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Animation Principles Absolute Beginner

  • 312 installs
  • 68 repo stars
  • Updated December 30, 2025
  • dylantarre/animation-principles

Learn foundational motion concepts—easing, duration, hierarchy, and feedback—when first adding animations to a product UI.

About

Animation principles absolute beginner teaches first-time implementers core UI motion fundamentals—timing, easing, hierarchy, and feedback—so frontend work stays purposeful, readable, and easy to extend later.

  • Easing and duration basics
  • Visual hierarchy through motion
  • Feedback micro-interactions
  • Beginner-safe patterns
  • Common anti-pattern warnings

Animation Principles Absolute Beginner by the numbers

  • 312 all-time installs (skills.sh)
  • Ranked #800 of 1,880 Design & UI/UX skills by installs in the Skillselion catalog
  • Data as of Aug 3, 2026 (Skillselion catalog sync)
npx skills add https://github.com/dylantarre/animation-principles --skill animation-principles---absolute-beginner

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Installs312
repo stars68
Last updatedDecember 30, 2025
Repositorydylantarre/animation-principles

What it does

Learn foundational motion concepts—easing, duration, hierarchy, and feedback—when first adding animations to a product UI.

Files

SKILL.mdMarkdownGitHub ↗

3D Spatial Animation

Apply Disney's 12 animation principles to 3D software, VR/AR, and spatial computing environments.

Quick Reference

Principle3D/Spatial Implementation
Squash & StretchLattice deformers, blend shapes
AnticipationIK/FK wind-ups, camera pre-motion
StagingCamera angles, lighting, depth
Straight Ahead / Pose to PoseLayered animation vs blocking
Follow Through / OverlappingBone chains, physics simulation
Slow In / Slow OutF-curve editing, animation curves
ArcIK handles, motion paths in 3D space
Secondary ActionCloth sim, particle systems, environment
TimingFrame timing, VR 90fps requirements
ExaggerationStylized deformation, pushed poses
Solid DrawingVolume preservation, silhouettes
AppealCharacter 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 = 10

Unity

// 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

AspectRequirement
Framerate90fps minimum, 120fps preferred
MotionAvoid camera animation—user controls view
ComfortGradual acceleration, avoid sudden motion
ScaleAnimations must work at world scale
InteractionClear 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

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