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Animation principles quick start

Skill t4sh/dotfiles/agents/skills/animation-principles-quick-start

macOS bootstrap dotfiles: Brewfile, declarative symlinks, app prefs, macOS defaults, agent skills, vault secrets, make doctor. Fork-friendly.

Install
npx -y skills add t4sh/dotfiles --skill animation-principles-quick-start

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What its author says it does

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Use when someone needs a rapid overview of all 12 animation principles in under 5 minutes

SKILL.md

2.3 KB, 501 tokens by cl100k_base, as published. Nobody here has run it

12 Animation Principles in 5 Minutes

The Disney animators codified these principles in the 1930s. They still define quality animation today.

The Principles (30 seconds each)

1. Squash and Stretch Objects compress on impact, elongate in motion. A bouncing ball flattens when it hits ground. Gives life and flexibility.

2. Anticipation Wind-up before action. Crouch before jump. Arm back before throw. Prepares the viewer for what's coming.

3. Staging Present ideas clearly. One idea per shot. The viewer should never wonder where to look.

4. Straight Ahead / Pose to Pose Two animation methods. Straight ahead: draw frame by frame for fluid, spontaneous motion. Pose to pose: draw key frames first for controlled, planned action.

5. Follow Through / Overlapping Action Things don't stop all at once. Hair keeps moving after head stops. Different parts move at different rates.

6. Slow In and Slow Out Movement accelerates and decelerates. More drawings at start and end, fewer in middle. Creates natural weight.

7. Arc Natural motion follows curved paths. Arms swing in arcs. Heads turn in arcs. Straight lines feel robotic.

8. Secondary Action Supporting movements that add richness. Walking while whistling. Talking while gesturing. Enhances without distracting.

9. Timing Number of frames = speed and weight. Fewer frames = faster/lighter. More frames = slower/heavier.

10. Exaggeration Push reality further for impact. Bigger expressions, more dynamic poses. Animation isn't reality - it's reality enhanced.

11. Solid Drawing Three-dimensional thinking. Weight, balance, anatomy. Even 2D characters should feel like they have volume.

12. Appeal Charisma in design. Characters should be interesting to watch. Clear shapes, good proportions, distinctive features.

Quick Reference Groups

Make it move right: Timing, Arcs, Slow In/Out, Squash/Stretch Make it feel alive: Follow Through, Overlapping, Secondary Action Make it read clearly: Staging, Anticipation Make it compelling: Appeal, Exaggeration, Solid Drawing

The Only Exercise You Need to Start

Animate a bouncing ball. It teaches Timing, Squash/Stretch, Arcs, and Slow In/Out simultaneously.

Keep looking

Skills are one crate of 328,083. Ordering is by how many stacks a row turns up in, so the top of any crate is what has actually been picked rather than what has the most stars.