# Animation Principles - Deep Dive

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.

- skill · `type=skill` · Claude Code, Codex, Cursor, GitHub Copilot, Gemini CLI, OpenCode · 487 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/04-by-skill-level/deep-dive/SKILL.md
- Updated: 2025-12-30
- HTML: https://affpapa.org/en/nevibecode/skills/animation-principles-deep-dive

## What it 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.

## Install

### Claude Code (native platform)

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

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

### Codex

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

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

### Cursor

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

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

### GitHub Copilot

1. **GitHub CLI**
```bash
gh skill install dylantarre/animation-principles deep-dive
```

2. **Manually: put the files in place**
- File: `.github/skills/deep-dive/SKILL.md`

### Gemini CLI

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

2. **Platform CLI**
```bash
gemini skills install https://github.com/dylantarre/animation-principles --path skills/04-by-skill-level/deep-dive
```

### Windsurf (Devin Desktop)

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

### OpenCode

**Skills CLI (Vercel)**
```bash
npx skills add dylantarre/animation-principles --skill deep-dive -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/04-by-skill-level/deep-dive/SKILL.md

## When to use it
- 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
- 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

## 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: 4e3b55d3ea1c3291.

BEGIN THIRD-PARTY FILE 4e3b55d3ea1c3291
```text
---
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)
```
END THIRD-PARTY FILE 4e3b55d3ea1c3291

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First 2457 of 4266 bytes. © dylantarre · MIT · https://github.com/dylantarre/animation-principles/tree/HEAD/skills/04-by-skill-level/deep-dive/SKILL.md

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