
figma-implement-motion
★ 1,704by figma · part of figma/dev-mode-mcp-server-guide
Translates Figma motion and animations into production-ready application code. Use when implementing animation/motion from a Figma design — user mentions "implement this motion", "add animation from Figma", "animate this component", provides a Figma URL whose node is animated, or when `get_design_context` returns motion data or instructs you to call `get_motion_context`.
This is the playbook your agent receives when the skill activates — you don't need to read it to use the skill, but it's here to audit before installing.
Implement Motion
Overview
This skill guides translation of Figma animations and transitions into runnable code (motion.dev, CSS keyframes, or framework-specific libraries).
Figma exposes motion through two tools:
get_motion_context— authoritative motion tool. Returns the complete animated-node inventory, precomputed code snippets (CSS@keyframes+ motion.dev), fallback keyframe bindings when snippets are unavailable, and recursive timeline coordination hints. Source of truth for animation data and which node IDs animate.get_design_context— the design's structure: layout, sizing, assets, styling, Code Connect hints, screenshot context, and sometimes motion placement markers on animated elements (data-node-id, and on split nodesdata-motion-keys/data-motion-wrapper-for/data-motion-transform-template). It may render an animated node as a plain element (div,p,span, etc.) or a motion element (motion.div); it does not inline the animation values.
The two are linked by node id, and that's the whole workflow. get_motion_context tells you which nodes animate and gives the keyframe values, easing, timing, and snippets. get_design_context tells you what those nodes look like and where they sit. For every node in get_motion_context.nodes, find the matching data-node-id in design context and merge the motion into that structure — adding or wrapping a motion.{tag} when the structural element is plain. When design context has reused a Figma component, the motion node may also include fallbackNodeId; use it only as a fallback after trying the exact nodeId.
Skill Boundaries
- Use this skill when the deliverable is motion code in the user's repository.
- If the user asks to create/edit animations inside Figma itself, switch to figma-use and follow that skill instead.
- This skill currently covers animations as emitted by
get_motion_context(snippets plus fallback keyframe tracks, including preset-authored motion resolved into those forms). Broader interactive variant flows may still need product-specific state handling in code.
Tool Choice
For motion implementation, use both tools with distinct roles:
| Situation | Tool | Why |
|---|---|---|
| Understanding static structure, assets, styles, Code Connect, or visual layout | get_design_context | Gives the component/page code reference and asset URLs you need to place animated nodes correctly. |
| Fetching animation data for any node | get_motion_context | Purpose-built for motion and the source of truth for timing, easing, snippets, and keyframes. |
A node has motion markers (data-motion-keys, data-motion-wrapper-for) | Markers for split placement, get_motion_context for values | Split markers tell you which tracks go on which element; the keyframes/easing/timing and animated-node inventory come from get_motion_context. |
get_motion_context accepts recursive: true (capped at 500 nodes) when you need descendants' motion in one call.
Required Workflow
Step 1: Confirm static design context is available
get_design_context(fileKey=":fileKey", nodeId="<node-id>")If get_design_context has already been called for this node, reuse that output. If not, call it normally now.
Use it as the structure of record — hierarchy, sizing, styling, assets, Code Connect hints, screenshot context, and any motion placement markers it happens to include (Step 3). The animated-node inventory and animation values come from get_motion_context (Step 2).
Step 2: Fetch authoritative motion data
get_motion_context(fileKey=":fileKey", nodeId="<node-id>", recursive=true)Response shape (one entry per animated node):
codeSnippets— pre-generated CSS@keyframesand motion.dev strings. Use these directly. Do not regenerate them from fallback track data.keyframeBindings— bound keyframe tracks, including preset-derived motion resolved into track data, included only as fallback data when both snippet formats are missing.fallbackNodeId— optional fallback id for matching componentized design context. IfnodeIdis an instance-qualified id such asI4005:6111;30:8005, D2R may render the reusable component body with the backing component id instead, such as4002:3957. In that case,fallbackNodeIdis thedata-node-idto look for if exactnodeIdlookup fails.
Recursive responses may also include timelineCohorts: groups of animated node IDs that share a timeline root, duration, and playback mode (once, loop, or boomerang). Use cohorts to keep staggered or multi-node animations synchronized instead of inferring shared timing from sibling order.
Implementation details that matter for LLMs:
- When snippets exist, raw
keyframeBindings,timelineDurationMs,motionSummary, and defaulttransformOriginmay be stripped to keep the payload small. MissingkeyframeBindingsis not a signal that there is no animation. - Recursive responses dedupe exact duplicate snippets. A snippet may be replaced with a comment pointing to the first node with identical motion; reuse the same component, variant, class, or constants instead of writing a second animation.
