
3d Spatial
- 516 installs
- 68 repo stars
- Updated December 30, 2025
- dylantarre/animation-principles
3d-spatial is a Claude Code skill that translates Disney's 12 animation principles into 3D spatial techniques for Blender, Unity, Unreal Engine, Cinema 4D, and VR or AR motion design.
About
3d-spatial is a Claude Code skill from dylantarre/animation-principles, a marketplace collection of 144 skills teaching Disney's 12 Principles of Animation across tools and contexts. The 3d-spatial skill adapts those principles to three-dimensional work in Blender, Unity 3D, Unreal Engine, Cinema 4D, and VR or AR applications. Quick-reference tables map squash and stretch to lattice deformers, anticipation to IK wind-ups, staging to camera angles and depth, and follow-through to bone chains and physics simulation. Developers and motion designers reach for it when building depth, parallax, and physically grounded spatial motion in web interfaces, games, or immersive apps—not for flat CSS-only micro-interactions without Z-axis consideration. Install with npx skills add https://github.com/dylantarre/animation-principles --skill 3d-spatial.
- Depth and parallax motion
- Spatial easing patterns
- Layered transform choreography
- Grounded 3D UI feel
3d Spatial by the numbers
- 516 all-time installs (skills.sh)
- Ranked #584 of 1,880 Design & UI/UX skills by installs in the Skillselion catalog
- Data as of Aug 3, 2026 (Skillselion catalog sync)
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| Installs | 516 |
|---|---|
| repo stars | ★ 68 |
| Last updated | December 30, 2025 |
| Repository | dylantarre/animation-principles ↗ |
How do you apply Disney principles in 3D?
Apply 3D spatial animation principles to web or app interfaces for depth, parallax, and motion that feels physically grounded.
Who is it for?
Frontend, game, and XR developers implementing depth-aware motion in Blender, Unity, Unreal, or web interfaces using Disney animation principles.
Skip if: Developers needing flat CSS-only hover micro-interactions or backend API work without dimensional animation requirements should pick narrower UI motion skills.
When should I use this skill?
User works in Blender, Unity, Unreal, Cinema 4D, VR or AR, or asks for 3D spatial animation, parallax depth, or Disney principles in dimensional environments.
What you get
3D spatial animation guidance tables, principle-to-deformer mappings, camera staging notes, and VR comfort timing recommendations for dimensional motion.
- 3D motion principle mappings
- Spatial staging guidance
- VR timing recommendations
By the numbers
- Parent animation-principles collection includes 144 skills
- Covers Disney's 12 animation principles in 3D spatial contexts
Files
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 = 10Unity
// 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
Related skills
FAQ
Which tools does 3d-spatial cover?
3d-spatial applies Disney's 12 animation principles to Blender, Unity 3D, Unreal Engine, Cinema 4D, and VR or AR applications, with quick-reference mappings for deformers, IK wind-ups, camera staging, and physics-driven follow-through.
How many skills are in animation-principles?
The dylantarre/animation-principles repository contains 144 Claude Code skills organized across 12 categories, each teaching one of Disney's 12 Principles of Animation for varied tools and scenarios.