exaggeration-mastery — Claude Code skill: how far to push animation
A skill that helps you decide how far to push motion past realism so key moments land on screen.
npx skills add dylantarre/animation-principles --skill exaggeration-mastery -a claude-codeWhat exaggeration-mastery does
The skill lays out an exaggeration spectrum: subtle at 1.1-1.2x for corporate contexts, moderate at 1.3-1.5x for consumer products, bold at 1.6-2x for games and playful work, theatrical beyond that. For each level it lists what to push — poses, timing, spacing, squash and stretch, arcs, expression — and what to leave alone. Proportions during motion, inconsistent physics for the same object, and pushing everything equally are all called out as mistakes.
There is a five-step calibration method: start with realistic motion, name the quality you want to communicate, push it by 50%, judge whether it reads as true or cartoonish, then adjust. The default heuristic is 10-20% exaggeration for professional contexts and 30-50% for consumer or entertainment work.
Where it earns its keep is when animation feels stiff and you cannot tell whether the fix is more energy or less. The restraint paradox is the useful part: push until it is clearly too much, then pull back 20%. Internal consistency matters more than the exact number — if one element is pushed 30%, related elements should move proportionally, or the result reads as sloppy.
What it helps with
- pick an exaggeration level that fits a serious enterprise UI
- make button and transition micro-interactions feel alive
- amplify success states without going cartoonish
- push hit reactions and knockback in a game
- keep exaggeration consistent across related elements
Example prompts for the agent
- review the modal animation — is the spring overshooting too much?
- pick an exaggeration level for a mobile onboarding flow
- check whether the card and tooltip timings are consistent
How to install exaggeration-mastery
1Skills CLI (Vercel)
npx skills add dylantarre/animation-principles --skill exaggeration-mastery -a claude-code2Manually: put the files in place
~/.claude/skills/exaggeration-mastery/SKILL.mdCopy the whole skill folder; for one project use .claude/skills/exaggeration-mastery/
1Skills CLI (Vercel)
npx skills add dylantarre/animation-principles --skill exaggeration-mastery -a codex2Manually: put the files in place
.agents/skills/exaggeration-mastery/SKILL.mdFor all projects use ~/.agents/skills/
1Skills CLI (Vercel)
npx skills add dylantarre/animation-principles --skill exaggeration-mastery -a cursor2Manually: put the files in place
.cursor/skills/exaggeration-mastery/SKILL.mdCursor also reads .agents/skills/ and .claude/skills/
1GitHub CLI
gh skill install dylantarre/animation-principles exaggeration-mastery2Manually: put the files in place
.github/skills/exaggeration-mastery/SKILL.md1Skills CLI (Vercel)
npx skills add dylantarre/animation-principles --skill exaggeration-mastery -a gemini-cli2Platform CLI
gemini skills install https://github.com/dylantarre/animation-principles --path skills/11-by-principle-focus/exaggeration-masteryManually: put the files in place
.devin/skills/exaggeration-mastery/SKILL.mdThe legacy .windsurf/skills/ path still works
Skills CLI (Vercel)
npx skills add dylantarre/animation-principles --skill exaggeration-mastery -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 exaggeration-mastery
How do I install exaggeration-mastery in Claude?
Run npx skills add dylantarre/animation-principles --skill exaggeration-mastery -a claude-code. The skill lands in ~/.claude/skills/exaggeration-mastery/SKILL.md.
What does exaggeration-mastery do?
It helps you choose how far to push motion beyond realism and explains which animation properties are worth exaggerating and which are not.
How is it different from squash-and-stretch?
Squash and stretch is treated here as the main vehicle for exaggeration: the amount of deformation sets how cartoony the motion feels.
