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arc-mastery — Claude Code skill: curved motion paths

A skill about arcs in animation: why straight lines read as mechanical and how to build curved paths for UI, characters and games.

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

What arc-mastery does

The skill covers the natural path principle. Almost all organic movement follows a curve: arms swing in arcs, heads turn around a pivot, thrown objects travel parabolas. Straight-line motion looks mechanical right away, because biology has no rails.

Inside you get the theory plus a breakdown of arc types: circular around one pivot, parabolic under gravity, S-curves through several joints, and figure-8 patterns. A separate section handles the pivot chain — the shoulder rotates, the elbow travels an arc, the wrist traces a compound curve. Domain applications cover page transitions, menu expansion, swipe follow-through, walk cycles, projectile physics and camera paths. The closing heuristic: add a control point offset perpendicular to the direct line, closer to the start for ease-out and closer to the end for ease-in. It suggests starting at 10-20% of travel distance for a subtle feel, 30-50% for sweeping motion.

In 3D the arc has to read from the camera. A perfect curve in world space can look straight or even reversed from certain angles, so verify the path from the final view rather than the viewport.

What it helps with

  • remove the mechanical feel from page transitions
  • build a parabolic path for a thrown object
  • link shoulder, elbow and wrist arcs into one chain
  • set a camera path for a cinematic move
  • fix default straight-line interpolation

Example prompts for the agent

  • check this character path against arc-mastery, the arc looks straight
  • make the notification slide in on a curve, not a straight line
  • walk me through the walk cycle using the arc principle

How to install arc-mastery

1Skills CLI (Vercel)

npx skills add dylantarre/animation-principles --skill arc-mastery -a claude-code

2Manually: put the files in place

~/.claude/skills/arc-mastery/SKILL.md

Copy the whole skill folder; for one project use .claude/skills/arc-mastery/

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

Questions about arc-mastery

How do I install arc-mastery in Claude?

Run npx skills add dylantarre/animation-principles --skill arc-mastery -a claude-code. The skill file then lives at ~/.claude/skills/arc-mastery/SKILL.md.

What does arc-mastery do?

It explains the arc principle in animation: curve types, the pivot chain, applications in UI, character work and games, plus common mistakes such as symmetric arcs and straight-line interpolation.

Does the skill work for 3D projects?

Yes, with one caveat: the arc must read from the final camera. A perfect curve in world space can look straight or reversed from some angles, so check it from the camera view.

Source text

SKILL.md · MIT
---
name: arc-mastery
description: Use when designing motion paths, character movement trajectories, gesture animations, or any motion that should feel natural rather than robotic.
---

# Arc Mastery

## The Natural Path Principle

Almost all natural movement follows curved paths. Arms swing in arcs. Heads turn on arcs. Thrown objects travel parabolic arcs. When animation moves in straight lines, it immediately feels mechanical and artificial. Arcs are the signature of organic motion.

## Core Theory

**Anatomical basis**: Bodies are systems of hinges and pivots. When a joint rotates, everything attached to it moves in an arc centered on that joint. Straight lines require mechanical rails—biology doesn't have those.

**Physics basis**: Gravity creates parabolic curves on projectiles. Momentum creates curved paths when direction changes. Straight-line direction changes require infinite force.

## Arc Types

**Circular arcs**: Pure rotation around a single pivot (pendulum, door swing)
**Parabolic arcs**: Projectile motion under gravity (jumps, throws)
**S-curves**: Complex motion through multiple pivots (whip crack, spine movement)
**Figure-8 patterns**: Continuous flowing motion (hips during walk, flowing cloth)

## The Pivot Chain

Understanding arcs requires understanding pivot hierarchies:
- Shoulder rotates → elbow travels an arc
- Elbow rotates → wrist travels a compound arc
- Wrist rotates → fingertips travel triple-compound arcs

Each joint adds complexity to the motion path of everything downstream.

## Interaction with Other Principles

**Follow through follows arcs**: Appendages settle along curved paths, not straight returns.

**Anticipation creates arc initiation**: The wind-up often establishes the arc's direction.

**Timing affects arc perception**: Fast motion through arcs needs exaggerated curves to read clearly.

**Overlapping action creates offset arcs**: Secondary elements trace their own arc patterns behind the primary.

## Domain Applications

### UI/Motion Design
- **Page transitions**: Elements should enter/exit on curved paths, not straight slides
- **Menu expansions**: Items fan out on arcs from origin point
- **Gesture responses**: Swipe follow-through curves naturally
- **Notification entries**: Slight arc on slide-in prevents robotic feel
- **Dragging**: Release trajectories should curve based on velocity vector

### Character Animation
- **Walk cycles**: Every limb segment traces arcs; hips follow figure-8
- **Head turns**: Chin traces arc, doesn't translate linearly
- **Arm gestures**: Hand paths curve even during "straight" pointing
- **Jumping**: Parabolic body path with internal rotation arcs

### Motion Graphics
- **Logo reveals**: Elements following arc paths feel choreographed, not random
- **Text animation**: Letter paths curving adds elegance
- **Infographic builds**: Data points connecting along arcs creates flow

### Game Design
- **Projectile physics**: True parabolic arcs for believable ballistics
- **Character controllers**: Turn animations following arcs prevent pivot-in-place
- **Camera movement**: Arc-based camera paths feel cinematic

## Common Mistakes

1. **Straight-line interpolation**: Default animation software behavior—must be corrected manually
2. **Inconsistent arc centers**: Motion arcs should have logical pivot points
3. **Symmetric arcs**: Natural arcs are often asymmetric (fast one way, slow return)
4. **Flat arcs on fast motion**: Quick movements need exaggerated arcs to register

## The 3D Arc Challenge

In 3D, arcs must read from camera view. A perfect arc in world space may look straight or even reversed from certain angles. Always verify arc readability from final camera.

## Arc Drawing Technique

Traditional method: Draw through the motion path with a single stroke. If your pencil naturally curves, the arc is working. If you must consciously redirect, the motion is likely too linear.

## Implementation Heuristic

For any point-to-point motion: add a control point to create a curve. The control point should be offset perpendicular to the direct line, placed closer to the start for ease-out feeling, closer to end for ease-in. For complex motions, trace the intended path first—if it's not curved, it needs work.

Default arc height: 10-20% of travel distance for subtle organic feel, 30-50% for dramatic sweeping motion.

© dylantarre · MIT · dylantarre/animation-principles

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