Animation Principles

iart-ai/motion-design-skills/skills/animation-principles

作者 iart-ai3c129f769d90无许可证58 个星标收录于 2026年10月8日更新于 2026年10月8日仓库3个月前更新

This skill should be used when the user asks to "make this animation feel natural", "fix motion that feels stiff/floaty/cheap", "my animation looks robotic", "choose an easing curve", "how do I use the Graph Editor", "add overshoot or bounce", "Easy Ease isn't enough", "make snappy motion", "pick a duration for this transition", "stagger a list animation", "sync animation to a beat", or "review motion for good timing". It is the tech-agnostic foundation for deciding how something should move.

仅含说明Design & Creative
AI 生成的概览

指导动效设计决策——时长、缓动曲线、错开、重量与节奏,并给出可直接用于任何实现的具体数值。

功能
该技能是与工具无关的动效决策基础,用于判断某个东西应当如何运动。它涵盖三大支柱(情感意图、视觉叙事、动效工艺)、三个动效层次(主层、次层、环境层),以及缓动选择、时长表、错开偏移、预备动作、跟随动作、弧线、节拍同步、弹簧与基于时长的运动等核心原则。它产出可直接交给任何实现的具体数值——时长、三次贝塞尔曲线、错开偏移和弹簧配置,并包含常见动效问题的诊断部分。
适用场景
当动效显得僵硬、飘忽、机械或廉价并需要诊断时使用,或在为片段、转场选择时长、缓动曲线和错开偏移时使用。它也适用于检查动效是否符合物理直觉,以及将关键帧与音乐节拍或剪辑重音同步。
运行要求
仅为说明文档,不含脚本。参考文件涵盖缓动曲线、After Effects 图表编辑器以及十二项原则。文中提到 After Effects 用于手动塑造缓动,但不要求特定工具、软件包或凭据。

Motion Principles

Decide how something should move so it feels right — independent of the tool used to build it. This skill answers timing, easing, spacing, weight, and rhythm. It does not pick a tech stack; it produces concrete numbers (durations, cubic-bezier curves, stagger offsets, spring configs) ready to hand to any implementation.

When to use

  • Motion feels stiff, floaty, mechanical, robotic, or cheap and needs diagnosis.
  • Choosing a clip or transition's duration, easing curve, and stagger offset.
  • Reviewing whether motion respects physics intuition (weight, follow-through, arcs).
  • Synchronizing keyframes to a musical beat or edit accent.

Three pillars — settle these before any number

Every piece of motion should answer three questions before you pick a duration or curve. Skip them and you get technically-correct motion that feels like nothing. These are the shared vocabulary the rest of the collection refers back to.

PillarThe questionWhat it drives
Emotional intentWhat should the viewer feel? (joy, calm, urgency, trust, elegance)Easing, duration, amplitude/overshoot
Visual narrativeWhat's the micro-story? Setup → action → resolutionSequencing, staging, what enters when
Motion craftHow do we make it believable?Physics, secondary motion, arcs, follow-through

Three motion layers — depth, not flatness

Flat motion = only the main thing moves. Believable motion runs three layers at once:

  • Primary — the main action the eye follows (the hero move).
  • Secondary — supporting richness reacting to the primary (a shadow shifting, an icon nudging, a label settling late).
  • Ambient — background life that never demands attention (slow gradient drift, a low-contrast pulse).

The judgment layer (motion-art-direction) calls these Hero / Support / Texture — same three layers, ranked for what earns motion. Primary≈Hero, Secondary≈Support, Ambient≈Texture.

Core principles

Easing is the single biggest lever

Linear motion reads as robotic. Reserve linear for continuous loops (spinners, marquees, infinite scroll) only. Everything an eye perceives as a discrete event needs acceleration.

Match the curve to the action:

  • Enter / appear -> ease-out (fast start, gentle settle). Object arrives with energy and decelerates into place. cubic-bezier(0.16, 1, 0.3, 1).
  • Exit / disappear -> ease-in (gentle start, fast end). Object accelerates away. cubic-bezier(0.7, 0, 0.84, 0).
  • Move / reposition (stays on screen) -> ease-in-out (symmetric). cubic-bezier(0.65, 0, 0.35, 1).
  • Playful / branded -> slight overshoot. cubic-bezier(0.34, 1.56, 0.64, 1) (the 1.56 pushes past 1.0, creating an overshoot-and-settle that reads as "weight").

Rule of thumb: the eye forgives a slow start far less than a slow end. When in doubt, decelerate into rest.

