3d-spatial — Claude Code skill: what it does, how to install
Applies Disney's 12 animation principles to 3D engines, VR, and AR. Guides rigging, curve editing, and timing in Blender, Unity, and Unreal.
npx skills add dylantarre/animation-principles --skill 3d-spatial -a claude-codeWhat 3d-spatial does
This skill translates classic Disney animation rules into 3D software workflows. It covers squash and stretch with lattices and blend shapes, volume preservation, arc tracking, and layered keyframing. The reference provides practical code snippets: a Python bone driver setup for Blender and a C# SpringFollow component for damped motion in Unity.
Spatial computing requires strict constraints. In VR, moving the camera programmatically causes motion sickness because the user controls their own view. The skill demands a framerate of at least 90fps, gradual acceleration, and real-world scaling. It also insists on non-linear easing: animation tangents in curve editors must never stay flatly linear.
What it helps with
- Set up secondary motion on bone chains with Blender Python drivers
- Build damped spring follow motion using C# in Unity
- Shape curve tangents in graph editors to prevent unnatural linear easing
- Calibrate animation timing and volume preservation for 90fps VR environments
Example prompts for the agent
- Generate a Blender Python script that links child bone rotation to a parent bone with an expression driver.
- Write a Unity C# component for spring-based follow-through motion with adjustable damping.
- Review my character landing animation and calculate volume preservation values for squash and stretch.
How to install 3d-spatial
1Skills CLI (Vercel)
npx skills add dylantarre/animation-principles --skill 3d-spatial -a claude-code2Manually: put the files in place
~/.claude/skills/3d-spatial/SKILL.mdCopy the whole skill folder; for one project use .claude/skills/3d-spatial/
1Skills CLI (Vercel)
npx skills add dylantarre/animation-principles --skill 3d-spatial -a codex2Manually: put the files in place
.agents/skills/3d-spatial/SKILL.mdFor all projects use ~/.agents/skills/
1Skills CLI (Vercel)
npx skills add dylantarre/animation-principles --skill 3d-spatial -a cursor2Manually: put the files in place
.cursor/skills/3d-spatial/SKILL.mdCursor also reads .agents/skills/ and .claude/skills/
1GitHub CLI
gh skill install dylantarre/animation-principles 3d-spatial2Manually: put the files in place
.github/skills/3d-spatial/SKILL.md1Skills CLI (Vercel)
npx skills add dylantarre/animation-principles --skill 3d-spatial -a gemini-cli2Platform CLI
gemini skills install https://github.com/dylantarre/animation-principles --path skills/01-by-domain/3d-spatialManually: put the files in place
.devin/skills/3d-spatial/SKILL.mdThe legacy .windsurf/skills/ path still works
Skills CLI (Vercel)
npx skills add dylantarre/animation-principles --skill 3d-spatial -a opencodeClaude.ai
Zip the folder and upload it in Settings → Capabilities → Skills
Step by step, with commands for each platform: How to install skills in Claude Code: five ways
Questions about 3d-spatial
How to install 3d-spatial in Claude Code?
Run npx skills add dylantarre/animation-principles --skill 3d-spatial -a claude-code. The skill file will be placed in ~/.claude/skills/3d-spatial/SKILL.md.
What 3D tools does 3d-spatial support?
It covers workflows for Blender, Unity 3D, Unreal Engine, Cinema 4D, and Maya, along with spatial VR and AR runtimes.
What are the VR requirements in 3d-spatial?
It mandates at least 90fps, forbids programmatic camera movement, and advises against extreme pose exaggeration to prevent simulator sickness.
Source text
SKILL.md · MIT
---
name: 3d-spatial
description: Use when working in Blender, Unity 3D, Unreal Engine, Cinema 4D, VR/AR applications, or any three-dimensional animation work.
---
# 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
```python
# 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
```csharp
// 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
© dylantarre · MIT · dylantarre/animation-principles