- The MCP server infers CSS vs motion.dev snippets from
clientFrameworks; if the response only contains one snippet format, adapt that format to the user's stack rather than assuming the other format failed.
Step 3: Merge static and motion context
- Start from
get_motion_context.nodes, not from visiblemotion.*tags in the static JSX. Every returned node is animated. Match each motion node back toget_design_contextby exactnodeId/data-node-idfirst. If and only if there is no exact match, tryfallbackNodeId/data-node-id. Fall back to node name/type and screenshot position only after both ids fail. - Exact id match wins over
fallbackNodeId.fallbackNodeIdpoints at the backing component id that D2R may emit inside a reusable component. It is shared by every instance of that component. If the exactnodeIdexists in design context, apply motion there and ignore the fallback. This is critical for root-instance animation: one instance can rotate or move differently from another instance of the same component, and applying that motion to the shared component body would animate all instances incorrectly. - Apply each motion node to the matching design-context structure, keyed by
data-node-id. The matchingdata-node-idis the structural anchor, not always the final DOM element that receives motion. Use the snippet shape and placement markers to decide whether motion goes on that exact element, a wrapper, an inner element, or an inlined SVG path.get_design_contextmay already emitmotion.{tag}with values stripped, or it may emit a plain structural element (div,p,span, component root, etc.). If it is plain and the snippet targets the element itself, convert it to the appropriatemotion.{tag}or add a motion wrapper while preserving the node's text, children, classes/styles, attributes, anddata-node-id. Load references/examples-and-anti-examples.md to see examples of this merging step. - Componentized child motion usually matches by fallback. When design context extracts a Figma instance into a reusable React component, children inside that component body often have backing component ids (
4002:3957) while motion context reports live instance ids (I4005:6111;30:8005). In this case, usefallbackNodeIdto find the component-bodydata-node-id, but keep the motion scoped to the rendered instance you are implementing. If there are multiple instances and only one has different root motion, exact id matching keeps that per-instance motion separate. - Split nodes carry a
data-motion-keys/data-motion-wrapper-formarker — see Handling interleaved transforms below. - Preserve
display: contentswrappers — unless the group itself animates. Layout-transparent group wrappers come through ascontents(Tailwindcontents), usually alongside a deadabsolute/inset-[…](those do nothing on acontentsbox). For a static group, keepdisplay: contentsand let the children position against the nearest real ancestor — converting the wrapper'sinsetinto a positioned box reparents the children to a smaller box, so they render too small / shifted inward. For an animated group (the group node itself has motion),display: contentscan't carry a transform — replace it with a real positioned wrapper and apply the group motion there. Load references/gotchas.md before implementing this case. get_motion_contextis the complete animated-node inventory. Some animated nodes render as plain (non-motion) elements — component instance roots (plain positioning<div>), text (<p>), masks — that still carry adata-node-id. Walk every node in the motion response and apply its motion to the element with the matchingdata-node-id, wrapping or converting as needed. If an animated node has no element at all in the output (e.g. an animated mask flattened into a staticmask-image), don't drop it silently — leave a// TODO: <nodeId> motion unsupportedcomment and call it out in your summary.- If a node appears in motion context but not in the static JSX, add the element needed to represent it — design-context code is a reference, not a complete animation inventory.
- On conflict between design and motion context (timing/easing/animated values), prefer
get_motion_context. - Path-level SVG motion: inline the SVG and animate the real
<path>. Whenget_motion_contexttargets a vector's path (PATH_TRIM,motion.path,stroke-dasharray) but design context renders it as an<img>, inline the SVG and apply the snippet to the<path>, keeping the layout wrapper. Load references/svg-and-path-motion.md for the full how-to for this case (motion.path,pathLength="1", wrapper+path layering, CSS path-trim).
Handling interleaved transforms
A node with both a static base transform and animated transforms is split across nested elements so the two compose correctly instead of fighting: an id-less motion.div carrying data-motion-wrapper-for="<nodeId>" (the OUTER wrapper) wraps a static-transform div (e.g. rotate-45 + hypot() sizing — or the wrapper itself carries data-motion-transform-template="<css>") which wraps the INNER node (data-node-id). Keep the wrapper > static-transform div > inner nesting — collapsing it breaks sizing and the base transform.
