Universal Patterns

dylantarre/animation-principles/skills/05-by-animation-type/universal-patterns

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 creating any animation type - provides foundational timing, easing, and principle application that applies to all motion in interfaces.

仅含说明Design & Creative
AI 生成的概览

为界面动效提供基础时长、缓动以及迪士尼十二动画原则。

功能
提供动画时长分级、CSS 缓动变量、基础入场/出场/状态过渡类,以及选择动效参数的决策树。还列出通用规则,如响应时间、时长上限、适合 GPU 的属性,以及减少动态效果的无障碍默认设置。产出的是指导与 CSS 片段,而非运行代码。
适用场景
在为界面添加或审查动效,并需要统一的时长、缓动与原则应用默认值时使用。适用于各类动画,从悬停、开关到页面转场与揭示效果。
运行要求
除智能体外无需其他条件;仅为说明性内容,不含脚本或外部工具。

Universal Animation Patterns

Apply Disney's 12 principles as baseline defaults for any animation.

Core Timing Scale

CategoryDurationUse For
Instant100-150msHovers, toggles, micro-states
Fast150-250msFeedback, small transitions
Standard250-400msModals, reveals, state changes
Slow400-600msPage transitions, sequences
Deliberate600-1000msDramatic reveals, celebrations

Universal Easing Library

css
:root {  /* Standard easings */  --ease-out: cubic-bezier(0, 0, 0.2, 1);        /* Entrances */  --ease-in: cubic-bezier(0.4, 0, 1, 1);         /* Exits */  --ease-in-out: cubic-bezier(0.4, 0, 0.2, 1);   /* State changes */
  /* Spring easings */  --ease-spring: cubic-bezier(0.34, 1.56, 0.64, 1);  /* Overshoot */  --ease-bounce: cubic-bezier(0.68, -0.55, 0.27, 1.55); /* Playful */}

The 12 Principles Quick Reference

  1. Squash & Stretch: Scale 0.95-1.05 range for organic feel
  2. Anticipation: 2-3px reverse movement or 50ms pause before action
  3. Staging: Animate toward user attention, clear visual hierarchy
  4. Straight Ahead vs Pose-to-Pose: Define keyframes, plan states
  5. Follow Through: Overshoot by 2-5%, settle back
  6. Slow In/Slow Out: Always ease, never linear (except spinners)
  7. Arcs: Combine X+Y movement, natural paths
  8. Secondary Action: Layer 2-3 properties max (opacity + transform + shadow)
  9. Timing: Match duration to distance/importance
  10. Exaggeration: Subtle for UI (under 10% deviation)
  11. Solid Drawing: Maintain visual consistency during motion
  12. Appeal: Motion should feel helpful, not performative

Base Animation Classes

css
/* Standard entrance */.animate-in {  animation: fade-in 250ms var(--ease-out) forwards;}
/* Standard exit */.animate-out {  animation: fade-out 200ms var(--ease-in) forwards;}
/* State transition */.animate-state {  transition: all 200ms var(--ease-in-out);}
@keyframes fade-in {  from { opacity: 0; transform: translateY(10px); }  to { opacity: 1; transform: translateY(0); }}
@keyframes fade-out {  from { opacity: 1; transform: translateY(0); }  to { opacity: 0; transform: translateY(-10px); }}

Universal Rules

  1. 100ms Response Time: User actions must trigger visible change within 100ms
  2. Under 400ms for UI: Functional animations shouldn't exceed 400ms
  3. Reduce Motion: Always provide prefers-reduced-motion alternative
  4. GPU Properties: Use only transform and opacity for smooth 60fps
  5. Exit < Enter: Exits 20-30% faster than entrances

Accessibility Default

css
@media (prefers-reduced-motion: reduce) {  *, *::before, *::after {    animation-duration: 0.01ms !important;    animation-iteration-count: 1 !important;    transition-duration: 0.01ms !important;  }}

Decision Tree

  1. Is element entering? → Use ease-out, 200-300ms
  2. Is element exiting? → Use ease-in, 150-250ms
  3. Is element changing state? → Use ease-in-out, 150-250ms
  4. Is it continuous? → Use linear (rotation) or ease-in-out (pulse)
  5. Is it responding to gesture? → Use ease-out with overshoot, under 200ms

When uncertain, start with: 250ms cubic-bezier(0.4, 0, 0.2, 1)

来源与署名

来源:dylantarre/animation-principles位于skills/05-by-animation-type/universal-patterns提交8359713

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