3d Spatial

dylantarre/animation-principles/skills/01-by-domain/3d-spatial

作者 dylantarre83597134ba8f无许可证99 个星标收录于 2026年10月8日更新于 2026年10月8日仓库9个月前更新

Use when working in Blender, Unity 3D, Unreal Engine, Cinema 4D, VR/AR applications, or any three-dimensional animation work.

仅含说明Design & Creative
AI 生成的概览

指导将迪士尼12项动画原则应用于3D、VR/AR及空间动画工作。

功能
该技能提供在三维与空间场景中应用迪士尼12项动画原则的参考指导。它把挤压拉伸、预备动作、构图和节奏等每项原则对应到3D实现方式,如晶格变形器、IK/FK绑定、F曲线和物理模拟。它还列出Blender与Unity的软件技巧、VR/AR帧率与舒适度注意事项,以及LOD和烘焙模拟等性能建议。
适用场景
适用于在Blender、Unity 3D、Unreal Engine、Cinema 4D等3D工具中制作动画,或从事VR/AR与空间计算动画时。它适合依据成熟动画原则来规划或打磨角色、物体与镜头运动。
运行要求
不包含脚本或素材,仅为说明性指令。文中引用了Blender Python与Unity C#示例,熟悉这些环境会有帮助,但不需要任何软件包、凭据或网络访问。

3D Spatial Animation

Apply Disney's 12 animation principles to 3D software, VR/AR, and spatial computing environments.

Quick Reference

Principle3D/Spatial Implementation
Squash & StretchLattice deformers, blend shapes
AnticipationIK/FK wind-ups, camera pre-motion
StagingCamera angles, lighting, depth
Straight Ahead / Pose to PoseLayered animation vs blocking
Follow Through / OverlappingBone chains, physics simulation
Slow In / Slow OutF-curve editing, animation curves
ArcIK handles, motion paths in 3D space
Secondary ActionCloth sim, particle systems, environment
TimingFrame timing, VR 90fps requirements
ExaggerationStylized deformation, pushed poses
Solid DrawingVolume preservation, silhouettes
AppealCharacter design, satisfying motion

Principle Applications

Squash & Stretch: Use lattice or mesh deformers for organic squash. Blend shapes for facial deformation. Scale bones in hierarchies. Always preserve volume—if Y compresses, X/Z expand.

Anticipation: IK rig wind-ups for character animation. Camera pulls back before push-in. Objects coil before release. VR: telegraph actions clearly for user comfort.

Staging: Camera angle sells the action. Three-point lighting directs focus. Depth of field isolates subjects. In VR, use spatial audio and lighting to guide attention.

Straight Ahead vs Pose to Pose: Block key poses first (pose to pose), then refine (spline). Use layered animation—body first, then overlapping elements. Procedural secondary motion is straight ahead.

Follow Through & Overlapping: Bone chains for tails, hair, capes. Physics simulation for cloth and particles. Delay child bones from parents. Jiggle deformers for organic follow-through.

Slow In / Slow Out: F-curves (Blender), Animation Curves (Unity), Graph Editor (Maya). Tangent handles control easing. Flat tangents = slow, steep = fast. Never leave curves linear.

Arc: Motion paths visible in 3D space. IK handles naturally create arcs. Check arcs from multiple camera angles. FK rotation creates inherent arcs in hierarchies.

Secondary Action: Cloth simulation responds to primary motion. Particles emit on impacts. Environment objects react to character. Facial animation supports body action.

Timing: Film: 24fps with motion blur. Games: 60fps minimum. VR: 90fps required (72-120fps). Frame timing affects perceived weight—heavy = slower, light = faster.

Exaggeration: Push poses beyond anatomical limits for style. Smear frames for fast motion. Exaggerated anticipation and follow-through. VR: be careful—exaggeration can cause discomfort.

Solid Drawing: Check silhouettes from all angles. Maintain volume during deformation. Strong poses read in profile. Avoid interpenetration and broken geometry.

Appeal: Character design serves animation needs. Weight and balance feel believable. Movement has personality. In VR, presence and comfort are paramount.

Software Techniques

Blender

python
# Add follow-through with driver# On child bone, add driver to rotationdriver.expression = "var * 0.3"driver.variables["var"].source = parent_bone.rotation
# Physics-based secondarybpy.ops.object.modifier_add(type='CLOTH')bpy.context.object.modifiers["Cloth"].settings.quality = 10

Unity

csharp
// Spring-based follow throughpublic class SpringFollow : MonoBehaviour {    public Transform target;    public float springStrength = 10f;    public float damping = 0.5f;
    private Vector3 velocity;
    void Update() {        Vector3 delta = target.position - transform.position;        velocity += delta * springStrength * Time.deltaTime;        velocity *= 1f - damping * Time.deltaTime;        transform.position += velocity * Time.deltaTime;    }}

VR/AR Considerations

AspectRequirement
Framerate90fps minimum, 120fps preferred
MotionAvoid camera animation—user controls view
ComfortGradual acceleration, avoid sudden motion
ScaleAnimations must work at world scale
InteractionClear feedback for hand/controller input

Performance Notes

  • LOD (Level of Detail) for distant animations
  • Bake complex simulations when possible
  • GPU skinning for character meshes
  • Culling animations outside view frustum
  • VR: maintain framerate above all else

来源与署名

来源:dylantarre/animation-principles位于skills/01-by-domain/3d-spatial提交8359713

许可证: 无许可证

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