- Place tracks by
data-motion-keys. The wrapper'sdata-motion-keys(transform tracks —x/y/rotate/scaleX/scaleY/skewX) go on the OUTER wrapper; the inner element'sdata-motion-keysgo on the INNER element. - Re-apply a
data-motion-transform-template. If the wrapper carries one, settransformTemplate={(_, generated) => "<css> " + generated}so the animated transform composes on top of that static layout transform. - Offset the animated transform by the static base (avoid double rotation).
get_motion_contextgives the node's absolute transform, which already includes whatever static base those divs apply. Arotatesnippet of[45, 125, 125]over arotate-45base means the wrapper animates the offset[0, 80, 80](= absolute − 45), not the absolute — else the 45° applies twice and the element sits at 90° at rest. Tracks with no static base (e.g.x/ystarting at 0) pass through unchanged. See the interleaved-transform example. - Keep layout transforms separate from Motion transforms. For every
motion.*element that animatesrotate,scale, orskew, verify it does not also rely on Tailwind layout transforms such as-translate-x-1/2or-translate-y-1/2for centering/positioning. Those utilities share the CSStransformproperty that Motion.dev writes inline, so Motion's transform can erase the layout translate. If both are needed, split the element into a static layout wrapper carrying the centering/positioning transform and an innermotion.*element carrying animated rotate/scale/opacity, or encode the layout offset in Motion itself (x: "-50%") and keep it present for every keyframe.
Step 4: Apply the motion in code
- motion.dev present in snippets? Use the motion.dev code verbatim for React targets. Import from
motion/react— unless the codebase already uses another motion library (Framer Motion, React Spring, GSAP), in which case adapt the snippet to it. Load references/framework-recommendations.md when adapting to another stack or choosing a library. - CSS keyframes present? Use for vanilla/non-React targets, or when the codebase has no React motion library.
- No snippets? Use
keyframeBindingsormotionSummaryas fallback data to construct equivalent motion.dev calls or CSS keyframes. Normally snippets are present; do this only when both snippet formats are genuinely missing.
Step 5: Validate
- Read the component's existing motion imports/conventions before adding new ones. If the user already uses Framer Motion / React Spring / anime.js, adapt rather than forcing motion.dev.
- Spot-check one animation runs end-to-end (reload, observe, iterate) before batching changes across many nodes.
- Load references/gotchas.md, which covers specific bugs and edge cases seen in Figma motion output, and correct any such cases in the generated code.
Critical Rules
These are the general principles. Specific gotchas (rotation pivots, HOLD semantics, color interpolation, etc.) live in the categorized references. When a linked reference is mentioned in this skill text and the situation applies, load that file before continuing.
- Respect the tool's output's values, not its layout. Preserve the exact timing, easing, keyframe values, and
transformOriginfromcodeSnippets— don't regenerate them fromkeyframeBindingswhen snippets exist (regenerating loses fidelity on custom bezier easings, spring approximations, and overshoot values).transformOriginis per element: apply each scaling/rotating node's own — including nested scalers, not just the outer wrapper — or the element pivots from the default center and grows/spins from the wrong corner (see the per-element-transformOriginexample). But the snippet is one node's data, not a copy-paste template: when many nodes share it, factor it per Rule 7 instead of pasting the block N times. - Match the user's existing motion stack. Read the component's imports and any sibling animations before adding dependencies. If the user already has Framer Motion, React Spring, anime.js, GSAP — adapt the output to their stack rather than forcing motion.dev.
- Honor
prefers-reduced-motion. Any motion added must soften or disable under@media (prefers-reduced-motion: reduce)— typically skip theanimate(render the initial/resting state) or cut the duration to near-zero. This is an accessibility default, not an opt-in. - Validate one animation end-to-end before batching. Build, reload, and watch one full timeline loop — confirm each animated node appears at the time its keyframe track says it should. "Renders without error" is not "renders correctly." Motion failures compound when you batch — a wrong easing on one node is easy to spot; the same bug across twenty nodes is hours of untangling.
- Don't fabricate motion. If a node has no motion data in the response, leave it static. Do not borrow easing/duration defaults from elsewhere in the design, and do not auto-animate "because the rest of the component is animated."
