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
Install
npx skills add diip3sh/feel --skill feelgit clone --depth 1 https://github.com/diip3sh/feel.git /tmp/feel
mkdir -p ~/.claude/skills
cp -r /tmp/feel/. ~/.claude/skills/feelPersonal 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.
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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