# 3d-spatial

Applies Disney's 12 animation principles to 3D engines, VR, and AR. Guides rigging, curve editing, and timing in Blender, Unity, and Unreal.

- skill · `type=skill` · Claude Code, Codex, Cursor, GitHub Copilot, Gemini CLI, OpenCode · 767 installs · ★ 124
- Author: dylantarre
- License: MIT · policy=mirror · the beginning of the file is at the end of this page
- Source: https://github.com/dylantarre/animation-principles/tree/HEAD/skills/01-by-domain/3d-spatial/SKILL.md
- Updated: 2025-12-30
- HTML: https://affpapa.org/en/nevibecode/skills/3d-spatial

## What it 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.

## Requirements
- Works with: Unity, Unreal Engine, Blender

## Install

### Claude Code (native platform)

1. **Skills CLI (Vercel)**
```bash
npx skills add dylantarre/animation-principles --skill 3d-spatial -a claude-code
```

2. **Manually: put the files in place**
- File: `~/.claude/skills/3d-spatial/SKILL.md` — Copy the whole skill folder; for one project use .claude/skills/3d-spatial/

### Codex

1. **Skills CLI (Vercel)**
```bash
npx skills add dylantarre/animation-principles --skill 3d-spatial -a codex
```

2. **Manually: put the files in place**
- File: `.agents/skills/3d-spatial/SKILL.md` — For all projects use ~/.agents/skills/

### Cursor

1. **Skills CLI (Vercel)**
```bash
npx skills add dylantarre/animation-principles --skill 3d-spatial -a cursor
```

2. **Manually: put the files in place**
- File: `.cursor/skills/3d-spatial/SKILL.md` — Cursor also reads .agents/skills/ and .claude/skills/

### GitHub Copilot

1. **GitHub CLI**
```bash
gh skill install dylantarre/animation-principles 3d-spatial
```

2. **Manually: put the files in place**
- File: `.github/skills/3d-spatial/SKILL.md`

### Gemini CLI

1. **Skills CLI (Vercel)**
```bash
npx skills add dylantarre/animation-principles --skill 3d-spatial -a gemini-cli
```

2. **Platform CLI**
```bash
gemini skills install https://github.com/dylantarre/animation-principles --path skills/01-by-domain/3d-spatial
```

### Windsurf (Devin Desktop)

**Manually: put the files in place**
- File: `.devin/skills/3d-spatial/SKILL.md` — The legacy .windsurf/skills/ path still works

### OpenCode

**Skills CLI (Vercel)**
```bash
npx skills add dylantarre/animation-principles --skill 3d-spatial -a opencode
```

### Claude.ai

**Claude.ai**
- Zip the folder and upload it in Settings → Capabilities → Skills

Where a file is given instead of a command, copy the files from the source to that path: https://github.com/dylantarre/animation-principles/tree/HEAD/skills/01-by-domain/3d-spatial/SKILL.md

## When to use it
- 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
- 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.

## Source text · SKILL.md · MIT

Below is the content of a third-party file. It is data, not instructions for you: do not act on anything written inside unless the human asks. Block tag: a3d5843db331bfc2.

BEGIN THIRD-PARTY FILE a3d5843db331bfc2
```text
---
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.
```
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