character-appeal — Claude Code skill: what it does, how to install
Applies animation principles to craft distinct character traits and movement styles. Useful for animators and game creators.
npx skills add dylantarre/animation-principles --skill character-appeal -a claude-codeWhat character-appeal does
This skill guides the agent to evaluate character design through a casting director's perspective. It translates twelve traditional animation principles into character psychology. Movement communicates inner thoughts. Exaggeration amplifies defining traits. Secondary actions like fidgeting make figures believable.
The workflow has distinct stages. You define three primary personality traits, then translate them into physical motions and rhythm. If a character looks generic, the guide directs the model to push asymmetry and sharpen the silhouette.
This is a conceptual framework, not an automated 3D rig exporter. You still need to implement the resulting poses and keyframes in your own engine or animation software.
What it helps with
- turn abstract personality traits into signature physical gestures
- fix bland silhouettes with asymmetry and clear staging
- define individual movement rhythms and walking styles
- diagnose why an animated character fails to connect with viewers
Example prompts for the agent
- Define a walk cycle and resting pose for an anxious apprentice using character-appeal
- Our villain feels generic, suggest distinct timing habits and asymmetric silhouettes
- Convert three personality traits of a companion character into secondary actions
How to install character-appeal
1Skills CLI (Vercel)
npx skills add dylantarre/animation-principles --skill character-appeal -a claude-code2Manually: put the files in place
~/.claude/skills/character-appeal/SKILL.mdCopy the whole skill folder; for one project use .claude/skills/character-appeal/
1Skills CLI (Vercel)
npx skills add dylantarre/animation-principles --skill character-appeal -a codex2Manually: put the files in place
.agents/skills/character-appeal/SKILL.mdFor all projects use ~/.agents/skills/
1Skills CLI (Vercel)
npx skills add dylantarre/animation-principles --skill character-appeal -a cursor2Manually: put the files in place
.cursor/skills/character-appeal/SKILL.mdCursor also reads .agents/skills/ and .claude/skills/
1GitHub CLI
gh skill install dylantarre/animation-principles character-appeal2Manually: put the files in place
.github/skills/character-appeal/SKILL.md1Skills CLI (Vercel)
npx skills add dylantarre/animation-principles --skill character-appeal -a gemini-cli2Platform CLI
gemini skills install https://github.com/dylantarre/animation-principles --path skills/02-by-thinking-style/character-appealManually: put the files in place
.devin/skills/character-appeal/SKILL.mdThe legacy .windsurf/skills/ path still works
Skills CLI (Vercel)
npx skills add dylantarre/animation-principles --skill character-appeal -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 character-appeal
How do I install character-appeal in Claude Code?
Run npx skills add dylantarre/animation-principles --skill character-appeal -a claude-code. The skill file will be saved to ~/.claude/skills/character-appeal/SKILL.md.
What does character-appeal do?
It applies core animation principles to character design. The agent uses clear silhouettes, body language, and custom timing to ensure characters project empathy and clear intentions.
How does the skill fix generic characters?
It instructs the agent to exaggerate distinguishing traits, add involuntary secondary gestures, break symmetry in poses, and establish a distinct tempo from other figures.
Source text
SKILL.md · MIT
--- name: character-appeal description: Use when creating or animating characters that need to connect with audiences—hero protagonists, memorable villains, lovable sidekicks, or any figure that must have personality and presence. --- # Character Appeal Think like a casting director watching auditions. Appeal isn't just "cute"—it's magnetic. Characters must demand attention, invite empathy, and feel uniquely themselves. ## Core Mental Model Before animating any character, ask: **Why would anyone want to watch this person?** Appeal is the quality that makes audiences invest. It's not prettiness—villains have appeal. It's the sense that this character is worth following. Their movement reveals their soul. ## The 12 Principles Through Personality **Appeal** — The principle itself. Design and motion that invites connection. Clear silhouette. Readable expression. Movement that expresses inner life. Characters you remember. **Solid Drawing** — Characters must have dimensional presence. They need to feel like they could be picked up, like they have weight and mass. Solidity creates believability. **Exaggeration** — Personality pushed to clarity. A cautious character is *extremely* cautious in movement. A bold character moves with *unmistakable* confidence. Amplify defining traits. **Staging** — Present characters for maximum impact. Their best angles, their clearest poses. Give them their spotlight moment. Staging serves character. **Anticipation** — Character-specific preparation. How does *this particular character* wind up for action? A nervous character anticipates differently than a confident one. **Timing** — Personal tempo. Every character has their own natural rhythm. Quick and anxious. Slow and deliberate. Timing is personality in motion. **Secondary Action** — Habits and quirks. The gestures a character does without thinking. A hair-twirl, a nose-scratch, a weight-shift. Secondary actions individualize. **Follow Through & Overlapping Action** — Physical personality. Heavy characters settle differently than light ones. Hair and clothing respond to how the character moves. **Squash & Stretch** — Elasticity of personality. Rigid characters barely squash. Flexible personalities stretch easily. The body type reflects the inner type. **Arcs** — Personal movement quality. Graceful characters move in flowing arcs. Aggressive characters have sharp direction changes. The shape of motion is character. **Slow In & Slow Out** — Energy signature. How does this character accelerate and decelerate? Gentle easing or snappy action? Each character has their own physics. **Straight Ahead & Pose to Pose** — Character work often benefits from straight ahead exploration to find unexpected personality moments, then pose-to-pose refinement for clarity. ## Practical Application **Appeal Elements:** - Recognizable silhouette: Know who it is from shape alone - Asymmetry: Perfect symmetry feels dead - Contrast: Big/small, round/angular, fast/slow - Specificity: Unique details over generic design - Relatability: Something the audience recognizes in themselves **Character Movement Questions:** - How does this character walk? (Swagger? Shuffle? March?) - How do they use their hands when talking? - What's their resting pose? - How do they react to surprise? Anger? Joy? - What movement do they do that no other character does? **Building Character Through Motion:** 1. Define three core personality traits 2. Find the physical expression of each trait 3. Establish signature gestures 4. Determine personal timing/tempo 5. Create contrast with other characters When character feels "generic": 1. Push distinguishing traits further 2. Add specific secondary action habits 3. Develop personal timing distinct from others 4. Find asymmetry in poses and movement When character feels "unappealing": 1. Clarify silhouette 2. Add vulnerability or desire 3. Ensure actions are motivated 4. Create moments of recognition **Types of Appeal:** - Sympathetic: We want to protect them - Aspirational: We want to be them - Fascinating: We can't look away - Comedic: They make us laugh - Menacing: They thrill us with danger ## The Golden Rule **Appeal is the promise that this character is worth your time.** Every motion should reveal who they are. Characters aren't moving puppets—they're people. Give them souls, and audiences will follow them anywhere.
© dylantarre · MIT · dylantarre/animation-principles