Hand-shaping easing (After Effects). When keyframing by hand rather than supplying a curve, the same principles map to the Graph Editor: shape the Speed Graph so the ends flatten toward zero, and push deceleration influence to 80–90% for a snappy launch and smooth settle. F9 (Easy Ease) is only a 33% symmetric starting point — make it asymmetric. See references/easing-graph-editor.md for Graph Editor reading, handle/influence techniques, and step-by-step overshoot, anticipation, and bounce recipes (including a decaying-bounce expression).

Timing communicates weight and importance

ElementDuration
Micro-interaction (hover, toggle, tap feedback)100-200ms
UI transition (panel, modal, page region)200-400ms
Hero / large element / full-screen400-800ms
Cinematic camera move800-2000ms

Distance and size scale duration. A small icon moving 20px and a full-bleed panel moving 800px should NOT share a duration — the panel needs more time or it looks weightless. A practical scaling: keep perceived velocity roughly constant by adding ~30-50% duration when distance or area roughly doubles. Heavy objects start slowly and overshoot less; light objects snap and may bounce.

Spacing and stagger create rhythm

Never reveal a list, grid, or group all at once — it reads as a single flat event. Stagger each child's start.

  • Lists / sequential items: 40-80ms between items.
  • Dense grids: 20-40ms (more items, less per-item delay, or the tail drags).
  • Cap total reveal at roughly 600-800ms for a group; if count * offset exceeds that, shrink the offset or switch to a distance-based stagger (items further from an origin point start later).
  • Stagger direction should follow the eye: top-to-bottom, or radiating from a focal point.

The 1/3 Rule (two forms, both universal):

  • Distance — no element travels more than ~1/3 of the screen without an intermediate keyframe or a scale/opacity change. Long unbroken slides read as "the template moved," not "something happened."
  • Simultaneity — with 3+ elements, keep no more than ~1/3 in active motion at once. The rest hold or move as ambient. Everything moving together = noise with no focal point.

Anticipation and follow-through sell physical motion

  • Anticipation: a tiny counter-move before the main action (a button dips scale 0.95 before popping, a character crouches before jumping). 60-120ms is enough.
  • Follow-through / overlapping action: trailing parts keep moving after the main body stops (a hero card lands, then its shadow and label settle 40-80ms later). Stagger the settle of attached elements rather than stopping everything on the same frame.
  • Arcs: natural movement curves; pure straight-line translation of an organic object looks mechanical. Add a slight arc to x/y or animate a path.

Beat-sync and rhythm

When motion accompanies audio, land impact keyframes (a hit, a cut, a reveal) on the beat, not between beats. At 120 BPM a beat is 500ms; an eighth-note grid is 250ms. Quantize key moments to that grid. For edits without music, establish a visual pulse (e.g. one major event per ~500-800ms) so the piece breathes consistently.

Spring vs. duration-based motion

Springs (mass / stiffness / damping) self-determine duration and feel more physical for interactive, interruptible motion (drag-release, gestures). Duration+easing is better for choreographed, timeline-locked sequences (video, scroll-tied reveals) where exact sync matters. A snappy default spring: stiffness 300, damping 30, mass 1. See references/easing-curves.md for a full spring table.

Diagnosing common failures

  • Feels stiff/robotic -> using linear or symmetric easing on an enter; switch to ease-out.
  • Feels floaty/sluggish -> duration too long or ease-out too gentle; cut duration 30%, sharpen the curve.
  • Feels cheap/janky -> everything appears at once (no stagger), or all elements share one duration regardless of size.
  • Feels mechanical despite easing -> no anticipation, no follow-through, straight-line paths; add arcs and overlap.

Quick reference

NeedUse
Entercubic-bezier(0.16, 1, 0.3, 1), 300-500ms
Exitcubic-bezier(0.7, 0, 0.84, 0), 200-300ms
Movecubic-bezier(0.65, 0, 0.35, 1), 300-400ms
Branded popcubic-bezier(0.34, 1.56, 0.64, 1), 400-600ms
List stagger40-80ms per item, cap ~700ms total
Loop onlylinear

Reference files

  • references/easing-curves.md — named cubic-bezier library with exact values, spring configs (Framer/react-spring/iOS), and per-element-type duration guidance.
  • references/easing-graph-editor.md — After Effects Graph Editor craft: speed graph vs value graph, easing handles and influence/velocity numbers, and step-by-step snappy, overshoot, anticipation, and bounce recipes.
  • references/twelve-principles.md — all 12 Disney principles, each with a concrete, numeric motion-graphics example.

来源与署名

来源:iart-ai/motion-design-skills位于skills/animation-principles提交3c129f7

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