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Imaginative-PromptingImaginative-Prompting/claude-video-skills/skills/animation-principles/SKILL.md

animation-principles

Skill9 starsChanged 12 days agoMITView on GitHub

Animate, animation, ease, spring, bounce, overshoot, settle, impact, fall, idle, follow-through, entrance, pops in, smear: use when animating or reviewing anything that moves in a code-rendered video (a character, a prop, type, an effect) in Remotion, three.js or similar. Keeps every frame a pure function of time, gives every deliberate move a hold, anticipation, action, overshoot and settle, makes material react to what acts on it, lets gravity accelerate and impacts land, and never lets anything pop in.

6 other projects use a version of this.

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The file

We split this skill into the rules it gives an agent

6 rules. 0 are common, 4 are distinctive, and 2 are very specific to this project.

  • 0

    Common

    Most of the 5 edited versions we read keep these.

  • 4

    Distinctive

    This author's own choices. Worth a look.

  • 2

    Very specific

    Tied to their project's names, files or tools. Probably skip.

  • Common
  • Distinctive
  • Very specific
  1. Very specific:

    Noise is seeded: Never Math.random() at render time: a seeded generator, or noise keyed on time.

    line 21
  2. Very specific:

    Speed is a parameter: Every action takes one speed number that scales all its phases, so it can be retimed in the edit without being …

    line 23
  3. Distinctive:

    Every deliberate move is hold → anticipation → action → overshoot → settle.

    line 45
  4. Distinctive:

    Moves travel on arcs,: not straight lines. Dashes lift.

    line 68
  5. Distinctive:

    Carry the result forward: Keep displaced state and momentum into the next action.

    line 86
  6. Distinctive:

    Check it over time,: not from one still: a 6 s loop of a character at rest must look alive.

    line 102

“Common” is measured: kept by at least 6 in 10 of the 5 edited versions of this file we could read. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.

Keep what fits and drop the rest. Your version, ready for your agents.
Files
SKILL.md

Animation principles

When to use

Any time something moves: characters, props, type, effects. The camera has its own rules in shot-design, and timing to the music is in song-timing. Characters with a style of their own (a cartoon, a liquid, a realistic person) can get their own file on top of this one.

1. Every frame is a pure function of time

Remotion renders frames out of order, in parallel tabs, and a render chunk can start on any frame. A frame can never depend on the frame rendered before it.

  • Physical state is re-simulated, not remembered. Springs, lag and follow-through are re-run from t = 0 on a fixed step (1/120 s works), or baked once into a track and sampled.
  • Noise is seeded. Never Math.random() at render time: a seeded generator, or noise keyed on time.
  • Timing lives in one timeline (or the scene's own constants), never in a shader's hidden clock.
  • Speed is a parameter. Every action takes one speed number that scales all its phases, so it can be retimed in the edit without being rebuilt.
// Follow-through that is still a pure function of time: re-simulate from t = 0 on a fixed step,
// then a partial step to t itself, so sub-frame shutter samples move smoothly.
// (Bake the whole steps to an array once per scene if it gets slow.)
function springAt(t: number, target: (t: number) => number, k = 120, c = 14, dt = 1 / 120) {
  let x = target(0), v = 0;
  const step = (s: number, h: number) => {
    v += (k * (target(s) - x) - c * v) * h;
    x += v * h;
  };
  const n = Math.floor(t / dt);
  for (let i = 0; i < n; i++) step(i * dt, dt);
  step(n * dt, t - n * dt);
  return x;
}

2. The grammar of a move

Every deliberate move is hold → anticipation → action → overshoot → settle.

PhaseWhat it doesA cartoon or elastic characterA realistic person (toned down)
Holdthe pose reads6–8 frames or more on any key poselonger: 10–15 frames or more
Anticipationthe opposite way first, scaled to the move~0.2 s, ease-out0.25–0.5 s; often a breath in
Actionthe move itself~0.15 s, a sharp ease-out (a snap)0.25–0.6 s; minimum-jerk for reaches
Overshootpast the marka few cm, ~30% squash5% or less, in rotation, not position
Settleback to rest~0.45 s damped spring, no jolt at the start0.5–0.9 s, heavier damping
  • Nothing alive moves linearly. Linear motion is for machines doing machine things (a conveyor, a progress bar).
  • Eases match the physics. Something pushed starts fast (ease-out). Something falling or giving up starts slow and speeds up (ease-in). An impact is never eased into a stop (section 6).
  • Settles start with no jolt: a damped curve with zero slope where it starts, or a real spring stepped from rest.
// 0 → 1 with a damped overshoot and zero slope at u = 0, so the settle never jolts as it begins.
const settle = (u: number, k = 6, w = 14) =>
  1 - Math.exp(-k * u) * (Math.cos(w * u) + (k / w) * Math.sin(w * u));

3. Arcs, overlap, follow-through

  • Moves travel on arcs, not straight lines. Dashes lift.
  • A body moves as a chain, not a block. The root leads, then the spine, then the head and limbs, each a few frames later.
  • Loose parts lag and follow through on springs: hair, a hat's cuff, a hoodie's strings, fingers, cloth.
  • Momentum carries across segments. A path's velocity is continuous where segments meet. No stop-go between waypoints unless the stop is the point.
  • Turns rotate the aim (slerp), never lerp a look-at point toward a far target.

