Physics Intuition

dylantarre/animation-principles/skills/02-by-thinking-style/physics-intuition

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 motion needs to feel physically grounded—objects falling, characters jumping, things colliding, or any element that should obey believable weight and momentum.

AI 生成的概览

指导动画师运用物理原理,让动作具有重量感、可信度和真实感。

功能
该技能提供一套思维模型和检查清单,帮助让动画动作在物理上显得可信。它用质量、动量和重力重新诠释动画十二原则,并针对显得轻飘或僵硬的动作给出诊断步骤。它产出的是指导与推理,而非文件或代码。
适用场景
适用于制作物体下落、角色跳跃、碰撞等需要传达可信重量感和动量的动画。也适合用来检查现有动作是否显得失重或机械。
运行要求
除智能体本身外无需其他条件;它仅为说明性指令,不附带脚本、工具或凭据。

Physics Intuition

Think like a physicist watching the world move. Every object has mass. Every motion has cause and consequence.

Core Mental Model

Before animating anything, ask: What does this weigh?

A feather and a bowling ball both fall, but they tell completely different stories. Your job is to make the audience feel that weight without thinking about it.

The 12 Principles Through Physics

Squash & Stretch — Mass is conserved. When something compresses, it must bulge. A bouncing ball flattens on impact because its volume has to go somewhere.

Timing — Heavy = slow to start, slow to stop. Light = quick reactions. A truck and a bicycle brake very differently.

Slow In & Slow Out — Nothing starts or stops instantly. Acceleration and deceleration are the fingerprints of mass.

Arcs — Gravity curves everything. Even a punch follows a pendulum path from the shoulder. Straight lines feel robotic.

Secondary Action — When the main mass moves, attached masses follow with delay. Hair, clothing, jowls—they're all passengers on the physics train.

Follow Through & Overlapping Action — Different masses have different momentum. A character stops, but their belly keeps going. This is inertia made visible.

Anticipation — Force requires windup. You can't push without first pulling back. Show the gathering of energy before release.

Exaggeration — Push physics past reality to feel more real. A heavy landing needs more squash than actual physics would produce.

Staging — Position elements so physical relationships read clearly. The audience must understand spatial cause and effect.

Straight Ahead & Pose to Pose — Use straight ahead for chaotic physics (explosions, water). Use pose to pose for controlled physics (a character lifting something).

Solid Drawing — Volume must remain consistent. A character can't lose mass between frames without the audience noticing something is wrong.

Appeal — Even physics follows design. Decide if your world has cartoon physics or realistic physics, then be consistent.

Practical Application

When something feels "floaty" or "weightless":

  1. Add more ease-in at the start of motion
  2. Increase ease-out at stops
  3. Add settling oscillations (things don't stop perfectly still)
  4. Check that secondary elements lag appropriately

When something feels "stiff":

  1. Introduce squash at impact points
  2. Add stretch during fast movement
  3. Ensure arcs in all trajectories
  4. Let different body parts arrive at different times

The Golden Rule

Audiences don't analyze physics—they feel it. Your job isn't accuracy; it's believability. Sometimes breaking physics (hanging in mid-air before a fall) creates more convincing weight than obeying it.

来源与署名

来源:dylantarre/animation-principles位于skills/02-by-thinking-style/physics-intuition提交8359713

许可证: 无许可证

内容归原作者所有。SourceWeft 从公开仓库中收录这些内容。

举报或申请下架