physics-intuition — Claude Code skill: believable motion physics
An animation skill that makes agent-generated motion feel weighted: falls, jumps, collisions and inertia.
npx skills add dylantarre/animation-principles --skill physics-intuition -a claude-codeWhat physics-intuition does
The skill hands the agent a physicist's mental model: every object has mass, every motion has cause and consequence. Before animating, the agent asks what the thing weighs and builds the motion from that answer. A feather and a bowling ball both fall, but they tell different stories, and the viewer should feel the difference without analysing it.
Inside is a walkthrough of the twelve animation principles read through physics: squash & stretch, timing, slow in & slow out, arcs, secondary action, follow through and overlapping action, anticipation, exaggeration, staging, straight ahead and pose to pose, solid drawing, appeal. There is also a practical section on what to change when motion reads as floaty or stiff. Floaty: more ease-in at the start, stronger ease-out at stops, settling oscillations, secondary elements that lag. Stiff: squash at impact points, stretch during fast movement, arcs in every trajectory, body parts arriving at different times.
The rule the skill keeps returning to: audiences don't analyse physics, they feel it. Accuracy is not the goal, believability is. Sometimes breaking physics on purpose, like hanging in mid-air before a fall, lands harder than obeying it. Worth remembering when you are fixing generated animation and can't say why it fails to convince.
What it helps with
- make a falling object read as genuinely heavy
- remove floatiness from a character's motion
- add lag to hair and clothing behind the body
- break an impact into squash and stretch
- replace a straight-line path with an arc
Example prompts for the agent
- the character jumps and lands — make the landing heavy with squash at the impact point
- the ball animation looks weightless, add ease-in at the start and settling oscillations at the stop
- the arm moves in a straight line and looks robotic, put it on a pendulum arc from the shoulder
How to install physics-intuition
1Skills CLI (Vercel)
npx skills add dylantarre/animation-principles --skill physics-intuition -a claude-code2Manually: put the files in place
~/.claude/skills/physics-intuition/SKILL.mdCopy the whole skill folder; for one project use .claude/skills/physics-intuition/
1Skills CLI (Vercel)
npx skills add dylantarre/animation-principles --skill physics-intuition -a codex2Manually: put the files in place
.agents/skills/physics-intuition/SKILL.mdFor all projects use ~/.agents/skills/
1Skills CLI (Vercel)
npx skills add dylantarre/animation-principles --skill physics-intuition -a cursor2Manually: put the files in place
.cursor/skills/physics-intuition/SKILL.mdCursor also reads .agents/skills/ and .claude/skills/
1GitHub CLI
gh skill install dylantarre/animation-principles physics-intuition2Manually: put the files in place
.github/skills/physics-intuition/SKILL.md1Skills CLI (Vercel)
npx skills add dylantarre/animation-principles --skill physics-intuition -a gemini-cli2Platform CLI
gemini skills install https://github.com/dylantarre/animation-principles --path skills/02-by-thinking-style/physics-intuitionManually: put the files in place
.devin/skills/physics-intuition/SKILL.mdThe legacy .windsurf/skills/ path still works
Skills CLI (Vercel)
npx skills add dylantarre/animation-principles --skill physics-intuition -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 physics-intuition
How do I install physics-intuition in Claude?
Run npx skills add dylantarre/animation-principles --skill physics-intuition -a claude-code. The skill lands at ~/.claude/skills/physics-intuition/SKILL.md.
What does physics-intuition do?
It gives the agent a model of weight and inertia for animation: how objects fall, how heavy and light bodies brake, where squash and arcs belong. It also lists fixes for floaty and stiff motion.
Which platforms does the skill support?
Claude, Codex, Cursor, GitHub Copilot, Gemini CLI and OpenCode. Each platform has its own install command and its own SKILL.md path.
Source text
SKILL.md · MIT
--- name: physics-intuition description: Use when motion needs to feel physically grounded—objects falling, characters jumping, things colliding, or any element that should obey believable weight and momentum. --- # Physics Intuition Think like a physicist watching the world move. Every object has mass. Every motion has cause and consequence. ## Core Mental Model Before animating anything, ask: **What does this weigh?** A feather and a bowling ball both fall, but they tell completely different stories. Your job is to make the audience *feel* that weight without thinking about it. ## The 12 Principles Through Physics **Squash & Stretch** — Mass is conserved. When something compresses, it must bulge. A bouncing ball flattens on impact because its volume has to go somewhere. **Timing** — Heavy = slow to start, slow to stop. Light = quick reactions. A truck and a bicycle brake very differently. **Slow In & Slow Out** — Nothing starts or stops instantly. Acceleration and deceleration are the fingerprints of mass. **Arcs** — Gravity curves everything. Even a punch follows a pendulum path from the shoulder. Straight lines feel robotic. **Secondary Action** — When the main mass moves, attached masses follow with delay. Hair, clothing, jowls—they're all passengers on the physics train. **Follow Through & Overlapping Action** — Different masses have different momentum. A character stops, but their belly keeps going. This is inertia made visible. **Anticipation** — Force requires windup. You can't push without first pulling back. Show the gathering of energy before release. **Exaggeration** — Push physics past reality to *feel* more real. A heavy landing needs more squash than actual physics would produce. **Staging** — Position elements so physical relationships read clearly. The audience must understand spatial cause and effect. **Straight Ahead & Pose to Pose** — Use straight ahead for chaotic physics (explosions, water). Use pose to pose for controlled physics (a character lifting something). **Solid Drawing** — Volume must remain consistent. A character can't lose mass between frames without the audience noticing something is wrong. **Appeal** — Even physics follows design. Decide if your world has cartoon physics or realistic physics, then be consistent. ## Practical Application When something feels "floaty" or "weightless": 1. Add more ease-in at the start of motion 2. Increase ease-out at stops 3. Add settling oscillations (things don't stop perfectly still) 4. Check that secondary elements lag appropriately When something feels "stiff": 1. Introduce squash at impact points 2. Add stretch during fast movement 3. Ensure arcs in all trajectories 4. Let different body parts arrive at different times ## The Golden Rule **Audiences don't analyze physics—they feel it.** Your job isn't accuracy; it's believability. Sometimes breaking physics (hanging in mid-air before a fall) creates more convincing weight than obeying it.
© dylantarre · MIT · dylantarre/animation-principles