4. Every action moves the material it acts on

Moving a whole object along a path while its contents stay rigid looks fake. A ball of yarn that changes direction in the air trails its loose strands; it doesn't move as one solid lump.

  • Show cause, propagation and consequence. A force acts somewhere, travels through connected material, and leaves follow-through. A local hit doesn't make every part react at once and identically.
  • Travel changes the body. Acceleration leaves loose material trailing, a turn carries it outward, braking lets it overtake, gather and recoil.
  • Internal actions are forces too: a pulse, a gesture or a shape change pulls on neighboring material.
  • Carry the result forward. Keep displaced state and momentum into the next action. Don't reset the material after every hit.
  • Idle wobble isn't a reaction. Decorative sine waves and noise don't stand in for a response driven by the actual movement. Change the stimulus's direction or strength and the deformation must change with it.
  • Material-specific: rigid, elastic, liquid and particle bodies respond differently. Unaffected objects can stay still. The rule is causal response, not everything wobbling.
  • Something driven by the music reacts to the music: its main accent lands on the beat (anticipation may come before), not a slow animation that starts on the beat and peaks late.

5. Alive is never static

  • Breathing: a slow rise and fall of the chest and shoulders, with the head riding it. About 4–5 s a breath at rest, faster after effort, held in anticipation, let out in release.
  • Per-limb idle: each limb drifts on its own low-amplitude noise (1–2° for a person), out of phase with the others. Fingers relax and curl. Weight shifts every few seconds when standing.
  • Attention: something is always looking at something, with the eyes, or with the head and the body's lean.
  • Check it over time, not from one still: a 6 s loop of a character at rest must look alive.

6. Weight, gravity, impacts

  • Gravity accelerates. A fall is ease-in or a real ballistic arc, never a slow even slide downward. Falling letters split apart and drop fast.
  • An impact has a contact frame. Speed is highest at contact, then compression (a squash, or a person's joints giving), a damped rebound, and a settle.
  • The first part to land stops first; the parts behind it land after, in order (forearms, then the head).
  • Weight shows in timing. Heavy things start slow and stop hard. Light things react fast and float a beat.
  • What it touches reacts: a chair rolls back, keys go down under fingers, a cushion gives, a car's body leans out of a turn and dips its nose when it brakes.

7. Nothing pops in

  • Every entrance animates over 6–12 frames (anticipation, an eased action, overshoot, settle), letter by letter for type where it fits. Nothing goes from absent to whole in one frame.
  • An entrance starts on its cue, never before. Something keyed to a sung word starts on the word's measured onset (song-timing) and becomes readable as it animates in. A breath or wind-up before the cue can drive anticipation that isn't readable yet.
  • Hiding isn't the same as absent. Something waiting edge-on and flipping round in the last half frame is still a pop, and an unlit sign's dark letters still read before they light. Things exist from their cue.
  • Grow out, never through. Letters or buildings that push out of a wall or rise out of the street are drawn only once their nearest face is clear of the surface (about 3 cm close up, about 0.4 m at city distances). Scaling a depth up from 0 while visible z-fights and flickers.
  • Exits leave the frame or animate out. Anything that vanishes between two frames is a pop until you've shown it leaving the frame's edge.

8. Smears and motion blur

  • Cartoon things smear: on a fast frame, stretch the shape back along its real path over the last ~0.07 s, tapered and fading, gated by speed so slow moves never smear.
  • Realistic people don't smear; their fast moves get motion blur.
  • The camera and fast objects get real motion blur in finals: a 180° shutter from several samples per frame (rendering).

9. Contacts

  • Every moving part's sweep is clear of the props round it, on every frame. Probe it, don't eyeball it.
  • Hands land on what they work: real keys, the mouse, the desk. Planted feet don't slide.
  • Nothing passes through a desk, a body or a screen unless the design says so.
  • Things written or placed in the world stay fixed to what they're on.

Failure modes

  • Approving motion from stills. Pops, stops and strobing only show in consecutive frames.
  • Every-Nth-frame sheets hide strobing and one-frame pops.
  • Relaying "no pops" from someone else without looking at the frames yourself.
  • Decorative noise in place of a reaction, or a reaction to the beat too weak to see at the delivered camera distance.
  • A rework that drops the point: new asks add to the existing beats; they don't replace them.

Verify

  1. Typecheck and load every module.
  2. Probe framing and image speed (shot-design).
  3. Render a draft.
  4. Scan for spikes in frame-to-frame difference (render-checks). Each one is either a designed snap or a bug: look at every one.
  5. Step through consecutive frames around every spike, contact, entrance, impact and repeat.
  6. Full-resolution crops of contacts, hands, eyes and type.
  7. Watch it at 1× as a loop.
  8. For a reaction, compare with the stimulus turned off: the difference must be the response, not idle motion.

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