universal-fallback — Claude Code skill: what it does, how to install
Universal animation guidance based on Disney's 12 principles for any medium. Helps whenever animation requirements are vague or span multiple domains.
npx skills add dylantarre/animation-principles --skill universal-fallback -a claude-codeWhat universal-fallback does
The skill injects Disney's 12 foundational animation principles into the model context. It outlines core motion physics from squash and stretch to timing. The rules operate independently of frameworks. That keeps motion natural across media.
Inside lies a quick reference table and detailed rules for every principle. Natural motion requires arcs instead of straight lines. Linear easing looks robotic. When sequences demand precision, the skill prescribes pose-to-pose keyframing over continuous straight-ahead drawing.
The skill serves as a generic fallback. It handles tasks lacking a specific UI or gamedev framework. If a project only needs simple UI transitions, theatrical concepts like exaggeration can produce overly dramatic movement.
What it helps with
- replace linear motion with natural ease-in and ease-out curves
- add anticipation frames before major action sequences
- plot motion paths along natural arcs rather than straight lines
- adjust frame duration to communicate the physical weight of objects
Example prompts for the agent
- Review the popup animation curves and timing using Disney's 12 principles
- Apply anticipation and curved motion paths to this character jump
- Break down this transition using pose-to-pose keyframing to make the stop feel natural
How to install universal-fallback
1Skills CLI (Vercel)
npx skills add dylantarre/animation-principles --skill universal-fallback -a claude-code2Manually: put the files in place
~/.claude/skills/universal-fallback/SKILL.mdCopy the whole skill folder; for one project use .claude/skills/universal-fallback/
1Skills CLI (Vercel)
npx skills add dylantarre/animation-principles --skill universal-fallback -a codex2Manually: put the files in place
.agents/skills/universal-fallback/SKILL.mdFor all projects use ~/.agents/skills/
1Skills CLI (Vercel)
npx skills add dylantarre/animation-principles --skill universal-fallback -a cursor2Manually: put the files in place
.cursor/skills/universal-fallback/SKILL.mdCursor also reads .agents/skills/ and .claude/skills/
1GitHub CLI
gh skill install dylantarre/animation-principles universal-fallback2Manually: put the files in place
.github/skills/universal-fallback/SKILL.md1Skills CLI (Vercel)
npx skills add dylantarre/animation-principles --skill universal-fallback -a gemini-cli2Platform CLI
gemini skills install https://github.com/dylantarre/animation-principles --path skills/01-by-domain/universal-fallbackManually: put the files in place
.devin/skills/universal-fallback/SKILL.mdThe legacy .windsurf/skills/ path still works
Skills CLI (Vercel)
npx skills add dylantarre/animation-principles --skill universal-fallback -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 universal-fallback
How do I install universal-fallback in Claude Code?
Run npx skills add dylantarre/animation-principles --skill universal-fallback -a claude-code in your terminal.
What does universal-fallback do?
It provides a structured guide on Disney's 12 animation principles for any project. The skill instructs the agent to respect volume conservation, anticipation phases, easing curves, and natural arcs.
When should you use pose to pose instead of straight ahead?
The guide prescribes straight-ahead animation for dynamic, unpredictable physics or procedural effects. Pose to pose is recommended for planned sequences where key poses require deliberate timing and strict control.
