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Animation Principles - Deep Dive — Claude Code skill: the

A reference skill covering Disney's 12 animation principles with technical detail: deformation ratios, frame counts, arcs, follow through. Useful when the agent needs animation context.

Install into Claude Code · Skills CLI (Vercel) All methods and platforms ↓
npx skills add dylantarre/animation-principles --skill animation-principles---deep-dive -a claude-code
npx skills add dylantarre/animation-principles --skill deep-dive -a claude-code
Open on GitHub

What Animation Principles - Deep Dive does

The skill hands your agent a long-form reference on the 12 animation principles, from squash and stretch through appeal. Each one gets a definition, implementation notes and typical uses. Squash and stretch, for instance, keeps volume constant, stretches along the motion path at velocity peaks and squashes perpendicular to the impact surface. The ratio guidance is 20-50% for cartoony work and 5-15% for realistic.

Timing gets numbers too: 1-2 frames read as instant, 4-6 as snappy, 8-12 as normal action, 16-24 as slow and heavy, 24 and up as deliberate. Anticipation typically runs at a 1:3 ratio of prep frames to action frames. A separate section covers straight ahead versus pose to pose and the hybrid approach that mixes them.

This is documentation, not a code generator. The skill does not produce animation or hook into an engine — it gives the agent vocabulary and figures so its answers about motion are less vague. If animation is not part of your work, there is nothing here for you.

What it helps with

  • explain squash and stretch to the agent with actual ratio numbers
  • pick a frame count that matches the intended speed
  • tell straight ahead and pose to pose apart
  • check whether a pose reads as a clean silhouette
  • order follow through and overlapping action across a rig

Example prompts for the agent

  • Explain squash and stretch and what ratios to use for a cartoony style
  • How many frames should a snappy hit take versus a heavy fall?
  • Walk me through how anticipation works before a jump

How to install Animation Principles - Deep Dive

1Skills CLI (Vercel)

npx skills add dylantarre/animation-principles --skill animation-principles---deep-dive -a claude-code
npx skills add dylantarre/animation-principles --skill deep-dive -a claude-code

2Manually: put the files in place

~/.claude/skills/deep-dive/SKILL.md

Copy the whole skill folder; for one project use .claude/skills/deep-dive/

Step by step, with commands for each platform: How to install skills in Claude Code: five ways

Questions about Animation Principles - Deep Dive

How do I install Animation Principles - Deep Dive in Claude?

Run npx skills add dylantarre/animation-principles --skill deep-dive -a claude-code. The skill lands at ~/.claude/skills/deep-dive/SKILL.md.

What does this skill do?

It gives the agent a reference on the 12 animation principles with technical detail: deformation ratios, frame-count ranges, arcs and secondary action.

Which platforms does it support?

Besides Claude there are installs for Codex, Cursor, GitHub Copilot, Gemini CLI and OpenCode. GitHub Copilot uses a different command: gh skill install dylantarre/animation-principles deep-dive.

Source text

SKILL.md · MIT
---
name: Animation Principles - Deep Dive
description: Use when someone needs comprehensive reference material on animation principles with technical depth and extensive context
---

# Complete Animation Principles Reference

Comprehensive technical guide to Disney's 12 principles with implementation details.

## 1. Squash and Stretch

**Definition:** Deformation of objects to show flexibility, weight, and motion.

**Technical implementation:**
- Volume must remain constant (area preserved)
- Stretch along motion path at velocity peaks
- Squash perpendicular to impact surface
- Ratio guidelines: 20-50% for cartoony, 5-15% for realistic

**Applications:** Facial expressions, body mechanics, object interactions, impact effects.

## 2. Anticipation

**Definition:** Preparatory action preceding main action.

**Technical implementation:**
- Direction opposite to main action
- Duration proportional to action magnitude
- Typical ratio: 1:3 anticipation to action frames
- Can be minimized for surprise effects

**Applications:** Jumps, throws, emotional shifts, scene transitions.

## 3. Staging

**Definition:** Presentation of idea for maximum clarity.

**Technical implementation:**
- Silhouette test: action readable as solid black shape
- Single focal point per composition
- Background contrast supports subject
- Camera angle serves story point

**Applications:** Every shot, pose choice, camera placement, lighting design.

## 4. Straight Ahead and Pose to Pose

**Definition:** Two fundamental animation approaches.

**Straight ahead:** Sequential frame creation. Organic, spontaneous, harder to control timing.
**Pose to pose:** Key poses first, breakdowns second, inbetweens last. Controlled, plannable, can feel stiff.
**Hybrid:** Keys pose-to-pose, overlapping elements straight ahead.

## 5. Follow Through and Overlapping Action

**Definition:** Continuation of motion after primary action stops.

**Technical implementation:**
- Drag: appendages trail behind main mass
- Follow through: continuation past stop point
- Overlap: different parts move at different rates
- Settle: oscillating return to rest

**Hierarchy:** Root leads, extremities follow. Heavy before light.

## 6. Slow In and Slow Out

**Definition:** Spacing variation showing acceleration/deceleration.

**Technical implementation:**
- Ease in: bunched drawings at motion start
- Ease out: bunched drawings at motion end
- Middle drawings spread apart (fast portion)
- Custom curves for specific effects (bounce, snap, drift)

## 7. Arc

**Definition:** Curved motion paths reflecting natural movement.

**Technical implementation:**
- Track motion paths for all moving elements
- Arcs created by rotation around joints
- Projectiles follow parabolic arcs
- Breaking arcs: mechanical, sudden, intentional effects

## 8. Secondary Action

**Definition:** Actions supporting primary without distracting.

**Technical implementation:**
- Subordinate timing to primary action
- Support emotional content of scene
- Add on separate pass after primary is working
- Remove if it competes for attention

## 9. Timing

**Definition:** Frame count determining speed and weight.

**Reference points:**
- 1-2 frames: instant/invisible
- 4-6 frames: fast/snappy
- 8-12 frames: normal action
- 16-24 frames: slow/heavy
- 24+ frames: very slow/deliberate

Context-dependent: same frame count reads differently based on action type.

## 10. Exaggeration

**Definition:** Amplification of reality for clarity and impact.

**Technical implementation:**
- Identify essence of action/emotion
- Push poses beyond realistic range
- Maintain internal consistency
- Style-appropriate: match project aesthetic

## 11. Solid Drawing

**Definition:** Three-dimensional form and weight in drawings.

**Technical implementation:**
- Consistent volume through motion
- Anatomical understanding (bones, muscles)
- Weight distribution and balance
- Perspective and foreshortening accuracy

## 12. Appeal

**Definition:** Compelling quality that attracts viewer attention.

**Technical implementation:**
- Clear, readable shapes
- Distinctive silhouettes
- Asymmetry in poses and design
- Appropriate complexity level (simple reads faster)

Appeals to: visual interest, emotional connection, design quality.

© dylantarre · MIT · dylantarre/animation-principles

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