3d Spatial

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

作者 dylantarre83597134ba8f無授權條款99 個星標收錄於 2026年10月8日更新於 2026年10月8日儲存庫9 個月前更新

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

僅含說明Design & Creative
AI 產生的概覽

指導將迪士尼12項動畫原則應用於3D、VR/AR及空間動畫工作。

功能
此技能提供在三維與空間情境中套用迪士尼12項動畫原則的參考指引。它把擠壓拉伸、預備動作、構圖和節奏等每項原則對應到3D實作方式,例如晶格變形器、IK/FK綁定、F曲線和物理模擬。它也列出Blender與Unity的軟體技巧、VR/AR影格率與舒適度考量,以及LOD和烘焙模擬等效能建議。
適用情境
適用於在Blender、Unity 3D、Unreal Engine、Cinema 4D等3D工具中製作動畫,或從事VR/AR與空間運算動畫時。它適合依據成熟動畫原則來規劃或精修角色、物件與鏡頭運動。
執行需求
不包含腳本或素材,僅為說明性指令。文中引用了Blender Python與Unity C#範例,熟悉這些環境會有幫助,但不需要任何套件、憑證或網路存取。

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

來源與署名

來源:dylantarre/animation-principles位於skills/01-by-domain/3d-spatial提交8359713

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