Source text
SKILL.md · MIT
--- name: universal-fallback description: Use when the animation domain is unclear or spans multiple contexts—provides general-purpose Disney animation principle guidance. --- # Universal Animation Principles Disney's 12 animation principles applied generically across any medium or context. ## Quick Reference | Principle | Universal Application | |-----------|----------------------| | Squash & Stretch | Show impact and flexibility | | Anticipation | Prepare before action | | Staging | Direct attention clearly | | Straight Ahead / Pose to Pose | Continuous vs keyframe approach | | Follow Through / Overlapping | Elements complete at different rates | | Slow In / Slow Out | Ease acceleration/deceleration | | Arc | Natural curved motion paths | | Secondary Action | Supporting elements reinforce primary | | Timing | Duration affects perceived weight | | Exaggeration | Push for clarity and impact | | Solid Drawing | Maintain form and structure | | Appeal | Design for engagement and delight | ## The 12 Principles Explained ### 1. Squash & Stretch Objects deform during action to show impact, weight, and flexibility. Volume remains constant—compression in one axis means expansion in another. The most important principle for showing life and physics. **Application**: Anything with mass reacts to force. Soft objects deform more. Rigid objects show less but still respond. Use to show weight, speed, and material properties. ### 2. Anticipation Preparation before the main action. Wind-up before pitch. Crouch before jump. Pullback before push. Prepares the audience for what's coming and makes action more readable. **Application**: Major actions need setup. The bigger the action, the bigger the anticipation. Can be physical, visual, or timing-based. Skipping anticipation makes motion feel robotic. ### 3. Staging Directing attention to what matters. Composition, contrast, motion, and timing work together to make intent clear. One clear idea per moment. **Application**: Audiences can only focus on one thing at a time. Use all available tools (position, lighting, motion, timing) to make the important element unmistakable. ### 4. Straight Ahead & Pose to Pose Two animation approaches. Straight ahead: draw frame-by-frame for fluid, spontaneous motion. Pose to pose: define key poses, then fill between for control and clarity. Most work combines both. **Application**: Use straight ahead for dynamic, unpredictable motion. Use pose to pose for planned, precise sequences. Procedural/physics = straight ahead. Scripted = pose to pose. ### 5. Follow Through & Overlapping Action Different parts of an object/character move at different rates and stop at different times. Nothing stops all at once. Overlapping creates natural, organic motion. **Application**: Lead with the root/core, secondary elements follow. Heavier elements lag more. Lighter elements react faster. Creates complexity and believability. ### 6. Slow In & Slow Out Objects accelerate and decelerate—they don't move at constant speed. More frames at start and end of motion, fewer in the middle. Creates natural, physics-based movement. **Application**: Linear motion looks mechanical. Ease-in for exits, ease-out for entrances. Ease-in-out for contained motion. The curve defines the character of movement. ### 7. Arc Natural motion follows curved paths, not straight lines. Joints rotate, creating inherent arcs. Thrown objects follow parabolas. Straight line motion is rare in nature. **Application**: When something moves from A to B, the path between matters. Check motion paths—mechanical if straight, natural if curved. Exceptions: robots, specific mechanical effects. ### 8. Secondary Action Supporting actions that reinforce the primary action without distracting from it. Facial expression supporting body language. Environmental response to character action. **Application**: Primary action tells the story. Secondary actions enrich it. Secondary should never dominate. Remove secondary if it distracts from primary. ### 9. Timing The number of frames/duration determines the feel of motion. Fewer frames = faster = lighter/snappier. More frames = slower = heavier/more deliberate. Timing is the foundation of personality. **Application**: Experiment with timing to find the right feel. Context matters—same duration can feel fast or slow depending on expectations. Timing conveys weight, emotion, and energy. ### 10. Exaggeration Push beyond reality for clarity and impact. Doesn't mean "unrealistic"—means amplifying the essence. More extreme poses, more dramatic timing, clearer staging. **Application**: Reality can be subtle, unclear, boring. Animation clarifies reality by pushing what matters. Find the truth and amplify it. Different contexts allow different levels. ### 11. Solid Drawing Understanding of form, weight, volume, and three-dimensional space. Objects maintain their structure during motion. Drawings have weight, balance, and depth. **Application**: Things have mass and occupy space. Maintain consistency during animation. Understand the structure of what you're animating. Avoid unintentional distortion. ### 12. Appeal The quality that makes audiences want to watch. Not just "cute"—can be appealing through design, personality, or movement. Characters and motion should be engaging. **Application**: Design and animate for your audience. Create emotional connection. Motion should feel intentional and satisfying. Every choice should serve engagement. ## Applying Principles 1. **Start with purpose**: What must the audience understand/feel? 2. **Stage clearly**: Direct attention to what matters 3. **Time appropriately**: Duration affects everything 4. **Ease naturally**: No linear motion in nature 5. **Anticipate actions**: Prepare for major moments 6. **Follow through**: Let motion complete naturally 7. **Add depth**: Secondary action enriches primary 8. **Exaggerate clarity**: Push to communicate 9. **Maintain structure**: Respect form and physics 10. **Design appeal**: Make it worth watching These principles transcend medium. Master them, adapt them, apply them thoughtfully.
© dylantarre · MIT · dylantarre/animation-principles