Squash Stretch Mastery

dylantarre/animation-principles/skills/11-by-principle-focus/squash-stretch-mastery

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 implementing deformation effects, bounce animations, impact responses, or any motion requiring organic elasticity and weight expression.

僅含說明Design & Creative
AI 產生的概覽

講解擠壓與拉伸動畫原理,以及如何將其套用於動態、角色、標誌和遊戲動畫。

功能
說明擠壓與拉伸這項動畫原理,包括體積守恆、力的可視化,以及從橡膠到剛性材料的彈性光譜。描述該原理與節奏、預備動作和跟隨動作的搭配方式,並提供介面與動態設計、角色動畫、標誌動畫和遊戲手感方面的應用要點。也列出常見錯誤,以及一項實作經驗法則:有活力的動作約 10% 變形,細微修飾約 2-3%。
適用情境
適用於實作變形效果、彈跳動畫、撞擊反應,或任何需要有机彈性與重量感的動作。也適合在審閱動畫作品時檢查體積破壞、均勻變形或過度套用等問題。
執行需求
不需要任何工具、套件、執行環境、憑證或網路存取;僅為說明性內容,不附帶指令碼。

Squash & Stretch Mastery

The Foundation Principle

Squash and stretch is considered the most important of Disney's 12 principles because it solves animation's fundamental problem: making rigid objects feel alive. Developed in the 1930s at Disney, it emerged from observing how real flesh and rubber deform under force while maintaining constant volume.

Core Theory

Volume Preservation: When an object squashes, it must widen. When it stretches, it must narrow. This constraint creates believability—violate it and objects appear to grow or shrink rather than deform.

Force Visualization: Squash and stretch makes invisible forces visible. A ball squashing on impact shows us the floor's resistance. A character stretching mid-leap reveals velocity and momentum.

The Elasticity Spectrum

Not all objects deform equally:

  • High elasticity: Rubber balls, cartoon characters, jelly (extreme deformation)
  • Medium elasticity: Human faces, cloth, muscle (subtle deformation)
  • Low elasticity: Wood, metal, bone (minimal but present micro-deformation)

Even "rigid" objects benefit from 1-2% deformation—it prevents the dead, mechanical feel.

Interaction with Other Principles

Timing amplifies squash/stretch: Fast impacts demand more squash; slow floats need gentle stretch. The deformation amount must match velocity.

Anticipation uses stretch: A character winding up for a jump often stretches slightly before the motion begins.

Follow-through extends it: After landing, the squash ripples through secondary elements (hair, clothing, flesh).

Domain Applications

UI/Motion Design

  • Button press: subtle squash (95-98% height) on tap
  • List items: stretch slightly when pulled beyond bounds (rubber-band scroll)
  • Notifications: squash on arrival, bounce to rest

Character Animation

  • Facial expressions: cheeks squash on smile, stretch on surprise
  • Walk cycles: torso compresses on contact, extends on passing
  • Emotional beats: extreme stretch for shock, squash for dejection

Logo Animation

  • Bouncing logos: exaggerated squash creates playful personality
  • Subtle breathing: micro-squash/stretch keeps static logos alive

Game Feel

  • Jump arcs: stretch on ascent, squash on landing
  • Hit reactions: brief squash sells impact before knockback
  • Collectibles: rhythmic pulse using gentle squash/stretch

Common Mistakes

  1. Breaking volume: Objects appear to grow/shrink instead of deform
  2. Uniform deformation: Real objects deform more where force is applied
  3. Over-application: Subtle contexts need 1-5%, not cartoon 50%
  4. Static extremes: Deformation should ease in/out, never snap

Implementation Heuristic

Start with 10% deformation for energetic motions, 2-3% for subtle polish. Adjust based on material and tone. When in doubt, less is more—squash/stretch should be felt, not consciously noticed.

來源與署名

來源:dylantarre/animation-principles位於skills/11-by-principle-focus/squash-stretch-mastery提交8359713

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