Animation Principles - Quick Start
Use when someone needs a rapid overview of all 12 animation principles in under 5 minutes
Works with
--- name: Animation Principles - Quick Start description: Use when someone needs a rapid overview of all 12 animation principles in under 5 minutes license: MIT --- # 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.
More General & Other skills
find-skills
vercel-labs/skills
Helps users discover and install agent skills when they ask questions like "how do I do X", "find a skill for X", "is there a skill that can...", or express interest in extending capabilities. This skill should be used when the user is looking for functionality that might exist as an installable skill.
grill-me
mattpocock/skills
A relentless interview to sharpen a plan or design.
grill-with-docs
mattpocock/skills
A relentless interview to sharpen a plan or design, which also creates docs (ADR's and glossary) as we go.

