problem-diagnosis — Claude Code skill: debug animation that feels
Turns a vague “this motion feels off” into a named broken principle and a fix list.
npx skills add dylantarre/animation-principles --skill problem-diagnosis -a claude-codeWhat problem-diagnosis does
The skill works like a doctor's checklist. You describe the symptom, and it maps that to the animation principle being violated. Six symptom groups are covered: floaty, stiff, unclear, boring, unintentionally cartoony, and wrong speed. Each one comes with likely causes and numbered fixes.
Diagnosis runs in steps. Name the symptom in plain words, decide whether the whole scene or only specific moments are affected, then walk the principles: timing and spacing, squash and stretch, anticipation and follow-through, arcs, staging, exaggeration, secondary action. Make one change, look at the result, move to the next likely principle if it is still broken.
The golden rule is one fix at a time. Animation problems usually have several causes at once, so changing everything together hides which edit actually worked. In Claude the skill lives at ~/.claude/skills/problem-diagnosis/SKILL.md — nothing else is needed to run it.
What it helps with
- find out why a character reads as stiff instead of alive
- track down the cause of floaty, weightless movement
- make an action beat readable in silhouette
- strip accidental cartooniness out of a realistic shot
- locate where timing contrast between fast and slow beats got lost
Example prompts for the agent
- the jump animation feels floaty, diagnose it against the principles and tell me what to fix first
- the character moves stiff, run the diagnosis and suggest one change
- the chase scene is hard to read, check staging and anticipation
How to install problem-diagnosis
1Skills CLI (Vercel)
npx skills add dylantarre/animation-principles --skill problem-diagnosis -a claude-code2Manually: put the files in place
~/.claude/skills/problem-diagnosis/SKILL.mdCopy the whole skill folder; for one project use .claude/skills/problem-diagnosis/
1Skills CLI (Vercel)
npx skills add dylantarre/animation-principles --skill problem-diagnosis -a codex2Manually: put the files in place
.agents/skills/problem-diagnosis/SKILL.mdFor all projects use ~/.agents/skills/
1Skills CLI (Vercel)
npx skills add dylantarre/animation-principles --skill problem-diagnosis -a cursor2Manually: put the files in place
.cursor/skills/problem-diagnosis/SKILL.mdCursor also reads .agents/skills/ and .claude/skills/
1GitHub CLI
gh skill install dylantarre/animation-principles problem-diagnosis2Manually: put the files in place
.github/skills/problem-diagnosis/SKILL.md1Skills CLI (Vercel)
npx skills add dylantarre/animation-principles --skill problem-diagnosis -a gemini-cli2Platform CLI
gemini skills install https://github.com/dylantarre/animation-principles --path skills/02-by-thinking-style/problem-diagnosisManually: put the files in place
.devin/skills/problem-diagnosis/SKILL.mdThe legacy .windsurf/skills/ path still works
Skills CLI (Vercel)
npx skills add dylantarre/animation-principles --skill problem-diagnosis -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 problem-diagnosis
How do I install problem-diagnosis in Claude?
Run npx skills add dylantarre/animation-principles --skill problem-diagnosis -a claude-code. The skill file then sits at ~/.claude/skills/problem-diagnosis/SKILL.md.
What does problem-diagnosis do?
It matches an animation symptom to the principle being broken and returns a fix list. Symptoms are grouped by weight, stiffness, readability, appeal and timing.
Why does the skill insist on one fix at a time?
Bad motion often has multiple causes. Change them all at once and you cannot tell which edit helped, so the next similar problem starts from scratch.
Source text
SKILL.md · MIT
--- name: problem-diagnosis description: Use when animation "feels wrong" but you can't pinpoint why—debugging floaty movement, stiff characters, unclear action, or any motion that isn't working and needs systematic troubleshooting. --- # Problem Diagnosis Think like a doctor examining symptoms. Something feels wrong. Your job is to identify the specific principle being violated and prescribe the cure. Systematic diagnosis beats random fixes. ## Core Mental Model When animation feels off, ask: **What principle is being violated, and how?** "It doesn't look right" isn't actionable. The 12 principles are your diagnostic checklist. Every animation problem is a principle problem—find which one, and the solution becomes clear. ## Diagnostic Framework ### Symptom: "Floaty" or "Weightless" **Likely Causes:** - Missing slow-in/slow-out (objects should accelerate with gravity) - Insufficient anticipation before jumps - No squash on landing impacts - Timing too uniform (everything same speed) - Missing secondary weight (hair/clothing not responding to gravity) **Fixes:** 1. Add ease-in at motion start 2. Add squash frames at impact points 3. Include settling oscillations after stops 4. Vary timing based on mass ### Symptom: "Stiff" or "Robotic" **Likely Causes:** - Missing arcs (linear interpolation instead of curves) - No overlapping action (all parts move together) - Twinning (left and right doing identical things) - No secondary action - Timing too uniform **Fixes:** 1. Add arc curves to all motion paths 2. Offset timing of connected body parts 3. Break symmetry in poses 4. Add breathing and weight shifts 5. Include micro-movements ### Symptom: "Unclear" or "Hard to Read" **Likely Causes:** - Poor staging (elements overlap confusingly) - Weak silhouettes - Insufficient anticipation (action comes from nowhere) - Not enough exaggeration - Competing attention points **Fixes:** 1. Simplify background during key action 2. Push poses to clear silhouettes 3. Extend anticipation timing 4. Increase exaggeration 20% 5. Reduce secondary action during primary beats ### Symptom: "Boring" or "Lifeless" **Likely Causes:** - No appeal in character posing - Timing lacks contrast (no fast vs. slow) - Missing anticipation-payoff structure - Insufficient exaggeration - No secondary action or texture **Fixes:** 1. Push personality in poses 2. Create timing contrast (faster fasts, slower slows) 3. Add clear anticipation beats 4. Increase exaggeration of key poses 5. Layer in secondary movement ### Symptom: "Cartoony" (Unintentionally) **Likely Causes:** - Excessive squash and stretch - Over-exaggerated timing - Physics violations too extreme - Follow-through too elastic **Fixes:** 1. Reduce squash/stretch to 10-20% range 2. Add more frames to smooth extremes 3. Ground with realistic settling time 4. Pull back follow-through delay ### Symptom: "Too Fast" / "Too Slow" **Likely Causes:** - Frame count mismatch with intention - Missing ease-in or ease-out - Key poses not held long enough - Anticipation/payoff imbalance **Fixes:** 1. Adjust frame count (add/remove in-betweens) 2. Check easing curves 3. Hold key poses 2-4 more frames 4. Rebalance anticipation vs. action timing ## Diagnostic Process 1. **Identify the symptom** — Name what's wrong in plain terms 2. **Isolate the problem** — Is it the whole scene or specific moments? 3. **Check principles systematically:** - Timing and spacing? - Squash and stretch? - Anticipation and follow-through? - Arcs? - Staging? - Exaggeration level? - Secondary action? 4. **Test hypothesis** — Make one change, evaluate 5. **Iterate** — If unfixed, try next most likely principle ## The Golden Rule **One fix at a time.** Animation problems often have multiple causes, but changing everything at once makes it impossible to learn what worked. Diagnose, treat one principle, evaluate, repeat.
© dylantarre · MIT · dylantarre/animation-principles