timing-mastery — Claude Code skill: what it does, how to install
Sets pacing and frame counts for character or UI motion. Useful when animating comedic beats, action sequences, and pauses.
npx skills add dylantarre/animation-principles --skill timing-mastery -a claude-codeWhat timing-mastery does
The skill frames animation as a visual rhythm where speed determines perception. Fast motion signals comedy or urgency, while slower movement feels deliberate and heavy. It interprets the classic animation principles through frame duration, explaining when to hold poses, stretch anticipation, or stagger secondary elements.
It includes rules for fixing pacing errors. If an action looks rushed, it instructs the assistant to hold key poses for 2 to 4 frames longer and soften the settle. If motion drags, it recommends cutting intermediate frames and boosting contrast between quick and quiet sections.
A core premise is that speed is relative: fast movement only registers when paired with slow beats.
What it helps with
- Calculate frame counts for walk cycles, impacts, and blinks
- Fix rushed movement by adding moving holds and anticipation frames
- Remove sluggishness by cutting in-betweens and building speed contrast
- Time pauses and accents in dramatic or comedic scenes
Example prompts for the agent
- How many frames should an impact settle take in this punch animation?
- The button bounce feels rushed, adjust the easing and holds
- Plan frame durations for a walk cycle and gesture
How to install timing-mastery
1Skills CLI (Vercel)
npx skills add dylantarre/animation-principles --skill timing-mastery -a claude-code2Manually: put the files in place
~/.claude/skills/timing-mastery/SKILL.mdCopy the whole skill folder; for one project use .claude/skills/timing-mastery/
1Skills CLI (Vercel)
npx skills add dylantarre/animation-principles --skill timing-mastery -a codex2Manually: put the files in place
.agents/skills/timing-mastery/SKILL.mdFor all projects use ~/.agents/skills/
1Skills CLI (Vercel)
npx skills add dylantarre/animation-principles --skill timing-mastery -a cursor2Manually: put the files in place
.cursor/skills/timing-mastery/SKILL.mdCursor also reads .agents/skills/ and .claude/skills/
1GitHub CLI
gh skill install dylantarre/animation-principles timing-mastery2Manually: put the files in place
.github/skills/timing-mastery/SKILL.md1Skills CLI (Vercel)
npx skills add dylantarre/animation-principles --skill timing-mastery -a gemini-cli2Platform CLI
gemini skills install https://github.com/dylantarre/animation-principles --path skills/02-by-thinking-style/timing-masteryManually: put the files in place
.devin/skills/timing-mastery/SKILL.mdThe legacy .windsurf/skills/ path still works
Skills CLI (Vercel)
npx skills add dylantarre/animation-principles --skill timing-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 timing-mastery
How to install timing-mastery in Claude Code?
Run npx skills add dylantarre/animation-principles --skill timing-mastery -a claude-code. The file will be placed in ~/.claude/skills/timing-mastery/SKILL.md.
What does the timing-mastery skill do?
It guides the coding agent on setting appropriate frame durations, pacing transitions, and debugging sluggish or rushed movement.
What frame benchmarks does the skill provide?
It suggests 2–4 frames for a blink, 6–8 frames for a quick gesture, 12–16 frames per step in a walk cycle, and 2 contact frames plus 12 or more settle frames for heavy impacts.
Source text
SKILL.md · MIT
--- name: timing-mastery description: Use when determining how fast or slow motion should be—pacing action sequences, dramatic pauses, comedic beats, or any situation where the duration of movement matters. --- # Timing Mastery Think like a drummer. Animation is rhythm made visible. The space between beats matters as much as the beats themselves. ## Core Mental Model Before animating anything, ask: **How many frames does this deserve?** Timing is the soul of animation. The same motion at different speeds tells completely different stories. Fast = light, urgent, comedic. Slow = heavy, dramatic, thoughtful. ## The 12 Principles Through Timing **Timing** — The principle itself. Count frames obsessively. A 6-frame action feels snappy. A 24-frame action feels deliberate. Know the vocabulary of duration. **Slow In & Slow Out** — Time is elastic at the edges. Actions ease into existence and settle out of motion. The middles can be fast, but beginnings and endings need breath. **Anticipation** — Timing creates suspense. Hold the anticipation longer than feels comfortable. The audience's tension builds in the pause before release. **Follow Through & Overlapping Action** — Stagger your timing. Not everything arrives at once. Lead with the main action, let secondary elements catch up on their own schedules. **Secondary Action** — Time secondary elements to complement, not compete. They should land slightly after the primary beat, like harmony following melody. **Staging** — Give the audience time to read. Fast cutting confuses. Hold important poses long enough for comprehension. Clarity requires duration. **Exaggeration** — Timing amplifies exaggeration. A long anticipation followed by instant action creates snap. Stretch time to stretch impact. **Squash & Stretch** — Speed determines deformation. Fast motion = more stretch. Impact = instant squash. The timing of shape change sells velocity. **Arcs** — Speed varies along the arc. Fastest at the bottom of a swing, slowest at the apex. Timing follows the physics of pendulums. **Appeal** — Rhythmic motion is appealing. Characters with good timing feel alive. Arrhythmic timing creates unease (useful for villains or horror). **Straight Ahead & Pose to Pose** — Time your key poses first (pose to pose), then decide how many frames connect them. Or discover timing organically (straight ahead) and refine. **Solid Drawing** — Volume must read at speed. Fast-moving objects need exaggerated stretch or motion blur. Solid drawing at the wrong timing looks frozen. ## Practical Application When action feels "rushed": 1. Add more frames to anticipation 2. Hold key poses 2-4 frames longer 3. Slow the ease-out to let actions settle 4. Insert "moving holds" instead of dead stops When action feels "sluggish": 1. Reduce in-between frames 2. Cut anticipation duration 3. Increase contrast between fast and slow sections 4. Remove frames from less important movements **Timing Chart:** - Blink: 2-4 frames - Quick gesture: 6-8 frames - Walk cycle: 12-16 frames per step - Emotional reaction: 8-12 frames + hold - Heavy impact: 2 frames contact, 12+ frames settle ## The Golden Rule **Timing is relative.** Fast only feels fast next to slow. Build contrast. Let quiet moments make loud moments louder. A pause before a punchline is what makes it land.
© dylantarre · MIT · dylantarre/animation-principles