# Animation Principles - Master

This skill explains the reasoning behind 12 animation principles through perception, physics, emotion, and storytelling. Use it for teaching and mentorship.

- skill · `type=skill` · Claude Code, Codex, Cursor, GitHub Copilot, Gemini CLI, OpenCode · 497 installs · ★ 129
- 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/master/SKILL.md
- Updated: 2025-12-30
- HTML: https://affpapa.org/en/nevibecode/skills/animation-principles-master

## What it does

The skill presents the philosophical basis of 12 animation principles. It connects squash and stretch with how people read motion, anticipation with prediction, and staging with limited focal attention. Follow through, arcs, and slow in/out are framed through physical consistency and the viewer’s sense that movement belongs to a rule-bound world.

It also contrasts pose-to-pose, where intent and choices are planned, with straight ahead, where behavior emerges during the process. Timing is treated as felt time shaped by emotion. Exaggeration fills in for context that animation cannot provide, while appeal draws on attention to faces, movement, contrast, and patterns.

The principles are brought together under one idea: believable change over time. This is a reasoning guide rather than a checklist, so its value depends on engaging with perception and storytelling instead of memorizing isolated rules.

## Install

### Claude Code (native platform)

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

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

### Codex

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

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

### Cursor

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

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

### GitHub Copilot

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

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

### Gemini CLI

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

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

### Windsurf (Devin Desktop)

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

### OpenCode

**Skills CLI (Vercel)**
```bash
npx skills add dylantarre/animation-principles --skill master -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/master/SKILL.md

## When to use it
- explain why animation principles work
- connect squash and stretch to motion perception
- compare pose-to-pose with straight ahead
- analyze how timing changes emotional impact
- teach the principles through visual psychology

## Example prompts
- Explain the philosophical basis of animation principles through human perception and storytelling.
- Compare pose-to-pose and straight ahead as two working philosophies.
- Analyze why staging and anticipation make an action easier to read.

## 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: 0f81d25d57ee70e5.

BEGIN THIRD-PARTY FILE 0f81d25d57ee70e5
```text
---
name: Animation Principles - Master
description: Use when someone seeks the philosophical foundation of animation principles, wants to understand why they work, or is at a teaching/mentorship level
---

# The Philosophy Behind the Principles

Masters don't just apply principles - they understand their origins in human perception and storytelling. This is animation as visual psychology.

## Why the Principles Work

### Squash and Stretch: Persistence of Vision
The eye blurs motion. Stretch simulates motion blur our brains expect. Squash simulates impact compression we've observed since infancy. We're matching internal neural predictions.

### Anticipation: Predictive Processing
Human brains constantly predict next moments. Anticipation feeds this system information, making action legible. Without it, perception lags behind action.

### Staging: Attentional Bandwidth
Humans have limited focal attention. Staging respects cognitive constraints. It's not artistic preference - it's information architecture for biological processors.

### Method Philosophy
Pose-to-pose: Animation as acting - clear intentions, deliberate choices. Straight ahead: Animation as discovery - emergent behavior, organic evolution. Both philosophies are valid worldviews.

### Follow Through: Physics as Metaphor
Objects with follow through feel like they exist in a world with rules. Rules create believability. Even cartoon physics must be internally consistent.

### Slow In/Out: Natural Motion Universals
Almost nothing in nature moves at constant velocity. Ease reflects universal physics. It's not stylistic - it's the visual signature of mass and energy.

### Arcs: Gravitational Truth
Pendulums, projectiles, limbs - rotation and gravity create curves. Arcs are motion's natural signature. Linear paths require explanation.

### Secondary Action: Cognitive Depth
Humans assess situations through multiple channels simultaneously. Secondary action mimics this richness. Single-channel communication feels impoverished.

### Timing: Emotional Chronometry
We feel time differently based on emotional state. Animation timing recreates these subjective time distortions. Fast isn't always fast - it's how fast *feels*.

### Exaggeration: Perceptual Compensation
Animation lacks the subconscious information of reality - smell, peripheral vision, lived context. Exaggeration compensates for this perceptual deficit.

### Solid Drawing: Haptic Memory
We've touched things our whole lives. Solid drawing activates this tactile memory. Flat drawings exist only visually; solid drawings exist in imagined space.

### Appeal: Evolved Attention
```
END THIRD-PARTY FILE 0f81d25d57ee70e5

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First 2631 of 3117 bytes. © dylantarre · MIT · https://github.com/dylantarre/animation-principles/tree/HEAD/skills/04-by-skill-level/master/SKILL.md

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