Animation Principles - Teaching Others — Claude Code skill: explain
Walks you through teaching the 12 animation principles to students, mentees or teammates: what to show first and where they usually get stuck.
npx skills add dylantarre/animation-principles --skill animation-principles---teaching-others -a claude-code
npx skills add dylantarre/animation-principles --skill teaching-others -a claude-codeWhat Animation Principles - Teaching Others does
The skill covers each of the 12 principles the same way: what to demonstrate first, the mistake learners make most often, and a one-line phrase that lands the idea. Squash and stretch gets the bouncing ball plus a clay demo, anticipation gets footage of real athletes, staging gets the silhouette test.
There is a suggested teaching order too. Start with timing and squash/stretch on the ball, layer in arcs and slow in/out, and save staging and appeal for later because they need visual vocabulary first. It is a coaching reference, not a lesson generator — you still run the session.
Handy if you mentor several people and keep repeating yourself. The key phrases are written out, so you can lift them into a conversation as they are.
What it helps with
- explain squash and stretch to a student who preserves shape instead of volume
- show the difference between straight ahead and pose to pose on the same action
- pick a follow through example so motion does not stop on a single frame
- set an order for teaching the principles from simple to complex
- explain why appeal matters even for a villain
Example prompts for the agent
- Help me explain anticipation to a student — what to show first and what they usually get wrong
- Build a lesson plan for the 12 animation principles aimed at beginners, starting with timing and squash and stretch
- My mentee animates in straight lines. How do I explain arcs?
How to install Animation Principles - Teaching Others
1Skills CLI (Vercel)
npx skills add dylantarre/animation-principles --skill animation-principles---teaching-others -a claude-codenpx skills add dylantarre/animation-principles --skill teaching-others -a claude-code2Manually: put the files in place
~/.claude/skills/teaching-others/SKILL.mdCopy the whole skill folder; for one project use .claude/skills/teaching-others/
1Skills CLI (Vercel)
npx skills add dylantarre/animation-principles --skill teaching-others -a codex2Manually: put the files in place
.agents/skills/teaching-others/SKILL.mdFor all projects use ~/.agents/skills/
1Skills CLI (Vercel)
npx skills add dylantarre/animation-principles --skill teaching-others -a cursor2Manually: put the files in place
.cursor/skills/teaching-others/SKILL.mdCursor also reads .agents/skills/ and .claude/skills/
1GitHub CLI
gh skill install dylantarre/animation-principles teaching-others2Manually: put the files in place
.github/skills/teaching-others/SKILL.md1Skills CLI (Vercel)
npx skills add dylantarre/animation-principles --skill teaching-others -a gemini-cli2Platform CLI
gemini skills install https://github.com/dylantarre/animation-principles --path skills/04-by-skill-level/teaching-othersManually: put the files in place
.devin/skills/teaching-others/SKILL.mdThe legacy .windsurf/skills/ path still works
Skills CLI (Vercel)
npx skills add dylantarre/animation-principles --skill teaching-others -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 Animation Principles - Teaching Others
How do I install Animation Principles - Teaching Others in Claude?
Run npx skills add dylantarre/animation-principles --skill animation-principles---teaching-others -a claude-code. The skill lands in ~/.claude/skills/teaching-others/SKILL.md.
What does Animation Principles - Teaching Others do?
It breaks down the 12 animation principles from a teaching angle: what to show first, the common confusion, and a phrase that explains the principle.
Where does the skill suggest starting?
With timing and squash/stretch on the bouncing ball. Arcs and slow in/out come next, and staging and appeal later.
Source text
SKILL.md · MIT
--- name: Animation Principles - Teaching Others description: Use when someone needs to explain animation principles to students, mentees, or team members at various skill levels --- # Teaching the 12 Principles Effectively Teaching animation principles requires meeting students where they are. Here's how to communicate each principle at different levels. ## Teaching Strategies by Principle ### 1. Squash and Stretch **Show first:** Bouncing ball exercise - universal, immediate, undeniable. **Common confusion:** Students preserve shape instead of volume. Use clay demonstration. **Key phrase:** "Volume stays the same, shape changes." ### 2. Anticipation **Show first:** Video of real athletes - every jump has a crouch. **Common confusion:** Making anticipation too large or too long. **Key phrase:** "The audience needs a heads-up." ### 3. Staging **Show first:** Silhouette test. If they can't read it as a shadow, it fails. **Common confusion:** Cluttering with detail before establishing clarity. **Key phrase:** "What's the ONE thing this frame says?" ### 4. Straight Ahead / Pose to Pose **Show first:** Same action animated both ways - compare results. **Common confusion:** Thinking one method is "correct." **Key phrase:** "Pose to pose for control, straight ahead for discovery." ### 5. Follow Through / Overlapping **Show first:** Slow-motion hair, fabric, tails. Nature demonstrates constantly. **Common confusion:** Everything stopping at the same frame. **Key phrase:** "Nothing stops at once. What's attached keeps going." ### 6. Slow In / Slow Out **Show first:** Push a heavy box versus a light one. Spacing changes. **Common confusion:** Even spacing (tweening syndrome). **Key phrase:** "More drawings where it slows, fewer where it's fast." ### 7. Arcs **Show first:** Trace hand during natural gesture - it curves. **Common confusion:** Mechanical point-to-point movement. **Key phrase:** "Almost everything curves. Straight lines are exceptions." ### 8. Secondary Action **Show first:** Walking while talking on phone - multiple layers. **Common confusion:** Secondary action competing with primary. **Key phrase:** "It adds flavor but shouldn't steal the show." ### 9. Timing **Show first:** Same action at 4, 8, 12, 24 frames - feel the difference. **Common confusion:** Defaulting to same timing for everything. **Key phrase:** "Timing is the acting. Same pose, different timing = different meaning." ### 10. Exaggeration **Show first:** Compare photo reference to Disney interpretation. **Common confusion:** Fear of pushing too far (more common than pushing too much). **Key phrase:** "Find reality, then push 20% past it." ### 11. Solid Drawing **Show first:** Turn a simple character 360 degrees. Volume must hold. **Common confusion:** Drawing symbols instead of forms. **Key phrase:** "Can you imagine walking around it?" ### 12. Appeal **Show first:** Character lineup - which ones do you want to watch? **Common confusion:** Thinking appeal means "pretty." **Key phrase:** "Appeal is magnetic. Even villains need it." ## Teaching Sequence Start with Timing + Squash/Stretch (bouncing ball). Add Arcs + Slow In/Out. Build complexity gradually. Staging and Appeal come later - they require visual vocabulary.
© dylantarre · MIT · dylantarre/animation-principles