; give long headlines more.
display32px, auto variant: text at this size or larger is traced glyph by glyph; smaller text gets a dotted line.
maxGlyphs140Most glyphs traced; the rest only ink in.
fade90ms each character (or word) takes to fade in.
fadeDelay140ms between a character's dotted drawing finishing and its fade starting. A long delay runs the build past duration.
fadeStagger90ms between one character's fade and the next (one word's with fadeBy: "word"; with "gradient" it sets the sweep's pace). null follows the tracing. A character never fades in before its own drawing is done.
sequenceEase[0.37, -0.02, 0.73, 0.88]How the starts of the glyphs, smaller lines and images (and so their fades) spread over the build: "linear", "ease-in" (sparse first, then crowding in), "ease-out" (a burst first, then settling), "ease-in-out" or "smooth-out" (--ease-smooth-out: most of the text in early, the last characters settling slowly), or your own curve as [x1, y1, x2, y2] or "cubic-bezier(x1, y1, x2, y2)". Also shapes fadeStagger, keeping its total.
fadeBy"character""character", "word" (a word fades in once its last character would; a word runs across inline elements and ends at whitespace or a new block) or "gradient" (a soft gradient mask sweeps left to right along each line, its edge reaching each character when that character would start to fade, as wide as the front travels in fade).
dotScale1Scales the dots, their spacing and the moving heads, for type shown smaller or larger than it is set (a scaled scene in a video).
guidesfalseType guides (cap height, x-height, baseline, descender, font spec).
focusfalseThe focus bracket on the glyph or image being drawn, with its label.
readoutfalseThe coordinate readout on the moving dot.
particlestrueDots flying in to where each glyph starts.
steps["Setting type", "Tracing glyphs", "Sampling images", "Inking"]The step line (trace-texts).
done"Ready"The last step.

Mark any child with data-t-trace-skip to leave it out of those variants.

Tunable variables

In ui-generation.css. Light values shown; dark values switch with prefers-color-scheme or [data-theme="dark"].

VariableDefaultNotes
--gen-line#9a9a9aThe dotted lines: outline, parts, guides.
--gen-strong#6c6c6cMoving dot heads, handles, reticle, lit dots, labels.
--gen-inkrgba(13, 13, 13, 0.32)The resting dot field.
--gen-surface#ffffffFill of the corner handles (match the page background).
--gen-text / --gen-muted#0d0d0d / #8b8b8bPanel headings and copy (skeleton-texts).
--gen-dot2.1pxDot size on the traced lines.
--gen-fontRoboto Mono, monospaceLabels and panels.

The text and image variants read theirs from text-image-generation.css (on a dark page their halftone flips too: light dots grow with brightness):

VariableDefaultNotes
--tig-line#9a9a9aDotted lines: glyph outlines, text lines, frames, guides.
--tig-strong#6c6c6cDot heads, handles, reticle, labels, halftone dots as they land.
--tig-inkrgba(13, 13, 13, 0.5)Halftone dots once they settle.
--tig-surface#ffffffFill of the corner handles.
--tig-text / --tig-muted#0d0d0d / #8b8b8bLog heading and copy (trace-texts).
--tig-dot2.1pxDot size on the traced lines.
--tig-fontRoboto Mono, monospaceLabels and texts.

Keep the drawing monochrome. Grey dots read as "the agent's working layer"; the real UI brings the colour when it arrives.

How the text and image variants work (for debugging)

  • Glyph outlines: each character's range gives its box; its baseline comes from the font's ascent and descent. The character is drawn alone on a canvas in the computed font-style font-weight font-size font-family (text-transform applied), its alpha traced with marching squares and simplified (Ramer-Douglas-Peucker, 0.3px). Outer shapes are traced before counters.
  • Ink: each block that holds text gets a mask-image: an SVG with one rectangle per glyph (its cell across, its own ink box from measureText down, so it never reaches the line above or below) at its own fill-opacity, and one per smaller character (from its own range). mask-clip: no-clip and a padded mask keep descenders that overflow the block visible.
  • Images: the image is drawn into a canvas at the size needed (honouring object-fit cover, contain and fill and object-position), its luminance stretched between its 1st and 99th percentile. The sketch is marching squares at six tone levels on a 3px grid, simplified, smoothed (Chaikin) and cut into strokes of up to 240px. The screen lifts local contrast (the tone minus its blur) before sizing the dots; landed dots are drawn once into a settled canvas, and the colour dot matrix is drawn once up front. A cross-origin image without CORS can't be read: no sketch, an even dot screen.
  • The overlay is an SVG and a canvas over the element, aria-hidden, with no pointer input.

Accessibility

  • prefers-reduced-motion: reduce skips the drawing entirely: the element fades in over 200ms and finished resolves as usual. Never remove this.
  • The overlay is aria-hidden and takes no pointer input. The element stays in the accessibility tree the whole time.
  • Don't gate interaction on it: the element is usable as soon as finished resolves (about 2.6s). For anything a user waits on repeatedly, use a skeleton loader instead.

Common mistakes to avoid

  • Running before layout settles. Measuring before fonts or images load draws text lines and boxes in the wrong place. Await document.fonts.ready (and images, if they size the layout) first.
  • Running on display: none. A hidden element has no size; show it first. In tabs and accordions, generate after the panel opens.
  • Animating the element yourself at the same time. Don't add your own entrance transition to the element; the runtime owns its opacity, clip-path and filter during the run.
  • A parent with overflow: hidden and scrolling during the run. The overlay sits on the page, not inside the scroller; if the element scrolls during the 2.6s the drawing drifts. Play it once the element is in view (the attribute API does).
  • Using it as a loading state. It plays once, over the real UI. While data is still loading, show a skeleton; play the generation when the data arrives.
  • Forcing the texts into a tight layout. skeleton-texts only draws its panels where the page is empty. In a dense grid it falls back to the step line, or nothing. That is correct; use skeleton there.
  • Running before fonts load. The glyphs are traced in the fallback font and don't match the letters that arrive. Await document.fonts.ready first.
  • Running before images decode. Their sketch and halftone are empty. Await img.decode().
  • Variable fonts with optical sizing. If the page uses an opsz axis automatically, the canvas may draw a different optical size and the outlines differ slightly. Load the font without the opsz axis, or set font-optical-sizing: none on the headline.
  • Tracing body copy. Hundreds of glyphs make a busy, slow drawing. Trace the headline; let paragraphs get their dotted lines (they're under display).
  • Your own mask on the text blocks, or opacity / filter on the images, or an entrance animation on either. The runtime owns them during the run and restores them after.
  • Importing on the server. It needs window and the DOM. In Next.js or Nuxt, import it in a client component or inside an effect.

Reference files