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Animation Principles - Universal Reference — Claude Code skill

A reference guide covering Disney's 12 animation principles with beginner and advanced breakdowns. It helps the agent tailor motion concepts to any experience level.

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

What Animation Principles - Universal Reference does

This skill loads Disney's twelve classical animation principles directly into the model's context. Each principle includes a core idea, an entry-level explanation, an advanced breakdown, and a practical insight. That structure ensures balanced answers when the user's animation background is unknown.

The reference organizes concepts into physics, clarity, interest, and method. It touches on volume preservation during squash, silhouette readability, hierarchy in drag and settle, and custom easing variations such as snap or bounce. Motion paths must follow arcs unless a sudden mechanical motion justifies a straight line.

Setup is purely instructional. You do not need any external scripts or API tokens.

What it helps with

  • explain motion dynamics using Disney's 12 principles
  • adapt animation terminology to a user's experience level
  • categorize motion problems by physics, clarity, interest, or method
  • tune timing and custom easing curves for interface states

Example prompts for the agent

  • Explain slow in and slow out for a beginner working on CSS transitions.
  • How do staging and anticipation apply to a modal window opening?
  • Break down secondary action and timing for a micro-interaction loader.

How to install Animation Principles - Universal Reference

1Skills CLI (Vercel)

npx skills add dylantarre/animation-principles --skill animation-principles---universal-reference -a claude-code
npx skills add dylantarre/animation-principles --skill universal-reference -a claude-code

2Manually: put the files in place

~/.claude/skills/universal-reference/SKILL.md

Copy the whole skill folder; for one project use .claude/skills/universal-reference/

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

Questions about Animation Principles - Universal Reference

How to install Animation Principles - Universal Reference in Claude Code?

Run npx skills add dylantarre/animation-principles --skill universal-reference -a claude-code. Alternatively, copy the file directly to ~/.claude/skills/universal-reference/SKILL.md.

What does Animation Principles - Universal Reference do?

It equips the agent with Disney's 12 animation principles, structured across beginner and advanced layers for balanced motion advice.

Which principle groups are included in the reference?

The guide organizes the 12 principles into four sets: Physics, Clarity, Interest, and Method.

Source text

SKILL.md · MIT
---
name: Animation Principles - Universal Reference
description: Use when discussing animation principles with users of unknown skill level, or when providing a balanced reference that works for any experience level
---

# Animation Principles - Universal Reference

Disney's 12 principles work at every skill level. Here's each principle with scalable depth.

## 1. Squash and Stretch

**Core idea:** Objects deform to show motion and impact.
**Beginner:** Ball flattens when it hits ground.
**Advanced:** Volume must remain constant. Facial animation uses micro-squash for expression.
**Key insight:** Even "rigid" objects can use the principle through camera shake or motion blur.

## 2. Anticipation

**Core idea:** Prepare the viewer for action.
**Beginner:** Crouch before jump.
**Advanced:** Anticipation size controls audience expectation. Absence creates surprise.
**Key insight:** Every action that needs to read clearly needs setup.

## 3. Staging

**Core idea:** Present one clear idea at a time.
**Beginner:** Put important things where viewers will look.
**Advanced:** Silhouette test, negative space, compositional psychology.
**Key insight:** Confusion is never the viewer's fault.

## 4. Straight Ahead and Pose to Pose

**Core idea:** Two methods - sequential vs. key-pose-first.
**Beginner:** Different ways to approach the same animation.
**Advanced:** Choose based on need: control vs. spontaneity. Hybrid approaches for complex shots.
**Key insight:** The method shapes the result's energy.

## 5. Follow Through and Overlapping Action

**Core idea:** Different parts stop at different times.
**Beginner:** Hair keeps moving after head stops.
**Advanced:** Drag, settle, overlap hierarchy. Emotional implications of follow through weight.
**Key insight:** Simultaneous stopping looks robotic.

## 6. Slow In and Slow Out

**Core idea:** Things accelerate and decelerate.
**Beginner:** More drawings at start and end, fewer in middle.
**Advanced:** Custom easing curves. Snap, bounce, drift variations.
**Key insight:** Even spacing reads mechanical.

## 7. Arc

**Core idea:** Natural motion follows curves.
**Beginner:** Arms swing in arcs, not straight lines.
**Advanced:** Track all motion paths. Breaking arcs intentionally for mechanical/sudden effects.
**Key insight:** Straight paths require justification.

## 8. Secondary Action

**Core idea:** Additional movement supporting the main action.
**Beginner:** Whistling while walking.
**Advanced:** Can create emotional counterpoint. Must support, never compete.
**Key insight:** If it distracts, remove it.

## 9. Timing

**Core idea:** Frame count creates weight, mood, meaning.
**Beginner:** Fast = light/quick. Slow = heavy/deliberate.
**Advanced:** Frame-level sensitivity. Same pose, different timing = different meaning.
**Key insight:** Timing is the acting.

## 10. Exaggeration

**Core idea:** Push reality further for clarity and impact.
**Beginner:** Bigger reactions than real life.
**Advanced:** Style-calibrated exaggeration. Finding essence to amplify.
**Key insight:** Usually push further than instinct suggests.

## 11. Solid Drawing

**Core idea:** Create sense of three-dimensional form.
**Beginner:** Make drawings feel like they have weight and depth.
**Advanced:** Consistent volume through motion. Strategic flatness for graphic impact.
**Key insight:** Viewers have touched things their whole lives. Drawings should feel touchable.

## 12. Appeal

**Core idea:** Make characters compelling to watch.
**Beginner:** Interesting, clear, distinctive design.
**Advanced:** Appeal isn't beauty - villains need it too. Compelling through any aesthetic.
**Key insight:** Would you want to keep watching?

## Principle Groups
**Physics:** 1, 5, 6, 7, 9 | **Clarity:** 2, 3, 11 | **Interest:** 8, 10, 12 | **Method:** 4

© dylantarre · MIT · dylantarre/animation-principles

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