smithery/dylantarre

Animation Principles - Universal Reference

Use when discussing animation principles with users of unknown skill level, or when providing a balanced reference that works for any experience level

Installation

$ npx skills add smithery/dylantarre --skill animation-principles-universal-reference

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Package contents

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  • skill md SKILL.md 3,815 B
  • docs SUMMARY.md 198 B

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SKILL.md

Animation Principles - Universal Reference

Disney's 12 principles work at every skill level. Here's each principle with scalable depth.

1. Squash and Stretch

Core idea: Objects deform to show motion and impact. Beginner: Ball flattens when it hits ground. Advanced: Volume must remain constant. Facial animation uses micro-squash for expression. Key insight: Even "rigid" objects can use the principle through camera shake or motion blur.

2. Anticipation

Core idea: Prepare the viewer for action. Beginner: Crouch before jump. Advanced: Anticipation size controls audience expectation. Absence creates surprise. Key insight: Every action that needs to read clearly needs setup.

3. Staging

Core idea: Present one clear idea at a time. Beginner: Put important things where viewers will look. Advanced: Silhouette test, negative space, compositional psychology. Key insight: Confusion is never the viewer's fault.

4. Straight Ahead and Pose to Pose

Core idea: Two methods - sequential vs. key-pose-first. Beginner: Different ways to approach the same animation. Advanced: Choose based on need: control vs. spontaneity. Hybrid approaches for complex shots. Key insight: The method shapes the result's energy.

5. Follow Through and Overlapping Action

Core idea: Different parts stop at different times. Beginner: Hair keeps moving after head stops. Advanced: Drag, settle, overlap hierarchy. Emotional implications of follow through weight. Key insight: Simultaneous stopping looks robotic.

6. Slow In and Slow Out

Core idea: Things accelerate and decelerate. Beginner: More drawings at start and end, fewer in middle. Advanced: Custom easing curves. Snap, bounce, drift variations. Key insight: Even spacing reads mechanical.

7. Arc

Core idea: Natural motion follows curves. Beginner: Arms swing in arcs, not straight lines. Advanced: Track all motion paths. Breaking arcs intentionally for mechanical/sudden effects. Key insight: Straight paths require justification.

8. Secondary Action

Core idea: Additional movement supporting the main action. Beginner: Whistling while walking. Advanced: Can create emotional counterpoint. Must support, never compete. Key insight: If it distracts, remove it.

9. Timing

Core idea: Frame count creates weight, mood, meaning. Beginner: Fast = light/quick. Slow = heavy/deliberate. Advanced: Frame-level sensitivity. Same pose, different timing = different meaning. Key insight: Timing is the acting.

10. Exaggeration

Core idea: Push reality further for clarity and impact. Beginner: Bigger reactions than real life. Advanced: Style-calibrated exaggeration. Finding essence to amplify. Key insight: Usually push further than instinct suggests.

11. Solid Drawing

Core idea: Create sense of three-dimensional form. Beginner: Make drawings feel like they have weight and depth. Advanced: Consistent volume through motion. Strategic flatness for graphic impact. Key insight: Viewers have touched things their whole lives. Drawings should feel touchable.

12. Appeal

Core idea: Make characters compelling to watch. Beginner: Interesting, clear, distinctive design. Advanced: Appeal isn't beauty - villains need it too. Compelling through any aesthetic. Key insight: Would you want to keep watching?

Principle Groups

Physics: 1, 5, 6, 7, 9 | Clarity: 2, 3, 11 | Interest: 8, 10, 12 | Method: 4