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Arc Mastery

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

Animate drags, reveals, and cursor-driven elements along curved paths instead of stiff linear slides for more natural interface motion.

About

Applies the arc animation principle to digital UI: curved motion paths for elements entering, exiting, or being manipulated so movement reads organic, guided, and physically plausible instead of robotic.

  • Curved trajectories for drags and reveals
  • Bezier and spring paths over straight tweens
  • Natural motion for icons, panels, and FABs
  • Parabolic feel on toss, dismiss, and snap-back
  • Principle-of-arc guidance for motion systems

Arc Mastery by the numbers

  • 329 all-time installs (skills.sh)
  • Ranked #758 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 arc-mastery

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Listed on Skillselion
Installs329
repo stars68
Last updatedDecember 30, 2025
Repositorydylantarre/animation-principles

What it does

Animate drags, reveals, and cursor-driven elements along curved paths instead of stiff linear slides for more natural interface motion.

Files

SKILL.mdMarkdownGitHub ↗

Arc Mastery

The Natural Path Principle

Almost all natural movement follows curved paths. Arms swing in arcs. Heads turn on arcs. Thrown objects travel parabolic arcs. When animation moves in straight lines, it immediately feels mechanical and artificial. Arcs are the signature of organic motion.

Core Theory

Anatomical basis: Bodies are systems of hinges and pivots. When a joint rotates, everything attached to it moves in an arc centered on that joint. Straight lines require mechanical rails—biology doesn't have those.

Physics basis: Gravity creates parabolic curves on projectiles. Momentum creates curved paths when direction changes. Straight-line direction changes require infinite force.

Arc Types

Circular arcs: Pure rotation around a single pivot (pendulum, door swing) Parabolic arcs: Projectile motion under gravity (jumps, throws) S-curves: Complex motion through multiple pivots (whip crack, spine movement) Figure-8 patterns: Continuous flowing motion (hips during walk, flowing cloth)

The Pivot Chain

Understanding arcs requires understanding pivot hierarchies:

  • Shoulder rotates → elbow travels an arc
  • Elbow rotates → wrist travels a compound arc
  • Wrist rotates → fingertips travel triple-compound arcs

Each joint adds complexity to the motion path of everything downstream.

Interaction with Other Principles

Follow through follows arcs: Appendages settle along curved paths, not straight returns.

Anticipation creates arc initiation: The wind-up often establishes the arc's direction.

Timing affects arc perception: Fast motion through arcs needs exaggerated curves to read clearly.

Overlapping action creates offset arcs: Secondary elements trace their own arc patterns behind the primary.

Domain Applications

UI/Motion Design

  • Page transitions: Elements should enter/exit on curved paths, not straight slides
  • Menu expansions: Items fan out on arcs from origin point
  • Gesture responses: Swipe follow-through curves naturally
  • Notification entries: Slight arc on slide-in prevents robotic feel
  • Dragging: Release trajectories should curve based on velocity vector

Character Animation

  • Walk cycles: Every limb segment traces arcs; hips follow figure-8
  • Head turns: Chin traces arc, doesn't translate linearly
  • Arm gestures: Hand paths curve even during "straight" pointing
  • Jumping: Parabolic body path with internal rotation arcs

Motion Graphics

  • Logo reveals: Elements following arc paths feel choreographed, not random
  • Text animation: Letter paths curving adds elegance
  • Infographic builds: Data points connecting along arcs creates flow

Game Design

  • Projectile physics: True parabolic arcs for believable ballistics
  • Character controllers: Turn animations following arcs prevent pivot-in-place
  • Camera movement: Arc-based camera paths feel cinematic

Common Mistakes

1. Straight-line interpolation: Default animation software behavior—must be corrected manually 2. Inconsistent arc centers: Motion arcs should have logical pivot points 3. Symmetric arcs: Natural arcs are often asymmetric (fast one way, slow return) 4. Flat arcs on fast motion: Quick movements need exaggerated arcs to register

The 3D Arc Challenge

In 3D, arcs must read from camera view. A perfect arc in world space may look straight or even reversed from certain angles. Always verify arc readability from final camera.

Arc Drawing Technique

Traditional method: Draw through the motion path with a single stroke. If your pencil naturally curves, the arc is working. If you must consciously redirect, the motion is likely too linear.

Implementation Heuristic

For any point-to-point motion: add a control point to create a curve. The control point should be offset perpendicular to the direct line, placed closer to the start for ease-out feeling, closer to end for ease-in. For complex motions, trace the intended path first—if it's not curved, it needs work.

Default arc height: 10-20% of travel distance for subtle organic feel, 30-50% for dramatic sweeping motion.

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