Source text
SKILL.md · MIT
--- name: exaggeration-mastery description: Use when determining how far to push motion beyond realism, calibrating animation intensity for context, or making key moments register with audiences. --- # Exaggeration Mastery ## The Truth Beyond Realism Exaggeration isn't about making things unrealistic—it's about making things feel true. A perfect photographic copy of motion often feels dead on screen. Animation requires pushing beyond literal reality to capture the essence of movement, emotion, and intent. ## Core Theory **The camera lies**: Film loses dimension, haptic feedback, and environmental immersion. What reads clearly in real life often flattens on screen. Exaggeration compensates for this loss. **Essence over accuracy**: Exaggeration distills motion to its essential quality. A sad slump becomes sadder. A joyful leap becomes more joyful. The caricature captures truth the photograph misses. ## The Exaggeration Spectrum **Subtle (1.1-1.2x)**: Corporate, serious contexts. Motion feels polished but grounded. **Moderate (1.3-1.5x)**: Consumer products, friendly brands. Motion feels alive and engaging. **Bold (1.6-2x)**: Entertainment, games, playful contexts. Motion has personality and energy. **Theatrical (2x+)**: Cartoons, comedy, stylized work. Motion defines the reality. ## What to Exaggerate **Poses**: Push silhouettes further than comfortable. If a lean feels like 15°, make it 20°. **Timing**: Compress fast actions further, extend holds longer. **Spacing**: Increase contrast between fast and slow phases. **Squash/stretch**: Push deformation beyond physical limits. **Arcs**: Sweep paths wider than strict physics suggests. **Expression**: Amplify emotional poses and reactions. ## What NOT to Exaggerate **Proportions during motion**: Unless the style supports it, characters shouldn't distort **Physical laws differently for same object**: Stay internally consistent **Everything equally**: Exaggeration needs contrast with restraint ## Interaction with Other Principles **Squash/stretch is exaggeration's primary vehicle**: How much deformation defines how cartoony the motion feels. **Timing exaggeration shapes genre**: Snappy timing = comedy; held timing = drama. **Anticipation often gets exaggerated**: Big wind-ups before small actions (comedy), or tiny wind-ups before big actions (surprise). **Staging guides what gets exaggerated**: Primary action gets more; secondary stays restrained. ## Domain Applications ### UI/Motion Design - **Micro-interactions**: 1.1-1.3x (bounces slightly bouncier, scales slightly larger) - **Celebrations**: 1.5-2x (confetti, badges, success states) - **Error states**: Subtle exaggeration draws attention without alarm - **Onboarding**: Moderately exaggerated to teach interaction patterns ### Character Animation - **Acting for camera**: Stage-level expression, not naturalistic - **Action sequences**: Physics-defying moves that read clearly - **Comedy**: Extreme exaggeration is the language of humor - **Drama**: Restrained exaggeration for believable intensity ### Motion Graphics - **Brand personality**: Exaggeration level defines visual voice - **Data visualization**: Subtle overshoot aids comprehension - **Kinetic typography**: Exaggerated movement adds emphasis ### Game Feel - **Jump arcs**: Exaggerated apex hang time - **Hit reactions**: Over-the-top knockback for satisfaction - **Abilities**: Exaggerated wind-up and release - **Feedback**: Bigger than realistic responses to player action ## Common Mistakes 1. **Under-exaggeration**: Motion feels stiff, lifeless, timid 2. **Over-exaggeration for context**: Cartoon motion in serious enterprise software 3. **Inconsistent exaggeration**: Some elements pushed, others realistic—creates dissonance 4. **Exaggerating the wrong thing**: Pushing secondary action while primary stays flat ## The Restraint Paradox The best exaggeration is invisible. Push motion until it's clearly too much, then pull back 20%. The audience should feel the energy without consciously thinking "that's exaggerated." ## Context Calibration Method 1. Start with realistic motion 2. Identify the key quality to communicate (weight, speed, joy, impact) 3. Push that quality by 50% 4. Evaluate if it reads as "true" or "cartoonish" 5. Adjust until it feels right for context ## Implementation Heuristic Default to 10-20% exaggeration for professional contexts, 30-50% for consumer/entertainment. Always maintain internal consistency—if one element is pushed 30%, related elements should be proportionally pushed. Exaggeration without intention is just sloppiness; purposeful exaggeration is artistry.
© dylantarre · MIT · dylantarre/animation-principles