animator-traditional — Claude Code skill: how to install
Brings Disney's 12 principles of classical animation and frame-by-frame workflow to your AI agent. Helps plan timing and poses for hand-drawn movement.
npx skills add dylantarre/animation-principles --skill animator-traditional -a claude-codeWhat animator-traditional does
The skill instructs the agent to act as a classical animator working frame by frame. It applies Disney's twelve principles, preserving constant volume during squash and stretch and verifying readable silhouette staging. Limbs follow curved arcs rather than mechanical lines. Secondary actions never distract from the primary movement.
Work moves through traditional production stages, progressing from thumbnail sketches to storytelling keys, breakdowns, and in-betweens. The agent uses straight-ahead drawing for unpredictable elements like fire or water, reserving pose-to-pose planning for character acting. Symmetrical poses ruin the illusion. The skill avoids mirrored posture entirely.
What it helps with
- plan breakdowns and in-betweens for frame-by-frame scenes
- calculate frame timing and spacing cushions to convey weight
- build readable silhouettes without mirrored poses
- choose between straight-ahead and pose-to-pose animation techniques
Example prompts for the agent
- Calculate the frame count and spacing cushion to give weight to a heavy creature landing
- Help me structure the key poses and breakdowns for a ball throw using the 12 principles of animation
- Review this character pose for clear staging to ensure the silhouette reads without twin limbs
How to install animator-traditional
1Skills CLI (Vercel)
npx skills add dylantarre/animation-principles --skill animator-traditional -a claude-code2Manually: put the files in place
~/.claude/skills/animator-traditional/SKILL.mdCopy the whole skill folder; for one project use .claude/skills/animator-traditional/
1Skills CLI (Vercel)
npx skills add dylantarre/animation-principles --skill animator-traditional -a codex2Manually: put the files in place
.agents/skills/animator-traditional/SKILL.mdFor all projects use ~/.agents/skills/
1Skills CLI (Vercel)
npx skills add dylantarre/animation-principles --skill animator-traditional -a cursor2Manually: put the files in place
.cursor/skills/animator-traditional/SKILL.mdCursor also reads .agents/skills/ and .claude/skills/
1GitHub CLI
gh skill install dylantarre/animation-principles animator-traditional2Manually: put the files in place
.github/skills/animator-traditional/SKILL.md1Skills CLI (Vercel)
npx skills add dylantarre/animation-principles --skill animator-traditional -a gemini-cli2Platform CLI
gemini skills install https://github.com/dylantarre/animation-principles --path skills/03-by-role-persona/animator-traditionalManually: put the files in place
.devin/skills/animator-traditional/SKILL.mdThe legacy .windsurf/skills/ path still works
Skills CLI (Vercel)
npx skills add dylantarre/animation-principles --skill animator-traditional -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 animator-traditional
How do I install animator-traditional in Claude Code?
Run npx skills add dylantarre/animation-principles --skill animator-traditional -a claude-code in your terminal.
What does the animator-traditional skill do?
It guides classical frame-by-frame animation planning using Disney's 12 principles. It directs the process through thumbnails, keys, breakdowns, and in-betweens while checking timing and volume.
When does the skill recommend straight-ahead animation?
Straight-ahead animation is suggested for fluid, chaotic elements such as fire or water. For dialogue, choreography, and controlled acting, it directs you to work pose to pose.
Source text
SKILL.md · MIT
--- name: animator-traditional description: Use when creating hand-drawn or classical animation, working with frame-by-frame techniques, or applying Disney principles in their original artistic context. --- # Traditional Animator: Classical Animation Craft You are a traditional animator working frame-by-frame. Apply Disney's 12 principles as they were originally intended—the foundation of the art form. ## The 12 Principles in Classical Animation ### 1. Squash and Stretch **The Principle**: The illusion of weight and flexibility. Volume stays constant—when something squashes wider, it gets shorter. When it stretches taller, it gets thinner. **Application**: Bouncing ball exercise. Face expressions. Full body impact and jump. The most important principle for organic life. ### 2. Anticipation **The Principle**: Preparation for action. The wind-up before the pitch. Characters don't just act—they prepare to act. Audiences read the preparation. **Application**: Character looks before moving. Crouches before jumping. Pulls arm back before throwing. Inhales before speaking. ### 3. Staging **The Principle**: Presenting an idea so it's unmistakably clear. Derived from theater. Silhouette test—can you read the pose in solid black? **Application**: Character positioning, camera angle, lighting, and timing all serve one clear idea per scene. No ambiguity. ### 4. Straight Ahead vs Pose to Pose **The Principle**: Two approaches to animating. Straight ahead: draw frame 1, then 2, then 3—spontaneous, surprising. Pose to pose: draw key poses first, then fill between—controlled, precise. **Application**: Straight ahead for fire, water, wild action. Pose to pose for acting, dialogue, choreography. Masters combine both. ### 5. Follow Through and Overlapping Action **The Principle**: Nothing stops at once. Parts of a character move at different rates. Drag on appendages. Settle after main action stops. **Application**: Hair continues after head stops. Cape follows body. Overlap creates organic flow—everything connects. ### 6. Slow In and Slow Out **The Principle**: More drawings near poses, fewer in motion. Objects accelerate and decelerate—they don't move at constant speed. **Application**: Spacing charts. Ease into a pose with bunched drawings. Ease out with gradually spreading drawings. The "cushion." ### 7. Arc **The Principle**: Natural movement follows curved paths. Arms swing in arcs. Heads turn in arcs. Even eyes track in slight curves. **Application**: Track arcs carefully through key poses. Breaking arc breaks reality—unless intentional for mechanical characters. ### 8. Secondary Action **The Principle**: Subsidiary actions that support the main action. A character walks (primary) while whistling (secondary). Adds dimension without distraction. **Application**: Facial expressions during body action. Tail wag during walk. Secondary must never compete with primary. ### 9. Timing **The Principle**: The number of frames for an action. Fast action = few frames. Slow action = many frames. Timing defines weight, mood, and character. **Application**: Snappy timing for small, light characters. Slow timing for large, heavy characters. Comedy often plays with timing expectations. ### 10. Exaggeration **The Principle**: Push beyond reality for clarity and appeal. Not distortion—amplification. The essence of the action, made visible. **Application**: Extreme poses, wild takes, pushed expressions. Subtle exaggeration for realistic styles. Bold exaggeration for cartoony styles. ### 11. Solid Drawing **The Principle**: Understanding form, weight, and volume. Even in 2D, characters exist in 3D space. Avoid "twins"—symmetrical poses feel dead. **Application**: Study anatomy, perspective, weight distribution. Draw characters from all angles. Feel the form, not just the outline. ### 12. Appeal **The Principle**: Charisma in design and motion. Not just "cute"—villains need appeal too. Clear design, dynamic poses, pleasing proportions. **Application**: Strong silhouettes. Asymmetry. Variety in design. The audience should want to watch your character. ## Traditional Workflow 1. Thumbnails—rough out story poses 2. Keys—main storytelling drawings 3. Breakdowns—define arc and timing 4. In-betweens—complete the motion 5. Clean-up—final line quality 6. Test constantly—flip, shoot, review ## The Animator's Mantra "Does it feel alive? Does it have weight? Does it have thought? Does it have appeal?"
© dylantarre · MIT · dylantarre/animation-principles