Feel

Build UI interactions whose motion comes from a physical model instead of durations and easing curves. Turn a feel described in words ("a toggle that feels heavy", "a drawer with a magnetic snap", "a card you throw into a corner", "a knob with heavy detents", "a sticky slider") into a production component driven by mass, stiffness, damping and force fields (magnets, friction, walls), on a line, in a plane or around a dial, plus a test rig that plots position, velocity and the force field, overlays the model's prediction on the measured motion, and exports the same spring to Framer Motion, reac

61 stars 1 forksFrontend & Design

Install

skills CLI (Claude Code, Cursor, Codex and more)
npx skills add diip3sh/feel --skill feel
Manual install
git clone --depth 1 https://github.com/diip3sh/feel.git /tmp/feel
mkdir -p ~/.claude/skills
cp -r /tmp/feel/. ~/.claude/skills/feel

Personal skills live in ~/.claude/skills. Use .claude/skills in a project folder to share a skill with your team.

From the SKILL.md

# Feel

This skill makes interactions that move like things. A toggle's thumb is a body with mass on a spring. A drawer is a body coasting through a field of magnets. A drag is a force: the pointer pulls the body through a hand spring, so a heavy thing lags the finger and a light thing doesn't. Nothing in the result has a duration or an easing curve. How long a motion takes is a consequence of the model, and the rig can show you exactly why.

One complete page ships with the skill: `index.html`, with four components, each in its rig: a heavy toggle (a spring), a magnetic drawer (a field), a card thrown to a corner (a body in a plane) and a detented knob (a body in degrees). Open it before you start. Serve the folder (`python3 -m http.server`) and play with all four.

## The one rule

**Every motion comes from a physical model: mass, stiffness, damping and forces. No hand-picked durations.**

That means:

- No `transition: … 300ms`, no `animation-duration`, no `cubic-bezier`, no `ease-out`, no `duration:` options, no timers that move things. `scripts/audit.mjs` fails on any of them.
- A tap is a target change (springs) or an impulse (fields), never a timed slide.
- A drag sets a hand, not a position. Release keeps the body's real velocity.
- A decision on release (which side, which stop) is made from where the body would coast, `x + v·m/c`, or by simulating forward. It is never made from a threshold in milliseconds.
Read the full skill on GitHub

Details

Skill name
feel
Repository
diip3sh/feel
License
MIT
Repo updated
13 October 2026

FAQ

What does the Feel skill do?

Build UI interactions whose motion comes from a physical model instead of durations and easing curves. Turn a feel described in words ("a toggle that feels heavy", "a drawer with a magnetic snap", "a card you throw into a corner", "a knob with heavy detents", "a sticky slider") into a production component driven by mass, stiffness, damping and force fields (magnets, friction, walls), on a line, in a plane or around a dial, plus a test rig that plots position, velocity and the force field, overlays the model's prediction on the measured motion, and exports the same spring to Framer Motion, reac

How do I install the Feel skill?

skills CLI (Claude Code, Cursor, Codex and more): npx skills add diip3sh/feel --skill feel. Skills go in ~/.claude/skills (personal) or .claude/skills (project), and Claude loads them automatically when a task matches the description.

Is Feel popular?

It lives in diip3sh/feel, which has 61 GitHub stars and 1 forks.

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