universal-tool

Universal Animation Principles

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Install skill "universal-tool" with this command: npx skills add dylantarre/animation-principles/dylantarre-animation-principles-universal-tool

Universal Animation Principles

Apply all 12 Disney animation principles regardless of your tool or framework.

  1. Squash and Stretch

Concept: Objects deform when moving, maintaining volume.

Implementation:

  • When compressing one axis, expand the other

  • scaleX * scaleY ≈ constant

  • Apply on impact, acceleration, or deceleration

Values: Compress to 80%, expand to 120%

  1. Anticipation

Concept: Prepare the audience for an action.

Implementation:

  • Move opposite to the main action first

  • ~20% of total duration for wind-up

  • Smaller anticipation for faster actions

Pattern: Wind-up → Action → Settle

  1. Staging

Concept: Direct viewer attention to what matters.

Implementation:

  • Blur or fade background elements

  • Scale up the focal point

  • Use contrast (color, size, motion)

  • One clear action at a time

  1. Straight Ahead / Pose to Pose

Straight Ahead: Animate frame-by-frame sequentially. Good for fluid, organic motion.

Pose to Pose: Define key poses, then fill in between. Good for precise, planned motion.

Recommendation: Use pose-to-pose for UI, straight ahead for particles/effects.

  1. Follow Through and Overlapping Action

Concept: Different parts move at different rates.

Implementation:

  • Offset timing of child elements

  • Add 2-5 frame delay for secondary elements

  • Lighter/looser parts drag behind

  • Use easing with different curves per element

  1. Slow In and Slow Out

Concept: Natural motion accelerates and decelerates.

Implementation:

  • Use ease-in-out for most movements

  • Ease-out for entrances (arrives gently)

  • Ease-in for exits (leaves naturally)

  • Linear only for mechanical motion

Common curve: cubic-bezier(0.42, 0, 0.58, 1)

  1. Arc

Concept: Natural movement follows curved paths.

Implementation:

  • Avoid straight-line motion for organic elements

  • Use motion paths or multi-point keyframes

  • Parabolic arcs for thrown objects

  • Pendulum arcs for swings

  1. Secondary Action

Concept: Supporting actions reinforce the main action.

Implementation:

  • Add subtle movements that complement primary

  • Examples: hair bounce, shadow movement, particle effects

  • Should not distract from main action

  • Slightly delayed from primary

  1. Timing

Concept: Speed conveys weight, mood, and character.

Duration Feel Use Case

50-150ms Snappy Micro-interactions

150-300ms Responsive Button feedback

300-500ms Smooth Page transitions

500-800ms Deliberate Modal reveals

1000ms+ Dramatic Hero animations

  1. Exaggeration

Concept: Push beyond realistic to enhance clarity.

Implementation:

  • Scale movements 20-50% beyond subtle

  • Overshoot then settle

  • More exaggeration = more cartoony

  • UI: subtle exaggeration (5-15% overshoot)

  1. Solid Drawing

Concept: Maintain volume and weight in 3D space.

Implementation:

  • Consider all three dimensions

  • Maintain consistent perspective

  • Preserve volume during transformations

  • Use shadows to ground elements

  1. Appeal

Concept: Make it pleasing and engaging.

Implementation:

  • Smooth curves over sharp angles

  • Consistent timing patterns

  • Clear visual feedback

  • Satisfying interaction responses

  • Balance between predictable and delightful

Universal Timing Reference

Micro-interaction: 100-200ms Standard feedback: 200-300ms Content transition: 300-400ms Page transition: 400-600ms

Universal Easing Reference

Enter screen: ease-out (decelerate) Leave screen: ease-in (accelerate) On-screen movement: ease-in-out Bounce/overshoot: spring physics or elastic

Checklist

Before shipping animation:

  • Does it have easing (not linear)?

  • Is timing appropriate for the action?

  • Does it follow arcs where natural?

  • Is there anticipation for significant actions?

  • Do secondary elements have slight delays?

  • Is the focal point clear?

  • Does it feel satisfying?

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