- Don't download an asset just to
Readit.get_design_context/get_motion_contextreturn assets as URLs (/api/mcp/asset/...), often SVG. Reference the URL directly where the consumer fetches it (an<img src>, CSSbackground-image, an asset import), orcurlone to inline its contents (e.g. inline the SVG and render viaNSImage(data:)on SwiftUI). The important exception is path-level SVG motion: if the motion snippet targets a path inside an SVG asset, inline the SVG and animate the real path instead of leaving it behind an<img>. Don't download an asset and feed the file to theReadtool: SVG isn't a Read-able image format, so the read is rejected and wasted — and a file tool that doesn't detect SVG-as-image can stall the loop on it. - Factor out repeated motion — never copy-paste the snippet per element. Many nodes usually share the same animation differing only by a stagger delay, offset, or target value. Implement the shared motion once — a reusable animated component or a
variantsobject parameterized by the values that vary — render from a mapped array (items.map(...)), and pull repeated literals (durations, easing arrays, offsets) into named constants. The animation's values stay verbatim from the snippet (Rule 1); the code stays DRY. The same transition object pasted 15+ times (800 lines that should be 150) is a low-quality result — fidelity and maintainability are both graded.
Framework Recommendations
Rule 2 covers the general posture: prefer the user's existing stack. When none exists, defaults:
- React: motion.dev (the
motionpackage). The tool returns motion.dev code directly — use it. - Vanilla / non-React web: CSS
@keyframeswithanimationshorthand, returned directly by the tool. - SwiftUI: Native
.animation(...)modifiers; translate from snippets,keyframeBindings, ormotionSummary(get_motion_contextdoes not emit SwiftUI code). Use only real SwiftUI APIs — there is no modifier that takes a Figma/CSS easing type directly, so load references/framework-recommendations.md, map the emitted easing to its SwiftUI equivalent, and verify rather than inventing a method. This path is evolving; confirm with the user if unsure.
For established effect classes, prefer a library over hand-rolled CSS. Effects like glass/glassmorphism, confetti, particle systems, physics-based interactions, and scroll-linked motion have battle-tested library implementations that handle cross-browser quirks, accessibility, and performance far better than generated keyframes. Load references/framework-recommendations.md for the full library-by-effect-class table. Surface these as recommendations, not mandates — the user decides.
Examples
Load references/examples-and-anti-examples.md when you need worked examples or failure patterns. It covers the simple merge flow, plain text elements that need motion.* added, interleaved static+animated transforms, SVG path-level motion, and anti-examples for DOM rebuilding, node-id/position drift, and missing per-element transformOrigin.
References
Six deep dives, fetched on demand. General frontend concerns (performance, units, accessibility mechanics) are handled by the critical rules above — these references focus on Figma-specific signal only. If this skill names one of these files in an inline instruction, load that file before continuing with that part of the task.
- references/examples-and-anti-examples.md — worked examples and failure patterns. Load when applying the merge workflow, handling interleaved transforms, or checking whether a generated implementation has rebuilt the DOM, swapped node positions, or dropped
transformOrigin. - references/gotchas.md — Figma-specific motion bugs and their fixes. Rotation/scale origin on nested groups, HOLD easing semantics, CUSTOM_SPRING preservation, independent axis scaling ambiguity, color interpolation. Load when troubleshooting unexpected runtime behavior. Always load references/motion-lint-rules.md alongside this file — gotcha entries reference specific lint rules that must be surfaced to the user.
- references/svg-and-path-motion.md — implementing motion that targets an SVG vector path (inline the asset,
motion.path,pathLength="1", wrapper+path layering, CSS path-trim). Load when a vector's snippet targets the path, not a wrapper transform. - references/framework-recommendations.md — motion.dev, CSS keyframes, SwiftUI defaults, library-by-effect-class table (glass, confetti, particles, physics, scroll-linked). Load before hand-rolling an effect.
- references/unsupported-and-fallbacks.md — Figma motion features that don't export cleanly today (text animations, path animations, masks/booleans, variants/transitions). Includes video/lottie fallback guidance. Load when the tool response seems incomplete. Always load references/motion-lint-rules.md alongside this file — unsupported entries reference specific lint rules that must be surfaced to the user.
- references/motion-lint-rules.md — Linting rules: known export limitations (errors and warnings) that must be surfaced to the user. Load when generating motion code to check whether any active limitations apply.
npx skills add https://github.com/figma/dev-mode-mcp-server-guide --skill figma-implement-motionRun this in your project — your agent picks the skill up automatically.
Prerequisites
- Figma MCP server connected and accessible.
- Node ID parsed from the Figma URL the user provides. URL format:
https://figma.com/design/:fileKey/:fileName?node-id=1-2— extractfileKey(the segment after/design/) andnodeId(the value of thenode-idquery parameter, e.g.42-15). - Target codebase. Motion output format adapts to stack (see Framework Recommendations).
No common issues documented yet. If you hit a problem, the repository's GitHub Issues page is the best place to look.