Universal Tool

dylantarre/animation-principles/skills/09-by-tool-framework/universal-tool

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 Disney's 12 animation principles with any animation tool or framework

僅含說明Design & Creative
AI 產生的概覽

指導在任何動畫工具或框架中實作迪士尼十二項動畫原則。

功能
此技能提供套用全部十二項迪士尼動畫原則的說明,包括擠壓與伸展、預備動作、舞台調度、時間控制與吸引力。它提供實作要點、參考數值、時間與緩動對照表,以及交付前檢查清單。產出的是指引內容,而非檔案或程式碼。
適用情境
適用於製作或審查動畫與動態設計時,例如介面轉場、微互動或角色動作。適合需要讓動作品質與時間節奏遵循既有動畫原則的工作。
執行需求
無需指令碼或工具,僅為說明性內容。

Universal Animation Principles

Apply all 12 Disney animation principles regardless of your tool or framework.

1. Squash and Stretch

Concept: Objects deform when moving, maintaining volume.

Implementation:

  • When compressing one axis, expand the other
  • scaleX * scaleY ≈ constant
  • Apply on impact, acceleration, or deceleration

Values: Compress to 80%, expand to 120%

2. Anticipation

Concept: Prepare the audience for an action.

Implementation:

  • Move opposite to the main action first
  • ~20% of total duration for wind-up
  • Smaller anticipation for faster actions

Pattern: Wind-up → Action → Settle

3. Staging

Concept: Direct viewer attention to what matters.

Implementation:

  • Blur or fade background elements
  • Scale up the focal point
  • Use contrast (color, size, motion)
  • One clear action at a time

4. Straight Ahead / Pose to Pose

Straight Ahead: Animate frame-by-frame sequentially. Good for fluid, organic motion.

Pose to Pose: Define key poses, then fill in between. Good for precise, planned motion.

Recommendation: Use pose-to-pose for UI, straight ahead for particles/effects.

5. Follow Through and Overlapping Action

Concept: Different parts move at different rates.

Implementation:

  • Offset timing of child elements
  • Add 2-5 frame delay for secondary elements
  • Lighter/looser parts drag behind
  • Use easing with different curves per element

6. Slow In and Slow Out

Concept: Natural motion accelerates and decelerates.

Implementation:

  • Use ease-in-out for most movements
  • Ease-out for entrances (arrives gently)
  • Ease-in for exits (leaves naturally)
  • Linear only for mechanical motion

Common curve: cubic-bezier(0.42, 0, 0.58, 1)

7. Arc

Concept: Natural movement follows curved paths.

Implementation:

  • Avoid straight-line motion for organic elements
  • Use motion paths or multi-point keyframes
  • Parabolic arcs for thrown objects
  • Pendulum arcs for swings

8. Secondary Action

Concept: Supporting actions reinforce the main action.

Implementation:

  • Add subtle movements that complement primary
  • Examples: hair bounce, shadow movement, particle effects
  • Should not distract from main action
  • Slightly delayed from primary

9. Timing

Concept: Speed conveys weight, mood, and character.

DurationFeelUse Case
50-150msSnappyMicro-interactions
150-300msResponsiveButton feedback
300-500msSmoothPage transitions
500-800msDeliberateModal reveals
1000ms+DramaticHero animations

10. Exaggeration

Concept: Push beyond realistic to enhance clarity.

Implementation:

  • Scale movements 20-50% beyond subtle
  • Overshoot then settle
  • More exaggeration = more cartoony
  • UI: subtle exaggeration (5-15% overshoot)

11. Solid Drawing

Concept: Maintain volume and weight in 3D space.

Implementation:

  • Consider all three dimensions
  • Maintain consistent perspective
  • Preserve volume during transformations
  • Use shadows to ground elements

12. Appeal

Concept: Make it pleasing and engaging.

Implementation:

  • Smooth curves over sharp angles
  • Consistent timing patterns
  • Clear visual feedback
  • Satisfying interaction responses
  • Balance between predictable and delightful

Universal Timing Reference

Micro-interaction: 100-200msStandard feedback: 200-300msContent transition: 300-400msPage transition: 400-600ms

Universal Easing Reference

Enter screen: ease-out (decelerate)Leave screen: ease-in (accelerate)On-screen movement: ease-in-outBounce/overshoot: spring physics or elastic

Checklist

Before shipping animation:

  • Does it have easing (not linear)?
  • Is timing appropriate for the action?
  • Does it follow arcs where natural?
  • Is there anticipation for significant actions?
  • Do secondary elements have slight delays?
  • Is the focal point clear?
  • Does it feel satisfying?

來源與署名

來源:dylantarre/animation-principles位於skills/09-by-tool-framework/universal-tool提交8359713

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