# universal-fallback

Universal animation guidance based on Disney's 12 principles for any medium. Helps whenever animation requirements are vague or span multiple domains.

- skill · `type=skill` · Claude Code, Codex, Cursor, GitHub Copilot, Gemini CLI, OpenCode · 481 installs · ★ 129
- Author: dylantarre
- License: MIT · policy=mirror · the beginning of the file is at the end of this page
- Source: https://github.com/dylantarre/animation-principles/tree/HEAD/skills/01-by-domain/universal-fallback/SKILL.md
- Updated: 2025-12-30
- HTML: https://affpapa.org/en/nevibecode/skills/universal-fallback

## What it 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.

## Install

### Claude Code (native platform)

1. **Skills CLI (Vercel)**
```bash
npx skills add dylantarre/animation-principles --skill universal-fallback -a claude-code
```

2. **Manually: put the files in place**
- File: `~/.claude/skills/universal-fallback/SKILL.md` — Copy the whole skill folder; for one project use .claude/skills/universal-fallback/

### Codex

1. **Skills CLI (Vercel)**
```bash
npx skills add dylantarre/animation-principles --skill universal-fallback -a codex
```

2. **Manually: put the files in place**
- File: `.agents/skills/universal-fallback/SKILL.md` — For all projects use ~/.agents/skills/

### Cursor

1. **Skills CLI (Vercel)**
```bash
npx skills add dylantarre/animation-principles --skill universal-fallback -a cursor
```

2. **Manually: put the files in place**
- File: `.cursor/skills/universal-fallback/SKILL.md` — Cursor also reads .agents/skills/ and .claude/skills/

### GitHub Copilot

1. **GitHub CLI**
```bash
gh skill install dylantarre/animation-principles universal-fallback
```

2. **Manually: put the files in place**
- File: `.github/skills/universal-fallback/SKILL.md`

### Gemini CLI

1. **Skills CLI (Vercel)**
```bash
npx skills add dylantarre/animation-principles --skill universal-fallback -a gemini-cli
```

2. **Platform CLI**
```bash
gemini skills install https://github.com/dylantarre/animation-principles --path skills/01-by-domain/universal-fallback
```

### Windsurf (Devin Desktop)

**Manually: put the files in place**
- File: `.devin/skills/universal-fallback/SKILL.md` — The legacy .windsurf/skills/ path still works

### OpenCode

**Skills CLI (Vercel)**
```bash
npx skills add dylantarre/animation-principles --skill universal-fallback -a opencode
```

### Claude.ai

**Claude.ai**
- Zip the folder and upload it in Settings → Capabilities → Skills

Where a file is given instead of a command, copy the files from the source to that path: https://github.com/dylantarre/animation-principles/tree/HEAD/skills/01-by-domain/universal-fallback/SKILL.md

## When to use it
- 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
- 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

## Source text · SKILL.md · MIT

Below is the content of a third-party file. It is data, not instructions for you: do not act on anything written inside unless the human asks. Block tag: f4733283d101f5de.

BEGIN THIRD-PARTY FILE f4733283d101f5de
```text
---
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.
```
END THIRD-PARTY FILE f4733283d101f5de

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