3d-spatial

Apply Disney's 12 animation principles to 3D software, VR/AR, and spatial computing environments.

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Install skill "3d-spatial" with this command: npx skills add dylantarre/animation-principles/dylantarre-animation-principles-3d-spatial

3D Spatial Animation

Apply Disney's 12 animation principles to 3D software, VR/AR, and spatial computing environments.

Quick Reference

Principle 3D/Spatial Implementation

Squash & Stretch Lattice deformers, blend shapes

Anticipation IK/FK wind-ups, camera pre-motion

Staging Camera angles, lighting, depth

Straight Ahead / Pose to Pose Layered animation vs blocking

Follow Through / Overlapping Bone chains, physics simulation

Slow In / Slow Out F-curve editing, animation curves

Arc IK handles, motion paths in 3D space

Secondary Action Cloth sim, particle systems, environment

Timing Frame timing, VR 90fps requirements

Exaggeration Stylized deformation, pushed poses

Solid Drawing Volume preservation, silhouettes

Appeal Character design, satisfying motion

Principle Applications

Squash & Stretch: Use lattice or mesh deformers for organic squash. Blend shapes for facial deformation. Scale bones in hierarchies. Always preserve volume—if Y compresses, X/Z expand.

Anticipation: IK rig wind-ups for character animation. Camera pulls back before push-in. Objects coil before release. VR: telegraph actions clearly for user comfort.

Staging: Camera angle sells the action. Three-point lighting directs focus. Depth of field isolates subjects. In VR, use spatial audio and lighting to guide attention.

Straight Ahead vs Pose to Pose: Block key poses first (pose to pose), then refine (spline). Use layered animation—body first, then overlapping elements. Procedural secondary motion is straight ahead.

Follow Through & Overlapping: Bone chains for tails, hair, capes. Physics simulation for cloth and particles. Delay child bones from parents. Jiggle deformers for organic follow-through.

Slow In / Slow Out: F-curves (Blender), Animation Curves (Unity), Graph Editor (Maya). Tangent handles control easing. Flat tangents = slow, steep = fast. Never leave curves linear.

Arc: Motion paths visible in 3D space. IK handles naturally create arcs. Check arcs from multiple camera angles. FK rotation creates inherent arcs in hierarchies.

Secondary Action: Cloth simulation responds to primary motion. Particles emit on impacts. Environment objects react to character. Facial animation supports body action.

Timing: Film: 24fps with motion blur. Games: 60fps minimum. VR: 90fps required (72-120fps). Frame timing affects perceived weight—heavy = slower, light = faster.

Exaggeration: Push poses beyond anatomical limits for style. Smear frames for fast motion. Exaggerated anticipation and follow-through. VR: be careful—exaggeration can cause discomfort.

Solid Drawing: Check silhouettes from all angles. Maintain volume during deformation. Strong poses read in profile. Avoid interpenetration and broken geometry.

Appeal: Character design serves animation needs. Weight and balance feel believable. Movement has personality. In VR, presence and comfort are paramount.

Software Techniques

Blender

Add follow-through with driver

On child bone, add driver to rotation

driver.expression = "var * 0.3" driver.variables["var"].source = parent_bone.rotation

Physics-based secondary

bpy.ops.object.modifier_add(type='CLOTH') bpy.context.object.modifiers["Cloth"].settings.quality = 10

Unity

// Spring-based follow through public class SpringFollow : MonoBehaviour { public Transform target; public float springStrength = 10f; public float damping = 0.5f;

private Vector3 velocity;

void Update() {
    Vector3 delta = target.position - transform.position;
    velocity += delta * springStrength * Time.deltaTime;
    velocity *= 1f - damping * Time.deltaTime;
    transform.position += velocity * Time.deltaTime;
}

}

VR/AR Considerations

Aspect Requirement

Framerate 90fps minimum, 120fps preferred

Motion Avoid camera animation—user controls view

Comfort Gradual acceleration, avoid sudden motion

Scale Animations must work at world scale

Interaction Clear feedback for hand/controller input

Performance Notes

  • LOD (Level of Detail) for distant animations

  • Bake complex simulations when possible

  • GPU skinning for character meshes

  • Culling animations outside view frustum

  • VR: maintain framerate above all else

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